I'm pretty sure it's basically this:
- A counter 0-100 for the bar (that you see directly)
- A counter 0-100 for the cracks (that is displayed partly with cracks)
Cracks appears when you reach specific parts of the second counter: something like >30, >60 and 100 (with "danger" appearing when you're above e.g. 90)
For each map, if you win, you increase the first counter, if you lose, you increase the other one.
The amount of increase each counter depend on your "score", the one of your teammates, and the ones of the ennemies, which is hidden (similar to what is displayed during splatfests... it's computed, because you have an estimation at the beginning).
This score is based on the previous win/loss, scores, possibly level, so they do have an influence, though not directly.
I believe (but I don't have proof) that if your score is above your teammates and you loose, the game will suppose you're not responsible much for the lose, and you'll fill the second counter slowly. But if you win, you'll fill the first one faster.
This way, people that are better than their current rank (think a good player still in B), they'll have a high hidden score, get paired with people with lower score, so they'll rank faster and barely ever crack.
After some time, you'll have roughly homogeneous scores in a rank. Loose a couple matchs, you'll fall below average score, and thus the crack counter will fill faster. That explain easily how consecutive lose cracks, but consecutive wins avoid cracks on an isolated loss.
It's hard to explain, but it's really, really basic to implement, so I'm convinced it's something like this.
It was basically the same in S1, I believe.
I think Ink Blot Academy is the worst stage in the game for Tower Control. It's way too small and a good sniper can completely dominate the space. Even when I win, I find it un-fun to play.
Well, my teammates today were all incapable of celebrating a win properly (i.e., by squidding rapidly), which is, as everyone knows, the true measure of good teammates.Do anyone else find themselves getting matched with worse teams in Salmon Run lately? I might be tilting, but it really feels like I'm getting matched with people completely incapable of completing the special waves way more often.
Are you sure this isn't the nuclear launch code?L3 H3 52 96
Wednesday's Salmon Run will be fun.
Deal with the small fry during griller rounds! God-fucking-damn
I hate griller rounds so much! Its just got to the point where if I lose a few matches in a row I just give up on salmon run for that day, I'd prefer to keep the rank... I don't get how people can get to higher ranks and still not understand the basics of some of the special rounds, Or how to aim a f'ing sniper at the steelhead!
You can get a lot of eggs from mothership by targeting it...It's also a slower mode for accumulating Golden Eggs. Worse than anything except Mothership.
So, the game suddenly seems to move faster in ranked, but the position of the rainmaker is blinking in and out of existence. I'm not so online mp savvy, so what could be going on? Is it a problem or is it suddenly working right?
I'm getting this game tomorrow and, after reading some posts in this thread, I'm afraid to try any of the multiplayer (co-op or PvP). I wish players could identify as being either "Filthy Casual" or "Try Hard" so both groups could be happy playing their own kind.
Dat trolling with the weapon loadout.
I'm getting this game tomorrow and, after reading some posts in this thread, I'm afraid to try any of the multiplayer (co-op or PvP). I wish players could identify as being either "Filthy Casual" or "Try Hard" so both groups could be happy playing their own kind.
Just played a Manta Zones match where one RG used 10 baller specials. What the fuck.
Yeah even with every hit connecting from a full charge heavy breaking the baller is just too much to ask. Now, throw on some object shredder and watch the poor sap just stand there when it goes away lol.I had a turf match on Shipyard where a baller rolled up towards our spawn, I came up behind them with my heavy splatling and shot the baller but kinda miscalculated and only landed 3 shots on the actual player before running outta charge and got killed. When I respawned the player already had baller again LOL. They only had one main of special charge up...
I was a baller main before all the buffs and had a gold Aerospray set with 3x special charge up for fun but I don't wanna use it anymore, there are way too many gold Aerosprays everywhere now.
This Salmon Run loadout... is surprisingly good actually?
Nozzlenose is actually the fucking worst. I hate having to press separately for each shot. UGH.
The Splatoon twitter posted information about everyone's favorite band, ω-3 (Omega-3)
Yes, this is the Salmon Run band.
How the hell do you get the umbrella to like shoot forward? It only seems to happen randomly for me.
How the hell do you get the umbrella to like shoot forward? It only seems to happen randomly for me.
Do you mean to launch the umbrella itself forward as a moving shield? Hold the fire button and it will eventually fly forward.
So, five things:
1) Nintendo, for all the times I've defended you... you deserve to get kicked in the teeth for the horror that is the matchmaking in this game. It's unbelievable how many times I've been consistently, lobby-after-lobby put on the most massively out-leveled team imaginable. It's gotten to where I can actually call it: "They're going to put me with that guy, that guy, and that guy versus those four." I swear, I'm like 75% right. You should be embarrassed about this: Matchmaking is a very old practice. Read about it sometime. Even a rudimentary, stupid methodology would come up with more balanced teams.
2) Figure out how to let people switch weapons without exiting their lobby. It's just ridiculous. Further, allow people to switch their weapon after revealing what map they'll be on. Some weapons work better for some stages, others for others. Don't lock someone into taking the lowest common denominator.
3) If someone were to make a petition to reset the version to before Kelp Dome was introduced, I would sign it in a heartbeat. It's a gunner's paradise. If you happen to prefer short- or mid-range weapons, you're at a massive disadvantage - to a level that no other stage takes it.
4) The bombs. Seriously? Is this what you want the game to be about? Diminish the number of bombs from launchers.
5) Some additional non-gun options would be nice. How about a little more diversity?
1) Their matchmaking once they reach the stage of setting teams usually relies on balance, though there's still an element of randomness to it. It's not about balancing levels, but on weapon choice, like you'll rarely see the only two chargers in the room be on a team together.
2) Learning how to use different weapons in different scenarios is part of the skill curve. Some stages are going to suck for long-range weapons and you just learn to deal, or switch to a more diverse weapon. Yes it means that all-arounders are a lot more popular than they might be in other games, but you still see plenty of specialists at all levels of play.
3) What? Kelp Dome is insanely tilted towards spray-and-pray style on turf war. It's the stage built for the aerosprays.
4-5) these two i could agree with.