Creator438
Semi-Pro Squid
- Joined
- Nov 11, 2015
- Messages
- 83
- NNID
- Creator438
For anyone unaware, let me fill you in;
I'm currently let's playing Splatoon on my YouTube channel, and I'm targeting it towards... well, really every Splatoon player. Whether you're a competitive player, you're trying to jump into the online scene, or if you just like the game. My LP is meant to be for any and all Splatoon players.
For the competitive aspect of it, part of what I'm doing to give the community insight on the competitive side of the game is telling them what weapons I believe are good and bad, and why. I base these opinions off of my own feelings regarding the weapon without trying to be too biased (though I think I'm pretty good about avoiding bias when I say what weapons I think are good and bad), my own knowledge of the game's core mechanics and necessities to win a match, weapon matchups and comparisons (and how I believe certain weapons stack up against each other), and my (somewhat limited) knowledge of tournament play.
I'm trying to reach out to the competitive Splatoon community about Luna Neo's effectiveness in a competitive setting. This is because I'm using it in the next episode of the series, and I really don't have much on it in regard to my stance on the weapon.
I should mention that I think that Luna Neo is, at best, a mid-tier weapon. I do not believe that it's overpowered, broken, unbeatable, etc. as many people do, because the very idea is false, and I want the community to pick up on that from my analysis on the weapon. But again, I don't know much about WHY it is considered such.
My stance on it in terms of negatives is as follows: it has very little range, thus there are going to be many strong meta weapons that will easily take it down (much like what I said about Krak-On Roller, which I also did an analysis on) and it therefore needs to rely on flanking and swim strafing, which it won't always be able to do; in order to paint, it either needs to be getting picks or using Bomb Rush, which works well on it, but with a short ranged heavy depletion weapon that should expect to die a lot in a game, getting special doesn't come terribly often; and it has absolutely no way of fighitng its way out of a lockout, which means it's going to be very hard for it to come back as the Luna will have basically become useless at that point.
On the plus side though, I can say that: it has fast indirect and direct kills, making the "killing as painting" aspect of the weapon very reliable, not to mention that it punishes overextending like a beast because of that; it makes riding the tower in TC a death trap, and for that matter, if it's below you and shoots above itself twice, you're going to die; because it can play such an aggressive weapon that also finds itself dying a lot (due to its aggressive and in-your-face nature), you can run builds that either increase your survivability (more Defense, which is esp. good against other Blasters w/o Damage Up) or ones that play for trades to make your death in said trade irrelevant (QR+SJ); and finally, not only do your bombs give you the luxury of zoning that Vanilla Luna doesn't have easy access to, but your Bomb Rush lets you take back map control at a very fast rate, and if you're keeping the other team back, a Bomb Rush from a Luna Neo will allow your team to keep its momentum going such that there's nothing more the other team can do.
But that's all I've got. Is that good? Does that get the point across? What else do I need to add, if anything, to make my analysis complete? Are there inaccuracies in my analysis (surely it can't ALL be wrong :p )? If so, what are they?
Please give me some feedback. I want to give the community as much solid analysis as possible so that we have some decent guides out there!
EDIT: Great input to those who've responded so far! Greatly appreciate it! Anyone competitive players who stumble upon this, keep it going (whether you mention good or bad stuff about Luna Neo)!
I'm currently let's playing Splatoon on my YouTube channel, and I'm targeting it towards... well, really every Splatoon player. Whether you're a competitive player, you're trying to jump into the online scene, or if you just like the game. My LP is meant to be for any and all Splatoon players.
For the competitive aspect of it, part of what I'm doing to give the community insight on the competitive side of the game is telling them what weapons I believe are good and bad, and why. I base these opinions off of my own feelings regarding the weapon without trying to be too biased (though I think I'm pretty good about avoiding bias when I say what weapons I think are good and bad), my own knowledge of the game's core mechanics and necessities to win a match, weapon matchups and comparisons (and how I believe certain weapons stack up against each other), and my (somewhat limited) knowledge of tournament play.
I'm trying to reach out to the competitive Splatoon community about Luna Neo's effectiveness in a competitive setting. This is because I'm using it in the next episode of the series, and I really don't have much on it in regard to my stance on the weapon.
I should mention that I think that Luna Neo is, at best, a mid-tier weapon. I do not believe that it's overpowered, broken, unbeatable, etc. as many people do, because the very idea is false, and I want the community to pick up on that from my analysis on the weapon. But again, I don't know much about WHY it is considered such.
My stance on it in terms of negatives is as follows: it has very little range, thus there are going to be many strong meta weapons that will easily take it down (much like what I said about Krak-On Roller, which I also did an analysis on) and it therefore needs to rely on flanking and swim strafing, which it won't always be able to do; in order to paint, it either needs to be getting picks or using Bomb Rush, which works well on it, but with a short ranged heavy depletion weapon that should expect to die a lot in a game, getting special doesn't come terribly often; and it has absolutely no way of fighitng its way out of a lockout, which means it's going to be very hard for it to come back as the Luna will have basically become useless at that point.
On the plus side though, I can say that: it has fast indirect and direct kills, making the "killing as painting" aspect of the weapon very reliable, not to mention that it punishes overextending like a beast because of that; it makes riding the tower in TC a death trap, and for that matter, if it's below you and shoots above itself twice, you're going to die; because it can play such an aggressive weapon that also finds itself dying a lot (due to its aggressive and in-your-face nature), you can run builds that either increase your survivability (more Defense, which is esp. good against other Blasters w/o Damage Up) or ones that play for trades to make your death in said trade irrelevant (QR+SJ); and finally, not only do your bombs give you the luxury of zoning that Vanilla Luna doesn't have easy access to, but your Bomb Rush lets you take back map control at a very fast rate, and if you're keeping the other team back, a Bomb Rush from a Luna Neo will allow your team to keep its momentum going such that there's nothing more the other team can do.
But that's all I've got. Is that good? Does that get the point across? What else do I need to add, if anything, to make my analysis complete? Are there inaccuracies in my analysis (surely it can't ALL be wrong :p )? If so, what are they?
Please give me some feedback. I want to give the community as much solid analysis as possible so that we have some decent guides out there!
EDIT: Great input to those who've responded so far! Greatly appreciate it! Anyone competitive players who stumble upon this, keep it going (whether you mention good or bad stuff about Luna Neo)!
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