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Splatoon |OT2| Prepare to Dye

I knew I wasn't seeing things, so that means only jet squelchers and chargers can out range it. And was this test with jumping because that's how most Dynamo rollers play, and it's kind of hard to be a jumping dual squelcher. Also although it only hits 30 you can't even move forward to fight them because the damage will just increase your only option is to find a way around and attack them from a different angle
Yes and unless they get you by surprise, they are super slow, it's so fun to travel behind and inkbrush them to death lol
If on thing that I think they should nerf is the spread of the shotgun, and it should consume more ink.
 
Zero²;169951379 said:
Yes and unless they get you by surprise, they are super slow, it's so fun to travel behind and inkbrush them to death lol
If on thing that I think they should nerf is the radius on the shotgun, and it should consume more ink.
I underestimate the spread a lot. I think I've moved far enough to the side, but they still get me.
 
Mm, I'm not sure whether Dynamo Rollers should be nerfed, because there aren't many good users of them for people to play against. Also, I have yet to feel marginalized by the presence of one on the opposing team and I think I can deal with them fine. Their presence is huge but to me they're similar to chargers that you just have to adapt your tactics to where they are.

As for the dual squelcher range discussion, if you're standing at the edge of each user's range, there's no way the dynamo roller can come out alive and flick you four times before you can kill them.
 
I just want to avoid that horrible feeling in ranked when you see your team get wiped, and everyone has to scramble back to the splatzone.

Hmm, I wonder what's worse; that feeling, or the feeling you get when your team loses, while you had multiple beakons set up where you could easily flank the enemy, or control a zone, but your teammates all choose to squid-launch on each other... right where the enemy is already focusing their attacks! *facepalm*
 
Weaker fling attack, that could be a major problem. Really hope the swing speed is much faster to compensate now.

Must do, otherwise it'd be worthless. If it takes 4 swings for a Inkbrush to kill it should take 2 for the Carbon Roller to do it.

Improved mobility sounds nice, I'll have to try it out.
Searching through the weapon data. (It's RollerCompact via process of elimination). It does seem to swing significantly faster than the normal roller. What I can say for sure though is that I found the variable that correlates to roll damage. Its roll damage is... *drumroll* 70.

Where the brush has a .28 under "SplashMaxDamage" or something like that this one has a 1.25 so it could potentially still have an OHKO fling if you're really close. We'll need to wait for it to come out to test for sure though.
 
I don't have any particular issues with dynamos but If there is one thing that I could see being nerfed it's that damage done should decrease with range. Their 1 hit ko range is very high. You can't outrun them in close quarters and if you commit for the kill it's almost always a doubble splat. I get that you're supposed to make sure you don't find yourself trapped as describe above, but it's still annoying that this is a possibility.

One thing though, I don't understand why so many players use situational weapons, forcing you to seek very specific areas of the map otherwise you are pretty much useless. I rather play a weapon that has the highest amount of situations where I have the advantage. Ranked is very chaotic in nature and will continue to be so because the weapon loadouts of other players is random, no game plays out the same.

I mean for example you're a roller playing port mackerel; what happens if the other team has the lead and thus can just chill on their side of the map, forcing you to come to them. You're pretty much screwed if we manage to lock down the lanes. I could never play such a role as finding myself in a helpless situation and being dependent on others to make a play would frustrate the heck out of me.
 
These seem like good changes, but the only problem I have with it is the range. There is no reason that it's range should rival dual squelchers, there have been a few times where I find it hard to believe that a dynamo should be able to push me back as a squelcher. Im not sure if this is due to lag but maybe you can fill me in on the range since you use it most of the time.

Yeah, forgot about that too, thanks to Daboss for this tip, you can slightly gain* cough cough* more distance and ground if you "perfect" jump while loading the shot(ZR > wait one second > X),the dynamo is such a dissuasive weapon by its nature that it won't be a missed feature if this get removed, that said, the persons that came with this weapon are good people really, having a sprinkler as a sub and echolocator charging in no time, yup, they're definitively good people.
 
the custom dual squelcher probably won't see much play, the beakons are kinda so-so at the moment (until we get some larger maps with better spots to hide them) and why would you want to trade echolator for killing wail
Beakons are fantastic given that you can easily go between points that can't be retreated to, allowing you to poke at many different choke points without putting yourself in danger

You are everywhere and nowhere. Equip recon so you can jump back to base and get a little more insight, and a super jump speed up or two, and you're golden.

A good example is port mackeral: there are two defensive ledges that can only be accessed via a side path from the base, or slowly from each other (and would leave you exposed). Put a beakon on each, replace a beakon when you teleport to one, and you can jump between the two with ease, allowing you to hit attackers from four points (each side has two different ledges).
 
I don't have any particular issues with dynamos but If there is one thing that I could see being nerfed it's that damage done should decrease with range. Their 1 hit ko range is very high. You can't outrun them in close quarters and if you commit for the kill it's almost always a doubble splat. I get that you're supposed to make sure you don't find yourself trapped in as describe above, but it's still annoying that this is a possibility.

One thing though, I don't understand why so many players use situational weapons, forcing you to seek very specific areas of the map otherwise you are pretty much useless. I rather play a weapon that has the highest amount of situations where I have the advantage. Ranked is very chaotic in nature and will continue to be so because of the weapon loadouts of other players is random, no game plays out the same.

I mean for example you're a roller playing port mackerel; what happens if the other team has the lead and thus can just chill on their side of the map, forcing you to come to them. You're pretty much screwed if we manage to lock down the lanes. I could never play such a role as finding myself in a helpless situation and being dependent on others to make a play would frustrate the heck out of me.

There's almost no good weapons for the situation you describe because getting out of being camped in Port Mackerel is hard. It's similar to Urchin Underpass.

Ironically enough, the dynamo roller is probably the best in those situations.
 
Mm, I'm not sure whether Dynamo Rollers should be nerfed, because there aren't many good users of them for people to play against. Also, I have yet to feel marginalized by the presence of one on the opposing team and I think I can deal with them fine. Their presence is huge but to me they're similar to chargers that you just have to adapt your tactics to where they are.

As for the dual squelcher range discussion, if you're standing at the edge of each user's range, there's no way the dynamo roller can come out alive and flick you four times before you can kill them.
Oh I didn't want them to nerf anything, but if they are this seemed like the most obvious to me not what they are giving us next week. To be honest I don't know if I have ever tried to shoot them when we are both at the edge of our range because I probably assumed it would take 3 or less flicks to kill me, and if Violets test is correct maybe at dual squelcher range it is 3 flicks, I'm pretty sure the 30 damage is at the end of the dynamos range not from where the dual squelcher can attack back so it's possible that at that range it's 33.33%.
 
There was one time someone flicked the GDR at me and killed me while a dude on the other side of my screen on my team popped bubbler and the first thought I had was "motherfucker couldn't invite me onto Noah's Ark why?"

It literally feels like a flood of ink sometimes. It's most apparent when a Dynamo Roller makes it to the top of Blackbelly's tower and starts flicking in every direction. :lol

These seem like good changes, but the only problem I have with it is the range. There is no reason that it's range should rival dual squelchers, there have been a few times where I find it hard to believe that a dynamo should be able to push me back as a squelcher. Im not sure if this is due to lag but maybe you can fill me in on the range since you use it most of the time.

I'm surprised it's not on the pending nerf-list. The range and spread on that thing is insane! There've been times my Tentatek been out of range, while they were still able to hit me. It can one-hit kill from a decent range too, though that's not my main concern, given the long wind-up time it has.

It's grown to be a very annoying weapon for me these days, more so than those ranged blasters. Just yesterday I was doing ranked on Walleye Warehouse, I'm near to the base of the zone - as if preparing to serve for a volleyball match - the next thing I saw was this tsunami-esque wave of ink raining down over the boxes from the other end, splash after splash. The damn thing was spawning nearly the entire width, and about half the lenght of our side of the zone. While I couldn't see the user on the other side of the boxes, I just knew is was that freakish roller, and did an immediate "nope!"/detour.

In the end, I don't care whether or it gets nerf, since I do kinda enjoy the challenges it presents(much less so in ranked matches, lol), but I would have thought that would have been a no-brainer. Qraken nerf was a good call, I always felt it was bit ridiculous that even my inkzooka shots do little to slow it down.

These are my issues as well. There is no way a shotgun type of weapon should have that kind of range (plus the wide spread). If I get up close and then get killed... fine. I can deal with that. If I'm a good distance away, they shouldn't be able to splat me in one damn shot.
 
There's almost no good weapons for the situation you describe because getting out of being camped in Port Mackerel is hard. It's same to Urchin Underpass.

Ironically enough, the dynamo roller is probably the best in those situations.

Nah. The opponent will either hold aggressively at which point it's a 50/50 duel or hide around corners. If they hide I throw a sprinkler meaning it will either cover ground on their space, or they will have to show themselves to take it out. Once I have located them and have some ink to play with from the sprinkler, I have a pretty high chance of getting the kill.
 
Nah. The opponent will either hold aggressively at which point it's a 50/50 duel or hide around corners. If they hide I throw a sprinkler meaning it will either cover ground on their space, or they will have to show themselves to take it out. Once I have located them and have some ink to play with from the sprinkler, I have a pretty high chance of getting the kill.

In those situations it's never a one on one.
 
The only times I've ever been able to take out dynamo rollers is when I catch them while they're distracted with other people. And one guy I got with a splat bomb who kept jumping instead of running way. In a 1-on-1 fight with them I just can't win
 
Searching through the weapon data. (It's RollerCompact via process of elimination). It does seem to swing significantly faster than the normal roller. What I can say for sure though is that I found the variable that correlates to roll damage. Its roll damage is... *drumroll* 70.

bad news, rollers. You need a ridicules number of damage up mains and subs to get a 30% damage increase
Beakons are fantastic given that you can easily go between points that can't be retreated to, allowing you to poke at many different choke points without putting yourself in danger

You are everywhere and nowhere. Equip recon so you can jump back to base and get a little more insight, and a super jump speed up or two, and you're golden.

A good example is port mackeral: there are two defensive ledges that can only be accessed via a side path from the base, or slowly from each other (and would leave you exposed). Put a beakon on each, replace a beakon when you teleport to one, and you can jump between the two with ease, allowing you to hit attackers from four points (each side has two different ledges).
I use beakons quite a bit since I have them on my main weapon (Custom E-liter) but on maps like Port, Underpass, Skatepark, Warehouse or Kelp Dome superjumping isn't that beneficial since you can pretty much just walk to where you need to be in almost the same time and don't have worry about an enemy waiting for you or a well-timed Ink Strike

It also doesn't help that as a sniper, I'm pretty much a walking beakon anyway that can also defend itself and superjumping team mates. Since you can superjump to anyone in your team, they are much less important than say the teleporters in TF2
 
bad news, rollers. You need a ridicules number of damage up mains and subs to get a 30% damage increase
On the bright side, I believe its run speed is 1.44 compared to the splat's 1.2 and the Dynamo's .95. Pretty sure that variable is relative to your base running speed. For those wondering, the brush is a bit under 2.

Oh and yo, the min damage you got for the Dynamo was 30 right? If that's right then I think I may have the Carbon Roller's damage range: 25 to 125. EDIT: For *just* the splash. I don't think this is about when you're so close when flinging you hit the opponent with the roller itself.
 
On the bright side, I believe its run speed is 1.44 compared to the splat's 1.2 and the Dynamo's .95.

Oh and yo, the min damage you got for the Dynamo was 30 right? If that's right then I think I may have the Carbon Roller's damage range: 25 to 125.

That's about the same as the standard roller I think
 
I never assumed all four are alive. I'm sure 2vs1 or 3vs1 is not 1vs1. There is a reason you're being camped.

There are four players in each team, and the map has 3 lanes. If your team is coordinating an attack on all lanes simultaneously, logically they have to spread out to cover all of them, so for a short period of time you can find 1v1 opportunities.
 
There are four players in each team, and the map has 3 lanes. If your team is coordinating an attack on all lanes simultaneously, logically they have to spread out to cover all of them, so for a short period of time you can find 1v1 opportunities.

You're being camped and you're coordinating with your team to simultaneously have multiple 1v1 opportunities? All while under the cover of enemy fire? Your teams are really good. You win.
 
Hey SplatGaf, lurker since the game launched but didn't feel comitted to join you guys until now. The misses and baby are asleep and I got a good 3, 4 hours just to play.

NNID: shikkoinu

Though I haven't added and friends since Nintendoland, so what is the way of joining gaf lobbies?
 
Oh and yo, the min damage you got for the Dynamo was 30 right? If that's right then I think I may have the Carbon Roller's damage range: 25 to 125. EDIT: For *just* the splash. I don't think this is about when you're so close when flinging you hit the opponent with the roller itself.

I did around 36 damage but that was with my +25% damage gear that I forgot to switch out, at max range you only hit maybe every second swing because of the spread. If you move a few steps closer your hit chance increases, at dual squelcher range you'll probably hit most of the time but the damage is somewhere in the 30 area (without damage up). I'm not sure if hopping on the spot really increases the range, but that's something that can be tested rather easily
 
You're being camped and you're coordinating with your team to simultaneously have multiple 1v1 opportunities? All while under the cover of enemy fire? Your teams are really good. You win.

OH you mean they locked down both zones?? Is that what you mean by being camped?

I knew there was a misunderstanding somewhere. I meant the opponents have the lead, but you have control of your zone. The game is in a neutral state but you have to make something happen to regain the lead.
 
What is going on with the game today? Laggy rooms, lots of disconnects, and putting <5 level players in lvl20 rooms.

It was so horrible earlier. I kept playing the room you dropped out of and it was really becoming hilarious at times. Dudes I would splat would suddenly explode and spread 35 Suction Bombs all at once like a pinata of paint, a sniper's line of fire went from their base to my face when I was a half step off the spawn point, an entire Walleye Warehouse match went to the opposing team as I watched all of our team's ink spawn over the entire area.

It was straight up Looney Tunes.
 
OH you mean they locked down both zones?? Is that what you mean by being camped?

I knew there was a misunderstanding somewhere. I meant the opponents have the lead, but you have control of your zone. The game is in a neutral state but you have to make something happen to regain the lead.

Oh, well you should also specify that you're talking about splat zones. I've been in teams that have been decimated so badly by teams with 3 rollers where they just put beacons everywhere and it's insanely difficult to recover. I've also been in teams with 3 chargers where we just all hit our targets immediately right in the middle and gave the other team no chance to get back.

A single roller may not be able to do much in the middle, yeah, but there's not many viable options against chargers patrolling the lanes either. Plus sitting on your lead is the way to play Port Mackerel splat zone.
 
Hey SplatGaf, lurker since the game launched but didn't feel comitted to join you guys until now. The misses and baby are asleep and I got a good 3, 4 hours just to play.

NNID: shikkoinu

Though I haven't added and friends since Nintendoland, so what is the way of joining gaf lobbies?
I just added you so you can join the small group we have now, but I make no promises about staying your friend forever I have to delete people everyday thanks to this 100 friend limit
Edit: you just join through the play with friends menu once you enter the online tower
 
It was so horrible earlier. I kept playing the room you dropped out of and it was really becoming hilarious at times. Dudes I would splat would suddenly explode and spread 35 Suction Bombs all at once like a pinata of paint, a sniper's line of fire went from their base to my face when I was a half step off the spawn point, an entire Walleye Warehouse match went to the opposing team as I watched all of our team's ink spawn over the entire area.

It was straight up Looney Tunes.

Oh god lagging suction bomb rush is the absolute best. It's just like a wave of ten bombs exploding out of an inkling's body simultaneously
 
I just added you so you can join the small group we have now, but I make no promises about staying your friend forever I have to delete people everyday thanks to this 100 friend limit

being on your friend list is not a right, it's a privilege
don't forget to add me when the August update hits, pls
 
Hey SplatGaf, lurker since the game launched but didn't feel comitted to join you guys until now. The misses and baby are asleep and I got a good 3, 4 hours just to play.

NNID: shikkoinu

Though I haven't added and friends since Nintendoland, so what is the way of joining gaf lobbies?

Yo welcome!

First add any of us from the NNID spreadsheet in the OP (also add me :P NNID: Jahranino) and then just join any of us in the lobby. Half the time if you see any of us we're playing in a room.
 
It also doesn't help that as a sniper, I'm pretty much a walking beakon anyway that can also defend itself and superjumping team mates. Since you can superjump to anyone in your team, they are much less important than say the teleporters in TF2
Walking leaves you more exposed than super jumping to a beakon, and is usually slower. Not to mention it lets you head back to one-way high ground, giving you more positioning options.

Teammates are usually in offensive areas, and are useless to reposition yourself defensively.
 
Yo welcome!

First add any of us from the NNID spreadsheet in the OP (also add me :P NNID: Jahranino) and then just join any of us in the lobby. Half the time if you see any of us we're playing in a room.
Why are you wearing only the squid armor head, I laugh every time I see you lol
 
The EU splatfest is tomorrow right? I haven't played in a while so I may have missed some stuff.

It's pushed back to next week, July 4. NA has ours that day too. They announce it in-game about a week before the scheduled date so you'd know if one is coming
 
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