i don't know if im misinterpreting, but i don't think squid surges are advanced movement, all you do is hold B on a wall. i think maybe you were saying that they could have been treated like advanced movement like they just do something you can already do but better. like the example you gave but maybe also something like a route that you can take that is slower but safer vs a route that needs a squid surge which might be more tricky and has a chance to make you more visible. the problem is that this game does not support either of those. there are no multiple routes and there aren't a lot of paintable walls, and the surge doesn't go high enough and doesn't charge fast enough (unless intensify) to actually save you the time you would take to paint the wall + not painting it fully is risky and could actually be even more of a time loss going all the way back down and painting then squid surging again. i think that's why everyone says that squid surge is terrible and want maps that incorporate its use more, because it isn't something challenging to pull off and the way it works right now doesn't make it useful on the maps we have, meaning the solutions are either change the maps or change how the surge works and i think the latter is a lot harder. i'm also not trying to say that it's useless, it's good for not sliding down a wall and sometimes it can be used to surprise someone above you, but again not a lot of maps have places where that is even possible and surging activates jump rng so shooters and blasters go sad mode when they do that anyway.The squid roll feels really natural to use and while sub strafing still exists, there are plenty of scenarios where squid rolling is better (jumping over enemy ink without losing too much speed, for example)
Squid surges get a lot of hate for not being useful very often, but I think if there were more spots on the map that required surges in order to access them, it wouldn't feel any better. It's like advanced movement in mario odyssey. It can be really fun and helpful, but it's never required for anything, because if it was, that would feel terrible for people who hadn't mastered it. Part of the beauty of that system, and of the new S3 movement, is that you can use it whenever, however, and however much you feel like. Squid surges are useful for climbing up walls that aren't completely painted, saving you the time of dropping down, repainting it, and swimming back up again. It isn't useful as often as it should be, and it still feels painfully slow sometimes, but it is still very nice to have.
nah don't worry. I like hearing other people's thoughts about stuff.anyway sorry about my yapfest. at least it didn't last the whole weekend like normal fests though
It's less about how "advanced" the movement is and more a comparison of how both are extra options that you can choose to use that make movement feel smoother in some situations.i don't know if im misinterpreting, but i don't think squid surges are advanced movement, all you do is hold B on a wall. i think maybe you were saying that they could have been treated like advanced movement like they just do something you can already do but better.
I think a path that requires squid surge here and there would be fine, but if there were too many it would probably start to feel like a chore to do them. like, why make me do slower movement if you could have just made the whole wall paintable?like the example you gave but maybe also something like a route that you can take that is slower but safer vs a route that needs a squid surge which might be more tricky and has a chance to make you more visible. the problem is that this game does not support either of those. there are no multiple routes and there aren't a lot of paintable walls,
Most of the time I find myself using it, I tried to paint the wall all of the way (or thought someone already did) and then once I got near the top I realized it wasn't fully painted. In that situation, a squid surge is generally the most helpful thing to do. That really does feel like its only use case most of the time which is unfortunate.and the surge doesn't go high enough and doesn't charge fast enough (unless intensify) to actually save you the time you would take to paint the wall + not painting it fully is risky and could actually be even more of a time loss going all the way back down and painting then squid surging again.
Making it take slightly less time to charge would probably help, but yeah, it's kind of stuck where it is unless the maps get better.i think that's why everyone says that squid surge is terrible and want maps that incorporate its use more, because it isn't something challenging to pull off and the way it works right now doesn't make it useful on the maps we have, meaning the solutions are either change the maps or change how the surge works and i think the latter is a lot harder. i'm also not trying to say that it's useless, it's good for not sliding down a wall and sometimes it can be used to surprise someone above you, but again not a lot of maps have places where that is even possible and surging activates jump rng so shooters and blasters go sad mode when they do that anyway.
yeah. Kinda sad how the map "reworks" haven't really been changing muchyou know what i just realized, a lot of the problems in this game come from the maps not being good, isn't that kinda funny?
I would agree with this more, but the armor feels frustratingly useless sometimes. Mostly because of internet, I'm guessing. I'll parry something like a blaster indirect, get the armor sound, and then die anyway half a second later. If the parry worked properly then it'd feel a lot better to use, but... it doesn't.Squid Rolls are a fantastic addition to the game, and I think they've been tuned in the exact right spot. I really appreciate that Rolls did not obsolete Substrafing, both tools have distinct uses. Substrafing is still the fastest way to turn, but Rolls are a swiss army knife of other utility in exchange for a little less speed. They're good for traversing small ledges, they continue refilling ink as if you were still submerged, and they can parry. All of these functions are useful, but none of them are overbearingly strong, and that's how they should be. Especially when it comes to the parry, you don't want it to be a get-out-of-jail-free card. Do not buff Rolls, they are just right where they are.