Splatoon 2 |OT| Fresh Squids 2 Go

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My hours have shown now in my profile, and I've racked up over 60 hours on this damn game since downloading at midnight on release.

What's everyone else showing??

Nope not yet 9 days last played guess i have to wait one more day.

I am guessing between 60-70 hours....
 
YES! Finally made it to S rank in Splat Zones, first time I've ever made it to S. I was stuck in A/A+ for almost all of Splatoon 1, so it feels so good to finally get an S rank.

Splatterscope on Splat Zones makes for such good support role
 
Grillers on wave 3 feel impossible.

Oh I know that feel... Lost like 3 runs due to Grillers overrunning me & my team.

I can see why people would want Salmon Run to be permanent thing but at the same time, while playing today, I still had to wait a bit for a full team. Somehow, it being timed keeps it exclusively available for people who prefer to play it over regular matches.

That said, I'm enjoying spending my in-game monies via the app to keep being fresh.
 
Only level 16 or so lol in turf war:P played alot of salmon run whenever that was on.

And all ranked modes C still not played ranked much yet.

Ah ok. I've barely played Salmon run since going on a mad losing streak and dropping all the way down to part timer again lol.

Not that rank matters much, I only wanted to get to 30 to have access to all the weapons. But what really helped was using the 1.5x xp tickets. Well it doesn't really help much when you lose in ranked....

And ironically I've gone back to using a "low level" weapon as I hate all the higher level weapons.

Hope you know Splatoon 2 goes up to S+50 lol

They should really have provided weapon unlocks all the way to 50. Shame.
 
YES! Finally made it to S rank in Splat Zones, first time I've ever made it to S. I was stuck in A/A+ for almost all of Splatoon 1, so it feels so good to finally get an S rank.

Splatterscope on Splat Zones makes for such good support role

Hope you know Splatoon 2 goes up to S+50 lol
 
B+ in Splat Zones. Satisfied with that for now.

Am I wrong or is this game much better at team weapon balancing than Splatoon 1 where it felt non-existent?
 
What determines the Salmon Run difficulty? And also how do people draw the shit above their head in the world without Miiverse?

Your pay percentage is the difficulty level, so when you get a raised the difficulty is up too.

People are using Twitter accounts I think to post the images, and apparently "likes" are what decide which ones get shown more often of course /s
 
Ah ok. I've barely played Salmon run since going on a mad losing streak and dropping all the way down to part timer again lol.

Not that rank matters much, I only wanted to get to 30 to have access to all the weapons. But what really helped was using the 1.5x xp tickets. Well it doesn't really help much when you lose in ranked....

And ironically I've gone back to using a "low level" weapon as I hate all the higher level weapons.



They should really have provided weapon unlocks all the way to 50. Shame.

Well i have 90+ of those tickets left so that will work out fine whenever i start grindin i just want the dynamo roller and elite 4K sniper and then i am set.

Will drip my teeth into ranked mode when i got all the weps i want.
 
B+ in Splat Zones. Satisfied with that for now.

Am I wrong or is this game much better at team weapon balancing than Splatoon 1 where it felt non-existent?
It might be. They tweaked the weapon balancing at least once in Splatoon 1
and made it worse.
So at least they're aware it was an issue.
 
So I was unclear on something: does Salmon Run scale in difficulty by rank or is that purely for rewards? I feel like it has gotten harder than when I started playing it, but it could just be I am experiencing more scenarios and seen plenty that were overwhelming.

I saw one 3 Glowie waves (the ones in the manholes, and 3 Griller waves, two Motherships (one of which I watched suck away all of our eggs as I couldn't put enough damage on it quick enough with the Jr, and no one was responding to "This way" pings), and others.
 
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Just keep on walking to the lobby, don't make eye contact.

Retweet to bring balance to Inkopolis.

https://twitter.com/alumpofcole/status/892184676470726656

DGGtO93UwAEPZ-k
 
You know... I'm tired of these tiny ass maps that just result in a free for all in the middle and nothing very interesting.

I'm tired of all my team mates picking shit guns with shit range and the other team easily out ranging and dominating them.

I get that we are trying to repeat the past of "oh no CHARGERS ARE OP!!!! NERF!!!"

But maybe you should just stop using aerosprays in rainmaker and stop allowing just about any other weapon dominate you.
 
You know... I'm tired of these tiny ass maps that just result in a free for all in the middle and nothing very interesting.

I'm tired of all my team mates picking shit guns with shit range and the other team easily out ranging and dominating them.

I get that we are trying to repeat the past of "oh no CHARGERS ARE OP!!!! NERF!!!"

But maybe you should just stop using aerosprays in rainmaker and stop allowing just about any other weapon dominate you.

People are complaining chargers are OP? Wat.

Dualie Squelchers though, don't sleep on them. Decent range and all the benefits of Dualies.
 
While evaluating teammates, I'm noticing a strong correlation between those who wear full sets of Amiibo armor and those who play like garbage.
 
People are complaining chargers are OP? Wat.

Dualie Squelchers though, don't sleep on them. Decent range and all the benefits of Dualies.

Not that I've seen, but its only a matter of time.

I"m in sooooo many matches, where Range is just dominating the map.
 
People are complaining chargers are OP? Wat.

Dualie Squelchers though, don't sleep on them. Decent range and all the benefits of Dualies.
High ranked chargers are still as deadly now as they were in Splatoon 1. They can really dominate the center in most stages if you aren't careful.

I've begun to notice how skilled players can read each other's strategies even without voice chat. It's been great to play ranked at B and above.
 
High ranked chargers are still as deadly now as they were in Splatoon 1. They can really dominate the center in most stages if you aren't careful.

I've begun to notice how skilled players can read each other's strategies even without voice chat. It's been great to play ranked at B and above.
They are definitely good, but not OP IMO.
 
Well... looks like I wont be going back to normal controls. I can no longer play with them. I tried going back to them using a charger and felt like I was controlling a tank, even at a high sensitivity.
 
Well... looks like I wont be going back to normal controls. I can no longer play with them. I tried going back to them using a charger and felt like I was controlling a tank, even at a high sensitivity.
There you go, welcome to the family son.

Motion controls are king in Splatoon.
 
Holy shit, I just realized that the launchers play Bomb Rush Blush when you use them. That's AMAZING.

Wait what!? Do you mean those spawn launchers in multiplayer? Or those in story mode.

Anyway in story mode you can actually hear Callie's voice in some of the stage soundtrack.
The attention detail in this game is insane.

Edit: or that grenade special? Since that is Callie's signature special if i remember it right.
 
Wait what!? Do you mean those spawn launchers in multiplayer? Or those in story mode.

Anyway in story mode you can actually hear Callie's voice in some of the stage soundtrack.
The attention detail in this game is insane.

The special weapons in multiplayer. It's practically impossible to notice in game because the bombs launching + music + other players drown it out, but if you go behind ammoknights you can hear it pretty clearly. I thought it was just the Flingza Roller but all the launchers do it. That's too cool.

Also knew about the sampling in the story mode, as soon as they released that one track lol
 
The special weapons in multiplayer. It's practically impossible to notice in game because the bombs launching + music + other players drown it out, but if you go behind ammoknights you can hear it pretty clearly. I thought it was just the Flingza Roller but all the launchers do it. That's too cool.

Also knew about the sampling in the story mode, as soon as they released that one track lol

Ah i see, that is indeed pretty darn cool! Will try it out soon.
 
Alright charger users here are some changes of chargers between Splatoon 1 and two. The most obvious being the charge storage in non-scope variants, and then an overall reduction in range to all available chargers. Range was tested with the lines in the firing range. Charge times remain the same between the two games.

Splatoon 1
E-liter scope: 8 lines
E-liter: 7 1/2 lines
Splatter scope: 6 1/2 lines
spatcharger: 6 lines
Bamboozler: 5 lines
squiffer: 4 1/2 lines
goo tuber: didn't exist

Splatoon 2
E-liter scope: don't got it yet so untested
E-liter: 6 1/2 lines
Splatter scope: 6 lines
spatcharger: 5 1/2 lines
Bamboozler: unreleased
squiffer: unreleased
goo tuber: 4 1/2 lines (and has a longer charge time than splatcharger)

Whilst the standard chargers got a charge storage buff every charger got hit with a range nerf, the biggest being the e-liter line. This most likely means that both the squiffer and the bamboozler will also be reduced in range. The strange part is that I don't see charge storage being as useful in the squiffer and bamboozler, especially the bamboozler, so a range nerf could be kinda shitty.
Edit: I forgot about a fully charged shots peircing oppononts in all available chargers in splatoon 2.
 
Am I the only person who seems to know that going up the small wall in Starfish Mainstage is the quickest way to winning rainmaker? You jump up, go down a ramp and then you basically just need a small path inked to jump onto the platform
 
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