Splatoon |OT| Squidstyler

It's very hard to mount a retake in splat zones. No communication benefits the defending side severely.

What they should have done instead is to put 3 zones far apart from each other, and each zone gives you points individually upon capturing it. This would be a far more solo friendly mode that doesn't depend on teamplay.

Yeah I'd much prefer something like 3 Plots/Domination.

Heck, I think a really good gametype for this would be Destiny's Control.

That way it's a combination of splatting zones and team deathmatch
 
I freaking hate the skate park for splat zones. Once the other team has control, it too easy for them to maintain it

It's the opposite for me. The small splat zones in Skate Park make it easier to reclaim, causing a much longer stalemate. Most of my overtimes came from that map.
 
Yeah, it's kinda cool how you can set your own objectives and how easily you can switch from supporting to going solo. One of my favorite things to do in the game currently is to just throw seekers when I'm in a group hoping that my teammates catch on and travel behind it so I can come in from a second angle nearby.

I did try, but kept getting splatted on my way there, usually at the end of clearing out the other team from the area so my teammates could get in and take control. Clearing out thse beacons was my only priority that match, since they had two, and was the chief reason we got wrecked. But I couldn't do everything all by myself.

Yeah I mean it can definitely be challenging (and frustrating) to manage sometimes. But it helps if you think of other ways to communicate with your teammates other than direct chat. Like Azure J mentioned there, the way you affect your environment can encourage team behavior. Like at the start of a match, I lay down Thick Ropes as a charger to make a path for people to take. For Spat Zones especially, I focus on making solid avenues to quickly get to key points, and since they're there, people will use them. If I see people getting screwed in the same way over and over, I'll try to address the specific thing that's screwing them, so they become mentally unblocked, and can try to do other things. It's almost like you're just babysitting three stupid AI characters sometimes, and you gotta adjust the environment so their pathfinding becomes unglitched.
 
Yeah I mean it can definitely be challenging (and frustrating) to manage sometimes. But it helps if you think of other ways to communicate with your teammates other than direct chat. Like Azure J mentioned there, the way you affect your environment can encourage team behavior. Like at the start of a match, I lay down Thick Ropes as a charger to make a path for people to take. For Spat Zones especially, I focus on making solid avenues to quickly get to key points, and since they're there, people will use them. If I see people getting screwed in the same way over and over, I'll try to address the specific thing that's screwing them, so they become mentally unblocked, and can try to do other things. It's almost like you're just babysitting three stupid AI characters sometimes, and you gotta adjust the environment so their pathfinding becomes unglitched.

I don't buy that argument. Why not make it a 1vs4 game then? Since most of the time in Splat Zones that's effectively how the match is playing out. Get matched with 3 idiots, you lose, get destroyed like crazy, or get lucky and the enemy team is full of idiots.

It's either/or. I haven't so far seen a balanced or even exciting match of splat zones.

Splat zones with random matchmaking is inherently broken and for being touted as the mode that takes skill is actually a huge slot machine and nothing more.

You don't win splat zone by being good, you win it by chance and nothing more.
 
I don't buy that argument. Why not make it a 1vs4 game then? Since most of the time in Splat Zones that's effectively how the match is playing out. Get matched with 3 idiots, you lose, get destroyed like crazy, or get lucky and the enemy team is full of idiots.

It's either/or. I haven't so far seen a balanced or even exciting match of splat zones.

Splat zones with random matchmaking is inherently broken and for being touted as the mode that takes skill is actually a huge slot machine and nothing more.

You don't win splat zone by being good, you win it by chance and nothing more.

you've got some good points but I think you're greatly overstating them
 
you've got some good points but I think you're greatly overstating them

No I don't. Its a good mode in principle, but a trash implementation that is rendered completely pointless by the random chance you get at getting good teammates.

At this point it would be more exciting to roll a dice at the start of the match and determine the winner as that would take an equal amount of skill.
 
I don't buy that argument. Why not make it a 1vs4 game then? Since most of the time in Splat Zones that's effectively how the match is playing out. Get matched with 3 idiots, you lose, get destroyed like crazy, or get lucky and the enemy team is full of idiots.

It's either/or. I haven't so far seen a balanced or even exciting match of splat zones.

Splat zones with random matchmaking is inherently broken and for being touted as the mode that takes skill is actually a huge slot machine and nothing more.

You don't win splat zone by being good, you win it by chance and nothing more.

I won splat zone on the mall because I set myself up in a position that was conducive to controlling a choke point, using the kelp charger to kill everyone that came to try and take it, and by throwing a sprinkler on whichever point needed maintenance while I couldn't be there. When the opposing team was present on the zone my focus was less on straight approach and more on a side approach where I could snipe them while they were focused on the remaining bulk of my team. When they weren't present my focus was on covering where I thought they would appear. Depending on what my teammates were doing, I would fill the gap that they weren't covering. You can't communicate via words, so you have to watch what they do and react appropriately.

My thought process less about how I can complain about the mode, and more about how I can adapt my playstyles to make it work. I've had some shutout matches, but also some where we were equally matched for almost the entire time. There's definitely some Game in there.
 
I don't buy that argument. Why not make it a 1vs4 game then? Since most of the time in Splat Zones that's effectively how the match is playing out. Get matched with 3 idiots, you lose, get destroyed like crazy, or get lucky and the enemy team is full of idiots.

It's either/or. I haven't so far seen a balanced or even exciting match of splat zones.

Splat zones with random matchmaking is inherently broken and for being touted as the mode that takes skill is actually a huge slot machine and nothing more.

You don't win splat zone by being good, you win it by chance and nothing more.

I see 2 issues; too few ranks so it's easy for noobs to get boosted through luck and second what weapons each team has is completely random. I mean just imagine in MMO PvP if you are in a team with 4 dpsers facing a team that has a healer; it's practically impossible and the match is decided before it even begins.
 
I won splat zone on the mall because I set myself up in a position that was conducive to controlling a choke point, using the kelp charger to kill everyone that came to try and take it, and by throwing a sprinkler on whichever point needed maintenance while I couldn't be there. When the opposing team was present on the zone my focus was less on straight approach and more on a side approach where I could snipe them while they were focused on the remaining bulk of my team. When they weren't present my focus was on covering where I thought they would appear. Depending on what my teammates were doing, I would fill the gap that they weren't covering. You can't communicate via words, so you have to watch what they do and react appropriately.

My thought process less about how I can complain about the mode, and more about how I can adapt my playstyles to make it work. I've had some shutout matches, but also some where we were equally matched for almost the entire time. There's definitely some Game in there.

You play charger, which is essentially healer/tank. As an assault weapon user (DPS) I'm dependent on my team getting players with other roles than mine. You play a rare class and thus fill that gap for your team everytime.
 
No I don't. Its a good mode in principle, but a trash implementation that is rendered completely pointless by the random chance you get at getting good teammates.

At this point it would be more exciting to roll a dice at the start of the match and determine the winner as that would take an equal amount of skill.

I'd say just keep at it and try to improvise more around all of the different variables of a match.
 
You play charger, which is essentially healer/tank. As an assault weapon user (DPS) I'm dependent on my team getting players with other roles than mine. You play a rare class and thus fill that gap for your team everytime.

Well sure, I can't really speak to how I'd necessarily approach the issue from another class. It'd definitely be a different strategy! But I find it hard to believe that those strategies don't exist. Just gotta read the match.
 
I see 2 issues; too few ranks so it's easy for noobs to get boosted through luck and second what weapons each team has is completely random. I mean just imagine in MMO PvP if you are in a team with 4 dpsers facing a team that has a healer; it's practically impossible and the match is decided before it even begins.

I'd rather they replace Splat Zones with a slot machine that randomly spits out a win or lose, and let that determine the winner. Would be more respectful to the players time and effort.
I'd say just keep at it and try to improvise more around all of the different variables of a match.

There aren't many variables. Seriously there aren't. It's one variable: The amount of idiots in your team. That's all there is to learn about splat Zones.
 
This game is all about wasting the other team's time.

I start most matches by blazing a trail to the front line. I do this because nine out of 10 times, my teammates do the opposite and start painting our territory. If I can meet the enemies at the middle of the map (or ideally, while they're still at their end), and if I can spray at least a bit of paint and maybe throw a desperation grenade, it'll waste juuuuuust enough of their time that either 1) my teammates will have caught up and continue to distract them, and/or 2) my teammates will have painted in a good portion of the map behind me.

This is more or less my priority on every map except Saltspray Rig and Blackbelly Skatepark, where the objective instead becomes taking the high ground and muddying the ground near the enemy's side of the tower.

Arowana Mall is also interesting. You have the middle halfpipe with the two scaffoldings on either side. If you can take one of those scaffoldings and avoid snipers from the opposite and adjacent platforms, you can keep the halfpipe in your team's colors and repeatedly plant bombs in the blind spot on the other side of the enemy's ramp.

None of this is failproof, of course. I've still lost many matches doing this. But these seem to be good priorities during the first half of a match.

When it comes to the second half... I sometimes have success trying to push as far into enemy territory as possible, but I'm starting to think it's better to backup your teammates in the middle and push as a front toward the enemy.
 
Well sure, I can't really speak to how I'd necessarily approach the issue from another class. It'd definitely be a different strategy! But I find it hard to believe that those strategies don't exist. Just gotta read the match.

I really wonder how the flow would change if you could switch kits after splat, to adjust for team loadout, map, or current need to defend or push. Like I enjoy playing with the longer range stuff, but if the whole team is chargers and jets, I might consider switching to roller or whatnot.
 
Skate Park is the best map, I don't know what y'all are talking about.

The giant tower in the middle is the coolest.

Admittedly I enjoy the idea of a central vantage point that both grants you an advantage and leaves you in the open.

I don't think Skatepark is the best map but it ain't really the worst for me either. My least favorite atm is Walleye Warehouse since it's just kinda unremarkable.
 
I'd rather they replace Splat Zones with a slot machine that randomly spits out a win or lose, and let that determine the winner. Would be more respectful to the players time and effort.


There aren't many variables. Seriously there aren't. It's one variable: The amount of idiots in your team. That's all there is to learn about splat Zones.

something something overstating your points something something

:)

seriously though there are loads of variables. like I said just try and pay more attention to what's going on around you in regards to your team and the opposing team and improvise your strategies around that. see how you can best fit in with any given situation.

Admittedly I enjoy the idea of a central vantage point that both grants you an advantage and leaves you in the open.

I don't think Skatepark is the best map but it ain't really the worst for me either. My least favorite atm is Walleye Warehouse since it's just kinda unremarkable.

oh man, I love Walleye Warehouse. it's hype as fuck for both turf wars and splat zones.
 
This game is all about wasting the other team's time.
I like to think of it this way a lot too. Feels like time is one of the key resources in this game.

Painting the base is important too though, since those spots are much less likely to be re-taken.
 
This game is all about wasting the other team's time.

I start most matches by blazing a trail to the front line. I do this because nine out of 10 times, my teammates do the opposite and start painting our territory. If I can meet the enemies at the middle of the map (or ideally, while they're still at their end), and if I can spray at least a bit of paint and maybe throw a desperation grenade, it'll waste juuuuuust enough of their time that either 1) my teammates will have caught up and continue to distract them, and/or 2) my teammates will have painted in a good portion of the map behind me.

This is more or less my priority on every map except Saltspray Rig and Blackbelly Skatepark, where the objective instead becomes taking the high ground and muddying the ground near the enemy's side of the tower.

Arowana Mall is also interesting. You have the middle halfpipe with the two scaffoldings on either side. If you can take one of those scaffoldings and avoid snipers from the opposite and adjacent platforms, you can keep the halfpipe in your team's colors and repeatedly plant bombs in the blind spot on the other side of the enemy's ramp.

None of this is failproof, of course. I've still lost many matches doing this. But these seem to be good priorities during the first half of a match.

When it comes to the second half... I sometimes have success trying to push as far into enemy territory as possible, but I'm starting to think it's better to backup your teammates in the middle and push as a front toward the enemy.

Another good one is just to sneak behind them. Works especially good on Walleye. Halfway through the match i just sneak to their base and cover the remote floor you can´t reach from the middle ground. 90% of the time they just forget about it and even if they notice they are so obsessed with hunting me or reinking it, that we can easily lock them down at their base.

Second favorite tactic: Luring people out with the sprinkler. ^^
 
something something overstating your points something something

:)

seriously though there are loads of variables. like I said just try and pay more attention to what's going on around you in regards to your team and the opposing team and improvise your strategies around that. see how you can best fit in with any given situation.

Unless they introduce either voice chat (will never happen) or allow me to team up in a party with friends, I won't be touching this mode again. I'd rather play turf war than to waste my time on a mode that amounts to nothing more than a simple dice roll.
 
For Skate park I've found the best success for snipers is to be not on the tower in the middle but to start the match and head left around your initial area and stand on top of the guard rail on the left side. From there you can see anyone who tries to enter your lane from the left, the middle, the sniper tower in its blind spot, most of the right side, and you can defend your main camp behind you from that spot too.

Best spot on the board and you can easily dive off to avoid bombs and you can paint it to make a re-ink zone thats also hard to spot you from when you hide in it from most spots save the tower.
 
Overall, this game needs way more control options.

For starters, there should be more button layouts. I wish I could shoot with the shoulder buttons insteads for example.

Also there is something really weird about the aiming acceleration.

I hate how if you try to aim down it quickly jumps to aiming at your feet. I understand it would be useful to paint a hole for yourself, but there should be an option to turn it off. There's so many times where I try to shoot someone from high ground and the reticle shoots downward and I miss
 
As an aside, I want someone to make a Rules of Nature where the "lyrics" are sung in the Inkling language. I have a stupid idea for a montage that would be pretty much be completed with that.

Yeah I mean it can definitely be challenging (and frustrating) to manage sometimes. But it helps if you think of other ways to communicate with your teammates other than direct chat. Like Azure J mentioned there, the way you affect your environment can encourage team behavior. Like at the start of a match, I lay down Thick Ropes as a charger to make a path for people to take. For Spat Zones especially, I focus on making solid avenues to quickly get to key points, and since they're there, people will use them. If I see people getting screwed in the same way over and over, I'll try to address the specific thing that's screwing them, so they become mentally unblocked, and can try to do other things. It's almost like you're just babysitting three stupid AI characters sometimes, and you gotta adjust the environment so their pathfinding becomes unglitched.

We should definitely team up when that becomes available in August. This all sounds great. You also very eloquently summarized my favorite aspect of this game, namely using the power of suggestion through ink layouts to manage your team in the middle of a heated situation. It's the constant juggling of that, going in all RULES OF NATURE off of wacky ass terrain (ambushing people by leaping off of a wall you jumped into like we're playing Portal meets Mario 64? absolutely godlike), and the constant give and take nature of the game that has easily made it one of my favorite multiplayer games of all time despite this being its 6th or so day available to the public.
 
So Duel Squelcher or Forge Splattershot Pro? Identical Range, but the Forge has better damage and lower rate of fire.

The Point Sensor + Inkzooka combo does seem better than Splat Bomb + Echo Locator.
 
Let's face it. Splatoon is actually a survival game. If you manage to survive on the front line (Turf War) or the zone (Splat Zone), your chances of winning grow drastically.
 
Picked up the game yesterday kind of on a whim to support new Nintendo first party IPs, I was iffy on it when I tried it last night. I futzed about in the single player for a bit, but the motion controls didn't really click. Came back to it this morning and re-did the first set of single player levels to get the Sunken Scrolls I missed and I finally picked up the motion controls.

Moved on to try the multiplayer and didn't stop playing it for another 2 hours. I was reallllly cynical about liking the multiplayer, but it grabbed me immediately. It helps that I was winning almost every game I played. I think I got up to a +9 on the streak meter at one point. I figured out a strategy on the Mall level that works really well and was OK but not amazing at the Port level. I am level 7 now, will probably be 10 by tonight.

The content structure of the game is a bit wonky, but I have faith that Nintendo wants this to succeed and will support it heavily at least through the summer. I'll possibly add myself to play with you guys later, as I really have no one on my Wii U friends list as no one I know besides my brother has one in real life.
 
So Duel Squelcher or Forge Splattershot Pro? Identical Range, but the Forge has better damage and lower rate of fire.

The Point Sensor + Inkzooka combo does seem better than Splat Bomb + Echo Locator.

anecdotally, i don't see very many splattershot pro players out there, let alone successful ones, whereas some people are quite good with the squelcher

i personally hate the pro but i'm also not too fond of how the squelcher handles so i got no personal preference either way

i do think the latter is better for painting which is ultimately what turf war is about
 
Second favorite tactic: Luring people out with the sprinkler. ^^

This is the best tactic. By the way, did any of you know that in the mall, we can hear the announcement bell some time, usually when we reach the last minute ? The attention of detail in this game is impressive
 
anecdotally, i don't see very many splattershot pro players out there, let alone successful ones, whereas some people are quite good with the squelcher

i personally hate the pro but i'm also not too fond of how the squelcher handles so i got no personal preference either way

i do think the latter is better for painting which is ultimately what turf war is about

I tend to stick to the Aerospray for Turf War, but have been rocking the Duel Squelcher in Ranked to lots of success. Just kinda don't like the sub weapon, Splat Bombs are a bit shit, while Echo Locator is great.

Just going to experiment a bit more. Splattershot does seem to use ink faster.
 
I wish I had more time to play so I can rank up faster and get access to more weapons and gear.

Being Level 9 in a bunch of games with a bunch of level 15+ is a little rough.
 
It's kind of surprising how many paint colors there are in this game. I feel like I get pink, orange, dark blue, lime green a lot... But yesterday, I played a game on ranked and our paint was this lovely red-orange color. Was kind of surprised because I know the game is hesitant to use the color red (for obvious reasons) but seeing the red-orange color was a nice surprise. They need to put it in the rotation more.

Really enjoy the sky blue color when it comes up too.
 
It's kind of surprising how many paint colors there are in this game. I feel like I get pink, orange, dark blue, lime green a lot... But yesterday, I played a game on ranked and our paint was this lovely red-orange color. Was kind of surprised because I know the game is hesitant to use the color red (for obvious reasons) but seeing the red-orange color was a nice surprise. They need to put it in the rotation more.

Really enjoy the sky blue color when it comes up too.

It's funny 'cause most of the colours are really nice and coulerful and then there is just one that is the perfect shade of puke green.
 
It's kind of surprising how many paint colors there are in this game. I feel like I get pink, orange, dark blue, lime green a lot... But yesterday, I played a game on ranked and our paint was this lovely red-orange color. Was kind of surprised because I know the game is hesitant to use the color red (for obvious reasons) but seeing the red-orange color was a nice surprise. They need to put it in the rotation more.

Really enjoy the sky blue color when it comes up too.
Really, haven't seen that color in the game yet. There is this one color though, which can look either blue or purple depending of the location in the map. I love it.

I wish brown was an ink color but at the same time, it would probably look like diarrhea or something
 
For Skate park I've found the best success for snipers is to be not on the tower in the middle but to start the match and head left around your initial area and stand on top of the guard rail on the left side. From there you can see anyone who tries to enter your lane from the left, the middle, the sniper tower in its blind spot, most of the right side, and you can defend your main camp behind you from that spot too.

Best spot on the board and you can easily dive off to avoid bombs and you can paint it to make a re-ink zone thats also hard to spot you from when you hide in it from most spots save the tower.

Yeah... lot's of snipers do that. I build up points by inking enough to get my bubbler special. Then go into enemy territory anyway.
 
My biggest frustration with the game is that mostly my teammates seem to pay no attention whatsoever to the map on the gamepad. Forcing me to be the homebase protector on many maps....Also on Saltspray rig, when i take the upper big area and hold it, there is no need for the entire team to spawn on me thus letting the opposing team take the win by covering the narrow parts and the lower area....

I also see no use in focusing too much on covering the enemy side of the map early in the match...making it easy for them to build up their special meter. Better to secure your own to the middle parts and securing the sneakier parts on your end, to make sure you don´t get overrun in the last minute from behind.

Ninja Squid is an absolutely crucial ability to ensure you can evade and sneak past both rollers and snipers.
 
Ok, looks like I figured out a variation of splatter hopping in last night matches. Became a very useful technique for deep penetration raids on the the enemy base especially on the Port Mackerel map; bypassing all the defenders and inking their base behind them. Sadly, nothing of my team was watching their map to super jump in to help out :( Side benefit is that it feel great when you splat an enemy from above :)
 
It's funny 'cause most of the colours are really nice and coulerful and then there is just one that is the perfect shade of puke green.

The yellow-green one always gets me because it always looks like highlighter yellow to me.

Really, haven't seen that color in the game yet. There is this one color though, which can look either blue or purple depending of the location in the map. I love it.

Yeah, I've only seen it the one time myself. Was genuinely surprised when it came up. It was something like this shade.

6009_1386675138743.jpg


(It must've been lucky too, since we rolled to an easy 100-0 ranked victory.)
 
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