Splatoon |OT| Squidstyler

So much SpongeBob in this Miiverse...

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SPLAAAAAAATOOOOOON
 
The ranked matches are going to be absolutely insane aren't they? Eight different people all hitting the same small section of map with their specials. Oh god, all those krakens, inkzookas and inkstrikes to avoid. Haha I can't wait.
 
God dammit. The final boss would be perfect with just one more checkpoint.
But otherwise the last stretch just goes on way too fucking long. Jesus Christ. I don't want to restart the whole fucking thing. That level's like half an hour I swear.
 
So what's everyone's opinion on advancing into enemy base/spawn?

Generally, I find that when my team extends that far they're overextending, and it gives the enemy to many options for escape. At least, that's how it seems to work out most of the time. Majority of the games I've played where my team pushed that far in, the enemy was able to get around them. But usually when we get a good position and hold it, blocking off the multiple escape routes, things tend to work better. Yeah, you don't get a higher percentage, but obviously wins are more important than blowouts.

Like on Underpass. I think our teams did really well when we took and held the middle. There's only 3 ways for them to get back into the middle, and with 4 team members, you can block them off pretty well.

What do you all think?

I don't think holding an area is particularly a good tactic. It's pretty easy to break through and get to the other side. And as soon as someone is in your half of the map painting the area willy nilly, your guys will start peeling from the middle and try to chase him down making it easier for the rest of the opposing team to start pushing up.
If your team did really well taking and holding the middle, then it's because the team you were playing against wasn't very good.

You don't get points for killing the enemy, and if you're trying to hold the middle, then that probably means you're spending a lot of time fighting, when you could be spending that time inking for more points. You only get 300 points for winning. There is no other real benefit.
 
So, what's the feeling on Splatoon as a single player only game?

The single player is a lot of fun and very creative, with the typical polish you'd expect from a single-player focused release. A common sentiment I've seen in this thread is people being surprised at how enjoyable it is for something expected to just to be a tacked-on addition to the multiplayer game.

Personally, I think it's enough to justify the purchase, but because of how short and not all that fleshed out it is I don't think most people would agree. So if you're not willing to try to multiplayer, I'd say skip it.

You should try the multiplayer though, a lot of people have been surprised at how much they like it despite not liking shooters.
 
I don't think holding an area is particularly a good tactic. It's pretty easy to break through and get to the other side. And as soon as someone is in your half of the map painting the area willy nilly, your guys will start peeling from the middle and try to chase him down making it easier for the rest of the opposing team to start pushing up.
If your team did really well taking and holding the middle, then it's because the team you were playing against wasn't very good.

You don't get points for killing the enemy, and if you're trying to hold the middle, then that probably means you're spending a lot of time fighting, when you could be spending that time inking for more points. You only get 300 points for winning. There is no other real benefit.

On a map like Saltspray, I'd agree. Because of the way the bases work, you can't block people. And if all you do is sit up North defending, the enemy will take all of south and you'll lose. But on a map like Underpass, I don't see the benefit of advancing once you have the middle. As long as everything behind you is all inked up in your color, you have majority and the win. I feel that advancing too far into enemy territory is just setting yourself up for them to break through your defense and take your turf, causing you to have to fight back. Whereas, if you take your base and mid, and then keep them out of mid, you win. You're not really holding just one area on Underpass, you're holding 2/3 of the entire map, and they have to break through to get to it. On Saltspray and Skatepark, that tactic doesn't really apply.
 
God dammit. The final boss would be perfect with just one more checkpoint.
But otherwise the last stretch just goes on way too fucking long. Jesus Christ. I don't want to restart the whole fucking thing. That level's like half an hour I swear.

It's under 10 minutes, if my memory serves the Squid amiibo gave me a timer of 14 minutes and I beat it in quite a bit less than that. The amount of checkpoints it gives is also very generous considering it's a final boss. It sounds to me like you just need some tactical help, I beat it 4 times today due to the Amiibo challenges, but I never even died at him (fully I mean, no game over)

Just ignore most of the attacks outside of the enemy spawns and the fist/final hit thingy and you'll typically survive, the giant laser will always be pointed to wherever you are, so when you know it's coming be sure to be standing in a place where it's easy to evade, it's simple really.
 
It's under 10 minutes, if my memory serves the Squid amiibo gave me a timer of 14 minutes and I beat it in quite a bit less than that. The amount of checkpoints it gives is also very generous considering it's a final boss. It sounds to me like you just need some tactical help, I beat it 4 times today due to the Amiibo challenges, but I never even died at him (fully I mean, no game over)

Just ignore most of the attacks outside of the enemy spawns and the fist/final hit thingy and you'll typically survive, the giant laser will always be pointed to wherever you are, so when you know it's coming be sure to be standing in a place where it's easy to evade, it's simple really.
A good tip for the final boss is when you get the bubbler near the end, save it for the final missile volley on the long narrow platform. That way you can bubble up and not worry about Killer Wails or Octotroopers as you focus on repelling the missile.
 
Just broke my record, though only by a small bit.

1457p, 16-0 on the warehouse. I sat at their spawn the whole game, I think I was matched with some really bad people.
 
That feel when you lose by less than 1% because you placed your inkstrike a fraction of a second too late so it spawns on top of you instead of on your opponent's ink >:(
 
I just read that you can pay Spyke something like 30,000G to add an extra ability slot to your gear (as opposed to paying him with Super Sea Snails). Is this true? I don't recall him offering this service.

Also, if you add an ability slot or re-roll an existing ability, is the ability chosen randomly?
 
I just read that you can pay Spyke something like 30,000G to add an extra ability slot to your gear (as opposed to paying him with Super Sea Snails). Is this true? I don't recall him offering this service.

Also, if you add an ability slot or re-roll an existing ability, is the ability chosen randomly?

you need to be rank 20, and yes apparently. (not there yet)
 
On a map like Saltspray, I'd agree. Because of the way the bases work, you can't block people. And if all you do is sit up North defending, the enemy will take all of south and you'll lose. But on a map like Underpass, I don't see the benefit of advancing once you have the middle. As long as everything behind you is all inked up in your color, you have majority and the win. I feel that advancing too far into enemy territory is just setting yourself up for them to break through your defense and take your turf, causing you to have to fight back. Whereas, if you take your base and mid, and then keep them out of mid, you win. You're not really holding just one area on Underpass, you're holding 2/3 of the entire map, and they have to break through to get to it. On Saltspray and Skatepark, that tactic doesn't really apply.

I've just never played a game where I haven't been able to break through mid. I can Kraken my way through. I can wait for someone on my team to attack a point and then sneak through. Or I can just brute force my way through.

My main argument against holding a position all game, is the lack of points. Maybe you win, but chances are most people are probably only ending up with 800~1000 points, with the bonus.
However, focusing on just painting whenever I can, even deep into the enemy base, even if I lose, I still end up with 800~1000 points. And then if I win on top of that, I'm sitting at 1100~1300.
The only benefit to winning is 300 points, which personally, I don't believe is enough to favour defensive play. In this game mode, I feel fast and aggressive is the key.

Also even if I wanted to hold mid, I can't rely on random teammates to do their role and hold choke points with me, as often they seem to just be doing whatever they want.
 
The US Splatoon tumblr mentions that you can 'yeah' people Miiverse art using first person view in Inkopolis, but it says first person view has another use too. Does anyone know what it is?
 
That feel when you have to force yourself to stop playing splatoon because you have work in the morning.
 
I've just never played a game where I haven't been able to break through mid. I can Kraken my way through. I can wait for someone on my team to attack a point and then sneak through. Or I can just brute force my way through.

My main argument against holding a position all game, is the lack of points. Maybe you win, but chances are most people are probably only ending up with 800~1000 points, with the bonus.
However, focusing on just painting whenever I can, even deep into the enemy base, even if I lose, I still end up with 800~1000 points. And then if I win on top of that, I'm sitting at 1100~1300.
The only benefit to winning is 300 points, which personally, I don't believe is enough to favour defensive play. In this game mode, I feel fast and aggressive is the key.

Also even if I wanted to hold mid, I can't rely on random teammates to do their role and hold choke points with me, as often they seem to just be doing whatever they want.

Well... I guess when you're leveling up you want a lot of points, but really, winning should be the top priority regardless of how many points you end up with. Not getting kills, but winning. And if the match shifts to the point where holding position and getting kills will better secure a win, then points be damned.

And yes, getting through is a possibility. People do it all the time, but it's much more difficult to get through choke points than to get through in wide open areas. I feel like advancing too far makes it easier for the other team to get through, which allows them to paint more.

But if you're making your arguments based on points, then we're not coming at it from the same angle, so there really isn't any discussion to be had.
 
I visited my parents tonight and a Splatoon ad came on the TV (I think one of the main free-to-air channels) three times in the span of 30 minutes. It wasn't a kids show either as my mum was watching it (the 4pm news I think).

Most Wii U advertising I've ever experienced.
 
you need to be rank 20, and yes apparently. (not there yet)
Nice. Each piece of my schoolgirl outfit has one main ability and two sub-abilities. It's already a strong mix of abilities, so I think I'll be fine with whatever the third sub-ability ends up being for each piece when Spyke adds them.
 
The three Japanese guys from the aquarium who made this game (as I like to call them after last year's Digital Event) must be really happy with the response. Must feel amazing to helm the first new character-driven IP from EAD since Pikmin in 2001.
 
He's pretty good. I wonder how he'd do against someone who attacks him from above. I find that's the best way to deal with chargers unless it's violet or you.

I think I'm fairly useless without my bombs. I definitely would have a lot more trouble forcing Red off of his tower without them. =P Next time I hop on, I'm gonna experiment with different Chargers. This guy seems to aim really well, but I'm sure he would have trouble dealing with the scenario you mentioned. After all, he has no offensive projectiles.
 
Beat the final boss.
The last stretch is frustrating for two reasons:
1) You fall. A lot. This can cause you to restart the whole thing
2) The very final three hits are really hard. The octotrooper there is really annoying. Plus, the very final hit is really hard to do, because you got to spin around fast to get it, which is fucking hard with Splatoon's default controls.
That being said, someone shop
an octopus DJ
into my avatar. He's now with Ridley as my most wanted Smash newcomer.
 
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