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Splatoon |OT2| Prepare to Dye

Other charger users, how come you rarely use it as a shotgun up close when an enemy tries to get to you I'm finding that it's pretty damn effective if someone tries to rush you and then you squid behind them and just kill them with 3 quick blasts. I usually at least get the kill before getting splatted if I get splatted at all

a bit difficult with my connection, but it works well against other snipers
with 3 damage up main 2 damage up sub you can make that 2 hits with all chargers

lol Robot, you have the worst of luck always running straight into my shots
 
I agree with the Dynamo Roller stuff

But even more the Aerospray RG needs a tweak. Consistently from release to now I see it topping scoreboards.

It covers ground super fast and spread is perfect to cover the standard width walkways in a few levels as you stroll along.

In addition the ink use is very efficient.

Low Damage? I guess, but it is not the friggin Klobb it looks like on paper. Speed is so fast kills are racked up is the chaos of battle because if they get a slight jump on the fire-fight that person is DOA.
It would be different if these users are loading up on attack power roids and then become killing machines.
 
a bit difficult with my connection, but it works well against other snipers
with 3 damage up main 2 damage up sub you can make that 2 hits with all chargers

lol Robot, you have the worst of luck always running straight into my shots
That's good to know, I may give that a try when I get the chance
 
I was in your last few games, your constant arse kicking was upsetting me somewhat ...much preferred it when I was on your team.

yeah whenever I was charging a shot I saw you walking around the corner. T'was just terrible timing heh, I think you only were on my team the last match and you guys didn't leave anything to do for so I was sniped constantly
 
That's good to know, I may give that a try when I get the chance
Multiple damage up isn't necessary for that.

Get 1 damage main and a couple sub, if you charge for a tenth of a second or so your next shot will kill. It's effectively two uncharged hits at that point.

Three damage up mains means you can't use other main abilities, which is detrimental.
 
That's good to know, I may give that a try when I get the chance

Every Charger should have at least 2 main Damage Ups just to kill at an earlier charge. I have just enough Damage Ups on my set to deal 50 damage per shot.

I would suggest using the Squiffer as a tool for CQC Charger play, but you seem to be doing alright in this case. Have you been in a sniper panic fire duel at point blank? You end up circling each other trying to hit the other guy. It's hilarious. =P

Edit: Grakl also has a point with his argument. It all depends on your Charger playstyle.
 
All this time I thought you guys were playing ranked battle together. I didn't realize it was for regular matches only. The game makes the distinction pretty clear, I just never noticed since I never attempted to join a friend's match. Kinda makes sense since they wouldn't want you hand-picking opponents in a rank battle. Still, I'm a bit disappointed.
 
Multiple damage up isn't necessary for that.

Get 1 damage main and a couple sub, if you charge for a tenth of a second or so your next shot will kill. It's effectively two uncharged hits at that point.

Three damage up mains means you can't use other main abilities, which is detrimental.
I 'll try that too I am only missing one damage up sub to do what violet described so can try both and see what works best. Also I am currently using two damage up mains and 4 damage up subs right now and surprisingly I don't really feel like I'm missing out on any other skills.
 
All this time I thought you guys were playing ranked battle together. I didn't realize it was for regular matches only. The game makes the distinction pretty clear, I just never noticed since I never attempted to join a friend's match. Kinda makes sense since they wouldn't want you hand-picking opponents in a rank battle. Still, I'm a bit disappointed.

The August update is going to be great. =D
 
Every Charger should have at least 2 main Damage Ups just to kill at an earlier charge. I have just enough Damage Ups on my set to deal 50 damage per shot.

I would suggest using the Squiffer as a tool for CQC Charger play, but you seem to be doing alright in this case. Have you been in a sniper panic fire duel at point blank? You end up circling each other trying to hit the other guy. It's hilarious. =P

Edit: Grakl also has a point with his argument. It all depends on your Charger playstyle.
I do like two damage up main, but I don't like any of the hats with damage up, so I just do one main and two or three sub. It's about the same.
 
Thanks for that! as long that the carbon roller can cover the paths a bit more than the inkbrush on port mackerel it'll be enough, hope its tank capacity is decent by default. This thing's a beast on paper.
There's a variable called "mCorePaintWidthHalf". Core = rolling, figured out by the mCoreDamage variable working out perfectly when compared to ingame tests with the currently known rollers. So if that's what I think it is, here's how the brush, the big brush, and the three rollers compare:

Brush: 6
Big Brush: 9
Carbon: 22
Normal: 26
Dynamo: 30
 
I 'll try that too I am only missing one damage up sub to do what violet described so can try both and see what works best. Also I am currently using two damage up mains and 4 damage up subs right now and surprisingly I don't really feel like I'm missing out on any other skills.

tenacity maybe, what else does a sniper even need especially considering the incoming nerfs. 2 mains 5 subs might also work (1 damage up main is worth more than 3 damage up subs) or well, do that split-second charge thing Grakl suggests and see if it works out for you
 
Every Charger should have at least 2 main Damage Ups just to kill at an earlier charge. I have just enough Damage Ups on my set to deal 50 damage per shot.

I would suggest using the Squiffer as a tool for CQC Charger play, but you seem to be doing alright in this case. Have you been in a sniper panic fire duel at point blank? You end up circling each other trying to hit the other guy. It's hilarious. =P

Edit: Grakl also has a point with his argument. It all depends on your Charger playstyle.
I am using 2 mains and 4 subs at the moment, I'm really feeling the kelp splat charger right now but hopefully I'll get good enough to play with the others too. And thankfully there weren't any gaf chargers on the other team so I could learn easier. I look forward to playing with the gaf chargers soon and hopefully be apart of that all charger room you wanted.

Edit: Yeah that's what I did Squidforce retro sweat with 3 damage ups
 
I did some tests with the Splat Roller before getting slaughtered online. Here's the dig on the Carbon Roller since I was able to confirm what variables were which:

  • Roll Damage: 70 (Normal: 140, Heavy: 160)
  • Flick Damage: 25 - 125 (Normal: Same, Heavy: 30 - 140)
  • Time to lift up roller: 9 frames (Normal: 20, Heavy: 45)
  • Rolling Speed: 1.44 (Normal: 1.2, Heavy: .95)
  • Width: A bit smaller than Normal but I'm too lazy to get the actual number
  • Flick Range: Worse than Normal but we won't have a good idea of what it is until it comes out in like 5 hours.

EDIT: Heavy = Dynamo, Normal = Splat and Krak-On. Carbon Roller = Compact since we know there's no patch tonight and that's the only possibility left. Source.

Thanks for the weapon files. The Bamboozler looks insane. If the values aren't adjusted, its a charger that always shoots 4.25 markings away (200 units vs squiffer's max of 180.) It chargers twice as fast as a squiffer (.33 seconds) but only does 80 dmg max. I can imagine doing two half charges to kill at squelcher range but faster. Or running dmg up so that you do 99.9 dmg and hope for kills. Less than half the charge time of a squiffer for more range sounds insane.
 
I agree with the Dynamo Roller stuff

But even more the Aerospray RG needs a tweak. Consistently from release to now I see it topping scoreboards.

It covers ground super fast and spread is perfect to cover the standard width walkways in a few levels as you stroll along.

In addition the ink use is very efficient...

I almost never use that, nor the splattershot Jr - in truf war- because of how easily I dominate with it. Not sure why I'm so merciful, covering the most turf is the goal here afterall. Splat Gaf may force me to use it though. ;)
 
I almost never use that, nor the splattershot Jr - in truf war- because of how easily I dominate with it. Not sure why I'm so merciful, covering the most turf is the goal here afterall. Splat Gaf may force me to use it though. ;)

Pick your favorite weapon and go HAM. Those are the only "rules" of SplatGAF.
 
tenacity maybe, what else does a sniper even need especially considering the incoming nerfs. 2 mains 5 subs might also work (1 damage up main is worth more than 3 damage up subs) or well, do that split-second charge thing Grakl suggests and see if it works out for you
Wait so 1 damage up main is worth more than 3 damage up subs, I thought it was the same
 
I agree with the Dynamo Roller stuff

But even more the Aerospray RG needs a tweak. Consistently from release to now I see it topping scoreboards.

I'm not sure it needs any tweaking. It's effective in turf wars for racking up your own high score, but ninja stalking and killing Aerospray users with maybe a Blaster weapon so your own team's ink spreaders get to work makes it so they're not a big deal. Aerospray is a non issue in Ranked.

All this time I thought you guys were playing ranked battle together. I didn't realize it was for regular matches only. The game makes the distinction pretty clear, I just never noticed since I never attempted to join a friend's match. Kinda makes sense since they wouldn't want you hand-picking opponents in a rank battle. Still, I'm a bit disappointed.

All current and future modes should have Ranked and unranked variants. The omission is odd.

Sounds like you needed a charger on your team.

Yeah, we didn't have one. Although even if we did, he would have had trouble. They were hurling tons of ink to our upper platforms.
 
I am using 2 mains and 4 subs at the moment, I'm really feeling the kelp splat charger right now but hopefully I'll get good enough to play with the others too. And thankfully there weren't any gaf chargers on the other team so I could learn easier. I look forward to playing with the gaf chargers soon and hopefully be apart of that all charger room you wanted.

Dude, an all Charger GAF room is basically gonna be mind games every time. Imagine Port Mackerel or the Mall with an all Charger room. That sounds exciting. =D
 
I agree with the Dynamo Roller stuff

But even more the Aerospray RG needs a tweak. Consistently from release to now I see it topping scoreboards.

It covers ground super fast and spread is perfect to cover the standard width walkways in a few levels as you stroll along.

In addition the ink use is very efficient.

Low Damage? I guess, but it is not the friggin Klobb it looks like on paper. Speed is so fast kills are racked up is the chaos of battle because if they get a slight jump on the fire-fight that person is DOA.
It would be different if these users are loading up on attack power roids and then become killing machines.

I think in combat, the Aerospray is OK. It takes enough shots to kill that a more powerful weapon can generally take an Aerospray user down first in a straight fight, not to mention its hopeless range. In terms of scoring points, it should definitely either be nerfed: my suggestion would be to reduce its ink efficiency or slightly narrow its spread. Giving other weapons a small buff could work, but might unbalance the overall set. With the Aerospray you're generally making a conscious choice to sacrifice combat efficiency for points, so I'm not sure any nerfs/buffs should be too drastic, but it is certainly outscoring other weapons by such a degree right now that something should be done.

PS: I am an Aerospray user and these days disappointed if I score under 1200 on most maps, or 1500 on Kelp Dome or Skatepark.
 
tenacity maybe, what else does a sniper even need especially considering the incoming nerfs. 2 mains 5 subs might also work (1 damage up main is worth more than 3 damage up subs) or well, do that split-second charge thing Grakl suggests and see if it works out for you

I use opening gambit to get in position early. Main ink up or ink recovery are good, probably better, but I like how my hat looks lol.

Wait so 1 damage up main is worth more than 3 damage up subs, I thought it was the same

3 Subs = 8.1% increase, 1 main (by itself) is 9.1% increase. Diminishing returns when you get more mains, I believe, so they're about the same.
 
Walkman, I hope you know the fear when you are locked into a corner by a flanker and you have to land a shot on a strafing ninja squid shooter as a charger.
 
Wait so 1 damage up main is worth more than 3 damage up subs, I thought it was the same

gfe3vSL.png

from http://squidboards.com/threads/ability-stacking-and-diminishing-returns-damage.1841/

one main is 9.1%, one sub is 2.9% so it's not exact. I doesn't really matter that much but I can't tell if 2 mains 5 subs are enough for 50 damage uncharged shots
 
Dude, an all Charger GAF room is basically gonna be mind games every time. Imagine Port Mackerel or the Mall with an all Charger room. That sounds exciting. =D

I legit want to learn a charger just for things like this. I have a shooter (Splat-o-Matic/52Gal), a "roller" (Brushdagawd), and now I need a charger. I'm thinking the regular Splatterscope would be fun, especially after seeing my sister play with it.
 
That feeling in randoms when you look down after doing work, and all your teammates are still in spawn making sure that no stone is unturned.
 
I use opening gambit to get in position early. Main ink up or ink recovery are good, probably better, but I like how my hat looks lol.



3 Subs = 8.1% increase, 1 main (by itself) is 9.1% increase. Diminishing returns when you get more mains, I believe, so they're about the same.

gfe3vSL.png

from http://squidboards.com/threads/ability-stacking-and-diminishing-returns-damage.1841/

one main is 9.1%, one sub is 2.9% so it's not exact. I doesn't really matter that much but I can't tell if 2 mains 5 subs are enough for 50 damage uncharged shots
Ok thanks guys never knew that
Walkman, I hope you know the fear when you are locked into a corner by a flanker and you have to land a shot on a strafing ninja squid shooter as a charger.
I know the feeling of being the ninja squid cornering the charger
 
Dude, an all Charger GAF room is basically gonna be mind games every time. Imagine Port Mackerel or the Mall with an all Charger room. That sounds exciting. =D
It does sound like a lot of fun. I'll try my best to get kills with my bombs instead of the charger lol.
 
I really hope in lobby weapon switching is added someday. I like to hop around between weapons a lot and it sucks having to back out and hope you make it back before the game starts.
 
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