Splatoon |OT2| Prepare to Dye

That might be so, but since Skatepark is so condensed to a tiny area (only thing separating the capture points is that tower), once a team has that dominated, it's easy for a team to fall apart.

I'm in C+ to B - rank, and Skatepark and Mall are both awful in ranked.

get gud
teammates
 
The entire power went out on my street for a second and everything turned off except the Wii U, not sure why but I was about to start a match too. When everything turned back on the Wii U was still connected and I didn't get disconnected from the match? It's like it gives you a couple of seconds to reconnect.
 
At least neither of them are Urchin "GET FUCKED AND STAY FUCKED" Underpass.
I honestly don't even remember the last time a team did not contest the opposing team's hold on the zone(s) on any map on Ranked today, including Urchin Underpass.

It's always back and forth the higher you go in terms of your rank.
 
Seriously, chargers need to at least learn to lead the target. It won't stop good Jet Squelchers because if they miss once, the wall will be up before they can fire again, but I've had a few matches where I was taking out chargers without the wall just by jumping out of their aim repeatedly
 
What determines the amount you go up in a ranked win or loss? Sometimes, I get 12, 14, 15, or 10 for a win, and I get -7, -10, or a -1 for a loss. I'm at C+ right now (ranked is so much better out of the C- ghetto), and I can't reason why I get variable points.

Is there a wiki/faq for this game yet?
 
get gud
teammates

Pretty much.

I think you are right about the level design. But I don't think the level works well with lower skilled players. From my experience, any level that has capture points condensed and not spread out, lower skilled players fall apart when a team aggrresively takes it and holds it down.

That's why I personally hate Skatepark and Mall at my current Rank.

Port Mackerel is also a very condensed map. But because the two capture points are spread out, it requires teams to split up, and makes it easier to capture a single point and stop a team from winning. Skatepark and Mall are all about an enclosed small territory of land. So once a team aggressively takes it, lower level players have trouble re-approaching it from the outside (trying to get in).
 
Trying my hand with the dual squelcher, liking it okay so far. Splat bombs take way too much ink compared to their effectiveness though
 
i just hate ranked mall because you can cover that whole chokepoint in snipers every day of the week

if the grates that connected the overpasses were solid and could be inked... or at least a little more solid... it's still really difficult to approach snipers over it
 
What determines the amount you go up in a ranked win or loss? Sometimes, I get 12, 14, 15, or 10 for a win, and I get -7, -10, or a -1 for a loss. I'm at C+ right now (ranked is so much better out of the C- ghetto), and I can't reason why I get variable points.

Is there a wiki/faq for this game yet?

i think it's average rank of the enemy team
 
I honestly don't even remember the last time a team did not contest the opposing team's hold on the zone(s) on any map on Ranked today, including Urchin Underpass.

It's always back and forth the higher you go in terms of your rank.
This is very true for me. Since C+ and up, the matches are almost always very tight. It's constant back and forth and I find knockouts are uncommon, unlike lower ranks where every match was a knockout. The only map that seems to consistently end in knockout is Saltspray Rig.

Chargers, do you guys aim in front of a moving target or aim at it directly?
I aim directly. I've never thought to lead and it hasn't been a problem.
 
The entire power went out on my street for a second and everything turned off except the Wii U, not sure why but I was about to start a match too. When everything turned back on the Wii U was still connected and I didn't get disconnected from the match? It's like it gives you a couple of seconds to reconnect.

Thank Iwata and his demand for low power usage. It actually makes it stay on for longer when the power suddenly goes out.
 
Also don't you just love it when you use the C'mon ping and absolutely no one jumps to you

honestly, i never pay attention to that unless we're like super in control and someone wants to push on ahead or something (although i wouldn't need the signal in that case since it would be the obvious play)

otherwise, i'm probably following a plan of my own that the team will benefit from if it succeeds and the person looking for assistance probably doesn't know what i'm doing so yeah

not to mention that bunching up can go real bad
 
I'm out on the vegas strip and about to go to a club when all I want to do is go back home and splat some fools :-(
 
I mean, how often do you guys get into matches that are honestly evenly matched, where it comes right down to the last minute?

Blackbelly Skatepark can be intense as hell in an even match, as it becomes a cat and mouse game with the back and forth. Maybe it's just bad luck, but I can honestly say a lot of the matches im in, one team dominates and the other team gets rolled (luckily I'm usually on the team that dominates).

Way too often my matches have a team that decimates, rather than a game that goes back and forth, or has a come back. I just feel like too many matches are kind of lopsided.
But again, it could just be my C+ rank. It seems like the B to B+ and A ranks are a whole different game.
 
That's a good point. But it would still be a good function for higher ranked matches where it could be used effectively. Plus it's better than nothing (for players that lack map awareness).



That might be so, but since Skatepark is so condensed to a tiny area (only thing separating the capture points is that tower), once a team has that dominated, it's easy for a team to fall apart. Especially lower ranked players.

I'm in C+ to B - rank, and Skatepark and Mall are both awful in this ranked range. 99% of the time I play Skate Park either Im on the dominating team that locks shit down and dominates, or im on the opposing team that gets rolled hard and can't come close to the areas locked down.

I'll concede that the design of the level itself leaves plenty of room to come back. But my experience has not been that at the rank level im at.
On those maps, I would suggest trying to kill your enemies and push a little into their base until your team can cap the point(s). It's hard to kill them if they have control on the high grounds but there's always another way up those areas. And by push into their base, I don't mean run into their base. I would avoid trying to spawn camp them though because they don't lose much when you kill them because they spawn really close to where you killed them as where if they kill you, they can easily push towards the control point.

Depending on what weapon you use, this could be easy to do or extremely hard to pull off.
 
I think it makes matches more even and gives a better chance of coming back or stopping a team. I def prefer two capture points to one.

I prefer it on Skatepark but I dislike it on Port Mackerel. Port Mackerels are too close to their respective bases and too far from the opposing team's bases. It makes it feel like the matches will never end. If future maps have multiple splat zones, I'd prefer they were closer together.
 
I honestly don't even remember the last time a team did not contest the opposing team's hold on the zone(s) on any map on Ranked today, including Urchin Underpass.

It's always back and forth the higher you go in terms of your rank.

Honestly, I did notice this a lot when I finally moved up to B before the de-rank marathon I went on, but even then Urchin Underpass just feels so claustrophobic.
 
I hope they introduce more brush types with different subs/specials soon. I'd like to see some more play styles.

I really want a pure shotgun type weapon. Quick, close range, one shot kills, but bad lag after each shot and a long recharge time. There's weapons that kinda come close to this but none of them really have the feel of it.
 
amazing how a splat zone having 2 capture points instead of one can be so fun

It's great because both teams need to balance their offense and defense, as opposed to 1 splat zone maps where once one team takes the point, all they have to do is defend and the other is forced to be on offense.
 
I hope they introduce more brush types with different subs/specials soon. I'd like to see some more play styles.

On one hand, I'd greatly appreciate a paintbrush that lets me go all Trunks or Raiden on people with a one and done clean swing. On the other, I legitimately don't think you can top the combination of Sprinkler and Inkstrike in terms of having presence over the entire battlefield and match objectives.

Though as I say this, I'm mildly curious to see how something like "Power" Inkbrush/Disruptor/Bubbler would play out.
 
Hi all, long time no talk, I have not been able to be on gaf lately because of some issues, but I'm back now! I've played with a couple of you today

Anyone on right now?
 
That feel when you hit Level 10 and you can now play with a lot of your friends in ranked battles.

Hi all, long time no talk, I have not been able to be on gaf lately because of some issues, but I'm back now! I've played with a couple of you today

Anyone on right now?

I am and playing with at least one other Gaffer.

NNID: Kastrioti
 
Whoa... I just finished a match that was completely full, but then right when the match began, everyone poofed except for one of the guys on the other team. It was a 1v1 turf war. I demolished him with my paint brush. I feel very sorry for him.
 
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