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Splatoon |OT2| Prepare to Dye

Getting motion sickness from playing right now. I've never felt that in my 80h+ of playing this game. Maybe i just need to rest.

Anyway, gg to those few matches i managed to catch at least. More later hopefully.
 
edit: How come, Totakeke? Had some good matches with it there.

Well, I'm exaggerating, but there's a lot of space to traverse and .52 gal has short range doesn't play well in both defending and attacking the upper zones in Bluefin Depot. The short range and slow inking also means that you'll take more time to climb the walls which leaves you exposed for longer while attempting to climb the walls to the opposition side.

For short range weapons I want to be rapid fire so I can get in and out the middle areas quickly, and as .52 gal, there's not much you can do against a charger sitting on top that wants to keep you out because you ink slow and can't reach them.

Also splash wall isn't useful because the areas are generally open and even in the upper areas you're more likely to be attacked from above rather than straight on. The seeker is also diminished in usefulness due to the wall in the middle of the middle zones meaning you can only launch them in a straight line which makes them more easily avoidable and predictable.
 
I didn't choose the Splat Life,
The Splat Life Chose Me

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Ok so I finally got to play on Bluefin Depot, both turf wars and splat zones.

Both are really fun on the map. Chargers can definitely be dominant on this map no matter the game mode, but so can the .96 gal as usual ;).

Also finally rank B-! No more rank C purgatory! I'm done for now lol.
 
Bluefin Depot is a really weird level. I feel like it's the only level out of all of them so far where there are way too many blindspots and it's hard to know what's going on.

Or maybe I'm just out of it. I had a bit of a headache earlier while playing.

I think what makes it an odd map is the fact that it's the first we've had where the middle has that big gap directly in the center, at least for Turf War. Usually when you come into the middle you can get a quick sense of which team has the momentum, but in Bluefin you can take on one side of it and start pushing into the enemy's area, feeling confident that your team is pushing well, only to look and realize that the opponent has already taken over the other half and is secretly kicking your team's ass without you ever realizing.

At least, it felt like that's already happened to me in Bluefin way more often than other stages aside from the occasional Urchin Underpass breakout.
 
I've been playing Splatoon for 2 weeks straight everyday and I consider it my current GOTY and I haven't even touched the single player campaign at all and reading all the good impressions of the single player makes me excited to try it out today.
 
Too narrow, too many sniper perches, those ramps. It's just awful design for all modes.
It's a great map, you just need to attack the middle at the same time as your teammates from all possible entrances. I also don't find it very difficult to sneak past the enemy if I'm alone and then that forces them to chase me and they are out of place in the middle living my teammates to be able to take position. If they don't notice that I snuck by them then I just ink up there whole side or sneak behind their chargers and kill them. I've also had success with any weapon on this map so I don't see what the problem is even if the enemy has position it's hard to hold it for 3 minute, also many people try to get greedy and everyone that had position tries to leave to ink up the enemy base leaving the middle wide open to take and ink up there side.
 
For whatever reason I expected I'd enjoy Bluefin more based on its appearances in single player.
Granted I don't think a brush user is particularly well suited to this stage, being required to escape the lower two sections via wall ink is a bit of a grumbling point for me and my inconsistent wall splatter, seems more like the snipers domain this one.
 
Too narrow, too many sniper perches, those ramps. It's just awful design for all modes.

git gud

that map is great and they sell t-shirts with cultural icon Judd on them.

Oh cool a new map. Any good?

it's OK.. haven't played enough of it to form an opinion.. I was disappointed that their was only one splat zone in ranked, though I suppose keeping both would be difficult since there's no middle of the map.
 
Splatoon has become really really hardcore. Seen some really godly snipers, and ninja rollers in Bluefin Depot.

I logged in yesterday as a level 6. I lost 12 games in a row. I lost every single 1v1 encounter. The next lowest level person on my team during 12 consecutive rotating games was lvl 14.

This game is not kind on lowbies, that's for certain.
 
Kelp dome?

By design it gives everyone score inflation
Not a fan of Kelp Dome. It's so wide that players could literally space themselves out of sight and just spray the entire game without killing anyone. I've personally spent a lot of games in Kelp Dome doing nothing but spraying the floor and running away into areas I can hide in (and killing people with Inkstrike). I haven't played much Ranked so no opinion on Kelp Dome there.
 
It's a great map, you just need to attack the middle at the same time as your teammates from all possible entrances. I also don't find it very difficult to sneak past the enemy if I'm alone and then that forces them to chase me and they are out of place in the middle living my teammates to be able to take position. If they don't notice that I snuck by them then I just ink up there whole side or sneak behind their chargers and kill them. I've also had success with any weapon on this map so I don't see what the problem is even if the enemy has position it's hard to hold it for 3 minute, also many people try to get greedy and everyone that had position tries to leave to ink up the enemy base leaving the middle wide open to take and ink up there side.
I'm just gonna quote you cause it's true. Every time my team has lost its cause we never took the positions fast enough, though once yesterday it was 3 vs 4 and we won that with me and the other person holding our side leaving one to be the middle hero :p
 
Haven't heard any news. Some guess early July, so each mode release would get evenly spaced out for August.

yeah just guessing from the Direct I feel like whatever the Rainmaker mode is will be included with the big August update leaving the Tower Control mode to release sometime before that. July seems like a good guess.
 
Not a fan of Kelp Dome. It's so wide that players could literally space themselves out of sight and just spray the entire game without killing anyone. I've personally spent a lot of games in Kelp Dome doing nothing but spraying the floor and running away into areas I can hide in (and killing people with Inkstrike). I haven't played much Ranked so no opinion on Kelp Dome there.

Kelp dome ranked is pretty cool, its a big zone in the center which gives player a lot of options for defending and reclaiming the zone
 
In ranked mode, I find myself evil laughing in my mind every time I throw a splash wall on enemy's main trail toward battlefield. The feeling of throwing wall is still weird since you can't aim up/down, or increase the range with ability. It will be nice if I can throw it right in front of my feet, don't need to wait half second for the shield to start working.
 
In ranked mode, I find myself evil laughing in my mind every time I throw a splash wall on enemy's main trail toward battlefield. The feeling of throwing wall is still weird since you can't aim up/down, or increase the range with ability. It will be nice if I can throw it right in front of my feet, don't need to wait half second for the shield to start working.

Yes you can, look down and throw.
 
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