Yes and no. There's no risk in turf and you get some exp and cash regardless of what happens, but turf is vicious these days. Even when experimenting you have to do your best because opponents never let up.So...quick update: I've made it to A+ In Splat Zones and Tower Control! I also have a question: is Turf War the best way to experiment with weapons?
That all sounds like reasons to use Turf for practice. Considering also the freshness mechanic that tracks how well you use each weapon in TW, I'd say it's the best way to figure out new weapons.Yes and no. There's no risk in turf and you get some exp and cash regardless of what happens, but turf is vicious these days. Even when experimenting you have to do your best because opponents never let up.
...Freshness is a crock and should be ignored. It only functions as a win-streak counter because any loss completely slams your rating - 1.5 lost at 10+ freshness and 2.5 lost at 20+. Even the "freshness bonus" for reaching Superfresh is barely worth more than 2 ranked/league victories or 4 turf victories. Freshness is not a mechanic that should be taken seriously by anyone, and now I've said the word "fresh" so much that it's losing it's meaning.That all sounds like reasons to use Turf for practice. Considering also the freshness mechanic that tracks how well you use each weapon in TW, I'd say it's the best way to figure out new weapons.
This is strictly my personal opinion and no one else's. If you want to learn chargers... don't, at least not right now. This meta does not favor chargers, what with the stage designs focused on confrontation, the existence of ink armor and brellas, less-than-stellar kits on many chargers, and damage up being gone. Skilled chargers are still a terror, but it's an uphill struggle to reach that point currently. I'd recommend trying chargers when you're more skilled.The game made the word "fresh" lose all meaning. XD Anyway, I've been reluctant to try chargers because of the high skill curve for them. Any advice on learning those?
I got skilled by using chargers. Of course I started out with things like the N-Zap but one time I was like "I wanna learn chargers" and when you keep at it and go into practice, your aim just starts to develop super fast (maybe not as fast with the charger but it improves aim on other weapons). For aim practice, just keep at it and take it slow at first. Maybe try using it in hero mode if turf war is still too ruthless or going to a very secure spot in TW that doesn't lead to as much flanking or confrontation. Once you have the aim thing down (and probably while learning) watch what other chargers on youtube do when in tough situations and pay attention to where they position themselves. Some people learn faster than others. The main reason I like chargers over close range shooters (even if they're better with the current meta) is because it's easier and more relaxing to not be in the midst of battle constantly (although sometimes get too close for comfort). Don't get frustrated if you get flanked just know that eventually you'll be able to keep enemies far from you and keep working at it.This is strictly my personal opinion and no one else's. If you want to learn chargers... don't, at least not right now. This meta does not favor chargers, what with the stage designs focused on confrontation, the existence of ink armor and brellas, less-than-stellar kits on many chargers, and damage up being gone. Skilled chargers are still a terror, but it's an uphill struggle to reach that point currently. I'd recommend trying chargers when you're more skilled.
Freshness is not completely meaningless - the way I like to see it, it gives you a rough indication of your win/loss ratio. Of course, if you are extremely good at Splatoon, you might be able to win matches with whatever weapon consistently, but for a person who is still learning the game, they will be losing matches, and the freshness of each weapon will tell them which weapons they consistently win using, and which weapons they consistently lose with....Freshness is a crock and should be ignored. It only functions as a win-streak counter because any loss completely slams your rating - 1.5 lost at 10+ freshness and 2.5 lost at 20+. Even the "freshness bonus" for reaching Superfresh is barely worth more than 2 ranked/league victories or 4 turf victories. Freshness is not a mechanic that should be taken seriously by anyone, and now I've said the word "fresh" so much that it's losing it's meaning.
I get first practice in on turf and then put in some time in league with the other modes. Some people might prefer making that jump to ranked before league. Either way, eventually you have to try the weapon out in other modes. You can only learn so much about a weapon in turf.So...quick update: I've made it to A+ In Splat Zones and Tower Control! I also have a question: is Turf War the best way to experiment with weapons?
This is pretty good. Solid, actually.Splatfest Power of about 2150 or 2200
This ^As for why you had that losing streak, I personally can't say because I didn't watch your gameplay or saw what you did. But losing streaks are common for every player really. There is usually a slippery slope where a player loses once (usually to a small mistake) and it just results into more losses because of frustration, anxiety, or over anticipation.
Also makes you feel really cool when you kill the dummies really fast with minimal mistakes. I usually do that before playing or when I'm bored with a charger. Practice all sorts of shots and all sorts of situations. With chargers you can practice holding a charge and getting used to shooting in different ways from different angles. Also applies to dualies. See if you can master doing a "fast fall" and killing the dummies on the bottom level and then the top ones and then the moving ones. There's so many things you can work on in the practice zone place whatever it's called.Let's see.
Practice some aiming against the test dummies.
I know what you're saying. "u wot, these things don't even move, what's the point of shooting them over and over? It's not like it's hard to kill them either, so why put in the effort in doing so"
What you get out of this is reacting quicker to certain threats, crafting your aim, and learning/mastering some techniques with your weapons.
So since you play the dualie squelchers, I would practice dodge rolling to the side of targets and trying to kill them as fast as possible. I know the dualie squelchers aren't the fastest killers in the game, but you'll never get punished for having good aim. Also, for extra credit, I would compare the dualie squelchers's range in comparison to other weapons that share the same range tier. Do the other weapons kill quicker? Or can you completely stomp them if you engage them upfront? If they kill quicker, try to find ways to incorporate your roll into winning the gunfight.