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Splatoon |OT2| Prepare to Dye

I managed to get to B- with the aerospray but you make a good point - it's less about painting and more about holding ground. But I don't want to experiment with other weapons in ranked mode in case I drop down. So I suppose I have to sacrifice performance in turf war to try them out. I don't really get on with chargers so maybe carbon/Dynamo roller would be good? Any suggestions for good ranked setups?
I would say try any of the gals, but if you're use to the rate of fire on the aerospray, maybe try the dual squelcher. The only difference between the two play style is the dual squelcher looks forward when firing instead of the ground like the aerospray. Try them out in turf war and try to get as much kill ass possible for practice.

Finally got this yesterday and I'm having a lot of fun with it so far. I'm currently level 7 or 8 and have been using the roller almost exclusively. How does it rank in comparison to other weapons? Any tips or things I should know?
It's pretty good. Try not to run over your opponent with the roller for kills, instead try to flick your ink at them. Depending on what type of roller you have, your range to 1 hit KO someone will vary. Practice it in the testing facility.
 
I managed to get to B- with the aerospray but you make a good point - it's less about painting and more about holding ground. But I don't want to experiment with other weapons in ranked mode in case I drop down. So I suppose I have to sacrifice performance in turf war to try them out. I don't really get on with chargers so maybe carbon/Dynamo roller would be good? Any suggestions for good ranked setups?
I use the splattershot with inkzooka, splattershot pro and dual squelcher in ranked three solid weapons
 
Finally got this yesterday and I'm having a lot of fun with it so far. I'm currently level 7 or 8 and have been using the roller almost exclusively. How does it rank in comparison to other weapons? Any tips or things I should know?

There's no bad weapons. Quick tip for roller flicking paint is often deadlier than simply trying to roll over opponents.
 
I have never felt so useless as I have with the Carbon Roller. Can't run away, can't take on distance, can't kill in one shot. You have to stack damage ups on it, which is great for close ups, but all a splatter shot or above have to do is aim in your direction and you're toast. I saw Daboss using them, but it also looked like he was really choosing his battles based on his KD, but with randoms if you're on the losing side, you're almost fucked constantly as you can't even really poke without losing enough ammo to get away. End up trading almost every time unless you just sneak everywhere, which isn't really possible with some of these maps, especially when you have to drop ninja for something to make your weapon useful.

Trying different gear, but man is this thing disheartening at the moment.
 
I have never felt so useless as I have with the Carbon Roller. Can't run away, can't take on distance, can't kill in one shot. You have to stack damage ups on it, which is great for close ups, but all a splatter shot or above have to do is aim in your direction and you're toast. I saw Daboss using them, but it also looked like he was really choosing his battles based on his KD, but with randoms if you're on the losing side, you're almost fucked constantly as you can't even really poke without losing enough ammo to get away. End up trading almost every time unless you just sneak everywhere, which isn't really possible with some of these maps, especially when you have to drop ninja for something to make your weapon useful.

Trying different gear, but man is this thing disheartening at the moment.

I was having fun with it when it came out. Even did pretty good.
 
So is damage up useful for Blasters? I think I read it somewhere but I'm not sure. Getting a lot of use out of Luna Blaster lately.
 
I have never felt so useless as I have with the Carbon Roller. Can't run away, can't take on distance, can't kill in one shot. You have to stack damage ups on it, which is great for close ups, but all a splatter shot or above have to do is aim in your direction and you're toast. I saw Daboss using them, but it also looked like he was really choosing his battles based on his KD, but with randoms if you're on the losing side, you're almost fucked constantly as you can't even really poke without losing enough ammo to get away. End up trading almost every time unless you just sneak everywhere, which isn't really possible with some of these maps, especially when you have to drop ninja for something to make your weapon useful.

Trying different gear, but man is this thing disheartening at the moment.
I was disenchanted with the Carbon Roller at first too since I couldn't get out of the mindset that "All Rollers do OHKO." But then it hit me the next day that it plays more like a not-as-fast-but-still-more-powerful Ink Brush. So mash away at that ZR trigger until they're splatted!
 
I was disenchanted with the Carbon Roller at first too since I couldn't get out of the mindset that "All Rollers do OHKO." But then it hit me the next day that it plays more like a not-as-fast-but-still-more-powerful Ink Brush. So mash away at that ZR trigger until they're splatted!

I thought this, but the main reason the inkbrush works is you can leave them in the dust at any moment, you cant do that with the carbon roller. It's way too slow still. How do you run from an attack with the carbon roller? As soon as you get hit with ink, you're done. Heaven forbid you're not wearing ink resistance, its even worse.

Just had a moment where I jumped down from another level on top of an enemy kraken roller, headshotting them in the process with the brush, got one shot rolled over once I landed and they continued as if nothing happened. This was with a main damage up.
 
That was fun SM239, a little one v one action

It wasn't fair though you got to use your main weapon and I didn't, if I had my dual squelchers it would have been real fun
 
Squidboarda post on data for abilities:

Special Saver:

1x Main = +12.5% (62.5% of your special gauge at the time of your death recovered)
2x Main = +25% (75% of your special gauge at the time of your death recovered)
3x Main = +37,5% (87.5% of your special gauge at the time of your death recovered)
1x sub = +6.25% (56.25% of your special gauge at the time of your death recovered)
2x sub = +12.5% (62.5% of your special gauge at the time of your death recovered)
3x sub = +18.75% (68.75% of your special gauge at the time of your death recovered)
Amount of abilities to reach cap: 3x main + 2x sub

NO DIMINISHING RETURNS.

Special Charge Up:


1x Main = -6.6% (amount of points needed to build a special is 168)
2x Main = -13.2% (amount of points needed to build a special is 157)
3x Main = -19.8 (amount of points needed to build a special is 146)
1x Sub = -2.2% (amount of points needed to build a special is 176)
2x Sub = -4.4% (amount of points needed to build a special is 172)
3x Sub = -6.6% (amount of points needed to build a special is 168)
Amount of abilities to reach cap: 3x main + 5x sub

NO DIMINISHING RETURNS

Damage Up & Defense Up (defense is assumed to be the same):


1x Main = +9%
2x Main = +16% (+7% stand-alone)
3x Main = ´+21% (+5% stand-alone)
1x Sub = +4%
2x Sub = +7% (+3% stand-alone)
3x Sub = +9% (+2% stand-alone)
Amount of abilities to reach cap: 3x main + 3x sub

Diminishing returns: -2% for every stacked main ability.-1% for every stacked sub ability.

Running Speed Up:


1x Main = +15%
2x main = +22.5% (+7.5% stand-alone)
3x Main = +30% (+7.5% stand-alone)
1x Sub = +7.5%
2x Sub = +11.25% (+3.75% stand-alone)
3x Sub = +15% (+3.75% stand-alone)
Amount of abilities to reach cap: 3x main + 5x sub

Diminishing returns: Effect halved after the first main/sub ability.

Swim Speed Up:


1x Main = +10%
2x Main = +15% (+5% stand-alone)
3x Main´= +20% (+5% stand-alone)
1x Sub = +5%
2x Sub = +7.5% (+2.5% stand-alone)
3x Sub = 10% (+2.5% stand-alone)
Amount of abilities to reach cap: 3x main + 2x sub

Diminishing returns: Effect halved after the first main/sub ability.

Ink Saver (Main):


1x Main = +13%
2x Main = +26%
3x Main = +39%
1x Sub = +7%
2x Sub = +14%
3x Sub = +21%
Amount of abilities to reach cap: 3x main + 3x sub

NO DIMINISHING RETURNS

Ink Recovery Up:


1x Main = +15%
2x Main = +22.5% (+7.5% stand-alone)
3x Main = +30% (+7.5% stand-alone)
1x Sub = +7.5%
2x Sub = +11.25% (+3.75% stand-alone)
3x Sub = +15% (+3.75% stand-alone)
Amount of abilities to reach cap: 3x main + 3x sub

Diminishing returns: Effect halved after the first main/sub ability.

Quick Super Jump:


1x Main = +10%
2x Main = +20%
3x Main = +30%
1x Sub = +5%
2x Sub = +10%
3x Sub = +15%
Amount of abilities to reach cap: 3x main + 4x sub

NO DIMINISHING RETURNS

Stealth Jump (before 1.3 patch):


+5% Super Jump duration

Ninja Squid (before 1.3 patch):


-5% Swim Speed


Ink Resistance Up (before 1.3 patch):


Movement Speed in enemy ink reduced from -80% to -20%
Damage taken in enemy ink -50%
Jumping height penalties removed when in enemy ink

Cold-Blooded:


Duration of location pointers -75%

Haunt:

Points the location of the enemies for 12 seconds


Opening Gambit:


Running Speed: +20%
Swim Speed: Work in Progress
http://squidboards.com/threads/hard-data-gear-abilities-percentual-effects.2904/

I'm going to note that I don't think defence pcts are the same as damage pcts, but I could be wrong.
 
I didn't see one of these, so I made a brand ability affiliation spreadsheet for your rerolling pleasure.

This is cool, but here's one by each equipment: https://docs.google.com/spreadsheet...YXkYGSZGg4AsrTI_2veUlbs/edit?usp=docslist_api

Was posted a page back I believe.

I want to see percentages for sub saver, and he doesn't have any info for bomb range up either.
https://docs.google.com/spreadsheet...Exium9qeELagu3mF6AjoU4g/edit?usp=docslist_api for bomb range up, but yeah dunno about sub saver
 
Squidboarda post on data for abilities:


http://squidboards.com/threads/hard-data-gear-abilities-percentual-effects.2904/

I'm going to note that I don't think defence pcts are the same as damage pcts, but I could be wrong.

This is great. I need that Opening Gambit Swim Speed info.


This only has hats though.
 
Man that seems a little aggressive in my experience. So I get a positive K/D on a lot of matches and suddenly the game assumes I can handle multiple A+ ranked people on the other team. No wonder I lose so often these days

It only mentions turf wars directly, but I think I was right about my earlier assessment. If you have terrific K/D in your rise up the ranks, your future high-rank opponents are going to be just as tough and aggressive. If you're coasting by with mediocre results, spend more time paiting the zone with few kills, or even stinking up your team but still winning and gaining rank, the people around you when you reach A will be "average" too. If you keep winning, the game will feed you into the lion's den of the real A/A+ players.

Someone tell me this makes sense because it has been my experience rising up to A, staying there no problem, but then inexplicably dropping a few times now.
 
It took me a while to "get" the game. I played until I reached level 10 but wasn't really enjoying it or feeling it. Then I played with some of my friends and all of a sudden it just clicked and I now I absolutely love it. I didn't really understand some of the impressions you guys had until now.
 
It only mentions turf wars directly, but I think I was right about my earlier assessment. If you have terrific K/D in your rise up the ranks, your future high-rank opponents are going to be just as tough and aggressive. If you're coasting by with mediocre results, spend more time paiting the zone with few kills, or even stinking up your team but still winning and gaining rank, the people around you when you reach A will be "average" too. If you keep winning, the game will feed you into the lion's den of the real A/A+ players.

Someone tell me this makes sense because it has been my experience rising up to A, staying there no problem, but then inexplicably dropping a few times now.

It doesn't really make sense because the people with high K/D were most likely playing people below their level. If you match those people together, then you get a bunch of people that were playing against people below their level. What happens to the bunch of people who are already playing at very high levels but are only average within those games? Doesn't make sense to downrank to people who were average in their groups because that doesn't really mean much. It can be one of the criteria, but hardly the only or major one.
 
It took me a while to "get" the game. I played until I reached level 10 but wasn't really enjoying it or feeling it. Then I played with some of my friends and all of a sudden it just clicked and I now I absolutely love it. I didn't really understand some of the impressions you guys had until now.

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It only mentions turf wars directly, but I think I was right about my earlier assessment. If you have terrific K/D in your rise up the ranks, your future high-rank opponents are going to be just as tough and aggressive. If you're coasting by with mediocre results, spend more time paiting the zone with few kills, or even stinking up your team but still winning and gaining rank, the people around you when you reach A will be "average" too. If you keep winning, the game will feed you into the lion's den of the real A/A+ players.

Someone tell me this makes sense because it has been my experience rising up to A, staying there no problem, but then inexplicably dropping a few times now.
That makes sense I think though I haven't dropped any ranks yet so I can't know for sure.

And just to be clear I meant turf wars for that too; often times I'll leave a room of randoms I was playing with and check them out in the main plaza to see that yep the guy who was always giving me trouble or always carrying our team or both was rank A+

Has Splatfest already happened? I took a break from the game to wait for more maps and modes.
It got delayed so they could fix matchmaking issues that cropped up in Japan's first splatfest. Now NA, Europe, and Japan are having their own separate splatfests on July 4
 
my charger aim sucks, stupid roller
Same. I have matches where I do good and make shots that require me to move my reticle from one end of the map to close to the other end and still hit my mark without having to take a second to aim, but I've been going on a 1:1 KDR or even 0/X on occasion recently. It's almost frustrating. Chargers are one the hardest classes to play consistently well. It's also been the source of my salt recently. =/
 
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