I only launch to a beacon if it is logical to jump there, but most of the time it isn't.
if your beacon s in the middle of turf that i ours while the teammates are all in safe positions into enemy territory, why use the beacon?
if there is a teammate right near the beacon, why wouldn't I just fly to them instead of using up the beacon?
beacons are the most useless sub in the game
Also how do you know for sure whether or not your teammates are truly in safe positions in enemy territory?
Oh wow, post splat-fest ranked and i'm totally terrible right now.
Bummer that Nintendo isn't adding any new gear.
They are. In fact even in the game's code there's gear we can't access yet.
Re: using snails. I just use them to reroll towards that perfect piece of gear (which looks acceptable and has perfect stats) but it's so hard.
Really? Has there been any gear added since the launch though?
so if I make a miiverse drawing in the splatoon plaza box will it appear with my inkling as default or I need to do something?
This is nobody's fault but my own, but I figure I should let this be known.
So, remember the first Splatfest? Well, I got myself up to the "Champion" rank, and then quit playing Splatoon for the day and went to work. When it's my work week, I generally don't play video games; I need to wind down after my work day, and video games usually amp me up.
So, anyway, after the first Splatfest, I didn't turn on Splatoon until the Splatfest on Saturday. I've been occupied with other games. Now that I've returned to Splatoon, I did not obtain the super sea snails that I would have gotten from the first Splatfest!
I'm probably not the first one to report on such a thing, but...yeah, I didn't get my eight super sea snails for being a Champion in the first Splatfest. I'm not really angry, since I didn't have concrete plans for them anyway, but...I've learned to make sure I claim those sea snails early, because if I don't, I guess I never will.
Great. I've just gotten back from a holiday so I haven't touched Splatoon as well since the first one having grinded up to top rank just before the holiday.
Now I fear when I finally turn on Splatoon today I'll get nothing.
If so that's an awful design decision.
Holy crap, team eat won by a landslide. I was expecting eat to be much more popular because... well, kids don't like sleeping, but that was a crazy difference.
I'm Level 14 now and gathering some three piece gear, and I think I want to tackle rank for the first time. Is there a different mindset I need to take compared to splat zone? Krak-On Roller and the Spray are dominant on that mode, but what's preferred in rank? I know nothing about it besides one version you try and control one specific area, and the other is a moving control tower you need to bring to your base.
Team mates not using beacons are probably the main reason why I won't use the Octobrush often. Why have a weapon where one of the main features doesn't go into use that much?
I have to say that both ranked modes are utter trash compared to Turf Wars. It feels like I'm playing Mario Kart.
wut?
Ranked is better than Turf Wars.. at least IMO, gives me something to fight over.. in Turf Wars it's just paintin' shit with no cares.
I think you'e been spoiled by GAF games.
once August hits I hope I see some splat zone GAF lobbies.
I have to say that both ranked modes are utter trash compared to Turf Wars. It feels like I'm playing Mario Kart.
I don't know. Turf Wars has more strategy involved and more skillful encounters. TC and SZ just have more chaos.
I'm sure ranked modes seem pretty chaotic if you approach them without strategy.
I'm sure ranked modes seem pretty chaotic if you approach them without strategy.
How do I get this strategy when you can't team up? I just won 15 games in row so it's not like I'm overly salty or anything. It's just inferior to Turf Wars in my opinion. Interested to see how it'll play out with GAF.
I have to say that both ranked modes are utter trash compared to Turf Wars. It feels like I'm playing Mario Kart.
Are you only ever using one weapon?The only bummer is: Ok so I got a bunch of Super Sea Snails... but what do I do with them? The amount of gear is so limited that I am hardly ever changing any equipment.
What about you guys? Are you really trying out different kind of gears, upgrading them with Super Sea Snails?
Bummer that Nintendo isn't adding any new gear.
beacons are the most useless sub in the game
So, you were the guy never using the beacons and just "paintin shit" on the southern platform in Saltspray.in Turf Wars it's just paintin' shit with no care which is still fun but I find myself not taking it as seriously...
Tower Control and Turf Wars are the two actual Mario Kart modes, not splat zones.
Turf Wars - the outcome depends solely on the final 30 seconds of a map
Tower Control - one last second push can win you the game after having been controlled the entire match
Splat Zones awards you points for every second that you control the map, unlike the other two modes, and the points you accumulate is the sole condition for winning.
BUT that said, splat zones have this bullshit penalty wall that increases the closer you are to zero, so splat zones is competitive but only to a certain extent thanks to this comeback mechanic.
It's all about making unlikely comebacks possible even after having been dominated for a long period of time.
So, you were the guy never using the beacons and just "paintin shit" on the southern platform in Saltspray.
I don't really understand your criticism of Tower Control. Splat Zones also has the same overtime mechanic as Tower Control.
Also how do you know for sure whether or not your teammates are truly in safe positions in enemy territory?
He's saying one big push is enough to win even if the team that won was doing poorly during the match.I don't really understand your criticism of Tower Control. Splat Zones also has the same overtime mechanic as Tower Control.
I don't really understand your criticism of Tower Control. Splat Zones also has the same overtime mechanic as Tower Control.
He's saying one big push is enough to win even if the team that won was doing poorly during the match.
I don't find this to be an issue at all.
As time goes on and after the august update, I imagine turf wars will be the default mode for any competitive play. Focusing all attention on one small spot (which is basically what you do in the two ranked modes) seems to undermine a lot of the game's dynamics and turns the game into more of a basic shooter.
Turf wars is pretty unique and having to control the entire map, rather than just a small portion of it, has lead to far more enjoyable, tactical, and dynamic matches in the time I've played.
I don't get why people are using Mario Kart to say a mode takes little skill or something. Mario Kart is all about skill and strategy with luck involved. Skill will beat out luck consistently.
And then I don't understand criticism towards a game being possible to be decided within the last 30 seconds. The natural assumption is that if you have the lead, you'll maintain the lead to the end. Do you want the losing team to just give up in the last 30 seconds? It's not exactly really easy to pull off a comeback.
if this is what you do in Splat Zones then no wonder you don't like it. You need to get the area, and then expand your ink and guard entry points/hide/push the enemy team back through ink control..
If the whole team is focusing too much on the square you need to get then it will probably be taken from you. And with two splat zones it makes it even more betterer
In splat zones, you are awarded points every time you are in control of the map. Being in control and dominating the opponent doesn't necessarily mean you have the zone/tower, it just means that you control where the game is flowing. You have the upper hand. I mean, yeah they can inkstrike and gain the zone momentarily but in the end it has no effect as you will ink over it immediately.
Same in tower control, you can make an early push to get it down to 40 and then manage to dominate the other team by not letting them past your first line of defense for 3 entire minutes. You keep them at say 78 for the entire match, but in those last 10 seconds, they finally get the quad kill and push past your score.
This means for those 3 minutes of hard work, you weren't awarded anything. At least in splat zones if they manage a last second retake, well they still need to hold it for as long as you did! It's not an automatic win.
It's a much more impressive feat to hold them off for the entire game, requiring alot of hard work and great performances, while the game instead awards the other team for that one lucky push in the end.
And the last 30 seconds of a map depends solely on the rest of the match. If you've dug in a good defensive line and are pushing against the enemy, then they are at a severe disadvantage and are required to make certain, predictable, moves in order to get back into the game. If you have ink everywhere, then you have a direct mobility advantage over your opponent, who needs to shoot a path for themselves first.Turf Wars - the outcome depends solely on the final 30 seconds of a map
You make it sound like it's easier to get a last second win in Tower Control than in Splat Zones. Doesn't the timer move at the same rate in both modes? Why is getting a quad kill in Tower Control so much worse than getting one in Splat Zones?
And the last 30 seconds of a map depends solely on the rest of the match. If you've dug in a good defensive line and are pushing against the enemy, then they are at a severe disadvantage and are required to make certain, predictable, moves in order to get back into the game. If you have ink everywhere, then you have a direct mobility advantage over your opponent, who needs to shoot a path for themselves first.
Yes, last minute upsets happen, but that's not a product of the mode itself. Reversals happen because someone made a play and the other team had an exploitable hole in their lines. That kind of thing happens because the other team over-extended itself and (in my opinion) deserved to lose.
If you hold the zone for 90 seconds and the other team manages to retake it, that's great but they still need to pull off the equivalent work you did and that's to hold it for 90 seconds.
In tower control all you need is one lucky push forward after having been completely locked down for the entire match. You are not required to do the equivalent work, which is to lock the other team down for 3 minutes.
I feel this is a great mechanic. It helps prevent blowouts and adds a lot of tension to the controlling team. Without this, the first team to gain control should win almost every time.He doesn't like that the closer you are to 0 in splat zones the longer your zone control timer gets if/when you lose control.
In your hypothetical tower control scenario, your team simply got their "one lucky push" earlier in the match. The opposing team earned their win regardless of when each team makes their big push during the time limit.It's a much more impressive feat to hold them off for the entire game, requiring alot of hard work and great performances, while the game instead awards the other team for that one lucky push in the end.
I don't get how it isn't suited for competitive play. Just because it is possible for the losing team to win doesn't mean it is "not suited for competitive play".Oh it's not an issue in and of itself, it's just not suited for competitive play. It's the typical Nintendo party game design.
This is definitely annoying when it happens, not gonna say it isn't, but the idea is that if you were able to hold them off for that long, you could hold them off even longer.well on certain maps in Turf Wars like Port or Underpass you can really easily make a comback within the last few seconds. All the kills and back and forth play in the first 2 minutes don't really matter much in my opinion, this is a bit of a flaw in the whole Turf Wars concept. You can go 12/0 for the first two and a half minutes, then get splatted once near the end of the game and suddenly the enemy team is in control of the map and you are sort of responsible for losing despite doing well before
The equivalent work would be to get the tower to a counter lower than the winning team and holding them back. It isn't a "lucky push", it's a push that the winning team apparently couldn't stop despite holding the other team back for a while.If you hold the zone for 90 seconds and the other team manages to retake it, that's great but they still need to pull off the equivalent work you did and that's to hold it for 90 seconds.
In tower control all you need is one lucky push forward after having been completely locked down for the entire match. You are not required to do the equivalent work, which is to lock the other team down for 3 minutes.
I don't get why people are using Mario Kart to say a mode takes little skill or something. Mario Kart is all about skill and strategy with luck involved. Skill will beat out luck consistently.