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Splatoon |OT2| Prepare to Dye

The life of a Charger/Blaster. =(

I have a confession to make. Some shitty Japanese Charger came to hog the tower I was manning on the Skatepark essentially only managing to be in the way of my shots. Then I returned the favor in kind by doing the same to him. Turns out he was trying to snipe DaBoss or some other GAF sniper that in turn got a nice double kill right there. Kind of 50% felt bad afterwards.
 
E-liter is pretty effective at counter-sniping. The extra range really helps there
I agree, but then a decent sniper should respond by moving up -- which isn't difficult. You can lay down ink faster and harass an e-liter player with your charger if you're relatively fast. Being inside like half of e-liter's range is a problem for the person using it.
 
This is how I use my commands:
- Spam "Booyah" when I die so my team mates can see where I died (during respawn time)
- Stop spamming it once the person killed me is dead (during respawn time)
- "C'mon" to indicate a team mate can Super Jump
- "Booyah" when we're about to win or I see a nice kill

And speaking of kill...
Why no one has told that you can kill people ala dark souls with the inkbrush?
Did terrible in the games today( got to learn somewhere :p ), but the moment things will click, it'll be glorious!
I saw that live and used the "Booyah" command ("Nice") for you lol. Accidentally pressed "C'mon" ("To me") lol.
 
Started playing this game yesterday, and while I still suck, I am slowly learning the ropes. Really really good game. Probably wouldn't have bought it without being forced to get the squid amiibo, so another good thing. :)

Questions:
- recommended abilities?
- good beginner weapons that are not roller?

I am level 11.

1) Tenacity/opening gambit (Closing gambit in turf wars rocks as well) for the hat, either cold-blooded or ninja squid for the shirt, and either stealth jump or the whatsitcalled "I can walk on enemy ink" perk for shoes.
2) Aerosprays, Splattershot Jr, Gal (.52 Deco or .96; the .52 standard requires knowing when to use an inkwall and has a bit of a higher skill floor).

Don't know when you unlock the Gals, but the aerospray are tied to the SP, I think, and the Jr. is a starter, so...
 
the Damage Up ability for your gear, it adds like 6.something% to your damage and is basically only useful for chargers (and the .52 gal I think)

do we know yet if Damage Up has no diminishing returns? I remember a reddit post that mentioned this

I know the ability >_< but what exactly has been discovered? he made it sound like someone discovered a glitch/exploit with it
 
I agree, but then a decent sniper should respond by moving up -- which isn't difficult. You can lay down ink faster and harass an e-liter player with your charger if you're relatively fast. Being inside like half of e-liter's range is a problem for the person using it.

I mean you basically have to move up or run away (or get splatted, I guess) but someone with a standard charger is definitely at a considerable disadvantage against the E-Liter. Range matters, I should know because I used to use the Squiffer

now, if I had my Inkzooka back ...
I know the ability >_< but what exactly has been discovered? he made it sound like someone discovered a glitch/exploit with it
no glitch, but with Damage Up on chargers you have a higher chance to kill someone with half-charged shots and I can currently 2-shot people with uncharged shots (instead of the normal 3)
 
I wish there was no hit boxes on your own team. I keep finding randoms who tries to kill steal me and gets us both killed.
 
I mean you basically have to move up or run away (or get splatted, I guess) but someone with a standard charger is definitely at a considerable disadvantage against the E-Liter. Range matters, I should know because I used to use the Squiffer

now, if I had my Inkzooka back ...
Yeah, and there's no big problem with moving up if you're getting counter-sniped, really. And I use the scope version -- still shorter range than the e-liter, but it's not dreadful.

Basically, I'm rarely ever afraid to move up with a damage up buffed splatterscope. Moving up isn't as solid as keeping your ground, but I don't feel like the e-liter has a great advantage over the splatterscope if someone is at least a little mobile, which they should be in this game.

I haven't had trouble against e-liters, at least. Just my experience, and I think the e-liter is too slow.
 
1) Tenacity/opening gambit (Closing gambit in turf wars rocks as well) for the hat, either cold-blooded or ninja squid for the shirt, and either stealth jump or the whatsitcalled "I can walk on enemy ink" perk for shoes.
2) Aerosprays, Splattershot Jr, Gal (.52 Deco or .96; the .52 standard requires knowing when to use an inkwall and has a bit of a higher skill floor).

Don't know when you unlock the Gals, but the aerospray are tied to the SP, I think, and the Jr. is a starter, so...

Thanks for the tips! I am addicted to this game now. Nice change of pace after Bloodborne.
 
E-liter and Squiffer are both ass compared to normal splattershots (and especially splatterscopes). At least e-liter has some kind of upside, lmao
Squiffer takes a lot of practice but its workable. You just need good reflexes and it's among the fastest weapons in the game when it comes to getting from point A to point B.

I don't like scoped versions, honestly. Losing FoV hurts and you're inching speed (moving while charging) is slower, which hurts when inking. Then again I'm probably just used to hero charge so all others feel a bit odd.

Being outranged by even the tiniest amount hurts when charge times are identical, but I just need to sneak to where they aren't looking.
 
A brief tour of Kelp Dome, using mission 8 of the single player as a preview.

3xMk8eW.jpg

Similar to Saltspray Rig, your base isn't enterable by the enemy. The walls surrounding it at ground level are not climbable due to a lip at the top. Unlike Saltspray, the area is quite small, and a single inkstrike will be able to hit most of it. There's an exit ramp leading out to the left, and a higher perch for sniping/base defense.


Leading out of your base to the right are two ramps. The first gets you up to the catwalk, and the second gets you into a room directly across from the enemy base. There's no way back up this second ramp from the other side. Consider standing at the top and raining ink down into enemy territory. Also, remember that your enemies may be doing the same thing to the left of YOUR base. Consider tossing bombs onto the ramp from below, or a sprinkler.


To the left of your base is a close ramp leading up to the catwalks, and at the far left is a small square room, the one mentioned above that can be entered using the second ramp to the right of the enemy base. This room has a short wall that can be used as another entrance to the catwalks, one of few walls that can be painted on this map.

Don't forget about this little dead end left of base. This is one of very few paths the enemy can take toward your base; they could even use it to circle around into the center and get behind you and your teammates.


Also taking a left out of your base, ignoring the catwalks, you can then turn right to enter a tunnel leading toward the contested center room. The catwalks will often be quite dangerous to take, so consider this route to the center, even hiding down here and watching for enemies arriving from the center room or on the catwalks above.


All roads lead here. Expect a lot of action. The structure in the middle can be painted and climbed.

Overall, Kelp Dome is a small, claustrophobic, and likely very violent map.
 
Squiffer takes a lot of practice but its workable. You just need good reflexes and it's among the fastest weapons in the game when it comes to getting from point A to point B.

I don't like scoped versions, honestly. Losing FoV hurts and you're inching speed (moving while charging) is slower, which hurts when inking. Then again I'm probably just used to hero charge so all others feel a bit odd.

Losing FoV isn't a problem, from my experience. Like, every other game with a sniper rifle you lose FoV and this isn't any different for me in this game. I regularly get not-completely-charged turnaround or twitch kills with it irrespective of the FoV difference. And it gives significantly more range than the normal version.

Yah, it's slower than the squiffer, but better in every other way. It's still possible to be mobile with it.

Being outranged by even the tiniest amount hurts when charge times are identical, but I just need to sneak to where they aren't looking

A player shouldn't ever be in a scope if they're not about to make a kill or ink the area in front of them. The charge time is so quick it's not a problem, especially since I don't have to charge all the way at all for an OHKO. A 2HKO is fine, too.
 
Losing FoV isn't a problem, from my experience. Like, every other game with a sniper rifle you lose FoV and this isn't any different for me in this game. I regularly get not-completely-charged turnaround or twitch kills with it irrespective of the FoV difference. And it gives significantly more range than the normal version.

Yah, it's slower than the squiffer, but better in every other way. It's still possible to be mobile with it.
It's not that significant of an increase. You clearly haven't used the normal version enough or you've only gone up against bad players.
A player shouldn't ever be in a scope if they're not about to make a kill or ink the area in front of them. The charge time is so quick it's not a problem, especially since I don't have to charge all the way at all for an OHKO. A 2HKO is fine, too.
Unless you're the equivalent of gaming jesus, you aren't going to be getting every player on your first shot. Every time you reach full charge you're effectively blind to external threats.

I'm not saying it's bad, I'm simply telling you its not inferior like you make it out to be.
 
"Come on" definitely looks like a weird choice since it can be interpreted as an encouragement but people seem to come to me just fine when I use it (as "To me") so I guess people are aware of its function? Or am I just lucky?
 
It's not that significant of an increase. You clearly haven't used the normal version enough or you've only gone up against bad players.
Hm? If we're to talk about skill, I used the kelp charger for a week before switching to the splatterscope. I play against gaffers regularly, am ranked well with like a 75% win rate, and carry my team regularly in turf wars. I'm not just saying stuff, lol.

The range increase is significant enough to matter -- heck, any increase is significant enough, since there's no downside to using the scope. FoV change isn't one, IMO.
 
Hm? If we're to talk about skill, I used the kelp charger for a week before switching to the splatterscope. I play against gaffers regularly, am ranked well with like a 75% win rate, and carry my team regularly in turf wars. I'm not just saying stuff, lol.

The range increase is significant enough to matter -- heck, any increase is significant enough, since there's no downside to using the scope. FoV change isn't one, IMO.
The lose of walking speed is a very real one, which impacts strafing speed and ergo ink coverage rate. It also impacts melee scenarios where you need to charge and retreat at the same time: you never want it to happen but it always does in some form or another (don't get me started on brushes).

And you still get outgunned by any e liter than happens to be in the room. I wish the laser sight wasn't so obvious to the other team as it makes you a very conspicuous target.
 
The lose of walking speed is a very real one, which impacts strafing speed and ergo ink coverage rate. It also impacts melee scenarios where you need to charge and retreat at the same time: you never want it to happen but it always does in some form or another (don't get me started on brushes).

And you still get outgunned by any e liter than happens to be in the room. I wish the laser sight wasn't so obvious to the other team as it makes you a very conspicuous target.
Yeah, but like I said you charge fast enough that a OHKO or 2HKO are perfectly reasonable with damage up abilities without impairing yourself too much. I wouldn't claim to ever get OHKOs all the time -- I've regularly said in this thread that I get a bunch of KOs in 2 shots, and it's fast and relatively easy to do so. The walking downsides are less if you don't have to charge as much, and you can cover more ground if you're camping.

I've played GAF e-liters before and didn't have trouble then. I would be happy to play a good GAF e-liter (or hell, any more good ones) more of course.

Seriously, I never hold charge for more than half a second or so, so I don't hit those downsides. You don't have to be Jesus gamer for it.
 
What weapon do you use

Been using the 52 Gal Deco lately with some luck. Climbed from a C- to a B- in a few hours so that made me super happy! But then the maps rotated and the mall has been stuck as the only map the group I'm in is playing and it's been rough.

Thanks for the dpad command tips, guys. Didn't know about that all this time!
 
I think I'm actually going to start experimenting more with the E-Litre. At the first glance it seems absolutely crap but maybe it can work somehow?
 
After playing the game online my initial joy discovering the many facets of this games mechanics has now turned to frustration and annoyance, that fcking roller is overpowered as fuck,not when ppl roll it, but ppl who are good and jump and flick the paint at you for a split second then disappear under the ink using ninja perk is just maddening as hell
 
Use a weapon with good range.

So an Aerospray.
Inkbrush
I think I'm actually going to start experimenting more with the E-Litre. At the first glance it seems absolutely crap but maybe it can work somehow?
I feel like part of the problem is that no-one can figure out how to use burst bombs effectively.

They're good for inking walls amd your feet quickly but that's about it as far as I can tell.
 
My favorite part was getting you and someone else with burst bombs over the wall for a double kill.

I was like:"Seriously DaBoss, what the hell" I didn't even know that was possible. And that why I tried to inkstrike you out of spite whenever it was possible, but you keep surviving every time. I will get you next time....
 
After playing the game online my initial joy discovering the many facets of this games mechanics has now turned to frustration and annoyance, that fcking roller is overpowered as fuck,not when ppl roll it, but ppl who are good and jump and flick the paint at you for a split second then disappear under the ink using ninja perk is just maddening as hell
What weapon are you using?
Hmm, true, that does seem like a better fit with even better range. Thanks!
 
Been using the 52 Gal Deco lately with some luck. Climbed from a C- to a B- in a few hours so that made me super happy! But then the maps rotated and the mall has been stuck as the only map the group I'm in is playing and it's been rough.

Thanks for the dpad command tips, guys. Didn't know about that all this time!

The people I face that use your weapon and have the splat wall as sub ability usually pick one of the two upper lanes and just hold it, I can't do shit. If the coast is clear spray paint on the zone from above since you do have some range on your weapon. Also you're in a safe position for your teammates to use you as a superjump location. Be wary of snipers playing from angles you are exposed to.

Also congrats on reaching the b-tier.
 
I think I'm actually going to start experimenting more with the E-Litre. At the first glance it seems absolutely crap but maybe it can work somehow?
My experience with it is that you want enough Damage Ups so you can OHKO with roughly half charge.

*checks who I just quoted* Nevermind use nothing but quick respawns plz
 
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