Splatoon |OT| Squidstyler

I feel bad for having a SquidBoards account but doing the large majority of my socializing on the game in here. I just love Nintendo multiplayer GAF too much. :lol



OK, so the obvious reason why ninja squid is amazing is because in situations where you have access to large pools of your team's ink, it opens up a new world of approach and retreat options since there is literally no visual confirmation of someone's presence in the ink. This leads to emergent situations like the following (from my own and my brother's time spent playing the game so far):

- In turf wars:
-- Ninja squid is pretty much tailor made for short range weapons and rollers. Short rangers who are good about shooting, jumping into ink then leaping out for shots can seriously make a lot of undetectable inroads if you know when to jump and when to just swim/be patient. If you jump a lot and get detected, you will get lit up and as such just knowing how to move can be immensely rewarding. There's a lot of last second victories that can be pulled off with this strategy.

- Using Grenades and Bombs
-- Seriously, any angle becomes a vantage point with ninja squid. Suspect some enemy activity on a ledge but don't want to fire and give away all your positioning? Unsquid, chuck bomb, re-squid. The more obtuse you make your toss arcs or the positioning of the weapon, the greater chance you have of getting someone jumpy

- Using Seekers (Legitimately my favorite use)
--Throwing one forward and using the line of ink to travel faster and undetectably into territory is absolutely gorgeous. People see a seeker coming towards them and they either dodge or just jump over it/squid form to have it go away without considering just how much inroads can be made off it. Stopping anywhere along the line of ink can lead to some impressive mind games once you can confirm that the opposing team is sniffing out suspicious Seeker activity. Otherwise, charging in undetected can lead to a lot of reclaimed turf that people wouldn't be ready to come back and defend without a strong intuition. Ask CoasterFreak how I literally passed right beside him during the last 4 seconds of a turf war to completely coat his base in ink when he was the last person out of the respawn thanks to a clutch last second seeker.

- Assisting Snipers
-- it's the same line laying strategies as mentioned above except now you can form a two person unit where the sniper is laying out crazy paths and picking at key threats from long range while you're assassinating anything that comes along trying to give the sniper problems. Sendou and I were doing this by accident (can't tell intent because no voice chat) last night, I wonder if he noticed.

- Devil May Cry
-- Run into an enemy while you're painting a line down a small path and they have visual confirmation of you before getting into the ink? Goad them into following you with weapon fire, then squid form back a bit, coat a wall and chill in the wall. Since they can't see you move, you can continue reorienting yourself and surprise them with an ambush from off the goddamn wall.

- Combining it with the bubbler
-- I'm convinced that Bubbler + Ninja Squid + high fire rate weapons are the meta for walling entire teams out when you don't want to be hyper obvious and use Rollers for the job. This setup is just tailor made for going into bases and annihilating threats as they spawn or just wasting time engaging people at their home base while your team inks the rest of the stage.

- Combining it with Inkstrikes
-- The stupidest thing I've ever seen/done was get a 4 man kill streak on another team by sending off an inkstrike into their Splat Zone immediately after they got their own inkstrike off and taking advantage of the visual cluster fuck to establish myself in my own ink only to raid the entire area in the confusion. Better still, thanks to some great mine placing, I pretty much walled the entire team out after sending them back to their spawn point, a tactic that is still pretty undeveloped in most Splat Zone confrontations.

TL;DR: Ninja squid essentially allows you to have tremendous presence in any neutral area of the match because it turns the scenario into one where the other team is constantly guessing between any one pool of ink being there due to collateral damage, distraction, or as a ambush point that cannot be reacted to until the moment of your own action.

You need Ninja + Ink resistance to be in the enemy ink, though. At least, I think.
 
Can someone tell me what "Color Lock" in the settings actually does? I thought it keeps your inkling it's current color in the plaza, but it doesn't seem to be the case...
 
Can someone tell me what "Color Lock" in the settings actually does? I thought it keeps your inkling it's current color in the plaza, but it doesn't seem to be the case...

It's a color blind mode of sorts. Locks the ink colors to two that are distinctive in that sense I think.
 
My hand-timed average roller speeds while inking the length of the training room:
Splat: 7.77 sec
Dynamo: 9.66 sec

That's significant, but perhaps not as relevant for splat zones.
 
The more I play this game, the more I'm just floored by the game-play, game design, mechanics, etc, (especially in turf war). I don't think people really give this game enough credit for what it is, especially when they just call it a TPS. The whole idea of map/territory control through ink is brilliant.

I hope the addition of player lobbies creates more of a competitive scene for this. I'd love to watch some matches with pre-made teams to see how it'd go.
 
Found this amusing

Squid girls in your cappuccino
CGpD3HIU8AEdE68.jpg:orig
https://twitter.com/george_10g/status/606371725194895360
 
I'm back to the roller in Splat Zones. I hate being so indecisive but it's just the most exciting weapon to me. I'll see how high it can take me. Now the question is which roller- going to test the Dynamos later.
I think having at least one roller in a team comp is pretty much a necessity.

I find it interesting that some stuff is close to useless in turf war, such as the Sprinkler and Splash Wall, but is pretty much required form splat zones.
 
Do people really encourage using anything over cold-blooded (shirt perk)?

I realize echolocators aren't that widespread, but it really shortens the tracking effect. Guess I'm gonna try some stealth tactics and see for myself.
 
I think having at least one roller in a team comp is pretty much a necessity.

I find it interesting that some stuff is close to useless in turf war, such as the Sprinkler and Splash Wall, but is pretty much required form splat zones.

Totally false. I haven't cheesed it this way yet but it's totally possible to keep spamming splash wall to lock the opposing team of one route. Let's not even talk about all the approaches having a splash wall enables you to do.

And sprinkler is immensely useful as a distraction at the very least at all times.
 
Do people really encourage using anything over cold-blooded (shirt perk)?

I realize echolocators aren't that widespread, but it really shortens the tracking effect. Guess I'm gonna try some stealth tactics and see for myself.
Echolocators are best for Splat Zones in my opinion. I see them all the time in ranked. Knowing where the enemies are approaching from is huge. In Turf War they are just okay, since it is kind of a free for all.
 
Totally false.

The Sprinkler and Splash wall really aren't good in Turf War. Sprinkler basically keeps a small area covered, and in Turf War, the battle goes all over the place. Splash Wall is for choke points, which are rare in Turf War. They barely have any coverage either.
 
And thats why you cover the base at the start. We had whole sections missing.

I'm usually never in any rush to do so at the start of a round.

Considering the likely deaths you or your team mates will go through you'll have plenty of chances to ink the base after you've managed to make the race to the key points.
 
Do people really encourage using anything over cold-blooded (shirt perk)?

I realize echolocators aren't that widespread, but it really shortens the tracking effect. Guess I'm gonna try some stealth tactics and see for myself.

More like the opposite, no one really thinks cold-blooded is that important yet.

Unless the opposing team is spamming that, I think you can just swim away do some other stuff until it runs out. But of course swimming away to do other stuff is what the team controlling the splat zones want you to do.
 
The Sprinkler and Splash wall really aren't good in Turf War. Sprinkler basically keeps a small area covered, and in Turf War, the battle goes all over the place. Splash Wall is for choke points, which are rare in Turf War. They barely have any coverage either.

Splash wall is a bitch on the port stage...
 
Do people really encourage using anything over cold-blooded (shirt perk)?

I realize echolocators aren't that widespread, but it really shortens the tracking effect. Guess I'm gonna try some stealth tactics and see for myself.

Nah, it's a bad perk, like the shoe one that reveals mines. Far too situational, and the alternatives are more useful. Recon is like a brief echolocator when you're standing at spawn, and ninja squid is just amazing. Both of those are always useful and don't depend on your enemy's decisions on what gear they bring.
 
The Sprinkler and Splash wall really aren't good in Turf War. Sprinkler basically keeps a small area covered, and in Turf War, the battle goes all over the place. Splash Wall is for choke points, which are rare in Turf War. They barely have any coverage either.

It's not just about inking, it's about defending and attacking as well. It's similar to saying everyone should use rollers because rollers ink the best.

Splash Wall just isn't for choke points. I've fended off bubblers, bomb rushes, Krakens, and scored many more kills using it. It's also a way for short-range weapons to close in on chargers.
 
Went back to stick controls for today. I do hope they fix the sensitivity on the y axis cause it kinda makes the stick controls crap.
 
Splash wall is a bitch on the port stage...
Sure, but I would still rather have something more useful in Turf War. All it really does in Turf War is make you go cover somewhere else. In Splat Zones, that isn't really an option.

I would love to see a map that's mostly vertical (think something like one half of Boarding Action from Halo) and instead of only floors counting, only walls count!
 
And thats why you cover the base at the start. We had whole sections missing.

Never cover the base at the start. Rush to enemy ink and cover that. If the enemy gets to your largely unpainted base, then they have to do all the work painting that unpainted area instead of you. Meanwhile you get to cover up their meticulously-painted base and score double because of it (helping you while hurting them).
 
It's not just about inking, it's about defending and attacking as well. It's similar to saying everyone should use rollers because rollers ink the best.

Splash Wall just isn't for choke points. I've fended off bubblers, bomb rushes, Krakens, and scored many more kills using it. It's also a way for short-range weapons to close in on chargers.
If you aren't in any kind of choke point, anyone smart will just go around it.
 
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