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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 .

MINKUKEL

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Well, this is the general Splatoon 2 thread, so it would still be nice that IF you talk about the Single Player, you put it in a spoiler tag. I mean, you're not the only person who might look at this board who hasn't beaten the Single Player yet. Hell, I myself haven't beaten it.
 

Award

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though on the other hand you have gotten me to love the vanilla sploosh #revoloosh,
NGYESS!! Vive la #revoloosh! One of us! One of us! :D

It's a weird weapon in that it somehow causes an adrenaline rush like none other. And if you play it too long you start to play bad because it gets so frantic and intense. But it's so darn addictive.

Sega used to have commercials back in the day where by the end of all the speed gaming (Sonic etc) the player's hair was on end and smoking. That's what Sploosh does :P

I love the entire app. I always pour over all the game results and obsessively check the store. I don't know how @Award has functioned without it.
Oh I use the app, I just hadn't realized the clothing in the app was different from the clothing in the stores...I thought it just expanded what was available on a given day instead of presenting additional clothes builds not available in game! That's pretty cool!

My only issue with the app is I have two accounts and only the one can easily be set up (without totally logging out and then logging in completely as the other account, and messing up FE:H for my system wide account. So one of my accounts does have to go app less.

I did already get the 18k shades but I didn't realize they were something that doesn't appear in the store. Not shiny though....I use them with my tuber for the swim speed but it's a pretty random mix of subs (like all my clothes, I just use the mains and whatever item has the "best" or "least useless" subs wins.

I haven't spent any drink tickets or snails yet...maybe if I nail down a specific build or set of builds I want down the line, but for now, I keep changing everything constantly so it would be such a waste. Plus I kind of dislike the casino-mechanic of the game "spend tickets to grind slots, and when you run out grind salmon to wind more tickets to buy more drinks to grind more slots...." I can almost see the expressionless unblinking row of geriatrics hoping for triple sevens. WE ARE BECOMING THEM! :scared:


Okay I tried this weapon yesterday and it is great, it's indirect makes it easy for softening foes your attackers are chasing from a distance, it sub baits people out into your attacks and then there the inkstorm.

Place this and just simply push, no one can risk attacking you in it, a indirect within the inkstorm just wiped player almost as quick as a direct.
Plus unlike other long ranged weapon it is still pretty good at close range as long as you aim properly.

Personally I still like the vanilla blaster the most, but this brings back the amusement I had got from playing the custom ranged that I am glad to see return.
I'm having a very hard time deciding whether I like vanilla or RnB more. They're both really great.....though I have to pick one and run with it because alternating between the two makes me suck at both! :rolleyes: Really hard call. I'll probably stick with vanilla just because it's a better player at close/aggressive play and handling a little distance (unlike luna) and with the whole tactician setup, that makes it handle more roles. But I miss that range when I switch. And splashdown.....I think I've become a splashdown main. Everything I play has it...might as well just be consistent... :P

Ya...you guys have probably talked all about it on the other threads by now. It was more something for myself to avoid spoilers because, well, it's not like I can ignore the thread I created...

Regardless, if the topic somehow ventures in here now and again, it will actually be permitted in a few weeks...

That ending though. Callie was my favorite! I cried for weeks. It was a delicious irony to end it like that but it leaves a bitter taste in my mouth. I mean the way it's presented for the final battle is a really savory accomplishment, and I like that it was presented in separate courses, but ultimately there's just too much salt that I'm still stewing about it. I just don't have an appetite for that kind of half-baked ending. The only thing that saves it is the little garnish they gave the end credits. I need to simmer down every time I think about it. I'm getting steamed again.

upload_2017-10-23_12-32-44.png

Pass the Mayo?
 

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MINKUKEL

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Quick question. Does anyone else experience their Switch heating up considerably specifically during Splatoon 2?
If I play it undocked, not charging, it's usually fine, but either on the charger in handheld mode, or docked, it tends to heat up insanely within half an hour or so. This happens very rarely with other games, pretty much only with Splatoon 2.

Anyone else who experiences this?
 
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Flopps

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Quick question. Does anyone else experience their Switch heating up considerably specifically during Splatoon 2?
If I play it undocked, not charging, it's usually fine, but either on the charger in handheld mode, or docked, it tends to heat up insanely within half an hour or so. This happens very rarely with other games, pretty much only with Splatoon 2.

Anyone else who experiences this?
When it’s charging, the Swithc probably thinks that it’s docked in which Nintendo made it run at 1080p. This means that it’s going to work extra hard to get there, which explains the overheating.
 

the

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My switch heats up sometimes when plugged in too. Kinda gets me worried so I usually shut it down for a while lol
 

Award

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Quick question. Does anyone else experience their Switch heating up considerably specifically during Splatoon 2?
If I play it undocked, not charging, it's usually fine, but either on the charger in handheld mode, or docked, it tends to heat up insanely within half an hour or so. This happens very rarely with other games, pretty much only with Splatoon 2.

Anyone else who experiences this?
I regularly play it handheld both without an external battery pack connected and with an external battery pack connected. Machine still stays relatively cool for me. If I put it DOWN while it's on (keeping the heatsink running horizontal with the intakes in the rear not fully open it can get fairly warm, but then cools nearly instantly when I pick it up.

Its your fan running? (hard to hear it but you should hear a VERY faint sound if you put your ear to the vent, or at least can feel small air movement from it. I wonder if the fan isn't kicking in properly.

While i don't agree everything with what it says, this is a pretty interesting read nonetheless. It's about the current meta of short-ranged weapons and why long-ranged weapons failed to make any strong presence in the tournament/pro scene.
That's a really interesting article. There's a whole lot of truth in it. Though I fear it falls into the trap of conveniently forgetting how broken S1 was. I've seen a lot of that. People complaining S2 is broken keep comparing it to S1 as though S1 wasn't ALSO broken. The article acknowledges it more than once but also glosses over it. I'd say both games are equally broken, just in different areas. The invincibility specials being missing may be breaking long range weapons, but the invincibility specials broke EVERYTHING else. Otherwise I think it's very right about long range being a liability, and I don't think it's so tied to missing invincispecials as it says. Looking at Eliter as the epitome of the problem they took a weapon that could attack quickly in a pinch, defend itself in a pinch, and support the team from afar into a one trick pony that can do little but defend a perch and be generally less effective at guaranteed kills than almost any other weapon with a much longer cycle time between potential kills even if one were to be using an aimbot for perfect kills, more than any other weapon.. Custom eliter retains its mobility, lost its invincibility special. But CEliter was never "made" by the kraken. But it did give it a way out or a way to push. Instead it gets bubble which is kind of a "do not disturb" sign. RnB is showing range still has some bite to it. It's aided by a decent kit. I don't think the specials and especially the cheap invincibility made or broke the weapons or balance. I think the breaking of the actual main weapon balance, even aside specials is a bigger issue. There's just a problem between actual main weapons, ttk, movement, cycle time between kills that especially with the map sizes and obstacles, means that short range weapons can move from place to place and kill 2-3 enemies in less time than a long range weapon can kill 2 in most cases. If short range can simply kill more players faster, it's simply more powerful. The specials are just confusing the issue that long range weapons simply can do less in the same space of time as short weapons, and in most cases, do it less reliably (eliters can easily miss. Duelies, not so much. Dualie Squelcher can miss it's spaced out many shots to hit, dapples, not so much.) Player movement is faster than ever, so slower shots are more a liability than ever....and the maps are open with few real choke points to box in kill zones that instant-kill is much more reliable that trying to downrange someone with predicted movement. Real world snipers aren't taking out targets zooming at 65MPH in a dune buggy on beach terrain.....they'll wait until the convoy stops. You can't "predict" random at range in motion. Short range weapons don't need to.


In a lot of ways I think one of the biggest problems is there are simply too many weapons and too many weapon classes in both Splatoon 1 and Splatoon 2. A lot of games have a lot of weapons but most end up as really being reskins of other ones. This isn't Battlefield with 80 players across the map. It's a concise 4v4 squad game. Balance needs to be impeccable as Smash 4. This game was clearly not made by Sakurai. There are so many weapons and classes that it's almost impossible to get a 4v4 team comp that is actually balanced or complimentary so often victory comes down to who happened to have the best random mix of weapons (solo) or the best team comp, by chance, against the other team (competitive.) As fun and fresh as all the weapons are, the game would actually have played better with vastly fewer weapons or at least fewer classes to keep a genuine "weapons triangle" (not to imply FE is balanced...) to have the rock-paper-scissors element between teams. Splatoon 2 makes this worse by having even MORE weapons classes and types. You need a team of 4 composed of weapons that compliment each other and perfectly counter any mix the other 4 has. The odds are like 7:1 against in this game. And with so many weapons they can't have an actual perfect balance. One in the dozens of a given class has to be worse than some others. So some weapons are simply not useful to play instead of others. Lots of surface level variety but a lot of it is just fluff and works contrary to balance. It's one case where less would be more. Though I imagine they have TW mostly in mind for the masses when they make this stuff, not ranked modes, so it's "fun" for everyone....but Splatfest shows us that even TW gets competitive and the meta comes into play.
 

MINKUKEL

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When it’s charging, the Swithc probably thinks that it’s docked in which Nintendo made it run at 1080p. This means that it’s going to work extra hard to get there, which explains the overheating.
The Switch definitely knows the difference between charging and docked, so I don't think that's it. Besides, resolution is something that changes from game to game and even within the same game, so it's not that simple.

My switch heats up sometimes when plugged in too. Kinda gets me worried so I usually shut it down for a while lol
Yeah, I try to take a break every once in a while if I play Splatoon 2 because I don't want something to happen.

I regularly play it handheld both without an external battery pack connected and with an external battery pack connected. Machine still stays relatively cool for me. If I put it DOWN while it's on (keeping the heatsink running horizontal with the intakes in the rear not fully open it can get fairly warm, but then cools nearly instantly when I pick it up.

Its your fan running? (hard to hear it but you should hear a VERY faint sound if you put your ear to the vent, or at least can feel small air movement from it. I wonder if the fan isn't kicking in properly.
Hard to hear? It's incredibly loud when I play Splatoon 2.
 

Saber

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@Award

Map structure is honestly the key problem, making it easy for a player to move around and giving them more escape option is great. Vanilla Splatoon lacked this and it was one reason why e-liter where a problem in the first place.
However opening up multiple flanks through the enemy zone is the problem that bothers me the most.
You could have add more to the core of the map, alternate route or secret tunnels but instead you just made so that anyone with long range has to watch 5 varying route with different multiple sub routes they can flank you through (cough cough...Moray)

I am okay with not being able to see enemy players directly, to move to make the most of a long range tool but you should give players with long range equal options for them to be able to get more out of their game as well, which they haven't done making short range the preffered option.


However I do I feel a bigger problem here (aside from map structure) is the lack of vision items and weapon with said items in the game.
Vanilla Splatoon had point sensor, disruptors, a viable map to see player in ink, and most importantly echolocator.
I get removing the invincibility specials they, had a low skill ceiling, I get removing Inkzooka due to broken hitboxes and lag kills.
BUT, echolocator and point sensors are a great tool, one ranged players could certainly take advantage of on maps with so much cover and could provide a decent balance to help ranged weapons out.
BUT there are only 8 weapons with vision items and no special to suffice ranged weapons have no way to truly figure out how to deal with the speed and potential of a short ranged weapon....whoch make many other great abilities like thermal ink and respawn punisher so useless right now in the process
 

Award

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The Switch definitely knows the difference between charging and docked, so I don't think that's it. Besides, resolution is something that changes from game to game and even within the same game, so it's not that simple.


Yeah, I try to take a break every once in a while if I play Splatoon 2 because I don't want something to happen.


Hard to hear? It's incredibly loud when I play Splatoon 2.

Hmm, that's DEFINITELY not normal. I have 2 Switches in the house. Neither one of them has the fan ramp up loud when not docked, regardless of if it's on the charger or not. I play for hours on end sometimes, the casing is relatively cool, and the fan is quiet (audible at times if there's no other sound, but it sounds nothing like the sound level from the fan running full throttle in the dock.)

DOCKED, yes, the system gets hot and the fan runs audibly, but it does so for most games, BotW being famous for it. Undocked....that doesn't sound right to me.... That sounds almost like it thinks it's docked, except if that were the case, it wouldn't allow the screen to be on.


@Award

Map structure is honestly the key problem, making it easy for a player to move around and giving them more escape option is great. Vanilla Splatoon lacked this and it was one reason why e-liter where a problem in the first place.
However opening up multiple flanks through the enemy zone is the problem that bothers me the most.
You could have add more to the core of the map, alternate route or secret tunnels but instead you just made so that anyone with long range has to watch 5 varying route with different multiple sub routes they can flank you through (cough cough...Moray)

I am okay with not being able to see enemy players directly, to move to make the most of a long range tool but you should give players with long range equal options for them to be able to get more out of their game as well, which they haven't done making short range the preffered option.


However I do I feel a bigger problem here (aside from map structure) is the lack of vision items and weapon with said items in the game.
Vanilla Splatoon had point sensor, disruptors, a viable map to see player in ink, and most importantly echolocator.
I get removing the invincibility specials they, had a low skill ceiling, I get removing Inkzooka due to broken hitboxes and lag kills.
BUT, echolocator and point sensors are a great tool, one ranged players could certainly take advantage of on maps with so much cover and could provide a decent balance to help ranged weapons out.
BUT there are only 8 weapons with vision items and no special to suffice ranged weapons have no way to truly figure out how to deal with the speed and potential of a short ranged weapon....whoch make many other great abilities like thermal ink and respawn punisher so useless right now in the process
Yeah, the argument about the map design has been made many times and it's absolutely valid. What they did to Moray is unforgivable. Ultimately most maps lack any choke points at all now, which is disastrous for weapons that depend on chokes. EVERY map is Kelp dome now! If you can't choke, you can't be slow. Eliters need to move like splooshes (that's where Tuber comes in...) and just can't. Trying to hold that bottom ramp in Moray is just infuriating. They can come from the bottom right ramp, from behind on the bottom left, from behind and below on the side ramp, or from above if they snuck op the right wall while you were making sure you weren't being flanked from the left. Every map is like that.

BUT even if htey put all the old maps back in just as they were. Would it change the current weapon mix? Would Eliter still be as playable even in OG Arowanna as it was? In Walleye? There's more going on than the maps, but yeah, they contribute. And sadly, the erection of dividers and walls in Moray tells us they EXPLICITLY designed the maps to break long range. Which makes me wonder why they didn't just remove long range weapons if they clearly don't want them to be strong?

I see what you mean about echo/sensor, but while that helps LOCATE an enemy, imagine hitting echo as an eliter in this game? Your short range friends would be able to splat that opponent before you could even get a bead on them once they emerge from cover. You could flush them out with ink, knowing where they are, but the long cycle time means your team would still get them faster than you could after you ink them out. Your main use would just be lighting up foes for your team. And if your playing a weapon that's so support oriented that you can't be relied on to really push objectives OR eliminate opponents but merely help others do both, you're not really as much an asset to your team as if you had an on the ground weapon you directly assisted them with. Add in the travel time on chargers (and other ranged weps), and the faster player movement, those long range weps ARE going to miss more shots than before. And with cycle times, a missed shot might as well be followed by retreat (again, tuber and squiffer excluded where high maneuverability lets you bob and weave like a tentatek even if you miss if you're sufficiently evasive a player.)

The main problem is the "kit" can't make up for a main weapon that is simply inferior to other main weapons. That needs to be balanced separately from how the "complete kits" are balanced. I.E. the kit shouldn't be there to make up for critical failures of the main weapon. They should just allow different ways to use it. I.E. Blaster can focus on mist and splashdown to entrap and ensnare foes. Custom blaster can be a forward deterrent with autobombs and inkjet. But it's main weapon holds its own in most situations with other weapons. The kit isn't being used as a cork to plug a gaping hole in the usability of the actual weapon. Close range shooters aren't using kits to make up for complete inabilities to ply pressure on the objective. But when it comes to range we keep trying to talk about kits to plug the holes. That right there tells us something is very wrong with the balance. Short range kits enhance the uses of the main weapon. Long range kits try to make up for the failures of the main weapon. To be truly balanced eliters would half a fraction of their current charge time. It shouldn't have any less opportunity to kill than a tentatek, it should just go about doing it differently. In S1 with dmg+ the limitation was the skill floor. It was hard to do. You had to really hone it, but you could really do a lot with it once you did. Now the limitation isn't skill floor. It's the skill floor PLUS a hard cap on what you can do with it. Meanwhile they buff dodge rolls and run speed....which is ANOTHER nerf on long range weapons making certain you WILL miss more shots/pellets.

Maybe more importantly, I think what we call a "problem" with long range, is, in fact, a design. Or at least a design they're not certain of yet. If we strip the specials, and the map issues, there's still the most fundamental problem: Ranged weapons are inherently kept slower with less kill potential, while short weapons are being sped up every patch. Special changes don't fix that. Map changes "help" but still don't factor the core problem.

Still, even if we factor out ranged viability entirely, there's still the issue that tiny changes create massive meta shifts and the fact the game is running on "5 weapon meta" no matter what. Which really goes back to poor balance among too many weapons. TBH the best way to fix it is to make more weapons cosmetic variants of each other rather than trying to make each unique. Play with range/damage so a splash/nzap/pro are really all the same thing with different kits and cosmetics, etc. It sounds boring, because it is boring, but that's how a competitive game gets balanced. Hadoken and Yoga Fire aren't terribly different, after all.
 

Elecmaw

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That's a really interesting article. There's a whole lot of truth in it. Though I fear it falls into the trap of conveniently forgetting how broken S1 was. I've seen a lot of that. People complaining S2 is broken keep comparing it to S1 as though S1 wasn't ALSO broken. The article acknowledges it more than once but also glosses over it. I'd say both games are equally broken, just in different areas. The invincibility specials being missing may be breaking long range weapons, but the invincibility specials broke EVERYTHING else. Otherwise I think it's very right about long range being a liability, and I don't think it's so tied to missing invincispecials as it says. Looking at Eliter as the epitome of the problem they took a weapon that could attack quickly in a pinch, defend itself in a pinch, and support the team from afar into a one trick pony that can do little but defend a perch and be generally less effective at guaranteed kills than almost any other weapon with a much longer cycle time between potential kills even if one were to be using an aimbot for perfect kills, more than any other weapon.. Custom eliter retains its mobility, lost its invincibility special. But CEliter was never "made" by the kraken. But it did give it a way out or a way to push. Instead it gets bubble which is kind of a "do not disturb" sign. RnB is showing range still has some bite to it. It's aided by a decent kit. I don't think the specials and especially the cheap invincibility made or broke the weapons or balance. I think the breaking of the actual main weapon balance, even aside specials is a bigger issue. There's just a problem between actual main weapons, ttk, movement, cycle time between kills that especially with the map sizes and obstacles, means that short range weapons can move from place to place and kill 2-3 enemies in less time than a long range weapon can kill 2 in most cases. If short range can simply kill more players faster, it's simply more powerful. The specials are just confusing the issue that long range weapons simply can do less in the same space of time as short weapons, and in most cases, do it less reliably (eliters can easily miss. Duelies, not so much. Dualie Squelcher can miss it's spaced out many shots to hit, dapples, not so much.) Player movement is faster than ever, so slower shots are more a liability than ever....and the maps are open with few real choke points to box in kill zones that instant-kill is much more reliable that trying to downrange someone with predicted movement. Real world snipers aren't taking out targets zooming at 65MPH in a dune buggy on beach terrain.....they'll wait until the convoy stops. You can't "predict" random at range in motion. Short range weapons don't need to.


In a lot of ways I think one of the biggest problems is there are simply too many weapons and too many weapon classes in both Splatoon 1 and Splatoon 2. A lot of games have a lot of weapons but most end up as really being reskins of other ones. This isn't Battlefield with 80 players across the map. It's a concise 4v4 squad game. Balance needs to be impeccable as Smash 4. This game was clearly not made by Sakurai. There are so many weapons and classes that it's almost impossible to get a 4v4 team comp that is actually balanced or complimentary so often victory comes down to who happened to have the best random mix of weapons (solo) or the best team comp, by chance, against the other team (competitive.) As fun and fresh as all the weapons are, the game would actually have played better with vastly fewer weapons or at least fewer classes to keep a genuine "weapons triangle" (not to imply FE is balanced...) to have the rock-paper-scissors element between teams. Splatoon 2 makes this worse by having even MORE weapons classes and types. You need a team of 4 composed of weapons that compliment each other and perfectly counter any mix the other 4 has. The odds are like 7:1 against in this game. And with so many weapons they can't have an actual perfect balance. One in the dozens of a given class has to be worse than some others. So some weapons are simply not useful to play instead of others. Lots of surface level variety but a lot of it is just fluff and works contrary to balance. It's one case where less would be more. Though I imagine they have TW mostly in mind for the masses when they make this stuff, not ranked modes, so it's "fun" for everyone....but Splatfest shows us that even TW gets competitive and the meta comes into play.
-sharp inhale-

The E3K was broken, i absolutely agree with that. But it was broken in the sense that it did one thing and it did it entirely too well, which is in terms of attack power. It was dominant in handling threats from all ranges, but it had one problem: it's inking capacity sucks terribly.
You could place one on one team, and you'll suddenly have a lot more offensive power over any other charger. But stack two, and suddenly the E3K is a lot less threatening. Three and you're about as effective as an entire team of Aeros. With that little inking capacity, the E3K cannot fight for perch, nor ink, nor can it handle threats at all because it doesn't have that map control anymore to utilize it's perches nor an ability to force people out from hiding aside from Echo.

E3K is a dominant force in the Splatoon 1's meta, but it's far from the only one and people overestimate it far too much. .96 Gal Deco, Zink, .52 Gal, Luna Blaster, Tentatek and the regular Splatterscopes were also very dominant alongside the E3K. Comparing it to the meta of S2, and it's usually one or two weapons. Once it was Tri, then Aero RG.

Now compare it with the pre-patch Tri. There are actual tournaments being won with 3 Tri's on one team, you want to know why? With the absence of long-ranged weapons, the Tri did everything with flying colors. You had a weapon that could kill like crazy, had superb range for it's ttk and had the ability to decently ink turf with it to boot. Combined with a then cheesy armor special and a complete absence of any ranged weapons in the meta and you can shamelessly stack that to 3 and win tournaments with it.

People keep saying not to think with rose-colored glasses but in all honestly you couldn't pick a team with three E3K's in S1 and win.

I'd elaborate a bit further on this matter but i accidentally hit the post button because i'm dumb and i can't delete posts lol
 

Saber

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@Elecmaw
If you click edit you can add more to your post to elaborate further or you could double post, but I do agree with you any more than 1 charger on a team even in Splatoon 1 and the team with the 1 charge had the bigger advantage.
People cried that it was OP and in some wayshow it played was genuinely unfair but to strip a whole class of weapons in very unessecary.

@Award
You bring up smash 4 as a source of balance...I respect that, but don't forget the long road it took to get there between the overpowered Diddy long and Shiek to the reign of bayo and "pocket cloud" these game especially those in the process of adding content can't be easily balanced.
I hate to say it, but this is going to take some time and it is likely there will still be a few problems afterward, let us hope they make the necessary changes to the game to make it less broken and still keep it enjoyable. (or just burn Moray that would work too)
 

Award

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-sharp inhale-

The E3K was broken, i absolutely agree with that. But it was broken in the sense that it did one thing and it did it entirely too well, which is in terms of attack power. It was dominant in handling threats from all ranges, but it had one problem: it's inking capacity sucks terribly.
You could place one on one team, and you'll suddenly have a lot more offensive power over any other charger. But stack two, and suddenly the E3K is a lot less threatening. Three and you're about as effective as an entire team of Aeros. With that little inking capacity, the E3K cannot fight for perch, nor ink, nor can it handle threats at all because it doesn't have that map control anymore to utilize it's perches nor an ability to force people out from hiding aside from Echo.

E3K is a dominant force in the Splatoon 1's meta, but it's far from the only one and people overestimate it far too much. .96 Gal Deco, Zink, .52 Gal, Luna Blaster, Tentatek and the regular Splatterscopes were also very dominant alongside the E3K. Comparing it to the meta of S2, and it's usually one or two weapons. Once it was Tri, then Aero RG.

Now compare it with the pre-patch Tri. There are actual tournaments being won with 3 Tri's on one team, you want to know why? With the absence of long-ranged weapons, the Tri did everything with flying colors. You had a weapon that could kill like crazy, had superb range for it's ttk and had the ability to decently ink turf with it to boot. Combined with a then cheesy armor special and a complete absence of any ranged weapons in the meta and you can shamelessly stack that to 3 and win tournaments with it.

People keep saying not to think with rose-colored glasses but in all honestly you couldn't pick a team with three E3K's in S1 and win.

I'd elaborate a bit further on this matter but i accidentally hit the post button because i'm dumb and i can't delete posts lol
People complained and complained and complained (and complained) about E3K. Technically with dmg+burst bombs it was a little OP in the way some players ignored the main gun entirely and just mained burst bombs making it a mega-blaster type weapon instead of a charger, however later on they did patch burst bombs to not be quite so abusable. That's what made it OP. Nobody once complained Custom (my old main) was OP except whiny people we were sick of getting over-sniped. As a CEliter/sploosh/krakon/hydra/bambi main in the first game, I never once had serious problems dealing with enemy eliters. Granted that was with some knowledge of weaknesses from maining it, but I could easily grab my sploosh or roller and torment/destroy eliters. It wasn't hard. It wasn't hard to avoid getting hit by one (laglaser aside which still isn't addressed in S2, it's just been moved to other weapons)

It was not a hard weapon to avoid or to take out. It was a good anchor to a team however as part of the group. But somehow they listened to this endless complaining and decided to annihilate the entire weapon class. Not just eliter but all range.

And yeah, I recall the misery of a 3-charger team in S1....."good times." Though it was still doable moreso than S2. I actually won occasional all-charger matches.

Flash forward and we have a new eliter that paints really well....and does little else well :P In part because of the way the maps are designed as saber said. With most ranged vantage points cut off, and few choke points to entrap enemies to have to fall into your line of sight if they take that route, you have to frantacally sweep wide from odd angles to squids that can jank anywhere. Why try and miss 5 shots with an eliter as the squid keeps janking in an open field when you can just run up with a sploosh or ttk, or bucket and blow him away in half the time, and be out of the way and running someone else down by the time the eliter can start charging a second try?

I admit it's dampening my hydra enthusiasm when it does arrive.

I still think all these weapons are scapegoats for the games two real problems that they refuse to acknowledge as actual problems. Yes the map design breaks range. Yes there are too many weapons that can't ever possibly be balanced equally. But why did they nerf range to begin with? Because those weapons were scapegoats for the games utterly shamefully broken netcode that Nintendo wants to sweep on the rug because they probably don't even know how to fix it having designed everything around Japan's LAN-like internet. In S1 it was the laggy dynamo. It DID need to be nerfed. Not because Dynamo was OP but because the lag made it an insta-death magic wand you couldn't avoid. A good weapon had to be nerfed because of the effect lag had on it (sorry L_D, it's just plain true! ;) ) Chargers seemed like magic killers because you could get hit while the laser is pointing elsewhere entirely. The problem isn't limited to those weapons. "ohko splattershot" was a meme...it still is. But those weapons made it obvious more. Because lasers and the splash wave of dynamo etc made it so obvious something was wrong people blamed those weapons exclusively and demanded nerfs. The data on the server side certainly would corroborate that outrage...those weapons were racking in kills and winning matches. So they decided powerful range weapons are a problem and should be hindered. The problem is then when you get a low-lag lobby those weapons are a lot less intimidating. So they disappeared fast in Japan, and then disappeared in S2 by nature. The problem is still there, people just don't recognize it easily.


....yesterday I saw a baller roll up, hold still, I died, ink surrounded the ball, and then the detonation sound and animation played......When tentabrella came out I was testing in TW with a friend quite a few time zones away.....who kept splatting me with bubbles that would kill me very noticeably before the bubbles actually burst and before the shot to burst the bubble was fired. I've been watching missed charger shots in the new video reply feature....sure enough I fired where it should have hit, it just didn't. You can't play a game you can't see. The game internals remains severely broken....lag should never allow you to die from a weapon that, on your end, hasn't even fired yet.... That's in addition o the roller who was rolling BEHIND the ink trail forming ahead of him, and would roll me over before either his ink or his roller got near me....it was merely TW but it hints and what lurks within the game's handling of things.) There's the players passing right through my bomb undamaged. There's players I hit that I probably shouldn't have. It works in my favor from time to time too, but less often. There's the rubber-banding....most obvious in rollers, where they are rolling, the seem to stall or their ink trail gets ahead of them, and then they move at sanic speed for a while to catch up. This is racing game, specifically kart, netcode. A shooter just can't work properly with that design. The game does a fair job at hiding it and masking it, and at the speed of the game, most people don't notice. What you start noticing after a while is almost always if you notice a laggy player, that's the player dominating on their team and finishes with inordinately more kills than anyone else. A permanent invincibility ability will do that :P

This is where S2 is getting frustrating. It still has the terrible matchmaking of the first game that doesn't seem to pay nearly enough attention to team comp. But now the early problems with the netcode that haven't been addressed have produced outcry about OP weapons that were not OP without lag, and now they've modified the maps and the weapon abilities, to fix the "imbalance" of the OP weapons that were never actually OP but were the most visible at showing something amiss when lag interfered.

And here we are in a game of only aeros, buckets and ohko splattershots as a result :P I imagine the game plays very differently over LAN. I can't help but wonder if the meta would look the same in such an environment (and if they didn't muck with the weapons due to the false feedback of lag.) The Japanese meta should give us at least some clue about that, but even that's with the altered map design.

*IF* that rumor of dedicated servers is true with the paid service, the meta might end up revamping massively and a major rebalance would have to take place. The netcode will still be broken but the dedicated servers would manage it better between clients. Trouble is I, and probably many others will be totally burned out and done with the game after dealing with 6+ months of the all-short-range meta.


@Elecmaw
If you click edit you can add more to your post to elaborate further or you could double post, but I do agree with you any more than 1 charger on a team even in Splatoon 1 and the team with the 1 charge had the bigger advantage.
People cried that it was OP and in some wayshow it played was genuinely unfair but to strip a whole class of weapons in very unessecary.

@Award
You bring up smash 4 as a source of balance...I respect that, but don't forget the long road it took to get there between the overpowered Diddy long and Shiek to the reign of bayo and "pocket cloud" these game especially those in the process of adding content can't be easily balanced.
I hate to say it, but this is going to take some time and it is likely there will still be a few problems afterward, let us hope they make the necessary changes to the game to make it less broken and still keep it enjoyable. (or just burn Moray that would work too)
Splatoon 2 isn't really an all new game so much as it is a continuation of Splatoon 1. More weapons different maps, but it's the same game and modes, just with different balance patching. It's a "sequel" as far as shooters go, but it's not like Brawl to SSB4 as a wholly different game underneath. The lessons learned from S1 needed to be part of that long road of balance. Instead of tuning it they went to the drawing board and decided chargers having actual sight lines and choke points was a bad thing :P TBH, faster charge times are probably the only real fix available. I don't mean 1/64 second improvements. I mean improve it by 20-60%. They can't really fix the maps or the speed buffs or the doge rolls anymore, and they aren't going to add dmg up. All they can do is make it easier for chargers to take and miss more shots to better compete with spray & pray weapons. And put the *$($#@ travel time back where it was with hitscan. What's the point of a charger if after your 40 minute chargeup it takes 5 minutes for the shot to actually hit someone that creates a sonic boom every time they jog, while even the SSP now shoots way faster than that? Right now there's absolutely no reason to actually choose a charger unless you just like chargers because you played them before. I'm seeing more tubers these days, so the charger meta is probably moving there. I have seen few eliters, and occasional kelp. Even squiffer is largely absent now. The kit is likely killing it. Pro is rare. Splatlings, duelie squelchers, and occasional jets are about all the range I normally see.

Your'e right about the new content. Much as I like "keeping it fresh" and I defended it for that reason, Im starting to think one weapon a week for a year was ultimately not healthy for the game if the balance it creates is this. I liked the idea, but it's making the meta so iffy. I can understand spacing out maps to a degree. It allows the maps to really be memorized as they come out so everybody is on the same page. But the weapons...they probably should have had nearly all the classes out of the gate and then tuned alt kits over the year so they could collect main weapon data from them all interacting and catch problems early on .
 

Danku

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Can't wait for the Hydra Splatling to come out in 2018.
 

Award

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YES Another small closed in map where you can get flanked from any direction and long range weapons have no value unless you can scrabble the center hill. It's the original Humpback Pump Track returned in all its glory!

Embrace the lag. Be one with the lag. You are the lag. The lag is you. Woomy is lag. Lag is woomy.

It's not like we're missing big maps with choke points where ranged weapons have value like Triggerfish and Pirhana, and Hammerhead, and Bluefin. Buckets and aerosprays are the only weapons we really needed anyway.

If there was ever a question as to if the current meta was intentionl or not, this is our center-digit response.

 

Silxer

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YES Another small closed in map where you can get flanked from any direction and long range weapons have no value unless you can scrabble the center hill. It's the original Humpback Pump Track returned in all its glory!

Embrace the lag. Be one with the lag. You are the lag. The lag is you. Woomy is lag. Lag is woomy.

It's not like we're missing big maps with choke points where ranged weapons have value like Triggerfish and Pirhana, and Hammerhead, and Bluefin. Buckets and aerosprays are the only weapons we really needed anyway.

If there was ever a question as to if the current meta was intentionl or not, this is our center-digit response.

...Aaaannnddd are you ready for the return of those less then 10 second Rainmaker matches?

I know I am! /s

On a more serious note, I always tend to have some of the most quickest Rainmaker matches on this map. It usually boils down to who wins the first teamfight and then a knockout or one team gets the Rainmaker right next to the goal, and I found just simply how quick games can go due to rush-down tactics to be pretty annoying at times.

I've heard that they made a few tweaks to the map this time around, and I can only hope it would help that issue with Rainmaker specificity but I still think it would be like what you said being the original Humpback Pump Track.
 

Spaceswitchmars

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I've heard that they made a few tweaks to the map this time around, and I can only hope it would help that issue with Rainmaker specificity but I still think it would be like what you said being the original Humpback Pump Track.
Given how much more they've altered maps for RM in S2 compared to S1, I'm confident they've adjusted that. Doesn't mean there might not be quick ones, but the "who can wipe the other team and dash it across the line" tactic may be less pronounced? I think?
 

Ansible

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Well, there goes my assumption that this weekend will just be an alternate weapon instead of new or thicc hydra on account of SuMO being released. Maybe the wait times won't be too bad then either?
 

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