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Splatoon |OT2| Prepare to Dye

Aw bollocks. Tried a roller for Ranked matches yesterday and was doing really well so thought I'd cracked it. Tried it again today and I was bloomin useless. Must have just been in the zone yesterday...back to the drawing board lmfao
 
Aw bollocks. Tried a roller for Ranked matches yesterday and was doing really well so thought I'd cracked it. Tried it again today and I was bloomin useless. Must have just been in the zone yesterday...back to the drawing board lmfao

B+ Roller here. Using Kraken set focused on special charge up and defense. It depends on the map, but generally I play a stealth game where I hold points and ambush enemies. Dropping safe jump points for my teammates. Kraken is used more defensively to drive back the enemy, more than it is to get kills with it. Carbon seems like it could be played like this too and Dynamo is an entirely different beast.

Learn where not to go as a roller too and don't challenge stuff you can't beat because you want to show them whose boss. Know what you can handle and what you can't.
 
I played mainly the 52 until a week ago then I switched to the Luna. I can use the 96, Splattershot Pro and the Squelcher but I don't find them as fun to use personally.

I just saw your edit... you said it seems like I have never done basic things XYZ in the game. It came across a certain way.

Although yes, I guess I'm veering towards short range. I'm not steady enough for chargers or sniper style weapons in any game. I played a "sniper" in Battlefield Heroes a long time ago, but with focus in the knife specialization instead. I could not get a steady aim for effective sniping even after many hours trying. I lack the smooth coordination, especially in a firefight. Regardless I don't particularly like the charger playstyle at the moment. Maybe I'll try again because this is the best I've played online overall and I may do better than my low expectations.

I complain loudly don't want anything crazy done. In fact I had BlueSilver's exact recommendation about the swing and maybe a slight range decrease. I'll suffer with my Blaster regardless. It's a very fun game and it would take something a lot worse to drive me away.

Nerfing the swing speed AND range makes the Dynamo really bad. If a nerf should happen, just nerf one or the other a bit.
 
You guys make me remember the old days of people claiming the Aerospray was overpowered.

Remember when the Kraken was overpowered?

Or the bubble?
 
As I've climbed the ladder in Ranked I've seen less and less Aerospray. Mostly it seems in favour of weapons that can beat it with range. And I'd personally rather use Splatomatic in Turf.
 
To me, I never expect to splat people at long range with the dynamo, it's still a close range offensive weapon to me. Long range flicking is for area control, sometimes I splat people with it at long range it's mostly because they're engaged in a firefight against another player. There's definitely more than enough time for a player to react between the first flick and the second. So the question is then at what range can the dynamo still OHKO?



I did talk about it before, bombs, range, and flanking. While a dynamo user is flicking incessantly he's not going to have a good view of his surroundings. If you're ambushing a dynamo, it is also good to time it with his flick. Often enough just getting a dynamo user walking under your ink instead of his is enough to kill him because him making new ink to run away is very hard. You either have to flick and aim down at your feet, or you have to use the rolling speed which is terrible. Which is why I also think ink resistance up is a must have for dynamos. Now that they're nerfing ink resistance, it might also nerf dynamos substantially.

The range it can OHKO seems long enough for me to question the purpose of the very Blaster I'm using. I can OHKO but not if I'm too close and not if I'm too far. The small burst also has to land and it can whiff past an enemy or fizzle if it hits a surface early (no burst, little damage). If any number of variables are off, it's 2-4 hits and I'm guaranteed dead. Dynamo is an easy, effortless swing and kills close to 100% of the time from a nice cone of range. Flanking and dodging is almost pointless. Any Dynamo will turn a bit and still catch you. The cone blast is very wide. I've been at their 3 or 9 o' clock and still died. Behind sometimes and it still lands... likely due to lag but still no other weapon class can enjoy that anomalous advantage.
 
The Dynamo is like a chess game, always to be one move ahead. On these wise words, it's time to go back to the massacre we're living now, was out of salt.
 
So for Custom Jet Squelcher, what are the recommended abilities? I'm looking mostly for gear from Krak-On (for Swim Speed Up), Takoroka (for Special Charge Up) or Zink (for Quick Super Jump lol). I combed through my inventory and found that I actually don't have any head gear or shirts from Krak-On, so hopefully that's a mistake I can fix soon! Unfortunately I'm not at home so I don't know what gear I do have or not, but if anyone has recommendations I would like to listen in!
 
Let's join up with azure and sendou to get a fuller room, guy sloth you too
Edit: apparently they are not on anymore, rejoining you

I'm still on. I don't know why but all day long I've been trying to join friends only for names to be grey despite them playing...
 
I feel like the Dynamo would be a lot easier to deal with if this game actually used ping-based matchmaking. It takes 45 frames just to lift up its roller and most people should be able to react around a third of the way into that animation. In fact a lot of weapons can splat an opponent easily within the 30 or so remaining frames.

Of course, due to lag it doesn't actually work like that and Dynamo users can often get away with lots of shit they wouldn't in a low-ping scenario.
 
Comm error :/

Curious to hear what Sendou thinks of my play right now.

Not sure if I have much to say about brush gameplay :P I think I just got a bit lucky with a few splats on you. I still think you could use some more unpredictably in your movement against a Charger.
 
So for Custom Jet Squelcher, what are the recommended abilities? I'm looking mostly for gear from Krak-On (for Swim Speed Up), Takoroka (for Special Charge Up) or Zink (for Quick Super Jump lol). I combed through my inventory and found that I actually don't have any head gear or shirts from Krak-On, so hopefully that's a mistake I can fix soon! Unfortunately I'm not at home so I don't know what gear I do have or not, but if anyone has recommendations I would like to listen in!

I'd say Tenacity and lots of Special Charge Up (no diminishing returns, afaik) to quickly charge up the Kraken. Ninja Squid/Ink Resistance/Stealth Super Jump or any of the other unique abilities if you need/want them

Ink Saver main is probably not necessary, the Squelchers are pretty ink efficient
 
If I can give another tip for you Azure I'd say you need to go for the kill more often. It was not once that I thought "oh man now I'm really screwed" but instead you just backed away.
 
I feel like the Dynamo would be a lot easier to deal with if this game actually used ping-based matchmaking. It takes 45 frames just to lift up its roller and most people should be able to react around a third of the way into that animation. In fact a lot of weapons can splat an opponent easily within the 30 or so remaining frames.

Of course, due to lag it doesn't actually work like that and Dynamo users can often get away with lots of shit they wouldn't in a low-ping scenario.

Rollers are the anti lag weapon. If I ever have a day where I feel registration is just being shit I'll switch to a roller.

None of the weapons need a nerf. It's crazy to me when people say they do.
 
If I can give another tip for you Azure I'd say you need to go for the kill more often. It was not once that I thought "oh man now I'm really screwed" but instead you just backed away.

Too scared of your immediate sniper counters to try prolonged engagements with you. :lol
 
I'd say Tenacity and lots of Special Charge Up (no diminishing returns, afaik) to quickly charge up the Kraken. Ninja Squid/Ink Resistance/Stealth Super Jump or any of the other unique abilities if you need/want them

Ink Saver main is probably not necessary, the Squelchers are pretty ink efficient
Tenacity is an interesting choice, the problem is that the brands associated with that ability aren't really that great. I do have a Gas Mask with 3x Special Duration Up though, so I'll try using that more often.

I must be doing something wrong with the Jet Squelcher if I'm running out of ink then :( I run out of ink in about 1 of 5 fights, it's sort of embarrassing.
 
Tenacity is an interesting choice, the problem is that the brands associated with that ability aren't really that great. I do have a Gas Mask with 3x Special Duration Up though, so I'll try running using that more often.

I must be doing something wrong with the Jet Squelcher if I'm running out of ink then :( I run out of ink in about 1 of 5 fights, it's sort of embarrassing.
The jet version eats more ink than the dual version
 
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