Splatoon 2 |OT| Fresh Squids 2 Go

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Nope. Gonna need a group to reach full bar Profreshional.

If anyone wants to team up:
FC SW-2682-1865-4892

Just had a team where 2 of us were leading our Grillers away and the other 2 went to the other end of the map shooting the small fish.
 
While I agree with this, I feel like a lot of times this boils down to rush the middle, which isn't necessarily good either.

Use those side routes, people are still letting me go all the way up the right side of Starfish Mainstage, then I can paint a good chunk of their territory or sneak up on them from behind.

Yes, ideally push to the middle and sides. Either way, don't spend the opening moments painting your spawn and then slowly moving out.
 
Using the roller to tail an enemy using the roller and covering their ink as they go is pretty damn funny...just tailed another roller across moray towers nullifying their work.
 
WOW WHAT THE FUCK

two man team in salmon run. TWO fucking disconnected and they give us the FUCKING ROLLER AND INK BRUSH

THEY MADE ME LOSE RANK FOR LOSING THAT MATCH??????

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While I agree with this, I feel like a lot of times this boils down to rush the middle, which isn't necessarily good either.

Use those side routes, people are still letting me go all the way up the right side of Starfish Mainstage, then I can paint a good chunk of their territory or sneak up on them from behind.

Certainly. Rushing straight into enemy fire isn't always the best way to go either. Each match will call for different methods. But the main thing is to not spend time inking every inch of spawn for the first 30 seconds.
 
Not really. I've had control at the beginning and lost it mid battle so many times. Only 3v4 matches does this actually work when playing with strangers. In my experience, players who rush the center rarely paint the base.

I just got done losing a match because no one painted our base when they respawned.

Well nobody went back and did it then. That was the issue.

The advice of "establish territory control first and fill in blanks later" comes from the people who have been playing Splatoon for years now. Painting spawn immediately at the start of the game is apparently noob move.
 
WOW WHAT THE FUCK

two man team in salmon run. TWO fucking disconnected and they give us the FUCKING ROLLER AND INK BRUSH

THEY MADE ME LOSE RANK FOR LOSING THAT MATCH??????

Welcome to Splatoon, where Nintendo's server problems, your ISP's problems, or other people's ISP's problems are your liability.
 
Feels like so many of the stages are designed so that one of my inkbrush benefits in ranked of legging it to the centre first is made as cumbersome as possible by drops and blocks.
 
The last 30 seconds are the most important, I'll say that much, we'll have them in the danger zone for the better part of the round and our team always flops in the last 30 seconds, a special here and a bomb throw there from them and they've beaten us. Hold your shit together people.

This game is physically killing me.
 
Certainly. Rushing straight into enemy fire isn't always the best way to go either. Each match will call for different methods. But the main thing is to not spend time inking every inch of spawn for the first 30 seconds.

The people who rush are always the first dead creating a burden on the rest of their team.
 
The people who rush are always the first dead creating a burden on the rest of their team.

Not necessarily. If you're charging at the other team maybe, but you shouldn't be doing that anyway. You should painting as much as the landscape as possible, avoiding the other team or engaging when you see one and are forced to.
 
Well nobody went back and did it then. That was the issue.

The advice of "establish territory control first and fill in blanks later" comes from the people who have been playing Splatoon for years now. Painting spawn immediately at the start of the game is apparently noob move.

Yeah. You really have about 1:30 to 2 minutes to paint your entire base. If your base isn't (mostly) painted with 1 minute left on the clock, then that is a team failure. It doesn't take a lot of effort to throw a Suction Bomb at an unpainted corner while swimming by.

I'll say that some maps, painting certain areas of the base first is important, just because they are a pain to do later. Moray Towers is a good example, as you don't want to waste time going to the overlook (up the grated wall) when there is a firefight going in the pit. There are some weapons (Jr, Tri-Slosher, Aerospray) that can lag behind just a little to get their specials and paint quicker. But they should still be generally heading toward the middle.
 
I think you need to reword? Might just me, though, but what?

Let me try that again.

The amount of small walls and small drops when getting to the centre of most maps in ranked kinda makes the inkbrush's initial benefit of speed tricky to utilise.

In short: my momentum!
 
Not necessarily. If you're charging at the other team maybe, but you shouldn't be doing that anyway. You should painting as much as the landscape as possible, avoiding the other team or engaging when you see one and are forced to.

The people I see who go for the middle go for kill count. There are people on this board that advocate that your number at the end doesn't matter, your kills do.
 
The people who rush are always the first dead creating a burden on the rest of their team.

That just means they weren't good enough. Since they were killed by someone on the enemy team that was also getting to the middle quickly.

When you focus on the point of the game, you know, painting the ground, you can go a match without dying.

The point is to win. There's more to that than just painting the ground.
 
Got 27 kills in Rainmaker, whew.

Probably should've ended with a KO a lot sooner. If there is a point where you need to take the rainmaker upward, you should find a wall so you can do it instantly instead of running up this long ramp that leaves you wide open to the enemy.
 
I think you need to reword? Might just me, though, but what?

The main advantage of the inkbrush should be the painting speed when you run with the inkbrush down. But most of the stages are designed in such a way that there is no clear path to do that, and have a lot of drops and walls (I guess because of the rollers). And that nullifies a lot of the said advantage at the start of the game. You barely get a couple of seconds of advantage (while you will most likely be almost out of ink - which further hurts your advantage).
 
Wanted to add, for anyone on the fence or curious, that reading up on splatoon 2 and the Nintendo Switch before getting it I was left with the strong impression that the joy-cons and handheld was unplayable and terrible. Had me really worried.

But it really couldn't be further from the truth. I am really enjoying the controllers and honestly can't see a need to get a pro controller. Not sure about their lifespan but they work perfectly fine now.
 
The people I see who go for the middle go for kill count. There are people on this board that advocate that your number at the end doesn't matter, your kills do.

Who the fuck has been saying that?

As new Splatoon players I'm sure we know better than the people who have been playing it for years now.

...or maybe we should listen.
 
The people I see who go for the middle go for kill count. There are people on this board that advocate that your number at the end doesn't matter, your kills do.

How do you know they are going for kills? Inevitably they will meet the enemy if they go towards them...that's obvious. It doesn't mean they are "go for kill count". The recommended strategy is to control the middle territory as quickly as possible. Letting that slip is an uphill climb.
 
It's better to establish territory control early and fill in the blanks later when you respawn.

Pushing the team fight in the beginning is a garbage tactic, unless all you're working on is your kill count.

Best case scenario you win the fight with one or two players left not spawning, by the second wave you're going to lose control of the contested area anyway or endlessly repeat the nonsence. Nothing will have gotten painted that will make the difference when the area control battles have to happen and you lose by a couple points because you were not participating in team fights that mattered, or you lose because paintjobs that get you super prepped on the way to the battle never got painted.
 
The people I see who go for the middle go for kill count. There are people on this board that advocate that your number at the end doesn't matter, your kills do.

Well, those people are stupid, but it doesn't really invalidate the actual strategy of going to the middle to paint the main area first. I think you are probably alone, though, in being a super badass who never dies one time in Turf War.
 
How do you know they are going for kills? Inevitably they will meet the enemy if they go towards them...that's obvious. It doesn't mean they are "go for kill count". The recommended strategy is to control the middle territory as quickly as possible. Letting that slip is an uphill climb.

Half the boards can be won without the middle at all. Why start a battle before prepped that doesn't even matter half the fucking time?
 
If you're an Inkbrush user on Salmon Run you kind of want to take on a "Support" role. You have the benefit of being the only player who can move at Squid speed at any time, so you're easily able to pick up Golden Eggs, revive team mates and get out of the way of Boss Salmonids when you're the last man standing. It's pretty decent for lesser mob control if you have a good trigger finger.

Having said that, any Salmon Run period that features it is bound to be a "hard mode" one.
 
The people I see who go for the middle go for kill count. There are people on this board that advocate that your number at the end doesn't matter, your kills do.

It's not about kill count. It's about map control. Area denial. Forcing the enemy to spend more time running and respawning than inking. Aimlessly painting can be just as bad as aimlessly killing. You gotta do both and you gotta do them well.
 
Oh sorry, bro, had not idea I was talking to a badass here who never dies.

It's not hard? I don't know why that would make me a badass.

The point is to win. There's more to that than just painting the ground.

The winning team is determined by how much ground they covered.

Who the fuck has been saying that?

As new Splatoon players I'm sure we know better than the people who have been playing it for years now.

...or maybe we should listen.

It's a few pages back. I can find it if you'd like?

How do you know they are going for kills? Inevitably they will meet the enemy if they go towards them...that's obvious. It doesn't mean they are "go for kill count". The recommended strategy is to control the middle territory as quickly as possible. Letting that slip is an uphill climb.

I assume that's what they are doing since they play super agro.

Well, those people are stupid, but it doesn't really invalidate the actual strategy of going to the middle to paint the main area first. I think you are probably alone, though, in being a super badass who never dies one time in Turf War.

I think it's a valid strategy if everyone on your team understands it. The people I lobby with do not so it doesn't work for me.
 
It's not hard? I don't know why that would make me a badass.

It's hard to do that and win, yeah.

If you spend an entire match running around painting the ground and never die, you're a liability to your team.

The objective is to win. The win condition is to have more ground painted than the enemy team. Part of achieving that condition is denying the enemy team the ability to paint the ground. To do that you must engage the enemy and win fights.

It's not hard to understand.
 
"There is no wrong way to Splat." That's been my mantra since the original Splatoon.
And of course most people hate it, lol

Oh, since someone asked earlier. If you want to maximize your gains on scrubbing the Splatfest shirt, scrub it after the 2nd level up

1st slot- 4000 xp needed
2nd slot- 8000 xp needed (12,000 total)
3rd slot- 12000 xp needed (24000 total)

After you get the second slot, you can get 12k more exp to get the third ability slot, or scrub the shirt and get the first 2 slots again for the same amount of XP.

Edit: I just discovered that you need 20(!) chunks to put a duplicate ability on an item. I wonder if that goes up to 30 for a third. That's at least 50 ability chunks to make a triple skill item, jeez.
 
Half the boards can be won without the middle at all. Why start a battle before prepped that doesn't even matter half the fucking time?

I feel like this is not true, or at least disingenuous. I have a hard time believing that the biggest area in most of the maps are that easy to be thrown away. You would have to paint around the enemies territory and your own most of the way if you just throw out the middle. And that, to me, sounds a lot harder and riskier than trying to control the middle, since enemies will be spawning and doubling back to that area frequently.
 
I feel like this is not true, or at least disingenuous. I have a hard time believing that the biggest area in most of the maps are that easy to be thrown away. You would have to paint around the enemies territory and your own most of the way if you just throw out the middle. And that, to me, sounds a lot harder and riskier than trying to control the middle, since enemies will be spawning and doubling back to that area frequently.

Almost every stage has a backdoor into the enemy base.

While you guys are out team fighting I'm painting nearly all your shit behind you (and hoping you don't spawn while I'm doing so).
 
True but you can't cover ground if you're dead, which means his point is valid. Both are important. Maybe not equally, but important all the same.

At the end, ink coverage determines the winner. It is the single most important aspect to the game. Along with that comes territory control, sure. But that's not first. It's too easy for a team of randoms to lose the middle. The only games where one team has controlled the middle the entire match, for me, have been 3v4 games.

Almost every stage has a backdoor into the enemy base.

While you guys are out team fighting I'm painting nearly all your shit behind you (and hoping you don't spawn while I'm doing so).

This. And when you notice, you give up control. This is usually the last half of the match.
 
Almost every stage has a backdoor into the enemy base.

While you guys are out team fighting I'm painting nearly all your shit behind you (and hoping you don't spawn while I'm doing so).

Lol, yeah, but the high turnout rate of spawns makes that pretty risky. If it's working for you, keep it up and all, but it really doesn't seem very sound to me.

It's not hard? I don't know why that would make me a badass.

Eh, yeah, kind of. The maps are designed small, so the odds of running into an enemy are fairly high. So, you are either running away from them at all costs or killing them all lol.
 
Almost every stage has a backdoor into the enemy base.

While you guys are out team fighting I'm painting nearly all your shit behind you (and hoping you don't spawn while I'm doing so).

The problem I have with Splatoon 2 maps is that there is a backdoor, but you can't fuck up an enemy base like you could in the first game (aside from the 2 classic maps). There are too many barriers that keep you from getting deep into enemy territory.

(Also, if you watch the top of the screen and see an enemy die, use the super jump to gtfo)
 
Almost every stage has a backdoor into the enemy base.

While you guys are out team fighting I'm painting nearly all your shit behind you (and hoping you don't spawn while I'm doing so).

You're not doing that if people are painting their base after they respawn though.
 
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