ミ:コ> Official Splatoon 2 Thread - Booyah!くコ:彡

Koenig

The Architect
Unfortunately that's just how it is for all team-based competitive games. In the past year I've played a lot of Overwatch's ranked mode, and easily the most frustrating thing is being at the mercy of your team. But one piece of advice I read that I found very helpful for all team-based games is to keep in mind that there are generally three types of matches in these games: a third of them, the other team has a player so bad that they're going to lose no matter what; another third, your team has a player so bad that you're going to lose no matter what; and the last third, the teams are evenly matched and your personal skill truly makes a difference in the outcome of the battle. Even when the game's matchmaking is doing its job as well as it can, the statistic remains somewhat true because players are always subject to various circumstances: bad internet, in-laws came to visit, playing drunk, being tilted from the previous match, and other similar factors will severely affect a player's ability during a match.

Ever since I started keeping that in my mind as a rule of thumb, I've been a lot more accepting of losses. Winning is also less satisfying when I can tell I was being carried, but it just makes me try harder and enjoy the wins that I made happen even more.
Still, its a shame that each weapon's "Freshness" xp boost is tied to win streaks. It is very frustrating to be close to getting the XP boost you have been after for an hour, only to get knocked back 9 losses due to bad luck. I get the feeling an individual performance ranking system tied to that would go a long ways towards alleviating that frustration.
 

Koenig

The Architect
Hopefully the very start everyone takes a different path. That helps a lot. It is important to ink your spawn, but most of that should be done in the first 2 minutes. The final minute should be focused on mid and the opposing spawn. I've had lots of close matches where we won because our spawn was inked better.
I have found that I usually only ink the spawn enough to get my special at the start of the round, and then again whenever I respawn or jump back to the base mid game. Like you said, come the end game is the time to push; covering your opponents ink is worth much more than inking corners.
 

theMightyME

Owner of The Total Screen
please dont waste your time inking the spawn. I know that a lot of absolute dummies have been posting little messages in the Splatoon 2 plaza saying to do so, this is mostly bad advice.
What should take priority is creating paths to the center and holding a line there. Inking the spawn can take a higher priority on respawn, but not at the beginning of a match. I've had to deal with some really bad teammates because they followed the terrible plaza post's advice and we were more often than not slaughtered. Likewise, I've had matches where I was able to go straight into enemy territory worry-free because the other team was too busy inking their spawns down to the corners.
I agree, the top priority is breaking into enemy territory and creating the opportunity for others in your party to join you and attack deep... Filling in your own territory on a respawn...

But sometimes i do ink the spawn because a stage had limited paths and choke points.. So i stay behind for a bit and act as a second wave
 

sjmartin79

White Phoenix of the Crown
Yeah, they were doing a squid party. It is one of the most infuriating things. It was someone I had hoped wouldn't make its way to Splatoon 2.
I played 5 rounds with them. I let them have their party while I inked the whole board and killed anyone that got in my way. I annoyed one of them enough that he started playing for real. I got good points and wins
 

sjmartin79

White Phoenix of the Crown
Yeah, they'll usually leave you alone if you leave them alone. It still just bugs me really bad for some reason. Like it just strikes a nerve.
Yeah, me too. It would really suck if there were 3 of them, and they were all on the same team, then that one non-douche person would just get pulverized
 
Regrettably I have done that a number of times with some of the company I keep. Usually the late-night japanese who, once they see it happening, join in and do dumb shit like activating all the specials at once. And other times with some potheads. Turf aint no thing, I take pleasure in being a real dick in that mode.
But I'm a dick in most modes. Salmon Run is my favorite thing for that now. There will be times where some dude is not playing like a team player should or just sucks, so I make sure to haze them appropriately. This means squidbagging profusely in front of them, and avoiding their cries for help when they are right next to me with an egg in their lifesaver and I'm the only dude alive. Nothing more satisfying than poaching several eggs in front of their floating, lifeless, faces.
 

mattavelle1

IT’S GOT A DEATH RAY!
Moderator
Regrettably I have done that a number of times with some of the company I keep. Usually the late-night japanese who, once they see it happening, join in and do dumb shit like activating all the specials at once. And other times with some potheads. Turf aint no thing, I take pleasure in being a real dick in that mode.
But I'm a dick in most modes. Salmon Run is my favorite thing for that now. There will be times where some dude is not playing like a team player should or just sucks, so I make sure to haze them appropriately. This means squidbagging profusely in front of them, and avoiding their cries for help when they are right next to me with an egg in their lifesaver and I'm the only dude alive. Nothing more satisfying than poaching several eggs in front of their floating, lifeless, faces.
Classic Fried, don't ever change. :msrs:
 
I'm cool with retaliation, and I'll sometimes mess around, but I still try to win. I loved using a build to spam disrupters in 1. I need to make one for poison mist in this one. But I'm at least messing with the other team.
 

mattavelle1

IT’S GOT A DEATH RAY!
Moderator
Let this be known upfront

#TeamPearl fo life

I'm conflicted here tho on flight vs. invisible. And the main reason is this

If I were to choose invisibility, I could steal a jet / Blackhawk / blimp and go flying.
 
These ability tickets are some fake shit.

So I've been using them in conjunction with similar main ability clothing. So for my swim speed ticket I've worn and leveld up my swim speed gear. Lo and behold, it will rarely unlock swim speed sub-abilities when you level up your gear while wearing those clothes.
However, if you are wearing clothing with different main abilities, say a Ink Saver one, the chances of you getting some use out of that swim speed ticket goes up dramatically. The ability grind is fucking tough
 

Juegos

All mods go to heaven.
Moderator
"A man who takes Destiny in his own hands isn't content with receiving toilet paper by the sheet from the holder, like a miser. Nay, a man who will not have somebody else choose for him, but who chooses on his own terms, will wrest the roll from its holder; grasping the roll firmly in his hand, he will procure as much paper as he sees fit, with technique. Only when he is content with the quantity and quality of the paper he has procured, will he endeavour to wipe his buttocks and return the roll to its holder." - F. W. Nietzsche, Thus Spake Zarathustra,
 

Koenig

The Architect
I doubt ill be touching Splatoon with a 50 ft pole during this splatfest, but regardless of that my paper faces frontward; you know, like a civilized Human being should arrange such matters. To do otherwise is utter barbarity.
 

simplyTravis

Lamer Gamers Podcast Co-Host
A new patch will be out on October 11th!
https://gonintendo.com/stories/292409-splatoon-2-version-1-4-patch-notes

Translation by /u/talkion

Version 1.4.0 (Arriving October 11):

GAMEPLAY-RELATED CHANGES

Part 1:
- Some main weapons have been adjusted.

Splash-O-Matic:
- Range increased by 6%.
- Ink spread per shot increased (unspecified)

.52 Gal:
- Range increased by 6% (but this range change covers falloff damage under 50.0 only).

N-Zap '85:
- Weight class changed from normal to light (a la Splattershot Jr., Splash-O-Matic, etc.). As a result, non-shooting run speed and overall swim speed are increased.
- Movement speed while shooting increased by 5%.
- Adjusted to paint under the feet better.

Splattershot Pro / Forge:
- Shot velocity increased by 67%.
- Randomness in aim reduced by 10%. From a jump, this is reduced by 40%.
- Movement speed while shooting increased by 10%.
- Ink spread per shot increased by 2%.

.96 Gal:
- Damage per shot increased from 52.0 to 62.0.
- Randomness in aim (while on ground) reduced by 8%. From a jump, this is 14%.

H-3 Nozzlenose:
- Shot velocity increased by 25%.
- Reduced time taken to start to reduce randomness in aim to normal when landing from a jump by 5/60 sec. The process itself is also reduced by 15/60 sec.
- Adjusted to paint under the feet better.

Clash Blaster:
- Increased blast radius by 14%.
- Ink spread per blast increased (unspecified)

Carbon Roller:
- Reaches maximum speed when rolling 1 second faster.
- Increased ink spread close to the player when performing a horizontal flick.
- Damage against ballers increased by 40% when performing a horizontal or vertical flick.

Splat Roller/Krak-On/Hero:
- Increased width of paint roll by 8% when rolling at maximum speed.
- Increased ink spread close to the player when performing a horizontal flick.
- Damage against ballers increased by 40% when performing a horizontal or vertical flick.

Dynamo Roller:
- Increased width of paint roll by 13% when rolling at maximum speed.
- Increased ink spread when performing a horizontal flick from a height gap.
- Damage against ballers increased by 60% when performing a horizontal or vertical flick.

Flingza Roller:
- Movement speed increased when preparing to perform a horizontal or vertical flick.
- Increased ink spread close to the player when performing a horizontal flick.
- Increased painting range of horizontal flick by 17%. Range for maximum damage increased by 25%.
- Damage against ballers increased by 40% when performing a horizontal or vertical flick.

Inkbrush:
- When rolling with the brush, the player is no longer affected by enemy ink on the ground.
- Damage against ballers increased by 40% when flicking.

Octobrush/Hero:
- Damage against ballers increased by 40% when flicking.

Classic Squiffer, Splat Charger/Firefin/Hero, Splatterscope/Firefin:
- Damage against ballers increased by 30%.

E-Liter 4K/Scope:
- Increased shot width when shooting a wall by 33%.
- Damage against ballers increased by 30%.

Bamboozler 14 Mk I:
- Movement speed while charging a shot increased by 50%.
- Damage against ballers increased by 30%.

Goo Tuber:
- Added ability to store charge even when a shot is not fully charged.
- Reduced time between coming out of a charge store and shooting by 5/60 sec.
- Increased fully charged shot damage from 160.0 to 180.0.
- Damage against ballers increased by 30%.

Mini Splatling:
- Damage increased from 28.0 to 32.0.
- Movement speed while charging increased by 17%, and 14% when shooting.

Dapple Dualies, Splat Dualies/Enperry/Hero:
- Reduced delay after a dodge roll to performing another action by 8/60 sec.

Dualie Squelchers:
- Increased ink bullet radius by 9%.
- Reduced delay after a dodge roll to performing another action by 8/60 sec.
- Added ability to move slightly during the dodge roll delay.

Splat Brella/Hero:
- Reduced time taken to open the umbrella by 8/60 sec.
- Reduced time taken to launch the umbrella by 10/60 sec.
- Increased movement speed while the umbrella is open by 38%.
- Increased minimum splash damage from 15.0 to 18.0.
- Reduced damage taken from shooters (excluding blasters), splatlings, and dualies on the umbrella by 30%.
- Umbrella no longer breaks when coming in contact with the Baller.
- Splash damage against ballers increased by 30%.

Tenta Brella:
- Reduced time taken to return to normal movement speed from shooting by 10/60 sec.
- Increased minimum splash damage from 15.0 to 17.5.
- Increased maximum damage from a direct hit from 120.0 to 122.5.
- Reduced damage taken from shooters (excluding blasters), splatlings, and dualies on the umbrella by 30%.
- Umbrella no longer breaks when coming in contact with the Baller.
- Splash damage against ballers increased by 30%.

Aerospray MG/RG:
- Reduced ink shot radius by 10%.
- Reduced splash/stray ink droplet radius by 8%.
- Reduced frequency of splash/stray ink by 13%.

Sloshing Machine:
- Reduced inking radius when the center area of the slosh hits the ground by 20%.

Part 2:
- Some special weapons have been adjusted.

Tenta Missiles:
- Damage against ballers increased by 50%.

Sting Ray:
- Outlines on enemies behind walls and terrain appear starting 23% closer.
- Damage against ballers increased by 100%.

Curling Bomb Launcher:
- Curling bombs deployed without holding ZR down travel 50% longer.

Ink Storm:
- Damage against ballers increased by 150%.

Bubble Blower:
- Increased effectiveness of ally shots by 20%.
- Reduced delay switching back to the main weapon by 20/60 sec.
- Damage against ballers increased by 100%.

Baller:
- Blast damage against other ballers increased by 150%.
- Made the sound of the baller moving around easier to hear.
- Reduced minimum splash damage radius by 14%. (**With all 3 mains and 9 subs equipped with Special Power Up, it would equal the same radius as its previous normal size pre-patch.)

Part 3:
- Some gear abilities have been adjusted.

Ink Saver (Main):
- Ability effectiveness in lower quantities increased for the following weapons:
- Splattershot Pro/Forge
- Luna Blaster
- H-3 Nozzlenose
- Dynamo Roller
- E-Liter 4K/Scope
- Tenta Brella

Run Speed Up:
- Effectiveness on all splatlings increased by 20%.

Special Power Up:
**QUICK DISCLAIMER, ALL PREVIOUS FUNCTIONALITY OF SPECIAL POWER UP, UNLESS INDICATED OTHERWISE, REMAIN.
- Increased Tenta Missiles reticle size increase by 67%.
- Added a second boost to Ink Armor; the delay between activation and armor is reduced.
- Inkjet blast radius increase added. In exchange, the duration boost is shortened by 50%.
- Minimum splash radius increase added to Baller.
- Fixed issue where the Sub Power Up ability would increase the thrown range of the Ink Storm. In exchange, the Special Power Up abilities now perform the same function.

Quick Super Jump:
- Ability effectiveness in lower quantities increased.

Sub Power Up:
- Tracking effect length increase added on Point Sensors and Ink Mines
- "High" stage of Sprinkler sub lengthening effect increased by 150%
- Quick Super Jump effect increased by 50% on Squid Beakons

Cold-Blooded:
- Increased tracking shortening effect by 20%
- New effect - increase minimum range needed for tracking effects of Thermal Ink, Haunt, and/or Sting Ray on the player

Opening Gambit:
- New effect - Ink Resistance Up added

Last-Ditch Effort:
- Effects increased from 1.8x main abilities to 2.4x

Haunt:
- Tracking effect takes effect 23% faster than before

Thermal ink:
- Reduced distance needed for ability to take effect by 23%

Respawn Punisher:
- Increased special gauge depletion effect from 5% to 15% for opponents. Increased from 7.5% to 22.5% for the player's death.

Drop Roller:
- Enabled rolls in all directions
- Removed movement delay after roll

Part 4:
- Some special requirement point values have been adjusted.

- Aerospray MG: 170 -> 160
- Slosher/Hero: 190 -> 180
- Mini Splatling: 190 -> 180
- Splat Dualies/Hero: 190 -> 180
- Enperry Splat Dualies: 200 -> 180
- .52 Gal: 180 -> 190
- L-3 Nozzlenose: 170 -> 180
- Sloshing Machine: 170 -> 190
- Splat Brella/Hero: 160 -> 180

Part 5:
- Fixed an issue where Ink Resistance would only take effect at maximum quantity in the following situations:
- Movement while shooting with shooters and dualies
- Movement while preparing bomb-type subs and specials
- Charge storing is not lost anymore when coming in contact with enemy ink that causes the player to revert to kid form
- Fixed an issue where a charger would not shoot when releasing ZR and pressing it again after coming up from storing a charge
- Knockback from damage-less attacks of rollers (low on ink, falloff from a height difference, etc.) reduced
- Fixed an issue where the aiming reticles of rollers and brellas would drift from the center of the screen when moving the camera.
- Fixed an issue where this would cause a brella's shots to launch in the direction in which the reticle is drifting.
- Fixed an issue where the brella would launch at a different speed when low on ink.
- Fixed an issue where sloshers' sloshes would launch from a higher position than the sloshers themselves.
- Fixed an issue where players would be able to splat opponents behind a Splash Wall. by aiming bombs at the edge of the Splash Wall.
- Fixed an issue where curling bombs launched on an incline/slope would decelerate unnaturally.
- Fixed an issue where bombs would not ink the surrounding area properly if they were on the edge of the terrain.
- Fixed an issue where the trajectory indicator for sub weapons would show up when throwing an Ink Storm on weapons with the Toxic Mist and Point Sensor sub weapons.
- Fixed an issue where, in the event that parts of the stage overlap with an Ink Storm cloud, then the droplets would not fall and the area would be inked unnaturally.
- Changed the Bubble Launcher bubbles so that they would not ink the ground after time is up.
- Fixed an issue where movement speed while launching the Bubble Blower would vary from weapon to weapon.
- Changed the Rainmaker so that heavy-class weapons such as the E-Liter 4K would swim and run at a normal speed when wielding the Rainmaker.
- Fixed an issue where, if the player that took the Rainmaker did so from a jump, and were splatted before they landed, then the Rainmaker would respawn in the place where the player started their jump instead of where it was previously.
- Fixed an issue where suction bombs placed near the central bridge in The Reef would appear to dig into the ground.
- Fixed an issue where attacking with a roller or brella in specific locations in Inkblot Art Academy would cause the player to fall through the ground.
- Fixed an issue where the player would be splatted faster than usual when falling near the middle section of Moray Towers.
- Fixed an issue where the player could clip into a pillar on Manta Maria.
- Fixed an issue where a player equipped with Drop Roller would not be able to roll from an Inkjet landing if they had turned into a squid just before the Inkjet expired.

RANK-RELATED CHANGES

- S+ rank-dropping system changed so that players, should they lose their rank, can only go down a maximum of 5 S+ numbered ranks.
- OK line in S+ ranks increased from 40% to 50% of the rank bar.

SALMON RUN-RELATED CHANGES
- Fixed an issue where a specific main + special weapon random selection would not exist
- Fixed an issue where, if a player is in a lifeboat at the edge of the water at the end of the round, they would fail to superjump to either the starting point or Mr. Grizz's boat in a drowning loop.
- Fixed an issue where the locations of Goldies and salmon eggs during Goldie Seeking rounds would appear to be different to different teammates.
- Fixed an issue where throwing a bomb at the instant a Flyfish closes its lids destroys the missile box it hit, despite it not going in.
- Fixed an issue where the player would receive consecutive damage from Chum, Smallfry, and Cohocks if they were against a wall.
- Fixed an issue where sloshers' sloshes would not hit players in lifeboats at a close distance.
- Fixed an issue where, if the player received both the current monthly gear and a previous monthly gear in a set of bonuses, then both of the sets' abilities would be the same.

SPECTATOR MODE-RELATED CHANGES
- Fixed an issue where a different description? performance? player point of view? would be shown if the spectator was in a player's POV and the player was hit by an object such as an inkrail or Splash Wall.
- Added sound effects to indicate when the player being spectated is hit.

MISC. CHANGES
- Fixed an issue where drawing a line in the drawing program from outside of the canvas would result in an incorrect or different input than intended.
- Fixed an issue where rollers could not inflict damage to the test dummies by rolling after damaging it with a vertical flick.
- Fixed an issue where multiple hits from an open Brella on a test dummy would only damage the dummy for one hit.
- Fixed an issue where, when achieving a League Battle high score, the last session before it would be archived instead of shown.

Also, there will be a Splatfest on October 13th at 9pm PT!


This is much better than the crappy EU (pun intended) Splatfest going on.

All sorts of exciting things going on this week for Splatoon. I think we'll need to have a Tuesday Night TNE - Baller Edition before it is nerfed to oblivion!
 

Juegos

All mods go to heaven.
Moderator
That patch looks awesome. I can't believe the Splattershot Pro is going to actually feel like a rifle now, I can't wait.
 
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Juegos

All mods go to heaven.
Moderator
I'll take any buff to the .52 I can get.
Buffs:
.52 Gal: This weapon struggled against other weapons of similar range, so its range has been increased to give it a slightly better fighting chance.
.96 Gal: 2-shots, any range.
Splattershot Pro: Wipe your enemies the fuck out with precision the likes of which has never been seen before on this Earth.
Dynamo Roller: "Fear me, for I have returned."
Curling Bomb Launcher: Now you are become Death, the destroyer of worlds.
 

EvilTw1n

Even my henchmen think I'm crazy.
Moderator

mattavelle1

IT’S GOT A DEATH RAY!
Moderator
Players that want to change gear between battles in Regular Battle, Ranked Battle and Splatfest Battle (Solo) won’t have to exit to the lobby anymore! After downloading the update, gear can be swapped out without leaving the match room, making it quicker to get back to splatting.

https://kotaku.com/splatoon-2s-big-winter-update-adds-a-ton-of-new-stuff-1820638909

FINALLY.

About damn time.
Now if we could just pick what levels we wanted to play ALA MK8D style
 

Juegos

All mods go to heaven.
Moderator
Players that want to change gear between battles in Regular Battle, Ranked Battle and Splatfest Battle (Solo) won’t have to exit to the lobby anymore! After downloading the update, gear can be swapped out without leaving the match room, making it quicker to get back to splatting.

https://kotaku.com/splatoon-2s-big-winter-update-adds-a-ton-of-new-stuff-1820638909

FINALLY.

About damn time.
Yeah this is big. Not only do we waste less time when switching weapons, now we have a real option for dealing with problematic weapons in the lobby, like the one good enemy sniper. I'll be switching weapons much more often, for sure.
 

EvilTw1n

Even my henchmen think I'm crazy.
Moderator
Nintendo makes a game like this impossible to review. By the time they're done with free updates, it's almost a different game.
Yeah this is big. Not only do we waste less time when switching weapons, now we have a real option for dealing with problematic weapons in the lobby, like the one good enemy sniper. I'll be switching weapons much more often, for sure.
I would never ordinarily use a sniper rifle, but if there's an opposing sniper making life real miserable, I'll absolutely switch to a sniper to cheese a few kills and make their (virtual) lives difficult. Same with zoning - just whip out a Jet Squelcher if needed. I'm far more likely to use different weapons now.
Now if we could just pick what levels we wanted to play ALA MK8D style
I'd settle for one more map in rotation. Just to cut down on the odds of the same map played 5 times in a row.
 

mattavelle1

IT’S GOT A DEATH RAY!
Moderator
Nintendo makes a game like this impossible to review. By the time they're done with free updates, it's almost a different game.

I would never ordinarily use a sniper rifle, but if there's an opposing sniper making life real miserable, I'll absolutely switch to a sniper to cheese a few kills and make their (virtual) lives difficult. Same with zoning - just whip out a Jet Squelcher if needed. I'm far more likely to use different weapons now.

I'd settle for one more map in rotation. Just to cut down on the odds of the same map played 5 times in a row.
I’m cool with 3 maps also
 
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