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Splatoon |OT2| Prepare to Dye

Squelcher did well for us. Able to inkwall spots and keep us punched into the center of Urchin Underpass by putting them up and firing to generally hold positions till backup could arrive. Kept that up and eventually just snuck around on folks. Feels great when someone backs up in the middle of a fire fight into an inkwall you just put up lol.
 
Inkooza is whatever when you see it coming but goddamn does it always find me like magic whenever I turn a corner.
It's recoil makes it a pain in the ass to handle, so admire anyone who is able to use it effectively. Nothing else in the game comes remotely close to the forceback.
 
All this hate on the underpass, but I still like it better than Walleye Warehouse, at least for turf-war matches. Warehouse continues to feel like the most easily one-sided map in the game to me, seems like damn near every round on it is a total stomping one way or the other, whereas the likelihood of a "jailbreak" turnaround seems to be higher in the underpass. The mall is still my second least-favorite because of the way every path has to go through the center of the hill. With the underpass, yes, you can box a team in, but the potential for fast turnarounds also seems to be realized there moreso than the other maps.
 
All this hate on the underpass, but I still like it better than Walleye Warehouse, at least for turf-war matches. Warehouse continues to feel like the most easily one-sided map in the game to me, seems like damn near every round on it is a total stomping one way or the other, whereas the likelihood of a "jailbreak" turnaround seems to be higher in the underpass. The mall is still my second least-favorite because of the way every path has to go through the center of the hill. With the underpass, yes, you can box a team in, but the potential for fast turnarounds also seems to be realized there moreso than the other maps.

Underpass has 3 entrances to the middle. Warehouse has at least like 5.
 
Man had more weird luck with teammates. Ranged from amazing to awful. Still didn't break Toasty in the whole hour I spent playing

Bad snipers are the absolute worst people to get paired with. You're supposed to be covering us and instead you're slowly shooting up the goddamn spawn point
 
All this hate on the underpass, but I still like it better than Walleye Warehouse, at least for turf-war matches. Warehouse continues to feel like the most easily one-sided map in the game to me, seems like damn near every round on it is a total stomping one way or the other, whereas the likelihood of a "jailbreak" turnaround seems to be higher in the underpass. The mall is still my second least-favorite because of the way every path has to go through the center of the hill. With the underpass, yes, you can box a team in, but the potential for fast turnarounds also seems to be realized there moreso than the other maps.

No way, there's a lot more places to drop down into the center to take over. It's much more easier to box the center in even if you just attack two of the left/right/center choices.
 
so I found some success using the aerospray mg in splat zones. I think for port mackerel and kelp dome specifically it's a good weapon set for that mode. seekers are great on both, same with the ink zooka.
 
Underpass has 3 entrances to the middle. Warehouse has at least like 5.

I know, yet it still never seems to turn out that way in actual practice for me. The underpass has three entrances to the middle, but those three entrances feel more spaced out in where they exit. Or something along those lines, I'm not sure specifically how it works out the way it does, but it's what I've seen in my experiences.
 
Warehouse is a gigantic open space with two sheltered side areas. If you can't figure out how to bypass their defenses to get to the center, you're doing something wrong.
 
A guy on my plaza just suggested what could be a pretty nice mode. 1 vs. 7: one guy is the 'seeker', the others hide. Map starts in the color of the hiding team and they have 30 seconds to hide somewhere in the map. After the 30 seconds are gone, the seeker can begin.

If you're found you can try to 'kill' the seeker, but you just stun them. Once you are splatted you die and respawn on the seeking team. Starts out at 2 minutes, adds 15/30 seconds for every squid found. Ninja Squid and Echolocator are nerfed.

Points are gotten by the time you stay hidden and the amount of captures you make.
 
I know, yet it still never seems to turn out that way in actual practice for me. The underpass has three entrances to the middle, but those three entrances feel more spaced out in where they exit. Or something along those lines, I'm not sure specifically how it works out the way it does, but it's what I've seen in my experiences.

a sniper can more or less cover all three entrances at the same time on Underpass, not so on the Warehouse map. Whoever controls the center can always see from which direction the enemy is coming from
 
a sniper can more or less cover all three entrances at the same time on Underpass, not so on the Warehouse map. Whoever controls the center can always see from which direction the enemy is coming from

You can easily control Warehouse standing on the middle tower. As long as your team doesn't completely suck ass that is. The middle is way harder to take though.
 
You can easily control Warehouse standing on the middle tower. As long as your team doesn't completely suck ass that is. The middle is way harder to take though.

I'm with Sendou, I hate playing Warehouse against a good Charger. That map is so easily defended.
 
Hmm... The splash-o-matic has the exact same range and fire rate as the splattershot jr, but the damage is slightly worse. Is the sub/special supposed to compensate for that?
 
a sniper can more or less cover all three entrances at the same time on Underpass, not so on the Warehouse map. Whoever controls the center can always see from which direction the enemy is coming from

This is...sort of how I feel about the warehouse, actually. One person can easily hold down the long ramp and much of the center if they hang back around the center and keep the ramp inked, making it very obvious if someone is trying to charge down that way. Coming straight down the middle is pretty easy to see as well regardless of whether they literally just charge down or try and hop down from the higher areas. That just leaves the other side-pocket, which has the two entrances and some grate platforms, which can be easily viewed and guarded by a single person. Two good players can essentially hold the entire middle down, leaving the rest of the team to distract and harass by predictably continuing to try and attack up the middle.

Not trying to discredit the shade on underpass, I guess, but I am a little surprised that I'm seemingly the only person to have run into this impression. I still haven't played with GAF properly so maybe I'm just winding up in rooms with wonky teams, who knows. I've seen it play out enough to know I'm not a big fan of Walleye showing up multiple rounds in a row, though.
 
My brother picked up the amiibo 3 pack today at toys r us. I called him to see if he could pick it up for me and he was already in the parking lot. Thank god because he got the last one.
 
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