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I feel like the nautilus is underrated too, the hold charge gimmick works surprisingly well on a splatling. Allowing you to pop out in killing range and spray on your unexpected enemies face(s). Possibly getting more then 1 splat in one burst. Granted you're not 100% invinsible while holding a...
true, I was mostly thinking about their skill ceiling.
Splattershots are definitely a good candidate, especially the 'normal' kind.
Rapid blaster may be a good pick too, its easy enough to pressure with and keep enemies at bay, but using it more offensively and getting splats requires some skill.
Yup.
Qouted from FefnirOmega13 from gamefaqs:
Inkjet pierces through the shield and can hit a far way out (but obviously the area inked is kinda terrible, so...)
Splashdown, Roller and Booyah Bomb's splash penetrates to some extent (it'll still hit within the sphere of influence)
There's a...
I would say gootuber has a noticeable high skill floor as you need to make every shot count and make good use of it's store gimmick while staying mobile.
I'm curious what weapon would have the largest gap between skill floor and ceiling. Probably a shooter or maaaybe a blaster. Squeezer and...
Ballpoint seems to have on the highest of not highest strafing speed in its short range mode?
Both are pretty tricky to use so I can't really say much yet.
The reasons why TW can be harder then ranked is because it's a whole different beast imo.
Ranked has you focused on a objective creating a much tighter fighting space, ranked also rewards aggressive play and splats more while inking while useful serves a 'side-role'.
In TW the 'objective' is...
If using the carbon roller you really need to use vertical flicks, they are actually consistent unlike the hor. Flick and the speed difference is very rarely worth it if sometimes.
Vertical roll flicks as a whole are really important for rollers, I still see people relying solely on the hor...
Imo, their slow TTK (even with a direct) combined with how important spacing and figthing at the right range is holds them back from being ‘too powerful’.
E.g. if your fighting too close or far, those AoE blasts are going to be usseles and you obviously need to be careful to not be ambushed, as...
I’m loving the DLC so far!
They did a great job at making a darker atmosphere while not losing in on the splatoon charm, same with the music.
While at first I was skeptical about having specefic challanges in stages, I learned to love it.
They didn’t just slap those on stages, they build the...
The point of this DLC is that you need to be at your best and sometimes display near perfect skills.
Adding some checkpoints in harder levels and make it so you can miss a few undermines this mentallity kinda.
The whole paying for trying and paying for trying again is there so your ‘deaths’...
Tough question, but i agree it's very dependent on the current situation.
Generally speaking when enemy bubbles are on choke points or a ranked objective (happens alot from my experience), i'll always try to use the opportunity to catch my opponents of guard by for example throwing a bomb on a...
Don't think this was shared here yet, it shows some official info and pics on the new slosher and splatling.
https://splatoonus.tumblr.com/post/175048344389/lets-take-a-closer-look-at-two-of-the-upcoming
The new ballpoint splatling, it has a super fast firing rate and can target far away...
Yes, but by the time the shot goes off and this line is created, salmonids and bosses already have a big window to flank you.
The sloshers shots are extremly slow and it costs 25% of your tank to use even one.
In a frantic situation the weapon can easely become a sitting duck for the most part...
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