Even though this has nothing to do with rollers I played some turf wars today with the E-litre.Even though I use analog controls I still like using it for fun (please don`t attack me) But in Urchin underpass there was a sploosh-o-matic that was swimming from side to side in front of me..So I fully charge my shot and point it to the ground. And then the sploosh-o-matic just stops and looks at me..Then I splat him by snapping my snipe (I`m not sure if that was the sickest bait ever or just really mean...xD)Also I screwed around with the octobrush and the carbon deco octobrush actually used to be my main..Anyways both were really fun, but the octobrush seems kinda lame to me(probably because I don`t use it at all) Oh and am I the only one who has been experiencing connection issues after the latest update..because the matches were reeeally laggy:D
Wow, I can't imagine sniping on analog controls! It's hard enough to hit anything with them, I just can't imagine it working with the sticks only! That takes dedication :) Splooshes can be hard to snipe.....not as hard as inkbrushes, but one of the harder ones to hit. I've been messing around with sploosh a lot lately, even in ranked. It's a fun little weapon, it's more of an "auto-brush" than a shooter IMO :P
I've recently started to love octobrush, and just this weekend discovered that vanilla inkbrush CAN be amazing in RM! :) I've always liked inkbrush but tire of the button spamming and felt it wasn't good for ranked, but after getting killed by several inkbrushido while playing octo I decided to try it and found it can actually be great, but plays a different role. More like sploosh in a way. But still different. I've even resurrected my interest in the Krak-on. Played that in zones for a while yesterday, and a little in RM and did pretty well with it, especially in zones. I wasn't racking up high kills, but that's just not my playstyle :)
I've seen a lot of disconnects and lots of lag, but as Splatoon is peer to peer, there shouldn't be lag induced by central servers. One of the players is the host. So it's probably more randomness than anything else.
Yea precisely, this is one of the problems in the current meta where players have yet to fully understand every weapon's traits (myself included) so sometimes instead of helping you out somewhat with turfing they just push forward hoping to harass/occupy the enemy whilst the enemy also does the same thing because you have a much harder time keeping them out with all that enemy ink on your side -_-
Yeah I played zones there yesterday, with dynamo, and even though dynamo is one of the best inking weapons in the game, that inking is best spent on keeping the zone hydrated....meanwhile our ramps are was 100% covered in enemy ink, and thus I spent the match painting our ramps and letting the enemy zone control counter just count down toward victory since I couldn't safely approach the zone without covering our area over first. Where was the team? Who knows. But they didn't want to recover the base,that's for sure! Then I have the alternate problem. That map benefits from pushing to the ramps, so if I don't have the team that paints NOTHING and just keeps attacking the ramps *WHILE* the enemy still controls the zone, then I get the team that NEVER attacks the ramps and the zone keeps falling to endless bomb rushes.
You might wanna give the Nozzlenose family a try, They're definitely interesting for midrange. Personally I have yet to use a 52 gal or 96 deco in a match at all (0 points!) because I despise them haha.
'
Yeah I actually do play the L3 sometimes. I like it...but then I can't depend on all its bullets to hit, and often think "why not just use squiffer/bamboozler?" But as far as shooters go it's one of my favorites (and is in my sig ;) )
Showing K/D is the lesser of two evils. It'd be worse if it didn't show it at all and you're left with a lot less information on anyone's performance. That said, last night I had 7-0 on TW riggerfish as C-Liter but we lost...you know why? Cause pretty much all my kills came within the first 45 seconds or so. Things got out of control as it went on and well, we lost :( Just further reiterating that K/D doesn't tell the full story.
Yeah... like I said to miirisa I was playing with inkbrush over the weekend. The trouble with at least solo queue RM is that none of my teams ever have much map control. Even with octobrush I have a hard time maintaining it. It's not a great turfer. So I decided to try inkbrush. Needless to see the closeness it needs to kill can be troublesome. But it's an amazing distraction/decoy/turf control tool. We had much better map control while I used it and won more games. I took it into squads a little later, and my k/d certainly looked worse if not outright poor. 0/12 one round when it was a very strong shutout against a few S+'s, scores like 3/12 were common. But I was focused more on map control than on splatting. And I believe I was successful there....looking at the final map we had significantly more control of the map than when I didn't use the inkbrush. That 3/12 is a failure by one angle, and not a failure by another. I also played hyper-aggressively diving into every situation, being a decoy/distraction etc. I had mixed win results but we were strongly outmatched many of these battles, and the results weren't too different no matter what I used. :)
Yea I know what you mean about the movement and tactics. This is where the actual lower ranked players need to start identifying that these skills exist and attempt to learn from it. Sadly it's a bit like hazing in some ways but at the current moment they've gotta deal :x
It's sort of true, but it's also probably why ladder resets are a good idea. If the level of play keeps moving endlessly upward toward the top ranks you end up with this split where there' "C" and "everything else", where the ranks are all really the same thing. If there's no practical differences and it takes more and more to move up the ladders, then C becomes this big mess of absolute beginners and the people that can't make it to B because they can't play like what S's played like 6 months ago. That'll break a game fast. S+'s though, and in particular clanners do absolutely have very different movements than even S's. You can tell them a mile away. It's more predictive than reactionary. I'd say not everyone can really learn to play that way. Your thinking kind of has to be wired a certain way.
The current pools of ranked play certainly isn't always accurate. As you've noted, you could see two different standards of A ranked players or even S ranked players. Which is why I'm not very hung up on the letter itself. For me it's all about the quality of the play within and whether I can learn something out of it (like your CQC Liter :D).
Yes, I'm exactly the same way :) I hate when I get close to dropping to the B's because the quality of the game goes down, and you get trapped in that B nightmare. But otherwise through the A's & S I don't care so much. The only reason for caring about S is that points don't matter in squads :)
About losing points despite good play, that's exactly what happens in fighting game tournaments haha! Competition is a harsh thing, it's how reality is.
Yeah, but fighting games are scoring only your performance. If you fail against a stronger opponent you get penalized. But it's different in a team game where you're scored by team only. And specifically, they give you the tally at the end of the game in percentages. It makes sense that those percentages should determine the scoring/pentalty at the end. Right now it's unused. More specifically. why fight for a better percentage win if it counts for nothing? It's wasted energy for the next round. They track it, and score it, but don't reward it. It makes for a better game when every point counts.
Oh I definitely can believe that maybe some players have figured out how to game the matchmaking algorithms or something. I remember there was a time when I kept getting the same weapons being placed into my team to the point that I got really fedup and had to keep changing lobby every game.
Maybe.... I've always assumed it wasn't so much gaming it so much as SOMETHING about your playing/winning etc that makes the system assign you a value that makes it match you poorly. Yesterday was the same. It seems to consistently match me on the underdog team. In every case, the other team seemed to have better map awareness, better mode awareness, a better knowledge of tactics to win in that mode, while my teams generally seemed to lack any sense of real map strategy. I know there's lots of players that would say "you have to be that difference and then you rank up" but it's interesting that out of 4 players, by random chance, I'm the one that's supposed to make the difference 80% of the time. Without as versatile a weapon. Sometimes I wonder if it's based on having odd weapons as my highest turf inked, it just assumes I'm a more advanced player based on that or something. But then it means it makes the path up the ladder much harder for those weapons. The above mentioned example, underpass zones, I had dynamo. The enemy team would relentlessly push our ramps. My team did not. I'd even try to lead a push (with a dynamo) but only one squid against 4 isn't going to make that happen. Sometimes I do get the strong team, but it's rare. In a supposedly team game, it's a little suspicious that it seems to more times than not leave certain players as the one that obviously must carry the team. It has to be something baked into matchmaking (or errors) rather than people gaming it. But I wouldn't doubt that either.
Hmm, yea I think you're right on this, though I haven't really put much thought into it. Would be nice if Nintendo did make changes to it!
I was thinking about it again yesterday with the huge swings. I was A70-something, then down to A18 or something, then up to A94, then down to A40, then A60-something, then A50, then A40, then A50, finally A70-something again. Those big swings between "almost A-" and "almost A+" are always just a few games apart. It's just far too close and far too many games have too many potentially rank changing effects. Especially since it's far easier to go down than up (to go up you need to be matched well with a good weapon match, be having an "on" day, have a decent team without an alt opponent, etc. To lose, you need to have any other condition. The short distances make it easier for poor players to luck out into a higher rank and good players to drop out of a rank despite a bad streak.