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Splatoon 2 |OT2| From Smallfry to FlyFish in 5 Easy Steps!

BGBW

Maturity, bitches.
This game really does not want me to hit 15.0 with a weapon. Every time I get to 14 or 14.5 I'm put on a team with a disconnecting player.
 
This game really does not want me to hit 15.0 with a weapon. Every time I get to 14 or 14.5 I'm put on a team with a disconnecting player.

Lol i have this problem too. I start to get on a good roll and then its like the 'Splat Gods' must teach me humility.
 

DrArchon

Member
This game really does not want me to hit 15.0 with a weapon. Every time I get to 14 or 14.5 I'm put on a team with a disconnecting player.

Getting that high with any weapon seems like a total gamble if you aren't constantly playing with friends in league mode. I've gotten close with the Tri-Slosher, but I really feel like you might as well just flip a coin and use that to determine if you win or lose a match sometimes.
 
I swear the team that just K/O'd me in Splat Zones was one of the most brutal and surgically effective group of goddamn players I've ever seen. It was a slasher, a tentatek, and I think a splatterscole and a rapid Blaster.

I mean DAMN. We never stood a chance. Just totally SHUT DOWN any and all routes to the damn zone and calmly defending all of them.

Color me impressed/depressed!
 
Got a Switch with a physical copy of Splatoon2 for my Birthday and I've been playing for a couple of days.

Seriously, in every freakin Salmon Run match I've played one of the players has disconnected, is this intentional or does Nintendo need to get their shit together?

Just stopped playing because it's so frustrating
 
Each person gets 2 specials for all 3 rounds. In addition, each person gets 1 of the 4 available specials (bomb rush, sting ray, inkjet, splashdown).

Try not to burn a special on round 1 or 2 when there are no enemies around!

Thanks! I thought that's how it worked. Just wanted to be sure so I don't let my squad down.
 
Is it me or is Lost outpost easier than the other maps? I cleared all 3 waves like 80% of the time on professional today.

I don't think it's necessarily easier, I feel like maybe it just has much wilder swings in either direction because of that enclosed area. You either use that area as a last stand/defensive position or you get overwhelmed and suddenly notice that ALL the bosses are inside that tiny space.

It's less balanced, but in a good way. It can either be really smooth sailing or a goddamn massacre.
 
D

Deleted member 125677

Unconfirmed Member
Kill count has pretty much doubled after going from aero to nzap
 
Getting that high with any weapon seems like a total gamble if you aren't constantly playing with friends in league mode. I've gotten close with the Tri-Slosher, but I really feel like you might as well just flip a coin and use that to determine if you win or lose a match sometimes.

Oh I didn't know league raised that too. I saw people at like Superfresh 30 and thought they were Turf War gods.
 
Kill count has pretty much doubled after going from aero to nzap

Yeah nzap is probably my overall strongest weapon.

What non-machine gun style weapons are working best for people? Meaning slosher, brush, charger etc.

I can only seem to do well with a splattershot, nzap, etc type weapon. Otherwise I'm getting sub1000 every damn time.

I'd love to get good with a brush or bucket. Sniper rifle seems hopeless for me, can't hit shit.

Oddly enough I felt like weird weapons were more viable in 1. Or maybe I was just better then.
 

BGBW

Maturity, bitches.
Been trying out the brella finally (after unlocking the hero variant). No idea if I'm using it efficiently, but I've been getting good scores with it.
 

Doorman

Member
Oh I didn't know league raised that too. I saw people at like Superfresh 30 and thought they were Turf War gods.
As far as I'm aware, turf war is the only mode that keeps track of weapon freshness for those bonuses. I could be wrong but I doubt it, since a few of my weapons would be much higher than they are right now due to fighting low level players early on.

Finally unlocked the Clash Blaster - thoughts?

I've shared my thoughts about it a few times now, but Clash strikes me as a fun but pretty challenging-to-make-effective weapon, particularly in turf war where there's no solid objective to engage around. Bombs and the rapid-fire AoE bursts can zone out short range weapons decently, but its somewhat low TTK and poor inking make it a struggle for it to get in since you can't easily challenge for turf and maneuverability, and Stingray being on it is a little weird as a weapon that otherwise thrives around the front lines. Ultimately I'd term it as usable, but not necessarily good.

In other words, why not just use a Tentatek?


Thanks to the wonders of playing with Randoms I finally got a weapon up to 16.5 and my first Superfresh in turf. Unfortunately...it was with the original Splattershot, which technically isn't even supposed to be one of my main or best weapons. But I liked it in the original game and I suppose I still like it here. Burst bombs are great for wall coverage.
 

Koren

Member
Yeah nzap is probably my overall strongest weapon.

What non-machine gun style weapons are working best for people? Meaning slosher, brush, charger etc.

I can only seem to do well with a splattershot, nzap, etc type weapon. Otherwise I'm getting sub1000 every damn time.
The score in points isn't always a good metric to know how well you played, I'd say.

I used to be good with a carbon roller in S1, but I struggled a bit with the splat roller in S2 (I probably should have went carbon, but I really love curling bombs... and I feel like the new flick mechanic for rollers change things a lot)

I'm currently playing dualies. The problem is that, while I think I have decent situation awareness and basic understanding in strategy, I'm awful at 1 vs 1 :/

Maybe I should just go with the tri slosher.
 

DrArchon

Member
Oh I didn't know league raised that too. I saw people at like Superfresh 30 and thought they were Turf War gods.

I actually don't know for sure, I'm just assuming because I've seen those people with Superfresh 30.0 or whatever and I can't imagine anyone being good enough to carry a whole team of three people (or less) through Turf War.

I mean, sometimes I feel like I play great and get tons of kills and points but it's not enough, so I can't imagine how godlike someone would have to play to make up for all of the disconnects and just generally terrible teammates that they'll inevitably get paired with.
 

Pikma

Banned
Teams with 2 or 3 bomb spammers are the fucking worst, especially in Art Academy where there is only one fucking way to the goal
 

Koren

Member
I actually don't know for sure, I'm just assuming because I've seen those people with Superfresh 30.0 or whatever and I can't imagine anyone being good enough to carry a whole team of three people (or less) through Turf War.

I mean, sometimes I feel like I play great and get tons of kills and points but it's not enough, so I can't imagine how godlike someone would have to play to make up for all of the disconnects and just generally terrible teammates that they'll inevitably get paired with.
You don't need to win all matches, if I'm not mistaken, "only" at least 2 out of 3. That still require some skill...

Also, remember that if your connection is reliable, you'll have more 4 vs 3 than 3 vs 4 ;)
 
I call bullshit on that. I can count the number of disconnects I've had in this game on one hand and I've seen way more 3v4 than 4v3 matches.

Yeah, i have to agree with you. Ive only ever been DC'd once, ever. From a T-storm that flickered my power. And ive seen basically the same.
 
I had a few DC nothing to write home about. But I swear one time in a game was fighting this team all G&K. Anyway was besting them badly and just as the game ends as we winning it DC and win didn't count and no points. Convinced they rage quit and was host or something.

Then did another game and they didn't pop up in queue for sometime. I will take a rage quit as win however :)

Also faced then plenty times after and when losing they will try spawn killing and sometimes I see them at the start before it begins and they disappear when rematching leaving teammates with less players.
 
Yeah, it's pretty great if you can manage to get 2HKOs every time.

Special sucks though. Sting Ray makes sense on backline weapons like chargers and the Heavy Splatling, but this? No way.

Agreed. This and the Clash Blaster having Sting Ray as their special makes no sense at all.
 

Doorman

Member
I swear I've lost 10 games in a row trying to use the Flingza roller. I can't make this kit work for me. Any tips?

Right now, the best tip would be to not use the Flingza Roller. I wish I was kidding because conceptually I love the weapon, but for the way rollers in general currently work in this game, what you wind up doing with that kit is assembling all the downsides of the game's other rollers into one conveniently-underwhelming package.

It inks pretty well with vertical slices, but the lead-in time for them is so long that you have to be fairly safe in when to use them, because most rapid-fire weapons can easily close the distance to you in between swings if you're not careful. The horizontal flick is faster, but seems to work similarly to the carbon in that its actual range in which a one-flick-kill actually works is so small, wonky, and inconsistent that you can't count on it for CQC very reliably. The vertical swing's hitbox is more consistent, but the one-hit kill range on it is not very long, and beyond that it only deals 40 damage, meaning you'd need three swings in order to secure a splat that way, and that's simply too much time. It comes with wall as a special which is nice conceptually but takes about eight years to fully set up and again, you ink ahead so slowly that you can't reliably push forward beyond the wall at all without help. Then you get splat bomb launcher which is nice for coverage and actually can push, but building up the points to unlock it multiple times without dying is a tall order for the weapon. Everything about it is just slow and not very reactionary, so despite the defensive-minded kit, it deals with speedy pressure really badly.

If you really want to use a roller, then the original Splat Roller is the least broken out of all of them, and is generally quicker and has more options than the Flingza. It could be good if Nintendo ever decides to give rollers their old flicking properties back, but as it stands there's extremely little benefit to be had out of trying to make it work.
 
Right now, the best tip would be to not use the Flingza Roller. I wish I was kidding because conceptually I love the weapon, but for the way rollers in general currently work in this game, what you wind up doing with that kit is assembling all the downsides of the game's other rollers into one conveniently-underwhelming package.

It inks pretty well with vertical slices, but the lead-in time for them is so long that you have to be fairly safe in when to use them, because most rapid-fire weapons can easily close the distance to you in between swings if you're not careful. The horizontal flick is faster, but seems to work similarly to the carbon in that its actual range in which a one-flick-kill actually works is so small, wonky, and inconsistent that you can't count on it for CQC very reliably. The vertical swing's hitbox is more consistent, but the one-hit kill range on it is not very long, and beyond that it only deals 40 damage, meaning you'd need three swings in order to secure a splat that way, and that's simply too much time. It comes with wall as a special which is nice conceptually but takes about eight years to fully set up and again, you ink ahead so slowly that you can't reliably push forward beyond the wall at all without help. Then you get splat bomb launcher which is nice for coverage and actually can push, but building up the points to unlock it multiple times without dying is a tall order for the weapon. Everything about it is just slow and not very reactionary, so despite the defensive-minded kit, it deals with speedy pressure really badly.

If you really want to use a roller, then the original Splat Roller is the least broken out of all of them, and is generally quicker and has more options than the Flingza. It could be good if Nintendo ever decides to give rollers their old flicking properties back, but as it stands there's extremely little benefit to be had out of trying to make it work.

You trade efficiency for satisfaction with a roller. The feel when you roll over an enemy team is sublime lol
 

Doorman

Member
Nekketsu Kõha;247130928 said:
You trade efficiency for satisfaction with a roller. The feel when you roll over an enemy team is sublime lol

Ah but even then, I'm pretty sure the normal splat rollers have a faster roll-speed than the Flingza, so there's still no reason to use it. :p
 
Ah but even then, I'm pretty sure the normal splat rollers have a faster roll-speed than the Flingza, so there's still no reason to use it. :p
Yep. I forgot the name of the one I usually use. But some are too slow and don't even kill on impact so not those of course. Need ninja ability in shirt, speed is also good and always flank the opponent. When it happens and you know they are watching you waiting to spawn you stop and look up slowly.
 

Pikma

Banned
They might be people who got lucky and got carried through the ranks.
Then the ranking system is broken

And I just lost a match where I died trying to kill the squid with the RM and my other three teammates altough alive were apparently too distracted, all in different parts of the map, so the RM got in through one of the corridors on Port Makarel completely unopposed.

He moved from right center to the goal and shot at me 2 or 3 times so they definitely had time to react too, it's just that they are awfully bad.
 

Branduil

Member
How do people get to the top ranks of Salmon Run without being able to kill anything. It's seriously unbelievable how useless some players are.
 

Somnid

Member
Salmon Run players, please learn basic housekeeping. Be a good citizen and ink the floor between trips because most of the losses are due to being completely boxed in and killed by steel eels or stingers. Don't just step around the flyfish and drizzler mess.

Also, learn how to kill grillers.

I just lost all my progress due to a string of 1st round losses.
 

Branduil

Member
DIScBgAV4AAYmp9.jpg:large

Shout out to our LVP who managed to collect a massive 3 fucking eggs over 3 waves in a game we lost by 1 egg and also died 5 times.
 
I always lose on Griller rounds because I fundamentally do not understand how I should orient myself when I'm the target in such a way that doesn't kill my teammates. (Also of course because no one else seems to know either.) Oh well.
 

Branduil

Member
I had a game where there was a griller round in Wave 1 and I ended with 2 grillers on me, so I used the behind the back method to avoid them and the rest of my team did... nothing. Other than die a couple times. They didn't kill the grillers. I ended up avoiding the grillers for 40 seconds until we lost because my incompetent team never fucking did anything.
 

Doorman

Member
Personally, my favorite strategy so far for Grillers on Lost Outpost when you're the target is to hang out on the small raised platform just on the inside of the "front door" of the building (the door that leads out toward the grated area). When the griller that's on you turns to move up that ramp, you just head up and out the little window there and the griller will turn and start to pursue you out the front door. When he comes out front, just swim up the wall and through that same window again. The rest of your team can stay pretty safe inside of the rest of the building and get plenty of easy potshots as it's turning around, and that way all the eggs stay inside for quick delivery without risking a good 60-70% of your movement space. This might actually be my favorite map for dealing with griller waves of the three we have so far because the normal griller cheese-spot doesn't have to involve risking the best locations for non-target teammates to be.
 
Personally, my favorite strategy so far for Grillers on Lost Outpost when you're the target is to hang out on the small raised platform just on the inside of the "front door" of the building (the door that leads out toward the grated area). When the griller that's on you turns to move up that ramp, you just head up and out the little window there and the griller will turn and start to pursue you out the front door. When he comes out front, just swim up the wall and through that same window again. The rest of your team can stay pretty safe inside of the rest of the building and get plenty of easy potshots as it's turning around, and that way all the eggs stay inside for quick delivery without risking a good 60-70% of your movement space. This might actually be my favorite map for dealing with griller waves of the three we have so far because the normal griller cheese-spot doesn't have to involve risking the best locations for non-target teammates to be.

This. Doorman speaks the truth. You have only to listen.
 

Jintor

Member
for the windows in lost outpost, do you need to jump to clear the top or can you just go up and over?

I would experiment but then the ghost of branduil would get mad at me lmao
 

ss-hikaru

Member
I had turf match on Port Mackerel in a lobby where the longest ranged weapon was the Splattershot Jr. My team had two silver aerosprays and the enemy team had two Dapper Duelies. It was hilariously chaotic XD
 

Neon.Borealis

Neo Member
After many rounds played I can say that the Sloshing machine is awesome. It's everything I wanted in a blaster... except it's not a blaster. It actually has some range and can threaten people behind walls.

This, the Brella and the Splatterscope are quickly turning into my mains. With the E-Liter, the Jet squelcher and the .52 close behind.

It's kinda sad that I don't seem to enjoy the Splatlings that much. They are too cumbersome to use for me. I still haven't unlocked the mini Splatling though, so that might change my opinion.
 

Koren

Member
I call bullshit on that. I can count the number of disconnects I've had in this game on one hand and I've seen way more 3v4 than 4v3 matches.
Actually, it was my feeling, too, but since it was counter-intuitive, I've did my checks... 4 vs 3 is really a bit more common, but half of the time, you won't notice when you have a numerical advantage. It's easier to spot that one of your teammates is missing than one of your opponents. Especially when they're good.

(I'm talking about disconnections in the middle of a match, right at the start, I've seen one 3 vs 4 and one 4 vs 3, there's not enough of them to conclude anything)
 

Kinokou

Member
Getting that high with any weapon seems like a total gamble if you aren't constantly playing with friends in league mode. I've gotten close with the Tri-Slosher, but I really feel like you might as well just flip a coin and use that to determine if you win or lose a match sometimes.

For some reason I have never managed to superfresh the N-zap despite it being the weapon I have the most wins with. With the jr. and aero I got it easy and I don't even have half as many wins on them.
 
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