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Splatoon |OT2| Prepare to Dye

I love the custom dual squelcher. I love it.

Played against a team with three carbon rollers and they could not keep up

Played with a team of three carbon rollers and we dominated. The only logical conclusion is that I'm great
 
Alright, GAF, I'm taking a break. Playing carelessly right now. GGs. Might go to Inkbrush after this.

GGs all. Going to take a break for a bit.

GGs. It took me a while to see that beacon you placed near our base. =P I keep forgetting that more weapons have those now.
 
So I bought a second Wii U so my girl and I could play together online. I know right? Anyway, so I had to start over from level 1 being a new Wii U console. Basically, I felt like the terminator for at least 8 levels. I never even bothered upgrading my gun or gear. It felt great!!

That's my story. No wait, there's more. So then after dominating for those 8 sweet levels the match I was in timed out and I was tossed back into the lobby. I join a match and bam all level 20's from that point on. Fun time OVER. AHHH! It was so relaxing to whoop ass without effort for that first leg though. I will always cherish those memories. :P
 
The new meta is 3 carbon rollers, one regular roller. That way, you have to play a guessing game every time you encounter a roller. Shit is fucking stupid. :lol
 
I've just tried the Carbon Roller in practice mode (I'm broke) and damn I think I'm gonna like this thing. That speed, with burst bombs and Inkzooka for offense. Jeez.
 
Looks like JP is getting their Splatfest at the same-time ish as well.

The Theme is a sponsored one too!
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Japan get their second splatfest 25hrs before other region getting their first splatfest, weird.
 
Slightly late to the disruptor talk, but I wanted to add to keep in mind that it's just as useful as a defensive tool as it is for offense. After all, if you feel you're in a disadvantageous situation, a slowed opponent is one that can't adequately chase you down. It's not great if you're already in the thick of a firefight, but using it as a lead-in from decent distance basically allows you to adjust the terms of the encounter to your preference. When I first tried it with the Custom Jr., I was trying to treat it as a burst bomb-like lead-in, but it takes more care than that.

I thought I hated the Nozzlenose after my first attempt with it, but adding some bomb range up to give a little more heft to disruptor tosses makes it easy to disable an opponent, get out of their range, and then turn it around and pursue as they attempt to flee while hobbled. The only real downside is running against a squelcher or charge-shot that stays calm enough to stand their ground.
 
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