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yeah, splatoon relies on clientside information, from what i can tell. like when you're in a match with bad connection and get rolled, for example, it can take a few seconds for it to go through because you didn't get rolled on your side.
anyway, i do hope this is the half-LAN mode they used at...
well it doesnt need to be melee to survive, but since release competitive splatoon has just been people pubstomping and hijacking ranked battle rooms. just private rooms between friends would actually let the competitive scene thrive like it so deserves to (there are some really really cool...
http://gonintendo.com/stories/239280-splatoon-to-allow-8-wii-u-consoles-to-connect-locally-via-intern
if this is true, splatoon LANs will finally be a thing, which is something that i and i know many other competitive players have been wanting
looking at the page for the splatoon update doesnt...
http://www.twitch.tv/nintendo/v/6782922
confirmation is around 40:10 that suction bombs stay on the tower
from what we can gather, since suction bombs can stay on the tower, splash walls, squid beacons, ink mines, et cetera can probably stick too. the tower seems to have no restrictions...
ink mine is really hard to get much use out of because everyone shoots ahead of them, you really cant just place them down for a free frag. id say that mines are dead dead weight because of how inconsistent it is, but thats really doing a disservice to the fact that a free frag is a free frag...
well damn, 33 unreleased weapons?
i guess they're going to release them over a steady period over the summer, and change the map pool to having 3 maps instead of 2 once everythings out (which shouldnt be that long!) hopefully other features like being able to recon mode any map besides the ones...
yeah i don't think your argument is bad or even wrong, just that it's not something we can rush or really even have to worry about. players will find the best weapons and use them, and so will the players they're fighting against, and the meta will evolve around that into skillful play, assuming...
you seem to have a very big misunderstanding on how competitive formats are created and team composition works
speaking as someone who used to play 6v6 regularly and has nearly 1400 hours in tf2... this wasn't a deliberate decision by the community. no one on tf.tv just sat down and had the...
has more hallways than 2fort
but i don't think it's a bad map. there's a lot of emphasis on verticality with the moving vehicles, crates you can jump onto, and the ledges and ramps from your spawn. so i don't think the amount of corridors is a huge disadvantage to the map.
i still prefer...
wonder how much more content will be on the disc
the other 2 maps, camp triggerfish and whichever the other one was (can't remember) will definitely be, since they were on the direct and had screenshots available, but the other maps to come? of course they're probably unfinished and we'll...
how's it require more strategy than splat zones?
i think turf war is still a valid choice for competitive groups, but don't dismiss splat zones as being an inferior choice. since it funnels players to one objective area that they have to reclaim, there's a lot of depth in working around that...
if you think this is the worst sub my dude, you are in for a world of hurting when someone uses it on you
the disruptor is amazing because it slows other players down, which means they have to commit to the firefight. in splatoon, it's really important to not have to commit so that you can run...
the gamemode that we decide to play should be the one most conducive to skillful and dynamic play, not the most recognizable one. i really don't think turf war suits the game competitively since it doesn't funnel players to objectives, like splat zones or tower control does.
splatzones, tower...
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