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Splatoon |OT2| Prepare to Dye

OH fuck, so they're totally nerfing Inkbrush Ninja.

Just gotta learn to manually ninja around/get aggressive. I moved on from ninja thanks to EcholocatorGAF and I honestly think that was a good decision since it forced me to get faster and more crafty without the blatant advantages Ninja Squid created for me. It also made me stop being so intensely patient waiting to blindside people and instead made me focus on making opportunities with multiple approaches or playing for the win conditions.

NinjaBrush will still be an amazing thing though, I bet on it.
 
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Carbon Roller
Today at 7 PM PT, the Carbon Roller will be added to the weapon roster. This lightweight roller excels in the mobility department. It’s fling attack doesn’t toss a ton of ink, but it’s coupled with Burst Bombs for ranged splattage. Throw an Inkzooka in the mix and it’s on like Crusty Sean!

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Custom Dual Squelcher
Also being added to the mix today at 7 PM PT is the Custom Dual Squelcher. It’s got range, rapid fire, and Squid Beakons to give your squid buds a place to Super Jump to. And with the Killer Wail special you can zone your enemies for days!
 
Weaker fling attack, that could be a major problem. Really hope the swing speed is much faster to compensate now.

Must do, otherwise it'd be worthless. If it takes 4 swings for a Inkbrush to kill it should take 2 for the Carbon Roller to do it.

Improved mobility sounds nice, I'll have to try it out.
 
I keep coming back to the Splattershot Jr. It just feels right. Plus the shield special is hard to beat.
 
I love the new weapon drop rate, I just wish it was something I wanted, like an ink brush with burst bombs. Probably gonna try to main that carbon roller til they do, that and nozzle nose.
 
I love this game. I have so much fun every time I play it. I just wish I wasn't total ass with the sniper weapons. The only weapons I can play and do ok with are the machine guns.

I hit level 12 in regular mode yesterday and had a game where I went 10-1, which is the best I've done by far. Just so much fun!

Also, the light green ink is such a nice color. I enjoyed that match just because I got to be on that side.
 
Finally B 50, that's it for today. :)

Any people use splash wall as sub weapon here? It's fun playing with wall in current ranked stages. I find dropping wall at this place in Bluefin Depot quite useful. :P


Any tips for using splash wall?
 
Fuck yeah Custom Dual Squelcher time!

Though I'm kind of conflicted because on the one hand SQUID BEAKONS YES

On the other, no Echolocator :(
Yeah, I wanted squid beakons with D/S but I want pretty much anything other than killer wail for special.
 
the custom dual squelcher probably won't see much play, the beakons are kinda so-so at the moment (until we get some larger maps with better spots to hide them) and why would you want to trade echolator for killing wail
 
Ah, yes, I wanted more weapons with beakons. Gonna put that to the test in ranked. Will probably give the roller a try first though tonight for turf wars since I'm expecting tons of rollers. Was disappointed last time when there were only one or two luna blasters per room.
 
Squid Beakons have been a deciding factor in some ranked matches I've played. They're convenient enough that I wanna at least try them out
 
Finally B 50, that's it for today. :)

Any people use splash wall as sub weapon here? It's fun playing with wall in current ranked stages. I find dropping wall at this place in Bluefin Depot quite useful. :P



Any tips for using splash wall?

If you're starting from the bottom spawn point, that seems waaayy too close to the enemy side, a good team would pick you off before you get there.

I've found that usually the Splash Wall is used on either side of the Splat Zone in Bluefin Depot so that you deny the other team from spreading their ink there, also comes in handy for the central area in Walleye Warehouse.
 
Squid Beakons have been a deciding factor in some ranked matches I've played. They're convenient enough that I wanna at least try them out

I just want to avoid that horrible feeling in ranked when you see your team get wiped, and everyone has to scramble back to the splatzone.
 
Squid Beakons have been a deciding factor in some ranked matches I've played. They're convenient enough that I wanna at least try them out

yeah same, had a crucial knockout match yesterday on saltspray that wouldn't have been if not for the well placed squid beacons


and I've actually found the killer wail extremely useful in ranked. I just stopped trying to splat people with it and instead try to position it so I force the other team to move into a bad position. and then I splat them.
 
yeah same, had a crucial knockout match yesterday on saltspray that wouldn't have been if not for the well placed squid beacons


and I've actually found the killer wail extremely useful in ranked. I just stopped trying to splat people with it and instead try to position it so I force the other team to move into a bad position. and then I splat them.
Beakons are OP on Saltspray.
 
If you're starting from the bottom spawn point, that seems waaayy too close to the enemy side, a good team would pick you off before you get there.

I've found that usually the Splash Wall is used on either side of the Splat Zone in Bluefin Depot so that you deny the other team from spreading their ink there, also comes in handy for the central area in Walleye Warehouse.

Yeah, I forget to mention this is a good place when my team splat the zone, since it's the fastest trail for enemy to enter the battlefield. My enemy always easily bypass the wall if it's on the side of the zone. It's hard to find a good angle to throw it.
 
Custom Dual Squelcher sounds like the ultimate defensive/support weapon ever. The Killer Wail's practical applications for splatting is somewhat limited, although is okay for walling people out temporarily. But the Squelchers kinda do that on their own with their range. The Squid Beakons are a nice support ability... Could be useful when perched in a higher, out-of-reach place where Squelchers sometimes hang out. The moral of this weapon seems to be, "Play patient, never ever die."

I don't know if I like it more than the standard setup. The standard Dual Squelcher feels like a good tweener weapon that can be played defensively, or can be used to push forward when needed. This one kinda feels like it would push the needle too far in the support category that it would be outclassed by the other defensive weapons and chargers and stuff. Maybe the Beakons will allow for more pushes into enemy territory? We'll see.
 
It's basically like a shotgun but the spray range is huge. There's been times I've been high up on the tower in skatepark for example... they don't even need to be that close to throw ink up there and kill you.

My issue is how strong it is with the smallest bit of latency. If they're lagging even the slightest bit they pop out of the ink and splat you far too fast to react especially considering how slow the wind up is on that thing. It goes for both rollers but at least the smaller ones have no real range.
 
New Weapons inbound!

By tomorrow morning, they mean 3am GMT, so same time as usual! 19 hours to go!


We need new maps though!

EDIT:
Thats one swag roller if I ever saw one!
About the Dual Squelcher, YES SQUID BEACONS, and I'm finding the Killer Wail to be really useful to advance on enemy territory, setup the wail and move inside of it to maximum surprise attacks~
My issue is how strong it is with the smallest bit of latency. If they're lagging even the slightest bit they pop out of the ink and splat you far too fast to react especially considering how slow the wind up is on that thing. It goes for both rollers but at least the smaller ones have no real range.
The thing is that the only thing they got going for them is the shotgun, actually using the roll is almost suicide on most situations.
 
It's basically like a shotgun but the spray range is huge. There's been times I've been high up on the tower in skatepark for example... they don't even need to be that close to throw ink up there and kill you.

I see what you mean, but if these users are lagging you may already be dead without knowing it, and we know how frustating rollers can be online just because of that, I'd rather roll on the person instead of spraying once up *... just for the satisfaction to roll on someone, the sound it makes never gets old, also the squid should stick on the roller too instead of flying to the sky, that'd be so good, especially when there's two of them, which is often the case on the skatepark*, personnaly, I'd like to see the dynamo unable to kill someone with 3 defense up with one shot, especially if it's not a centered one, as it is, it inflicts ~109.4 damage, that's way too much, same goes for the number of shots will a full tank, imo it should be decreased to 5 (it's 7 at the moment, you can do a full 360 and still have enough ink for a clean shot), that would allow to think twice before spamming like a crazy and would give more importance to some skills.
 
It's basically like a shotgun but the spray range is huge. There's been times I've been high up on the tower in skatepark for example... they don't even need to be that close to throw ink up there and kill you.

There was one time someone flicked the GDR at me and killed me while a dude on the other side of my screen on my team popped bubbler and the first thought I had was "motherfucker couldn't invite me onto Noah's Ark why?"

It literally feels like a flood of ink sometimes. It's most apparent when a Dynamo Roller makes it to the top of Blackbelly's tower and starts flicking in every direction. :lol
 
I see what you mean, but if these users are lagging you may already be dead without knowing it, and we know how frustating rollers can be online just because of that, I'd rather roll on the person instead of spraying once up *... just for the satisfaction to roll on someone, the sound it makes never gets old, also the squid should stick on the roller too instead of flying to the sky, that'd be so good, especially when there's two of them, which is often the case on the skatepark*, personnaly, I'd like to see the dynamo unable to kill someone with 3 defense up with one shot, especially if it's not a centered one, as it is, it inflicts ~109.4 damage, that's way too much, same goes for the number of shots will a full tank, imo it should be decreased to 5 (it's 7 at the moment, you can do a full 360 and still have enough ink for a clean shot), that would allow to think twice before spamming like a crazy and would give more importance to some skills.
These seem like good changes, but the only problem I have with it is the range. There is no reason that it's range should rival dual squelchers, there have been a few times where I find it hard to believe that a dynamo should be able to push me back as a squelcher. Im not sure if this is due to lag but maybe you can fill me in on the range since you use it most of the time.
 
I hope they nerf the dynamo roller next.

I'm surprised it's not on the pending nerf-list. The range and spread on that thing is insane! There've been times my Tentatek been out of range, while they were still able to hit me. It can one-hit kill from a decent range too, though that's not my main concern, given the long wind-up time it has.

It's grown to be a very annoying weapon for me these days, more so than those ranged blasters. Just yesterday I was doing ranked on Walleye Warehouse, I'm near to the base of the zone - as if preparing to serve for a volleyball match - the next thing I saw was this tsunami-esque wave of ink raining down over the boxes from the other end, splash after splash. The damn thing was spawning nearly the entire width, and about half the lenght of our side of the zone. While I couldn't see the user on the other side of the boxes, I just knew is was that freakish roller, and did an immediate "nope!"/detour.

In the end, I don't care whether or it gets nerf, since I do kinda enjoy the challenges it presents(much less so in ranked matches, lol), but I would have thought that would have been a no-brainer. Qraken nerf was a good call, I always felt it was bit ridiculous that even my inkzooka shots do little to slow it down.
 
did some quick testing, dynamo roller actually outranges dual squelcher a bit (but only deals ~30 damage at that range) in the flat test area. The normal squelcher outranges the dynamo roller
 
did some quick testing, dynamo roller actually outranges dual squelcher a bit (but only deals ~30 damage at that range) in the flat test area. The normal squelcher outranges the dynamo roller
I knew I wasn't seeing things, so that means only jet squelchers and chargers can out range it. And was this test with jumping because that's how most Dynamo rollers play, and it's kind of hard to be a jumping dual squelcher. Also although it only hits 30 you can't even move forward to fight them because the damage will just increase your only option is to find a way around and attack them from a different angle
 
did some quick testing, dynamo roller actually outranges dual squelcher a bit (but only deals ~30 damage at that range) in the flat test area. The normal squelcher outranges the dynamo roller
73/100 vs 70/100.
I main DS and thought they were about equal. Didn't realize they had a slight edge on me.
 
ahh ok so i gotta master motions i guess.
A lot of people are getting much better. I get destroyed in rank with B players jeez.
I can't believe any top tier players would not use motions controls. The advantage is huge in my experience.
 
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