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Splatoon |OT2| Prepare to Dye

I'm greatly liking using suction bombs at close range - and rather proud of myself by splatting all the members of the opposing team in single bomb rush. Another victory for blind panic over skill!

Had a weird thing happen earlier - someone fired their blaster at me and my shot seemed to cancel out theirs.
 
The other weapon they unlocked in the latest update was custom dual squelcher I believe. I can't find anything regarding level requirements for CDS but regular DS unlocks at 16, so I would assume CDS unlocks at level 16 or higher.

Yeah the new weapons are still locked behind levels. Like the standard dual squelcher isn't unlocked until level 16, so the new custom one wouldn't be unlocked until some point after that.

Cool. I figured as much, but it's nice to see it confirmed. Thanks guys!
 
I'm greatly liking using suction bombs at close range - and rather proud of myself by splatting all the members of the opposing team in single bomb rush. Another victory for blind panic over skill!

Had a weird thing happen earlier - someone fired their blaster at me and my shot seemed to cancel out theirs.
This has happened to me. I think that their shoot just happened to terminate at that point giving the appearance that they had canceled.
 
I think I had multiple times before where my charger shot hits a blaster shot and the sound effect was different. Not sure if it cancels or anything.

There was a different visual effect - a big ring is the best way I can describe it. The other person was in quite close range and had me dead to rights but I didn't seem to take any damage.

No idea if it was a glitch but it looked pretty cool!
 
I'm sure this has been brought up already, but ugh @ the thought of what the bubbler is going to be like on Tower mode, especially if all the teammates are up on there at once.
 
I'm sure this has been brought up already, but ugh @ the thought of what the bubbler is going to be like on Tower mode, especially if all the teammates are up on there at once.

Bubbler will easily get pushed back by 2 shots. It is more of a liability in such a close area.
 
I agree with that there's a Dynamo at least in every few games, but that's far rarer than something like the .96 gal (which clearly needs a nerf /s).


That does not mirror my weeks of playing Ranked. I see either Dynamo or Krak-on or both or multiple of both in every game. Two-three Dynamos is not uncommon. I have never seen more than two .96 Gals in a game and while annoying, they're not a pain to manage. If I get caught by the range/power combination as a Blaster user, I feel I deserved it. The Gal is a slow weapon that requires very good accuracy and timing to be consistently effective. I go into Dynamo fights with the baseline expectation of trading deaths every time. At worst, I die when *I* got the drop and first hit on the roller user. Clean kills feel like random luck. Overall I go in with the expectation that all the fancy maneuvers and tactics mean nothing next to the no-skill act of blind spamming the huge ink splatter attack. Sorry to reiterate on this but with each passing week the game changes, I change, but this pain in the butt remains constant in its unfairness (in my eyes).


That reasoning only works if you're purely focused on defense. How is a dynamo going to follow the tower and keep pushing forward at the same time? It's not as simple as it might seem.

I don't suggest a Dynamo will do any of that. The Dynamo is going to ride on it and create a huge don't-approach buffer zone for the opposing team that's trying to close in and take the tower. Aggression will be penalized. I have seen then do this effectively in bigger, wide open splatzones with many approaches. It will be that much easier with only a little square surface for them to zone off. How many times have people in this OT offered the advice, not always joking, that you run from a Dynamo as the best "strategy"? And now this mode will force you to directly confront them on that one advancing platform they're sitting on and spamming their huge attack. I don't mean to force others to believe this will be an issue. I just personally believe it will be a huge nuisance from past experience.
 
I'm greatly liking using suction bombs at close range - and rather proud of myself by splatting all the members of the opposing team in single bomb rush. Another victory for blind panic over skill!

Had a weird thing happen earlier - someone fired their blaster at me and my shot seemed to cancel out theirs.

I believe something funny happens sometimes. I had some tense encounters where it feels like the Luna should be killing but isn't doing anything. It's my current favorite but the sudden inconsistency in the heat of the moment is a little disturbing. Maybe it's just lag or the impact burst did not happen like when it hits a surface too early.

The Inkbrush definitely blocks, right? Like a light saber deflecting laser fire. Seemed that way with how long it took to kill some with the .52.
 
I can almost feel the opposing team pressing NOPE so hard to quit after losing that one.

Speaking of that, does the European version say "nope" on the continue screen after a match?
 
Cold blooded seems to be the new go to perk

I'll always say that it depends on the weapon and the type of player you are. Ink Saver Main is probably my favorite overall. Which to most people is "basic" compared to stuff like cold blooded, ninja squid, etc.

I'm very aggressive and play really close in your face. I usually get kills before a player even knows they were being shot at lol. I benefit greatly from having more ink. Especially in one on one situations.
 
To me this sounds like you've never picked up a longer range weapon or threw a bomb. Some weapons do "unfairly" beat other weapons.

Never? The Dynamo outranges or matches many of the game's long-range weapons. I don't favor Chargers and the like, but it doesn't mean I'm speaking from a place of ignorance. I have never thrown a bomb? Really? Please don't be condescending with the mock quotes of my words and insinuations of what I have or haven't done. We're all playing the same game and while you're fine to disagree there's no reason to imply something negative when I'm far from the first to make this complaint about this specific weapon. I'm just voicing my thoughts without making judgments about anyone else's play skill or demanding you agree with me.
 
Never? The Dynamo outranges or matches many of the game's long-range weapons. I don't favor Chargers and the like, but it doesn't mean I'm speaking from a place of ignorance. I have never thrown a bomb? Really? Please don't be condescending with the mock quotes of my words and insinuations of what I have or haven't done. We're all playing the same game and while you're fine to disagree there's no reason to imply something negative when I'm far from the first to make this complaint about this specific weapon. I'm just voicing my thoughts without making judgments about anyone else's play skill or demanding you agree with me.

That's your inference. It is in no way negative. It does sound to me you play short range weapons and you're at a natural disadvantage against Dyanmos. I can agree that Squiffers are terrible against Dynamos, but I don't think Dynamos need to be nerfed because of that. So what weapons have you played or are you using to try to beat dynamos?

If I want to laugh at your ideas, the idea of a dynamo sitting on top of the tower then flicking ink away to victory is laughable.
 
as far as I'm concerned the only two types of weapon for tower control are dynamo rollers and chargers :o

your team should probably only have one person on the tower, because someone has to hunt down the enemy chargers. And when they are all clustered on the tower together they'd make a perfect target for killing wails, inkzookas, ink strikes, blasters or bombs
 
Can't wait for ink strike fix. It is far too large on Kelp Dome. It virtually breaks the game in A rank as every match comes down to time, and it's an instant win in overtime.
 
I'll always say that it depends on the weapon and the type of player you are. Ink Saver Main is probably my favorite overall. Which to most people is "basic" compared to stuff like cold blooded, ninja squid, etc.

I'm very aggressive and play really close in your face. I usually get kills before a player even knows they were being shot at lol. I benefit greatly from having more ink. Especially in one on one situations.
True. I tend to change my perks based on weapons. I mostly use ink saver for the splattershot pro and duel squelchers and ninja squid cold blooded for the tentatek splattershot
 
The scary thing about the Dynamo Roller is that it's max range is just shy of the Default Charger. Lag also helps them more than you.

In an ideal environment, if you can get around and close to them, they'll most likely go down. I wouldn't mind if the swing was juuuuust a bit slower with everything else about the same.

Either way, Dynamo Rollers use a huge amount of ink already, have an absurdly slow roll, have great range, OHKOs from a range that makes Aerosprays cry, and swings very slow. Those are the facts.

... I'm only realizing that I never gave the Vanilla Dynamo Roller a try.
 
The scary thing about the Dynamo Roller is that it's max range is just shy of the Default Charger. Lag also helps them more than you.

In an ideal environment, if you can get around and close to them, they'll most likely go down. I wouldn't mind if the swing was juuuuust a bit slower with everything else about the same.

Either way, Dynamo Rollers use a huge amount of ink already, have an absurdly slow roll, have great range, OHKOs from a range that makes Aerosprays cry, and swings very slow. Those are the facts.

... I'm only realizing that I never gave the Vanilla Dynamo Roller a try.

Except their max range won't OHKO you. If you do get KO'ed at max range as a charger you can only blame yourself. You shouldn't have any issues playing against a Dynamo as a charger... at least, defensively.
 
Except their max range won't OHKO you. If you do get KO'ed at max range as a charger you can only blame yourself. You shouldn't have any issues playing against a Dynamo as a charger... at least, defensively.

well chargers are pretty much the hard counter to dynamo rollers, especially those that like to hop around in one place on an exposed ledge

and you're wrong about the range of the Dynamo Roller, Blue, it's got the range of a Dual Squelcher and only hits for around 30 damage at max range
 
Never? The Dynamo outranges or matches many of the game's long-range weapons. I don't favor Chargers and the like, but it doesn't mean I'm speaking from a place of ignorance. I have never thrown a bomb? Really? Please don't be condescending with the mock quotes of my words and insinuations of what I have or haven't done. We're all playing the same game and while you're fine to disagree there's no reason to imply something negative when I'm far from the first to make this complaint about this specific weapon. I'm just voicing my thoughts without making judgments about anyone else's play skill or demanding you agree with me.

That's your inference. It is in no way negative. It does sound to me you play short range weapons and you're at a natural disadvantage against Dyanmos. I can agree that Squiffers are terrible against Dynamos, but I don't think Dynamos need to be nerfed because of that. So what weapons have you played or are you using to try to beat dynamos?

If I want to laugh at your ideas, the idea of a dynamo sitting on top of the tower then flicking ink away to victory is laughable.

While I understand both of your points, I agree with monkeymagic84. We had a discussion in here about Dynamo's a couple days ago. Whether you're using a short range weapon or a long range weapon, the fact remains that the Dynamo roller's range and spread is too much. That's why it needs to be nerfed. It's supposed to be a shotgun class weapon but the distance is ridiculous.

I think it was Violet who ran a test and said the range is as much as the squelchers. Once you add that with the spread, it's kind of b.s. There's no reason a Dynamo should be able to get on the top of the tower in the skatepark and splat people in 1-2 hits that are a good distance away.


edit: Violet replied while I was typing this lol
 
well chargers are pretty much the hard counter to dynamo rollers, especially those that like to hop around in one place on an exposed ledge

and you're wrong about the range of the Dynamo Roller, Blue, it's got the range of a Dual Squelcher and only hits for around 30 damage at max range

Which also makes a use case for the jet squelcher as a counter to the dynamo.

While I understand both of your points, I agree with monkeymagic84. We had a discussion in here about Dynamo's a couple days ago. Whether you're using a short range weapon or a long range weapon, the fact remains that the Dynamo roller's range and spread is too much. That's why it needs to be nerfed. It's supposed to be a shotgun class weapon but the distance is ridiculous.

I think it was Violet who ran a test and said the range is as much as the squelchers. Once you add that with the spread, it's kind of b.s. There's no reason a Dynamo should be able to get on the top of the tower in the skatepark and splat people in 1-2 hits that are a good distance away.


edit: Violet replied while I was typing this lol

Let's just end it with if dynamos were truly OP, then people should abuse it and it will be obvious that it needs nerfing.
 
Dynamo range is slightly farther than DS. I can kill them from the edge of my range faster than they can kill me, but getting the right distance can be kinda tricky.
 
Let's just end it with if dynamos were truly OP, then people should abuse it and it will be obvious that it needs nerfing.

That's not the point that I'm trying to make. I don't feel like the weapon is OP. You can counter dynamos. Like you said chargers are fine against them. All I'm saying is it should be nerfed because of the type of weapon that it's supposed to be. It should have shotgun range. So if I get too close and end up getting splatted... fine. That's my fault. However, people shouldn't have to use a long distance weapon to counter it.
 
Except their max range won't OHKO you. If you do get KO'ed at max range as a charger you can only blame yourself. You shouldn't have any issues playing against a Dynamo as a charger... at least, defensively.
That's true. The best they can do at max range is deter you.
well chargers are pretty much the hard counter to dynamo rollers, especially those that like to hop around in one place on an exposed ledge

and you're wrong about the range of the Dynamo Roller, Blue, it's got the range of a Dual Squelcher and only hits for around 30 damage at max range

It's been a while since I looked at the stats. I thought I saw it close to the Vanilla Charger one time. I guess not. Sorry if it sounded like I was saying it can OHKO at any range. I worded it wrong.

Which also makes a use case for the jet squelcher as a counter to the dynamo.



Let's just end it with if dynamos were truly OP, then people should abuse it and it will be obvious that it needs nerfing.

Why don't we discuss what the Dynamo Roller excels at and how we can exploit its weaknesses?
 
That's not the point that I'm trying to make. I don't feel like the weapon is OP. You can counter dynamos. Like you said chargers are fine against them. All I'm saying is it should be nerfed because of the type of weapon that it's supposed to be. It should have shotgun range. So if I get too close and end up getting splatted... fine. That's my fault. However, people shouldn't have to use a long distance weapon to counter it.

To me, I never expect to splat people at long range with the dynamo, it's still a close range offensive weapon to me. Long range flicking is for area control, sometimes I splat people with it at long range it's mostly because they're engaged in a firefight against another player. There's definitely more than enough time for a player to react between the first flick and the second. So the question is then at what range can the dynamo still OHKO?

Why don't we discuss what the Dynamo Roller excels at and how we can exploit its weaknesses?

I did talk about it before, bombs, range, and flanking. While a dynamo user is flicking incessantly he's not going to have a good view of his surroundings. If you're ambushing a dynamo, it is also good to time it with his flick. Often enough just getting a dynamo user walking under your ink instead of his is enough to kill him because him making new ink to run away is very hard. You either have to flick and aim down at your feet, or you have to use the rolling speed which is terrible. Which is why I also think ink resistance up is a must have for dynamos. Now that they're nerfing ink resistance, it might also nerf dynamos substantially.
 
To me, I never expect to splat people at long range with the dynamo, it's still a close range offensive weapon to me. Long range flicking is for area control, sometimes I splat people with it at long range it's mostly because they're engaged in a firefight against another player. There's definitely more than enough time for a player to react between the first flick and the second. So the question is then at what range can the dynamo still OHKO?
This is what I want to know. I also want to know if the damage profile varies continuously with range or if it's split into discrete zones.
 
To me, I never expect to splat people at long range with the dynamo, it's still a close range offensive weapon to me. Long range flicking is for area control, sometimes I splat people with it at long range it's mostly because they're engaged in a firefight against another player. There's definitely more than enough time for a player to react between the first flick and the second. So the question is then at what range can the dynamo still OHKO?

I'm at work but I guess someone can go in the testing area and find out.
 
I mean range and OHKO power can easily be tested in the test area if one is inclined to do so, I just checked out the range for three or so minutes. Something I want to add is that at max range, maybe every second or third flick connected on a target in front of me because of the spread
 
So what weapons have you played or are you using to try to beat dynamos?

I played mainly the 52 until a week ago then I switched to the Luna. I can use the 96, Splattershot Pro and the Squelcher but I don't find them as fun to use personally.

I just saw your edit... you said it seems like I have never done basic things XYZ in the game. It came across a certain way.

Although yes, I guess I'm veering towards short range. I'm not steady enough for chargers or sniper style weapons in any game. I played a "sniper" in Battlefield Heroes a long time ago, but with focus in the knife specialization instead. I could not get a steady aim for effective sniping even after many hours trying. I lack the smooth coordination, especially in a firefight. Regardless I don't particularly like the charger playstyle at the moment. Maybe I'll try again because this is the best I've played online overall and I may do better than my low expectations.

I complain loudly don't want anything crazy done. In fact I had BlueSilver's exact recommendation about the swing and maybe a slight range decrease. I'll suffer with my Blaster regardless. It's a very fun game and it would take something a lot worse to drive me away.
 
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