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Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
If mustard was in this, it would be a no brainer. Now I have to pick between two terrible choices.

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Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
I love it when enemy Tri-Sloshers forget they have the Burst Bombs. :allears:

Seriously, they may not be the best sub to have, but the Tri-Slosher's range is lacking, which the Burst Bombs can help cover at the very least. Managed to snipe a few players this way with a few direct hits.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
For the Goldie in a manhole wave, if you have to split up, don't be so far apart! You are playing a game of hot and cold. You want to be together when you finally find the right manhole so you can get as many golden eggs from the Goldie as possible. You can tell if you're getting closer or not by looking at the glow and size of the gusher when you open one. Brighter and taller ones means you should look around some more. Short gushers means you should go to the opposite and of the map and search there.

EDIT: Actually just don'e split up at all. It's a terrible idea. You won't be able to farm the eggs off the Goldie all by yourself. And there's pretty much nothing that really requires you to split up in that wave.

Unless you're playing with friends and can communicate. This advice is really for randoms.

Araxxor fucked around with this message at 00:43 on Jul 30, 2017

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Lost a game of Salmon Run where on the 3rd wave where there were SWARMS of golden eggs right next to the basket. We lost because I died at the last second and couldn't get the eggs in, despite one teammate being right next to me and refusing to revive me or grab the eggs, even though there were no Salmonids right next to them. How do people like that even end up at Overachiever? That should have been one of the easiest wins.

I'm really gonna miss this weapon rotation, it's a really good one... if your team knows what they're doing.

CatsPajamas posted:

Since the hidden Goldie in a manhole waves come up rather rarely for me, I don't yet have a good sense for what size geyser counts as "high" or "low." This thread was really helpful with pointing out the tide indicator earlier - does anyone have good screenshots of what kind of geyser indicates you're right next to the Goldie and which one means go to the other side of the map?

Wrong place:



Getting closer...



Found him!

Araxxor fucked around with this message at 01:21 on Jul 30, 2017

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Internet Kraken posted:

But it makes me feel good

Speaking of which, does your level even do anything other than unlock more weapons?

Nope. I don't even know if it unlocks more clothing options. Does it?

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Not being penalized doesn't seem to be true in some cases. I've had the bar crack on me when that message displayed.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
By the way, if you want to stack the same sub abilities on the same piece of gear, you're gonna have to do a lot of ability chunk farming. Yes the cost is 10 chunks, but that's only for the first ability. Any more increases the cost by 10 more, meaning that it takes 60 ability chunks to get a piece of gear with the same sub-abilities.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Internet Kraken posted:

Someone give me a rundown on the tactical applications of the inkstorm in tower control and rainmaker.

Area denial is a big one. Inkstorm can be a massive pain to deal with under the right circumstances and can stop the enemy from pushing out or forces them to take a different route entirely. Slowing down your enemies in your ink and forcing them to repaint the area can be useful in a few situations, such as potentially distracting them if they try to repaint or go through the storm.

Inkstorm also applies a slow, but steady DOT on any enemy that's in it, so it'll make firefights easier for your team as a result. It could also be used as a last resort to stop the enemy from making their final push, though don't expect the Inkstorm itself to grant results in most cases. It tips the scales in your favor but can't really be used to make super big plays in most cases.

Araxxor fucked around with this message at 05:27 on Jul 30, 2017

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
I'm not sure why they made it so hard to get specific sub-abilities, let alone the same sub-abilities on a piece of gear. From what people have tested, it's like in Splatoon 1 where each sub-ability is 3/10ths as effective as a main ability. Combined with the diminishing returns system, there are already enough systems in place to encourage diversifying your abilities. So that really does seem like a bit much.

And it's not like most main abilities has that much of a lasting impact. Really, the only one I would say that's definitely a considerable step up from not having it is Ninja Squid when using certain weapon types that really benefit from it.

Araxxor fucked around with this message at 05:43 on Jul 30, 2017

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
If you didn't do enough damage (Some rollers can't one shot unless you're running at max speed) that'll happen. Or they had Ink Armor, which lets them shrug off any hit, no matter how much damage it does.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

monkeu posted:

What do you mean they can still see where you land? Is it broken?

Stealth Jump only hides the indicator from enemies if they're too far away. If they're near your super jump point, they can still camp it.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Rainmaker Moray Towers is fun yeah. I absolutely loathe the Splatzones version of it. Probably my least favorite map in the game. Yeah, let's have progress stop so easily when a team loses control of 25% of the required zones instead of 50%.

I noticed that people really don't like to grab the Rainmaker at higher ranks, even after the opening firefight at mid. It's only when the coast is clear, the enemy team is at an disadvantage, or a team is about to lose when that typically happens. Understandable, since people understand that taking the rainmaker makes you a sitting duck and a huge target (So many people love to do suicide rushes just to go after the Rainmaker holder), and you basically have to give up your chosen role to play escortee.

Something devious that people like to do is that if the time is about to run out, and their team has the advantage, the Rainmaker holder likes to just hide somewhere to secure their team the win. Just don't retreat too far back to your base to try that unless there are only a few seconds left, since that accelerates the countdown.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Cicadas! posted:

I have discovered the horrible joy of spawncamping. It feels so gross but it's great that their team isn't going anywhere, or doing anything.

If you can keep the enemy team from doing anything meaningful, that's a good thing. Just don't do it if it's not gonna help your team's current situation.

LethalGeek posted:

I love this silly game so loving much and will probably never fully get bored of it. It's too good.

Same.

incoherent posted:

Hey do duplicate buffs chain on clothing? for example I have like 3 buffs against touching opponents ink, but I don't think it's resisting as much as I think it should...

Sub-abilities are only 3/10th as effective as a main ability. Not only that, there are diminishing returns on how much an ability gives you.

Here's an example of how Ink Resistance works in Splatoon 2.

https://www.youtube.com/watch?v=ZyLDxIuhhJg

Having 1 is a pretty big difference, but more Ink Resistance Up abilities don't give as much.

Oh and in Splatoon 1, it also reduced the amount of damage you took from walking in enemy Ink (Yes walking through it does damage you, but can't kill you. So you really want to avoid walking in it.) No idea if it does that here as well.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Yeah, it's not like in DOTA 2 where a loss can become very apparent at the start of the match in some cases, and you have to suffer an incredibly long time. (I mean, sure you can turn it around in some cases, but it's still a lot of suffering you have to go through first.)

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.


:toot: I love this mode too much. Then I got knocked back down to A+ because S-rank does not give any leeway between losses. Most losses at this point will cause a crack. The battles at S-rank are really brutal. Everyone actually knows what they're doing and boy did I feel like the weakest link in my teams.

Some tips for Rainmaker:

The Rainmaker itself sucks compared to any of the weapons in the game. Once that barrier pops, don't be so eager to grab it. You're giving up whatever you're trying to do in favor of playing escortee once you do. Consider if you or your teammates would be better off grabbing it in the current situation. Someone with a Rolller, Brush, or Baller Special ready to go can help paint a path and escort you to the goal very easily, and you wouldn't want them to grab it.

You can't use your special (or sub or super jump) once you grab the Rainmaker. So if you have your special ready to go, you should pop it before grabbing it, in most cases. Don't do this if your special is a Bomb Rush, Baller, or Inkjet. (And you might want to consider letting someone else grab the Rainmaker if that's the case.)

If you get stuck with the Rainmaker, here's how to use it. Once charged, the Rainmaker will fire out a projectile at your chosen location. The projectile drip ink below its path and once it lands, it will explode after a delay. So it's not really a good weapon to use in direct combat. Incidentally, the projectile can damage enemies while it's still being fired, though I don't believe it's an instant splat in that case. At any rate, the Rainmaker is only really good as a zoning tool and for creating paths. You'll want to avoid firing it unless you have to, as that reveals your position on the map. If you're cornered by an enemy, the best you can honestly hope for is to just take them with you. Unless they have Ink Armor active, then you're just outright screwed.

If your team is in the lead and time is about to run out, the Rainmaker holder can just hide somewhere on the map to secure the win. Just don't go too far back to your base, as that accelerates the countdown.

If the Rainmaker holder dies on an ink rail, the Rainmaker will respawn back at the ink rail entrance. Also on that note, dying from going out of bounds while holding the Rainmaker will cause it to respawn back at mid. Handy to keep in mind if you're trying to keep the Rainmaker out of the enemy team's hands, or are just forcing them to back off.

The Rainmaker's barrier is a very handy tool. Popping it will cover the area in your ink, building up the special of whoever popped it, and it can splat whoever was unlucky enough to be caught in the blast. And if an enemy is focused on bringing it down, they might not notice anyone sneaking up behind them and splatting them while they're distracted. There's a reason why teams rush to mid to pop it at the beginning of the match, yet hesitate to grab the Rainmaker once the barrier goes down. Causing a team wipe with it can also end up giving your team so much momentum that they win the game right then and there.

Be aware of your surroundings and check the map every so often. You'll want to look for existing paths the rainmaker holder can take and keep an eye on the paths the enemy team is making. This is also really handy to keep in mind while the barrier is being taken down at the beginning of the match, as some players like to be sneaky and go behind the enemy team to splat them while they're occupied with bringing down the barrier.

If an enemy got behind your team and you get taken out, say "Ouch..." to let them know someone is about to ambush them. I've saved a few lives this way.

Bit of a minor thing, but if your goal pedestal is covered in the enemy ink, take the time to cover it in your ink unless there's something more important you have to do. The Rainmaker holder has to squid up to the goal in order to win the game instantly. If the goal pedestal isn't covered in their ink, that means the enemy team has to take the time to paint it before they can win. Those few seconds they spend painting (and the Rainmaker holder is really slow to do this if they're by themselves) can mean the difference between keeping the match going or losing right then and there.

If there's nothing else productive you think you can do, you can always paint the ground. Paint a new path for your team, or cover up the enemy's ink with your own. If the enemy team doesn't have much time to spend, they'll have to take an alternate route. Or they'll be forced to spend their ink and time repainting a path for their purposes. Not to mention that painting the ground also builds up your special.

Stupid plays still happen at the higher ranks. People make mistakes after all. On that note, if you lose a match, think about what you could have done better. Whether it's aiming better, learning how to prioritize minor objectives in the game properly, or bringing a weapon set better suited to your strengths and what you can do on the map with them. Even if you're sure you did everything right. (You didn't, trust me. Otherwise you would have won that match.)

If you're dunking that Rainmaker onto the goal pedestal, but don't say "Booyah!" right before you land, you are a disgrace.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
The only issue I have with this Salmon Run weapon rotation is that this Charger has a scope, making it hard to tell if you're about to be overwhelmed. I'm fine with it otherwise.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Mothership waves are completely trivial with the Charger. Just snipe all the crates flying down and you'll be swarmed with eggs.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

bizarre deformity posted:

I'm glad I'm not the only one who struggled with this weapon set. Had two games in a row where our team wiped in the first round because it was high tide and at night. Holy poo poo, if you have the glowflies and the splatterscope you can do nothing but run

If it's mid tide, splat a wall near a grate and stay there for the entire round. The Salmonids will just gather under you, leaving them easy pickings for the rest of your team. :getin:

You're kinda screwed with high tide, yeah.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Neddy Seagoon posted:

I still say Chargers should not be let near Salmon Run due to the odds of them not being in the hands of someone capable, but I actually don't get the hate for the Clash Blaster (though, admittedly, I wouldn't willingly use it in conventional modes). Low ink aside, you just gotta treat it like an actual firearm - hold the trigger down and empty your drum of crayon bullets into something.

Chargers are awesome in Salmon run as long as your team is keeping the Salmonids off your back. You can pretty much snipe most bosses before they can become a real problem, and perform long distance rescues. And at higher ranks, people generally know how to aim with them. It's not really hard to use them compared to using them in multiplayer. The Salmonids have very predictable movement.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Do I seriously have to do what I think they're asking me to do to grab that Sunken Scroll on Stage 19? :argh:

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Granbar posted:

So I should scrub this splatfest tee every time it's fully leveled shouldn't I

Scrubbing it after it gets 1 level is the fastest way to get ability chunks.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

In Training posted:

You can carry any mode if you try hard enough

Yeah, pretty much. There's a bunch of things you can do to help out your team a ton. There might be a few idiotic matches here and there, but if you're really better than the game thinks you are, you're gonna go to a higher rank eventually.

The matchmaking is fine. And even at S ranks, stupid plays still happen. It's just more in the realm of people just happened to make a mistake that set them back a ton.

Zaphod42 posted:

Because none of the game modes are based on K/D teamwork and strategy can be way more important than raw twitch skill. Pushing through to higher ranks by playing with tons of lone wolves is just lame.

I mean being able to kill enemy team members without being killed yourself or being able to wipe whole teams will certainly help your own team.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

The Gorp posted:

I end up with longrange weapons every time even though I don't like them, because they feel like the only way to impact the game through individual skill.

I wouldn't say that's true. I got up to A and S rank by making use of close range weapons such as the Sloshers and the brushes. I basically tried to initiate fights and ambush the enemy whenever I could (and if said ambushes would actually help the team.) Picking off enemy Chargers really extended my team's lifespan at times, and could help them accomplish the objective. My advice really would be to maybe take on a certain role you can play in battles and try to get better at it, whether it's fighting, something that help directly accomplishes the objective, or just inking turf.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

DalaranJ posted:

They're actually longer range than the dualies (by about 5), if you're aiming at the correct angle.

They're pretty bad at short range because the main 'hit' of the weapon is a small sphere just like the blaster.

(Maybe 'people' mean the trislosher which is much shorter range?)

Yeah, I meant the Tri-Slosher. That one has a noticeably shorter range than quite a few other weapons.

LethalGeek posted:

This is my post to declare there will be a minor bucket nerfing coming

Oh, that's definitely happening. At least with the Tri-Slosher. There's no way that's not getting nerfed, it's like one of the best weapons to use in Ranked. Not sure about the Slosher itself.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

CatsPajamas posted:

Just downloaded a software update for Splatoon 2 (not the previous one that fixed the ticket bug) but can't find any information about it. Does anyone know what was updated?

Also, thanks to the thread for being so helpful, especially for Salmon run! Details like how to tell high tide and low tide plus examples of the gushers for "Find the Goldie" waves was incredibly helpful. On that note though, in the latest round even though I found the Goldie each time our team couldn't make the egg quota. I've found that seem to happen more often on these waves and Mothership waves (and it's not just the mothership stealing eggs). Any advice on how to meet the quota for these waves - like should you generally always run back to the basket if you have a golden egg, or should you stay and shoot the Goldie/canisters, etc?

If you think you found the manhole with the Goldie in it, spam the "This Way!" command. Even if you're wrong, hopefully everyone should be in position to help smack the Goldie when you do find the right manhole. if you're by yourself and you find it, definitely spam "This Way!" If you manage to get a lot of Golden Eggs from it, someone should probably be on standby guarding the eggs so they don't get stolen before you play hot and cold again. It can be a hard wave to farm for Golden Eggs in, so you need every edge you can get.

Oh and when you find the wrong manhole, just move onto another one immediately. Don't bother killing the Salmonids that come out of it, as that'll just cause the Gusher to spawn more (Thankfully, they don't spawn an infinite amount.)

For the mothership waves, if there's a Charger in the rotation, the Charger's responsibility should be sniping the boxes out of the sky. In ideal circumstances, your team will be swarmed with Golden Eggs and they only thing they would have to worry about is grabbing the eggs and getting them back to the basket. Oh, and the mothership. That won't always be the case, so the team should split up and snipe as many Salmonids holding the boxes as they can before they fly away.

The most important thing to keep in mind for a mothership wave is to stop the mothership from stealing any eggs. When Mr. Grizz warns you about that, everyone should drop what they're doing and head back to the basket to defend it. The last thing you want is for your team to go below quota or being unable to meet it because too many eggs got stolen.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
I take back what I said about the Burst Bombs being not so great. They're probably one of the best sub-weapons in the game, along with Auto Bombs and Splash Walls. Has the lowest Ink usage out of all sub-weapons (Only 40%), and has a ton of utility (such as harassing, area coverage, and being able to snag quick long distance pickoffs) especially with how fast they come out.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

The Gorp posted:

The only thing preventing me from maining heavy splatling is that the stingray is my absolute least-favorite super.
Any tips on making that thing a fraction as useful as missles, storm, armor or bombrush?

Well, you don't have to be shooting the entire time. And it's better to stop firing if you need to make a massive adjustment to your aim. And you can use it to pressure an area. That's about all I've got. Honestly, it's the worst special in the game.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
I would be really happy if Tenta Missiles got nerfed. That special is being used way too often for how powerful it is. It honestly wouldn't be out of place in Splatoon 1.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
If you have an equipment loadout that has 2 Main Ink Savers (Sub) and 1 sub version, you can throw 3 Burst Bombs at once instead of 2. It's absolutely disgusting. :getin:

Lakbay posted:

I heard the queue for S ranks is really long because there's not many people that high yet, maybe I should be glad I can't get past A

Yeah, it's noticeably longer than the sub-S rank queue times.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Evil Eagle posted:

The only thing that matters in ranked is the W. Who cares about your order on the list. Get on the tower.

Yeah, the order is pretty much random for all I know. It doesn't matter at any rate, a win is a win.

Also, splat those zones. Please.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Do you really have to complete every single level in the single player campaign with a weapon just to unlock a reskin? :wtc:

On that note, for the people that have played with the umbrella shotgun a bit, what do you think about it? I'm personally a little iffy on it, but I can see it having quite a bit of utility for more support oriented playstyles.

tap my mountain posted:

I'm starting to think pubs in overachiever are worse than go-getter


E: yup I'm glad I'm getting demoted

You'll find people of varying skill levels there. Some know what they're doing. Others just got launched there from Go-Getter and can't handle the waves.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Overbite posted:

I'm ready to throw in the towel and just give up entirely on splat zones. I just cannot win a match of this. Got almost out of c- but then I ended up on a losing streak and lost a lot of meter and I'm stuck here forever and I hate it. I'm fine with everything else but in splat zones if a team gets it at the start (never mine) they can just keep it forever. And all the zones are on tops of hills.

edit: lost another

What exactly are you having trouble with there? It's not generally a good idea to focus purely on the zones in some situations. If there are fire-fights constantly happening there, you may want to approach that from a different angle. Such as coming from behind forcing them to take some time to turn around. If there are Chargers or other people covering the zones from a long distance, you may want to go off to deal with them. And if you're the only one alive, it's not a good idea to contest the zones at all, or possibly defend them, as doing so is usually suicide. Wait for the team to respawn, then take action.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Overbite posted:

I have no idea what my issue is. I'm good with a regular slosher but trash with the tri slosher for some reason. I can get top spot and do well in every other mode but in zones i'm completely useless. My team cant even get the zone once. We just die as soon as we go near it.

It may be best to stick with the weapon you're good with. You can probably get more results that way and learning how to use it better, instead of trying to learn how to use an entirely new weapon first on top of trying to learn how to play a game mode.

As for the Tri-Slosher, you have to keep in mind that its range is considerably shorter than the Slosher, and most other weapons. In a direct fight, you'll probably lose if the other person is too far away because they can reach you and you can't reach them. Burst Bombs do have more range than the Tri-Slosher, but they do take up a lot of ink to use. You'll also want to learn how to use Burst Bombs properly, they're a very useful sub when used right. (For example, if someone is approaching you, you can bean them with a bomb, then splash ink into their face for the kill.) You'll definitely want to get a bit of a jump on the enemy before splashing them. Approaching them head on will get you splatted most of the time unless they have bad aim.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

spit on my clit posted:

So does using the Brella for every single player level unlock it for turf war, or can it not do that yet

Sheldon says it's not ready for purchase.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
The thing I have learned to fear most in this game are people who have mastered the Dualies. Really hard to hit because they can just dodge roll out of the way several times and can gun down anyone in firefights in a matter of seconds.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Yeah the only reason to leave people behind is if you're going lost immediately if you don't. There's really no good reason to do so otherwise. I've lost games because people couldn't wait one second for everyone to get on.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Neddy Seagoon posted:

I don't know what the loving deal is with the sudden rush of furry artwork in graffiti posts today, but I can only assume it's because people keep rightfully reporting them all. I know I sure have been.

There was a post in the plaza where someone said stop drawing furries. People drew those in response.

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

Rexroom posted:

It's obvious which side you are. :colbert:



What the gently caress Pearl, that's not how you use mayonnaise!

Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.

KidDynamite posted:

Do you jump from C- to B- if you fill up the bar before it cracks in ever Mode? Cause so far that's happened in rainmaker and tower battle, but ive already got some cracks in splat zones.

Nope. Had a win streak for an entire rank. Didn't skip any ranks. According to the developers, specific algorithms are in place to skip ranks if needed.

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Araxxor
Oct 20, 2012

My disdain for you all knows no bounds.
Ah, managed to wipe the enemy team. Too bad I died, but I'm sure my team- wait, why is no one painting the splat zones? Please paint the splat zones! :negative:

Even at A rank, people have trouble prioritizing the objectives properly.

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