@Award, Nothing too complicated, just a simple tap of the squid/swim button. You can perform the chargeroll in place or in any direction.
What you're doing is immediately skipping to the ending animation normally performed during a stored charged swim with hardly any of the ending lag. It not only works as a dodge because it moves you one character width, but it hides your laser while allowing you to freely aim
anywhere.
's not a bug, just an unintended mechanic... ¬¬;
Ahh, yeah if it's advancing to the last animation, that's a bug indeed. Though I also don't see THAT much utility to the move.
There is a range advantage on scopes still. But yeah, the maps seem to favor nonscoped stuff for now, since pretty much anything you can hit with a scope you can still hit without. And port mackerel is p much the only map you can use the scope without worrying about an immediate flank.
Glad to hear scopes have a range advantage, but, yeah.....I'm starting to feel that, honestly, the Eliter has almost no reason to exist in this game. Which makes me sad. I love the role it plays, but I find on these small maps, I'm constantly getting flanked, and where teammates suck (which has been rampant. Between the last 2 nights' I've played a total of 42 games in all 3 modes in B or B- (I do avoid solo queue....and I have a love of salmon run....so I don't play ranked much..) I won 7 of them. Strangely I'm still ahead of where I was on the rank bars. I think someone's theory that if they KNOW you're heavily outmatched they just ding the glass and don't crack you....which means it KNEW I was outmatched for dozens of rounds but kept doing it anyway. I mean it's been BAD. Teams that ink NOTHING and then get spawncamped. Teams that stand in enemy ink to just kill kill kill, but never move the objective (one beautiful match, my whole team hand 10+ kills EACH, their team had 4+ kills each. We lost the tower 0-84. I was the one that put those 16 points on the tower. With an eliter. Then there's the teams that ink but never touch the objective and never kill (how many rounds we lost in under 20 seconds where I had 2 kills, my team had 0....and was still painting near spawn....ugh!)
Anyway, my feeling is, maybe eliter is more useful in the upper ranks, but in the lower ranks, it's just too team dependent to be viable with maps designed around anti-sniper flanking. I'm not sure it's really possible to "main" one through solo ranks bottom to top. Even Moray now has so many flank routes (as though the 3 before weren't enough) that I find myself getting flanked and using the eliter as a bamboozler for at least half the match while the team is nowhere to be found and leaves the area in enemy ink. So then I spend the match painting paths until I get flanked again. So naturally I finish with 4 kills to their 12. Because if anyone should paint the entire map, it's the eliter, not the 2 aerosprays and the duelie. Those are killing tools...
On these maps, almost anything the eliter can reach the splat charger can reach. And anything that's REALLY safe is too far for eliter too. I want to love it. I can do well with it when the team can support it. But it's just too often an eliter gets overrun to make it really a great tool anymore. Squiffer manages the forced CQC so much better, and even splat charger seems kind of "meh" atm. Rarenly are the foes outside squiffer range in the "I can't believe it's not Underpass!" map.
I end up leaning more toward respawn punisher to deal with this since if you prevent how long a tri-slosher or an n-zap from being in a battle gaining special charge it prevent heavy pushes or force them to priortize you over objective.
Respawn punisher is too much double edge sword though. If you're often doing kamikaze runs on the RM, or are an RM carrier often, it might hurt even worse than it helps. Also bad if you're the tower rider. Too many bad places for it IMO. Maybe better at the high level but if you're often the "team carrier", that's going to hurt a lot.
Yup. It's really weird. Zones in league duos has been the worst for me. Know I'm not a constant complainer when it comes to teammates because I promise all of you it gets to really weird levels of incompetence in zones. I really don't understand it, and it's driving me insane.
I don't know. Over the last 2 days I've seen crazy incompetence at all modes. So many times I see the RM heading in, and I'm chasing after, but with less swim speeds I can't catch up......I don't see a single teammate this entire time. TC, we have a 17-84 lead........the enemy gets it in OT, and rides it to KO. I'll get 2-3 triple-kills during this time and my team gets wiped out by the only living squid left. :P It's very discouraging. Zones...of course, they just go and kill but never paint the zone. If I switch to an inking weapon, I get a team that just paints the base (but not the zone, and doesn't kill) :P I can't win! I mean I'm super rusty compared to where I was in S1.....I'm no S atm, but....these kids are just BAD!
And the superjumping. Oh geeze the superjumping right into enemy ink, over and over and over. Do they not know where the map button is? I constantly see full team wipes on my team.....and rarely on the other team. They all get splatted, I'm the last one left and get splatted from 3 sides.....and then they race out and do it again! I wait for them (ceding important ground to the enemy!) to gang up...they race out, and get splatted right in front of me. I've taken to wearing ink resistance +++++ because retreating is my primary ability :P
It's about time we got some new maps! However it seems Manta Maria is yet another small map with tight spaces and much obstacles. I'm starting to fear we'll never get maps like Walleye, Kelp, or Triggerfish and that every map is just going to be a variant of Flounder Heights. =(
I fear the same. Flounder/Underpass/Skatepark forever! And the one old map they brought back was *#*#@ Mackerel.
I am also waiting for the bamboozler series to come back. I am really dying for them, they were one of my favorite weak weapons that felt fun to get creative with the challenge of using your wits.
Bambi was never weak. Difficult to master, but the masters of that thing were the most OP players in the game.
Ah...so all buffs this update. I'm hype that my Sploosh and Heavy Splatling got speed buffs! ........now...why is the Mini still so slow?! AAAA! Fix it!
I guess Ink Armor, Rapid Blaster, Tri-Slosher, and Octobrush are getting the nerf hammer NEXT patch.
The Revoloosh is revised?! I might have to change my sig back :)
I took it as more of a trade-off because they extended the range by 9%.
Editing this in so I don't spam the thread, but I found playing with some longer range weapons showed how weapons like the tri-slosher aren't as overpowered as people think. There are hard counters to most weapons that even out the playing field. In many cases, people aren't picking those counters because... why? I dunno. Maybe because they don't have ink armor or maybe for some other reason.
The diversity should be there. Balance should be there. Maybe it's because longer range weapons have a higher learning curve. I don't know. When I pick up a jet squelcher, I don't worry about tri-sloshers ever.
The thing with trisloshers is they have such fast attack and range. Ranged weps don't counter them because they're typically bunny hopping, messing up the shots missing with the low tick. A weapon with that much kill force should be slower moving. It's a mix of being fast and light like a sploosh but with the kill range and power of a mini-dynamo and the fling speed of a carbon. It can flank snipers while easily avoiding sniper shots if it's a 1v1 battle.
I've basically never played trislosh other than messing with it in TW early in S1. I was losing, losing, losing in zones the other day with all my normal weps. I bought the trislosh and started dominating every round, 16+ kills and fast KOs. It's crazy OP. I'm not even skilled with it. A skilled player with it would be even deadlier. It was so effective for once it was my team getting close to a spanwcamp of the enemy. That bucket controls the battlefield right now.