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I don't save scum and I have plenty of perfect gears. Just keep playing and reroll the stuff you want until you get it. The higher your rank, the more money you will get for each win. Each reroll is 6 wins in S and 5 wins in S+. That adds up fast.
You also don't need them to all be on the...
If you aren't reaching the center ASAP to get control of the objective, I think you should be getting your special to help from afar.
Cutting off options with Killer Wail, Inkstrike and Inkzooka can be very helpful for your teammates directly engaging and most wont have their special charged...
I'm more worried about how competitive Rainmaker will be with some stages having overpowered hiding spots to stall out the timer. Flounder, Walleye, Mackerel and Urchin all can be abused to force people to approach into your base to even fight for the rainmaker back.
I'm fine with the massive +75 you get when its 10-100. I can handle that, but then when you take the zone back and bring the timer down to like +10, the game will raise it back to +75 again.
I didn't ACTUALLY make any more progress towards victory. The losing team can actually more easily...
Having trouble wrapping my mind around this concept. As lame as it already is to be punished for taking the lead first, why does the game REPEATEDLY punish you?
How is it fair that the penalty timer keeps rising even though you never scored more points (all you did was reduce the penalty...
Hard work and alot of skill can help you bring out the best in any class, but that won't change the fact that other weapons are alot worse in most situations and/or have terrible synergy with their subs.
Inkbrush is a good example. Its terrible at combat, but lacks a sub that would help seal...
I'm excited to try seeker bomb rush, though I expect it won't be that good, especially if you don't have the right map for it.
I'm a little worried Bubbler is a little OP. Maybe I'm biased as I use it alot, but I figured it was balanced out by its attachments to awkward or limited weapons...
This is the first time a weapon has been added that I was immediately impressed with. It splats quickly without the need for extreme accuracy, point blank range etc. It has Bubbler (very versatile special) and disrupters are finally on a weapon that doesn't suck.
If you are going to base your entire build around moving fast and dying you should run comeback on your headgear. Increases swim and run speed for a while after every death. Can make bad players very very annoying.
Moving quickly is rarely more important than moving safely. The most important thing is being well suited to gain the advantage that lets you push in the first place and have strong defense as well.
Where is the testing the proves you can't reduce TTK with damage up?
In my personal testing I was able to get a good variety of weapons to kill in 1 less shot/swipe.
Opening Gambit/Last Ditch Effort could use some tweaking. They are cool ideas, but aren't very reliable and not particularly viable when they are active anyway. LDE is nice to throw on for Splatfest, but in ranked mode, it obviously doesn't come into play when knockouts are possible. Would be...
Is it really bomb rush reliant? Couldn't you trigger frame drops with overuse of burst bombs too? You can get 5-6 of these from a full tank.
In any case, it definitely seems like a case against blackbelly skatepark, not bomb rush. The stage is really small and its no wonder the game has...
I do not think any of the sub weapons were meant to be especially good at splatting your opponents. Its all about controlling space and cornering them so you can take aim with your primary weapon or perform some sort of utility.
Burst Bomb explodes on contact but won't splat a healthy squid on...