Award
Squid Savior From the Future
- Joined
- Dec 18, 2015
- Messages
- 1,661
Is it me, or with the new maps, is Eliter just not what it once was? At least not as a splatting tool? The open field leaves little in the way of kill zones to set up. It feels like the role of Eliter has changed a lot. It no longer seems like it's about splats....regular chargers with their kits seem more about being an aggressive splatting charger. Instead has kind of a new role of "battlefield general". It seems more useful as an inking tool, almost rivaling aerospray, with the side bonus of being an occasional long range sniper. But with it's tremendous inking abilities, it seems like it isn't about splatting squids but instead changing the turf to control the flow of battle, opening paths for teammates, and closing paths for enemies. Which is cool, that's how I originally played eliter before the partial-charge, dmg+++ meta formed. But it's very different.
Oddly it's one of the few weps I've managed to get to "fresh" fast despite not racking high splat counts.
Also, is it just me, or was the most useless sub in the game, made even MORE useless in this game? Ink mines seem almost entirely worthless as nothing more than tripwire point sensor. I keep planting them as bombs before remembering they're not!
Seriously though, in this particular game the big big problem (related no doubt to the small player base) isn't just that it doesn't factor in the weapons too much (allegedly it does somewhat, but it doesn't do a good job at all IMO...the wep sort often determines who wins), but the biggest problem is how it arrives at team power. The most common thing I saw in the last game, I see all the time in this game, where it's clear it mixed one or two above or very above average players with 2-3 very below average players and declared it a "match" in power to an opposing team with 4 median-capable players. Thus I'll see tons of RM matches where I get 20+ splats, stop the RM almost every time it's picked up, paint half the map, and am the only one to post a lead carrying the RM, the rest of my team got 5, and we loose heavily against a team were the total number of splats was lower than our combined total, but all 4 players had relatively even numbers. Similarly when we win, it tends to be when each of us got 7-8 splats, rather than me getting 20 and everyone else getting few. Player base probably factors in, but ideally it should be mixing individuals with similar values rather than mix & match 200+200+200+1000 = 400+400+400+400. The numbers may line up, but in reality, one 1000 can't realistically carry 3 200's to victory alone against 4 400s. Even if in pure Deathmatch skill they could easily do so, turf coverage becomes the unfixable factor.
At least the new ladder ranking system makes that bearable though...it mitigates the throwaway matches a lot better than the old system and reduces the sodium in ranked. It still makes for very many unsatisfying matches in both directions though.
But when I really think of playing....how do you not splat? Someone's inking, you have to stop them. And TW is where you test out crazy weapons, so you're going to focus on how to use them. Few test the inkability of weapons, they test how you attack moving targets with them. I miss old, gentle TW, but was it gentle because it was played gently, or was it gentle because we all would still fall off the first jump of Bluefin Depot every respawn and couldn't ink the Underpass with an aerospray :p
But the gameplay loop is "go out and paint and stop the enemy from painting over your paint. So everyone goes out to paint, and when you see another squid, you stop to shoot each other. I think the big thing is these maps really just force everyone to the center with no real side escape or alternate route. Mackerel was always a blood bath. Moray allows a lot of flank routes where you get squids behind enemy lines (For better or worse). Most of the new maps are just a big center arena and a few ramps like waterslides into the big center arena. EVERY map is Underpass now. :p No side alcoves like Walleye or Arrowana, no crazy odd paths like Museum. no triple channels like Skatepark with flank paths to paint while nobody is watching. Musselforge is probably the most diverse of the new maps with the over/under routes. Raceway is just skatepark without the walled channels, whatever that one is that's like underpass but not underpass but I swear is really underpass....without the side areas to get lost in. Even if everyone weren't TRYING for splattage, it would just happen due to map design. Though if I pull out aerospray I jsut run around inking aimlessly since stopping to shoot stuff would probably get me killed, so I can go into noob mode with that :)
Oddly it's one of the few weps I've managed to get to "fresh" fast despite not racking high splat counts.
Also, is it just me, or was the most useless sub in the game, made even MORE useless in this game? Ink mines seem almost entirely worthless as nothing more than tripwire point sensor. I keep planting them as bombs before remembering they're not!
Ahh, the ELO matchmaking debates begin anew!! Squidboards LIVES! Did you hear that Dessgeega? Back to the future!Power Level seems to be a basic MMR or ELO System.
The theory of such a system is to match teams of comparable skill together. Say 1600 to 1600. One team will most likely be favored to win. If they do, then they'll gain a small amount of points. One team is favored to lose. If they lose, they'll lose a small amount of points. The opposite is true, if the favored team loses they lose quite a lot, and if the unfavored team wins they gain a lot.
Some ELO systems can factor in Streaks. The first 10 matches of the system are the most volatile, as the systems are designed to put you where you belong as quickly as they can, and ideally get you to a 50% win rate. Of course, if you're good or continue to improve you'll rise in the system, and if not you'll fall.
All of this is going to be a bit weak in Splatoon 2 though. We don't have the 3 million concurrent players that something like League of Legends has. So the game is going to find it harder to match you against the appropriate skill level. Region Locking makes this even harder still. The system works, I rarely get a deviation of Power greater than 200, and I gain a lot of points when I beat teams of higher power than mine. It's just a bit of luck to decide whose on what team and the Power Levels therein.
The real travesty with matchmaking is that it doesn't bother to read your weapon choices. Seeing the enemy team with 4 Aerosprays is a treat in most game modes. Having mine use quad dualies is not.
Seriously though, in this particular game the big big problem (related no doubt to the small player base) isn't just that it doesn't factor in the weapons too much (allegedly it does somewhat, but it doesn't do a good job at all IMO...the wep sort often determines who wins), but the biggest problem is how it arrives at team power. The most common thing I saw in the last game, I see all the time in this game, where it's clear it mixed one or two above or very above average players with 2-3 very below average players and declared it a "match" in power to an opposing team with 4 median-capable players. Thus I'll see tons of RM matches where I get 20+ splats, stop the RM almost every time it's picked up, paint half the map, and am the only one to post a lead carrying the RM, the rest of my team got 5, and we loose heavily against a team were the total number of splats was lower than our combined total, but all 4 players had relatively even numbers. Similarly when we win, it tends to be when each of us got 7-8 splats, rather than me getting 20 and everyone else getting few. Player base probably factors in, but ideally it should be mixing individuals with similar values rather than mix & match 200+200+200+1000 = 400+400+400+400. The numbers may line up, but in reality, one 1000 can't realistically carry 3 200's to victory alone against 4 400s. Even if in pure Deathmatch skill they could easily do so, turf coverage becomes the unfixable factor.
At least the new ladder ranking system makes that bearable though...it mitigates the throwaway matches a lot better than the old system and reduces the sodium in ranked. It still makes for very many unsatisfying matches in both directions though.
Haha, yeah. I generally agree. But when I play TW and lament it not being like it once was, I keep asking myself "how would it be played otherwise, then?" And I can't really think of anything. Most of the fun time was because people would just paint and avoid confrontations :p But that was because we all sucked and had no idea what we were doing. And then there were the cute little Christmas noobs. I played a TW match yesterday with what was obviously a little kid, standing on spawn, just looking around. Never got far from spawn, terrified of the field. Just looked around and up at the sky and wandered around the base. 0 kills, 0 specials. 400 ink points though! It reminded me of the old days. I hadn't seen that in AGES, but used to see it always.True, but everyone deserves more than "I'm only inking a path to find someone to splat" or "you're in my aggro field, now I must stop whatever else I'm doing and go splat you" programming.
Maybe I just don't have the correct mindset to effectively play in this genre. ¯\_(ツ)_/¯
But when I really think of playing....how do you not splat? Someone's inking, you have to stop them. And TW is where you test out crazy weapons, so you're going to focus on how to use them. Few test the inkability of weapons, they test how you attack moving targets with them. I miss old, gentle TW, but was it gentle because it was played gently, or was it gentle because we all would still fall off the first jump of Bluefin Depot every respawn and couldn't ink the Underpass with an aerospray :p
But the gameplay loop is "go out and paint and stop the enemy from painting over your paint. So everyone goes out to paint, and when you see another squid, you stop to shoot each other. I think the big thing is these maps really just force everyone to the center with no real side escape or alternate route. Mackerel was always a blood bath. Moray allows a lot of flank routes where you get squids behind enemy lines (For better or worse). Most of the new maps are just a big center arena and a few ramps like waterslides into the big center arena. EVERY map is Underpass now. :p No side alcoves like Walleye or Arrowana, no crazy odd paths like Museum. no triple channels like Skatepark with flank paths to paint while nobody is watching. Musselforge is probably the most diverse of the new maps with the over/under routes. Raceway is just skatepark without the walled channels, whatever that one is that's like underpass but not underpass but I swear is really underpass....without the side areas to get lost in. Even if everyone weren't TRYING for splattage, it would just happen due to map design. Though if I pull out aerospray I jsut run around inking aimlessly since stopping to shoot stuff would probably get me killed, so I can go into noob mode with that :)
Last edited: