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The mini splatting looks like a big disappointment from what little I've seen of it (I haven't had the chance to set up my WiiU again after moving to college, so I've yet to try it out).
It's a mini variant of a weapon that's primary appeal was ink coverage, suppressing fire, and a strong...
I recently found out that Splatling vs Splatling should be treated with more care than most engagements. Sometimes I enjoy unleashing full charges of ink to the point that I forget that the opposing team also has a Splatling player. And I've been on the receiving end lately when I'm not actively...
Never mind about the second route. For some reason I thought squids could climb up the walls with the grates hanging over, but then I checked the map again. Overall, if you just spay some ink up near the exists of that enemy L corridor you will be fine. ;^ ^
A few observations from Turf Wars:
1) Staying in the midfield is difficult against most experienced players because it is the lowest part of the map wedged between two metaphorical cliffs
2) However, it can be beneficial to hug the walls of the enemy cliff because it provides a blind spot and a...
Okay, this is a big map with two unsafe ways to reach the other side. One only being available to the opposing team until it goes both ways at the last minute. Lets just accept that, and look at what tools we could be using. I do not advocate an offensive strategy in Turf Wars for this map...
The price of a close quarters map is less options for routing around the midfield although that certainly does exist in a small way in this warehouse. Getting midfield is the key for consistent wins in Turf Wars, but you have to plug up certain routes to prevent backdoor strategies. Thankfully...
Ink consumption doesn't seem to be as bad as I thought it would be. Without any of my ink saver gear I can still get about 7 single ring charges off before reloading and nearly 4 full charges before reloading. It's made me value ink refill up because with 2-3 of them as main abilities the...
Yes, if you maintain the distance required for a squelcher to succeed in most engagements you'll do well. I've seen allot more chargers in play now that Gatling has become somewhat popular, so I like to use the Splatwalls to inch close enough to connect with a charged blast or get back into some...
Yeah, I see what you mean about staying mobile. I hope we get an alternative sub/special set soon. I'm not really used to the Splashwall. But I can definitely see this set being used offensively with seekers and a bubbler.
It can probably be used both ways, but it heavily leans towards defense. The charge noise is a dead giveaway to your position and your only going to hold it for long if your in a choke point. As the meta evolves people will listen for it more and hopefully we'll see more chargers in Turf Wars...
Ink recovery and ink savor have been really helpfully to my play with the Gatling. I can get about 10 uses out of single ring barrages with 4 sub-slots filled with ink savior. I haven't had the luck to get gear completely with ink savior, but I'll leave the details to the experts. I don't know...
I can confirm from testing that the range increase stops after the first ring of charge. A second ring only benefits the player with more ink to provide covering fire but it uses up more ink than a single ring charge.
Yeah, commitment is what it's game is all about. You move so slow that its more appropriate to commit rotating across nests like a sniper to hold down turf.
With the Heavy Splatling Gun it's important to note three things:
1) The distance of the shots is proportional to the amount of charge stored
- This has a limit like all other guns (in the testing area it was about 5-6 lines down)
- The base with no charge shooting is about mid range (3-4 lines)...
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