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Splatoon 2: Find Out What's Fresh! (General Discussion)

What are you most excited about for Splatoon 2?

  • New Weapons

    Votes: 8 7.9%
  • New Stages

    Votes: 5 5.0%
  • New Specials

    Votes: 3 3.0%
  • New Character Customization Options

    Votes: 16 15.8%
  • New Modes

    Votes: 9 8.9%
  • The Return of Old Stuff (Stages, Weapons, etc.)

    Votes: 5 5.0%
  • EVERYTHING!!!

    Votes: 55 54.5%

  • Total voters
    101
  • Poll closed .

Spaceswitchmars

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Some news from Splatoon JP:
"Tomorrow, August 19th at 11 am, a new Buki "Squiklin α" will be added. Although it has a short range, it charges quickly and it has high mobility. The power to beat the opponent with a single blow will be alive with full charge. Sub is "point sensor", special is "ink armor"."

So..that's tonight for us in the US, I think?

These weapon updates feel so slow when you know whats been leaked already...
I think they could manage to do two a week. Or if they were going to do one a week, it would have been nice to start with all the vanilla version of weapons that were in the first game.
 

Lonely_Dolphin

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I think they could manage to do two a week. Or if they were going to do one a week, it would have been nice to start with all the vanilla version of weapons that were in the first game.
Atleast they appear to be giving us all the vanilla versions first before doing any alts. The Rabid Blaster Pro, Range Blaster, Sloshing Machine, Hydra Splatling, and Bamboozler should be next in line if they continue this bar the new weapon types.

As for the Squiffer, the charge keep should be very strong on it, though I was never that great with it in Splatoon 1, and probably still wont be lel.
 

Award

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Squiffer! Squiffer's back! Yaaaa..y....er...oh.....point sensors and ink armor. Nevermind. Well, at least it's not Stingray! Really point sensors (and ink mines) seem so "eh" in Splatoon 2.

What's everyone's take so far on Splat Brealla? At first I thought it was a bad joke, then I encountered a few annoying opponents using them and went back to it. I'm doing a lot better with it and there's things I like about it. Been doing RM and SZ with it. But there's few situations where I don't think "I can play with this, but I could be playing better with any number of other weapons." In some ways it feels like bamboozler with less range and a slower fire rate, but with a shield that seems to take much too long to activate in most situations, and doesn't let you keep it up long enough in most other situations. Yet somehow I want to like it.



Admittedly, I hadn't considered the comparsion between scoped and non-scoped chargers but you do make a good point about the actual point of stored charges.

But honestly, the whole stored charge dilemma is the least of the Goo Tuber's problems.
LOL, yeah, Goo Tuber is just plain bad. I sometimes wonder what Nintendo is thinking with these new weapons. I think they imagine a "fun" concept but don't think it through.

Well, for nearly half that time, I haven't existed. And for about a third of my life I didn't care about video games so...
Still not an excuse to not feel betrayed by NoA during that time. :P

What if it makes you invisible to your teammates so they can't make dumb super jumps to you (that last one is a joke, of course).
THIS!!! We need this! We need it right now!
 

Spaceswitchmars

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Atleast they appear to be giving us all the vanilla versions first before doing any alts. The Rabid Blaster Pro, Range Blaster, Sloshing Machine, Hydra Splatling, and Bamboozler should be next in line if they continue this bar the new weapon types.

As for the Squiffer, the charge keep should be very strong on it, though I was never that great with it in Splatoon 1, and probably still wont be lel.
I'll take the rapid pro, but if they can skip right to the pro deco, I'll be very appreciative. They won't, but it's like buying a lottery ticket. You buy it for the dreams -- not because you think you'll win.

THIS!!! We need this! We need it right now!
Legit, if there were an ability where nobody could superjump to me without a ninja jump, I'd probably wear it.
 

the

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As for the Squiffer, the charge keep should be very strong on it, though I was never that great with it in Splatoon 1, and probably still wont be lel.
If they give the squiffer a good charge hold then the goo tuber can show itself the door. That thing really needs some kind of buff, it's an interesting idea with such unfortunate execution
 

Saber

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Some news from Splatoon JP:
"Tomorrow, August 19th at 11 am, a new Buki "Squiklin α" will be added. Although it has a short range, it charges quickly and it has high mobility. The power to beat the opponent with a single blow will be alive with full charge. Sub is "point sensor", special is "ink armor"."

So..that's tonight for us in the US, I think?

These weapon updates feel so slow when you know whats been leaked already...

Yessss my squiffer has returned and it has point sensor and ink armor.
I am really happy that it has returned and with the point sensor buff I might get a lot more use out of the vanilla than ever before (but if the new squiffer still has mines I might cry)

So with it's return I will do an analysis of it on the conditioning thread

@the A big problem with the squiffer in game 1 is it had the least amount of range of all the weapons, it did have the widest hit box though.
So overall it is going to matter on if it was buffed and it's lots.
That being said rip goo tube (2017-2017 "not great but okay")
 

Hero of Lime

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Ooh, new weapon update! Maybe we'll even get a new map tonight. c:

...nah I should know better, new maps in Splatoon 2 are a myth.

For eel though, it's not great that one month after launch and we are playing on the same handful of maps.

Well I'll hold onto hope that maybe we could get a balance patch tonight with the Squiffer update at least.
 

IHaveAToaster

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Ah yes, the Squiffer, a weapon I originally intended on learning to use in the original game before the August update came out and I ended up learning the Heavy Splatling instead. Maybe I should try using it in this game, while there are no Splatlings with decent kits available.
Atleast they appear to be giving us all the vanilla versions first before doing any alts. The Rabid Blaster Pro, Range Blaster, Sloshing Machine, Hydra Splatling, and Bamboozler should be next in line if they continue this bar the new weapon types.
They've also released a different weapon class each week, so if they continue the pattern we should be getting either the Hydra Splatling or the Sloshing Machine next week (unless they consider the Blaster a completely separate class now).
 

Award

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I'll take the rapid pro, but if they can skip right to the pro deco, I'll be very appreciative. They won't, but it's like buying a lottery ticket. You buy it for the dreams -- not because you think you'll win.



Legit, if there were an ability where nobody could superjump to me without a ninja jump, I'd probably wear it.
Except in TC. Got to keep those chain tower jumps going.

Stealth Jump was nerfed hard enough to basically not even exist, unfortunately.
How did they nerf stealth jumps?! I've been using that ability often! If it's not great anymore I'll swap it for something else.

I am really happy that it has returned and with the point sensor buff I might get a lot more use out of the vanilla than ever before (but if the new squiffer still has mines I might cry)
I don't know, ELiter and ELiter scope already give us two chargers with mines. (and I'm not happy about it), I'm not sure a third one would be a wonderful addition. Fresh Squiffer would be awesome with sprinkler, or toxic mist and Tentamissiles or baller. I'd give it burst bombs but if we get those on a bamboozler instead again since goldie was a thing, I'd stick with that.

As a result, we'll get beacons and stingray, because Nintendo.

That being said rip goo tube (2017-2017 "not great but okay")
Is it really okay? The range of a squiffer, the charge time of an eliter, and a stealth gimmick that deprives you of stealth. IMO Sheldon selling this thing tells me Octavio may have been messing with those goggles of his.
 

Spaceswitchmars

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Except in TC. Got to keep those chain tower jumps going.
Whether I'm playing as a blaster or with the jet squelcher, I usually play an anchor role in tower so I can clear the tower if the team gets on, but also act as a safe super jump point. I only jump on the tower when it seems really safe because team wipes are just a death sentence in tower.
 

MissingNumbers

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How did they nerf stealth jumps?! I've been using that ability often! If it's not great anymore I'll swap it for something else.
Read the fine print on the ability. You might have missed something.

"Hides your Super Jump landing point from distant players."
 

Dessgeega

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Read the fine print on the ability. You might have missed something.

"Hides your Super Jump landing point from distant players."
Except now there's no added delay to your jump, and the distance that it works at is about that of the .96 gal. That's hardly a straight nerf, you just can't invisibly jump right into the middle of combat with it, it has a use in protection against snipers and people rushing to attack the marker they see.
 

Award

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Whether I'm playing as a blaster or with the jet squelcher, I usually play an anchor role in tower so I can clear the tower if the team gets on, but also act as a safe super jump point. I only jump on the tower when it seems really safe because team wipes are just a death sentence in tower.
Yeah. Usually if I'm not playing eliter in TC I'm kind of frantic on-off the tower to help speed it up. And when I play splatterscope I love nonstop planting bombs on the thing :P Heck half the time with eliter I get roped into riding the tower :P

Read the fine print on the ability. You might have missed something.

"Hides your Super Jump landing point from distant players."
I did see that but overall it still seems effective. You don't get that mad dash to splat the spawner, and I'm not a huge SJ user, I rarely SJ unless I know it's safe, or if I'm SJ'ing blind to the tower rider just to keep the chain going, or near the RM as a last ditch escort return. (Or Beacons....but who really uses those in S2?! By the time you put the cursor on one you could have swam there! :P ) Though it does make dodge roll SJ sound practical.
 

Ansible

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I've hardly had a chance to use beakons myself. Partly because they're on like only two weapons. Neither of which are in my heavy use rotation.

And I really do hate how much ink both beakons and sprinklers consume! Just ridiculous! Beakons are like 90% of your tank while sprinklers are around 80%. But everything else drains no more than 60/70% of your tank at most?

Feels so unfair how hampered those two subs are.
 

MissingNumbers

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I've hardly had a chance to use beakons myself. Partly because they're on like only two weapons. Neither of which are in my heavy use rotation.

And I really do hate how much ink both beakons and sprinklers consume! Just ridiculous! Beakons are like 90% of your tank while sprinklers are around 80%. But everything else drains no more than 60/70% of your tank at most?

Feels so unfair how hampered those two subs are.
The thing about beakons and sprinklers is that they aren't meant to be dropped in the middle of combat anyway. So having enough ink to throw in some pot shots isn't exactly needed or appropriate.
 

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I've hardly had a chance to use beakons myself. Partly because they're on like only two weapons. Neither of which are in my heavy use rotation.

And I really do hate how much ink both beakons and sprinklers consume! Just ridiculous! Beakons are like 90% of your tank while sprinklers are around 80%. But everything else drains no more than 60/70% of your tank at most?

Feels so unfair how hampered those two subs are.
Beakons have an uphill battle in this game already sadly. With the higher emphasis on combat, and more people being splatted, they will see the beakons sooner when looking at the map. And the greater visibility and structure of the maps in this game (so far) make it harder to hide them well. It doesn't help that in the time it takes to plant 1 beakon, and get your ink back, you could be doing more to help your team ink more ground or move forward. Or you get splatted by the person you just splatted 20 seconds ago because they are already back in the middle ready for vengeance.
 

the

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Beakons have an uphill battle in this game already sadly. With the higher emphasis on combat, and more people being splatted, they will see the beakons sooner when looking at the map. And the greater visibility and structure of the maps in this game (so far) make it harder to hide them well. It doesn't help that in the time it takes to plant 1 beakon, and get your ink back, you could be doing more to help your team ink more ground or move forward. Or you get splatted by the person you just splatted 20 seconds ago because they are already back in the middle ready for vengeance.
Yeah, I'm hoping future maps are more beakon-friendly, beakause at the moment it feels like the only maps where they would be useful are the ones that return from splatoon 1. The splatoon 2 maps seem so much more dense and centralized, and usually don't take v long to get to the center. So why would you risk a jump to a beakon when you could just drop down a couple of ledges and get to where you wanna be anyway? I'm sad, since I loved the octobrush with beakons in the first game, and now using beakons doesn't seem as helpful or rewarding.
 

Award

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I've hardly had a chance to use beakons myself. Partly because they're on like only two weapons. Neither of which are in my heavy use rotation.

And I really do hate how much ink both beakons and sprinklers consume! Just ridiculous! Beakons are like 90% of your tank while sprinklers are around 80%. But everything else drains no more than 60/70% of your tank at most?

Feels so unfair how hampered those two subs are.
Beakons have an uphill battle in this game already sadly. With the higher emphasis on combat, and more people being splatted, they will see the beakons sooner when looking at the map. And the greater visibility and structure of the maps in this game (so far) make it harder to hide them well. It doesn't help that in the time it takes to plant 1 beakon, and get your ink back, you could be doing more to help your team ink more ground or move forward. Or you get splatted by the person you just splatted 20 seconds ago because they are already back in the middle ready for vengeance.
Yeah, beacons seem REALLY useless. Everything you said here makes them kind of weak. Granted, all the old maps are coming back so the hiding places will return, but with these new maps in the mix it still negates a lot of chances to use them. I was a HUUUGE beacon user in S1 even before beacons were cool, with the eliters. I ran an SJ build (thus the strawboater hat in the pic) and would jump from beacon to beacon to spawn constantly. Just trying to jump TO my beacons is so annoying in this game it seems useless on the map. I wish they'd implemented "press Y, hold left trigger, to bring up beacon navigation menu" so you could use beacons like jumping to teammates but you have to hold trigger to toggle between team/beacon list on the dpad.

Between huge ink consumption, slow usage to jump to them, and high likelihood someone takes them out, it's just best to pretend your weapon has no sub. If custom eliter has beacons again I'm going to be furious. Mines or beacon...it's like eliters get no sub at all.

Sprinklers at least have an opportunity cost. It eats 80% of your ink tank, but it denies enemy territory, draws enemy fire, and charges your special meter. Beacons just sit there to get shot at.
 

Ansible

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Yeah, but even when I'm not using a beakon or sprinkler weapon, I'm still trying to find some decent places they can go. Because even with maps being as they are and players being more combat focused, those two subs can get quickly ignored in some instances. At least for the time being.

For example Sturgeon Shipyard in nearly any mode. At mid you can toss the sprinkler atop the pendulum swinging sign or the raising drawbridge(?) on their side. Destroying it risks putting you in a vulnerable position. And how often does anyone bother with the underside of mid rather than the more inkable topside?

But still that ink consumption though...
 

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