Splatoon 2 |OT| Fresh Squids 2 Go

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Anyone have some good JP gameplay to watch? Splatoon 1/2 fine, saw some gameplay last week that was pretty cool but don't know many JP youthbers besides Ika Sasha or whatever.
 
I like having a decent charger player on my team because it is a nice strategic benefit to have a safe place to super-jump to and they can usually provide this.
 
I find this hard to believe.

This isn't true at all. A good charger is terrifying.

Chargers got nerfed a lot. The balance in this game is really terrible at the moment and most people just tend to use trislosher, rapid blaster or a handful of shooters. When I looked at the league battle score board earlier this morning, there were only 5 chargers in the entire top 50 teams.
 
Chargers got nerfed a lot. The balance in this game is really terrible at the moment and most people just tend to use trislosher, rapid blaster or a handful of shooters. When I looked at the league battle score board earlier this morning, there were only 5 chargers in the entire top 50 teams.

Hmm...This is good to know. I thought ink mines were useless though? What about the Rapid Blaster loadout makes it good?

edit - do we know when the next major update is coming? It feels like we're due for a new stage soon.
 
Things are still shaking out. If you look right now you'll see that the top three teams all had chargers and there are eight in the top 20 teams.
 
Hmm...This is good to know. I thought ink mines were useless though? What's about the Rapid Blaster loadout makes it good?

edit - do we know when the next major update is coming? I feel like we're due for a new stage soon.

Rapid Blaster doesn't kill in one shot so the 35 damage from ink mines actually can help it kill faster. It's probably one of the few weapons in the game that ink mines make sense on.
 
The game has been out less than two weeks :)
I'm with you though, I don't mind something fresh. Though I'm still learning new things.

The first Splatoon received weekly updates for a good long while after release, so it isn't completely outright to expect weekly updates for the sequel.
 
Hmm...This is good to know. I thought ink mines were useless though? What about the Rapid Blaster loadout makes it good?

edit - do we know when the next major update is coming? It feels like we're due for a new stage soon.

The rapid blaster itself has absurd range, so you can stay far away from most weapons reach, and pepper objectives like the tower or control zones. It's pretty insane.
 
Chargers got nerfed a lot. The balance in this game is really terrible at the moment and most people just tend to use trislosher, rapid blaster or a handful of shooters. When I looked at the league battle score board earlier this morning, there were only 5 chargers in the entire top 50 teams.

I made a post earlier about the changes they made to chargers, the biggest nerf being range reduction. I dread how that will affect the bamboozler. One thing I noticed later is that the charge up can only go to 80 damage in splatoon 2.
 
Things are still shaking out. If you look right now you'll see that the top three teams all had chargers and there are eight in the top 20 teams.

That's still down a lot from the first game where eliters were an essential part of every team comp. A lot of charger players dropped the weapon. Even during the E3 tournament, the US team's charger player switched to splatling.
 
Chargers got nerfed a lot. The balance in this game is really terrible at the moment and most people just tend to use trislosher, rapid blaster or a handful of shooters. When I looked at the league battle score board earlier this morning, there were only 5 chargers in the entire top 50 teams.
How did they nerf chargers for those of us who don't know?

Edit: never mind. Missed the post about range reduction.
 
How did they nerf chargers for those of us who don't know?

Edit: never mind. Missed the post about range reduction.

I'm not a charger player so I don't know all the specifics, but apparently the projectile speed of the charger shot was also lowered and the removal of damage up as an ability means that chargers have to charge their shot a lot longer in this game to get a kill.
 
That's still down a lot from the first game where eliters were an essential part of every team comp. A lot of charger players dropped the weapon. Even during the E3 tournament, the US team's charger player switched to splatling.

Can't this be viewed as a good thing (except to charger fans)? Requiring a specific weapon for a team to be successful isn't necessarily ideal.

I have no dog in this fight since I'll probably never get into League play. I have found other games that allowed snipers to be dominant to be pretty frustrating so I'm happy they are not completely overwhelming in this one!
 
I'm not a charger player so I don't know all the specifics, but apparently the projectile speed of the charger shot was also lowered and the removal of damage up as an ability means that chargers have to charge their shot a lot longer in this game to get a kill.

I did not know about the projectile speed reduction, I'll have to test this later. I wonder if the devs thought charge storage was enough of a buff to cover this, which would be odd since the scoped vairants don't get that. Fully charged shots also peirce enemies now, but I think this was added so chargers would be useful in salmon run.
 
Alright finally got my first Rank up to S in one of the modes.
Has anyone counted how many loses you need in S to rank down, is it any different than A?
 
I'm not a charger player so I don't know all the specifics, but apparently the projectile speed of the charger shot was also lowered and the removal of damage up as an ability means that chargers have to charge their shot a lot longer in this game to get a kill.

Which is fine since it was always annoying to get killed by Charger that only had to charged halfway. Although they are annoying in another way now, namely they can swim away and still hold their charge to waste you later.
 
I'm not a charger player so I don't know all the specifics, but apparently the projectile speed of the charger shot was also lowered and the removal of damage up as an ability means that chargers have to charge their shot a lot longer in this game to get a kill.
Also, chargers have had range nerfs across the board.
 
Can't this be viewed as a good thing (except to charger fans)? Requiring a specific weapon for a team to be successful isn't necessarily ideal.

I have no dog in this fight since I'll probably never get into League play. I have found other games that allowed snipers to be dominant to be pretty frustrating so I'm happy they are not completely overwhelming in this one!

I don't think going from a series staple to barely viable is a good thing. Chargers, rollers, blasters and splatlings were all hit hard with nerfs making the weapons in those classes range from "less fun to use" to "not even worth using anymore". The balance changes heavily favor short range, low TTK weapons like splattershot and trislosher to the point where it has stifled a lot of play styles that existed in the first game.
 
I think another point about chargers that adversely impacts them is the maps we have. Most of them are really small, and pretty much all of them lack a lot of the verticality that we saw in some of the Splatoon 1 maps. So many maps in this game are tiny-ass killboxes with only a bit of room to maneuver around, which are going to favor shorter range weapons .

Not a big deal for me though. I only play Turf War, so they less shitty chargers I see on my team the better.
 
Things are still shaking out. If you look right now you'll see that the top three teams all had chargers and there are eight in the top 20 teams.

Yeah, I'm looking now and there's a fair few chargers scattered without. I mean, they're not Tri-Slosher/Octobrush/Rapid Blaster common, but they're among the more used weapons in the teams, for sure. At the time I'm writing, they're 11.25% of top team weapons used. Calling that barely viable is really stretching it.
 
Is there really no local multiplayer on 1 console? If so, what a disaster.

My sons are having friends over (we have 2 Switches between us) and we can't play this game?!?!?
 
Yeah, I'm looking now and there's a fair few chargers scattered without. I mean, they're not Tri-Slosher/Octobrush/Rapid Blaster common, but they're among the more used weapons in the teams, for sure. At the time I'm writing, they're 11.25% of top team weapons used. Calling that barely viable is really stretching it.

That's fair, I'm probably being a bit hyperbolic. Bluefin Splatterscope is still pretty good but the charger class in general got nerfed way too hard. I feel like the Bluefin's wall and suction bomb rush are really what saves it.
 
I don't think going from a series staple to barely viable is a good thing. Chargers, rollers, blasters and splatlings were all hit hard with nerfs making the weapons in those classes range from "less fun to use" to "not even worth using anymore". The balance changes heavily favor short range, low TTK weapons like splattershot and trislosher to the point where it has stifled a lot of play styles that existed in the first game.

Well, there is a difference between being a staple and being mandatory, which you basically stated they were. This is early days and this may be a case of an over adjustment, they can be patched to have longer range if accumulated match data shows they are really not viable.

I'd say give it some time, haha! I realize this isn't helpful advice in the moment but it is nearly always better for balance changes to be small and incremental and given enough time to evaluate properly.

Edit: The above only refers to chargers, not rollers, blasters, or splatlings. The only think I know about blasters is that the Luna is nasty and I don't like going up against it!!
 
you can do local stuff with two Switches

So everyone has to have their own?

Not really worth buying in that case. We have 2 people coming over to play games, and even without them we are 3 people with 2 Switches...

Just a bad design decision in my opinion. Oh well there are plenty of local 4 player games on Switch....
 
Well, there is a difference between being a staple and being mandatory, which you basically stated they were. This is early days and this may be a case of an over adjustment, they can be patched to have longer range if accumulated match data shows they are really not viable.

I'd say give it some time, haha! I realize this isn't helpful advice in the moment but it is nearly always better for balance changes to be small and incremental and given enough time to evaluate properly.

Balance changes should defiantly be small and incremental but the fact is that they hit a lot of weapons with large, sweeping nerfs coming into this new game. It makes no sense and it's incredibly frustrating for returning players.
 
So everyone has to have their own?

Not really worth buying in that case. We have 2 people coming over to play games, and even without them we are 3 people with 2 Switches...

Just a bad design decision in my opinion. Oh well there are plenty of local 4 player games on Switch....

yeah for Splatoon it's one person per Switch
 
So everyone has to have their own?

Not really worth buying in that case. We have 2 people coming over to play games, and even without them we are 3 people with 2 Switches...

Just a bad design decision in my opinion. Oh well there are plenty of local 4 player games on Switch....

Yeah, you kinda have to treat local Splatoon like other local handheld games instead of local console games. It really sucks. Even if local play with one Wii U was anemic in Splatoon 1, at least it was there.

But like you said, plenty of other local 4-player games on the Switch to play.
 
So everyone has to have their own?

Not really worth buying in that case. We have 2 people coming over to play games, and even without them we are 3 people with 2 Switches...

Just a bad design decision in my opinion. Oh well there are plenty of local 4 player games on Switch....
I'm betting the reason is to maintain 1080p 60FPS. Plus if you played split screen undocked it would probably be too small. In a shooter you have to pick out small things in the distance. It's not like Mario Kart or Arms where pretty much everything you need to see is in your face.
 
Balance changes should defiantly be small and incremental but the fact is that they hit a lot of weapons with large, sweeping nerfs coming into this new game. It makes no sense and it's incredibly frustrating for returning players.

New numbered games are exactly where it makes sense to make sweeping changes to weapons, though.
 
Just beat the single player campaign and... that was it?

I liked that the levels had more variety and weapon usage than the first, but the whole thing just felt like a level expansion of the first. I thought the campaign in the first was fun but could have been pushed a lot more to be something really special, but this one's really didn't go the extra distance at all. And the final boss was really disappointing in comparison to how crazy the first game's was in comparison to the campaign it followed.
 
So everyone has to have their own?

Not really worth buying in that case. We have 2 people coming over to play games, and even without them we are 3 people with 2 Switches...

Just a bad design decision in my opinion. Oh well there are plenty of local 4 player games on Switch....

What's wrong with sitting the two switches next to each other and playing online matches together?
 
Just beat the single player campaign and... that was it?

I liked that the levels had more variety and weapon usage than the first, but the whole thing just felt like a level expansion of the first. I thought the campaign in the first was fun but could have been pushed a lot more to be something really special, but this one's really didn't go the extra distance at all. And the final boss was really disappointing in comparison to how crazy the first game's was in comparison to the campaign it followed.

Yeah, I think it was the music in the first one that did it. I thought what they did here was clever to give new people a taste of the magic and recreate it, although to a lesser extent, for the rest of us.

I did appreciate the difficulty. Having played the first game to death I thought I would breeze through it but the level usually end now with a bit of a challenge that had me dying and ever RIPing a couple times.

Also, nice touch to have all the weapons playable, great way to practice if you're really shy about online.
 
New numbered games are exactly where it makes sense to make sweeping changes to weapons, though.

It just sucks the small amount of weapons that made it to the new game unchanged (or even buffed) are now dominating the meta. It's hard to come up with an excuse to use a lot of this game's more unique weapons now when splattershots just do a better job at filling their old roles while offering higher versatility.
 
Ya, I'm not trying to downplay how frustrating it must be for people who favored those weapons previously. I'll be sad if they go overboard adjusting the Tri-Slosher!
 
I haven't finished the single player yet, I just haven't had the drive to since I can play the multiplayer. I will probably finish it this weekend since I have a long flight to Seattle.
 
It just sucks the small amount of weapons that made it to the new game unchanged (or even buffed) are now dominating the meta. It's hard to come up with an excuse to use a lot of this game's more unique weapons now when splattershots just do a better job at filling their old roles while offering higher versatility.

Firefin Splatterscope, Tri-Slosher, N-Zap '85, Rapid Blaster, Tentatek Splattershot, and Octobrush between them contribute to over 95% of the weapons used by top 20 teams at the moment, which is impressive.
 
Firefin Splatterscope, Tri-Slosher, N-Zap '85, Rapid Blaster, Tentatek Splattershot, and Octobrush between them contribute to over 95% of the weapons used by top 20 teams at the moment, which is impressive.

A six weapon meta is really disappointing. Especially when those 6 weapons boil down to choosing a short range kill machine or a ranged weapon with bomb rush.
 
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