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.
Players like myself who suck and are wildly inconsistent would prefer it stays that way.It's too easy to maintain rank. I've been S+3 despite the fact I'm 16-34 in my las 50
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!
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.
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.
Kill count has pretty much doubled after going from aero to nzap
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.Oh I didn't know league raised that too. I saw people at like Superfresh 30 and thought they were Turf War gods.
Finally unlocked the Clash Blaster - thoughts?
The score in points isn't always a good metric to know how well you played, I'd say.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 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?
Oh I didn't know league raised that too. I saw people at like Superfresh 30 and thought they were Turf War gods.
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...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.
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.
Sloshing Machine is legit.
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.
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.
Nekketsu Kõha;247130928 said:You trade efficiency for satisfaction with a roller. The feel when you roll over an enemy team is sublime lol
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.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.
Some players on S+ have no fucking idea of how to play RM
what the fuck
Then the ranking system is brokenThey might be people who got lucky and got carried through the ranks.
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.
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 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.
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.