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Splatoon 2: Shooting Range Thread

Discussion in 'Regular Discussion' started by Creator438, Mar 13, 2017.

  1. Creator438

    Creator438 Semi-Pro Squid

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    With Splatoon 2 on the horizon (yep, I went with a cliche intro on this one, b/c why tf not?), it's only a matter of time before we get more details that matter most to competitive players more than anyone else.

    One such thing that comes to mind is Splatoon 2's Shooting Range. Now since there's no competitive discussion section for this game yet, I'm going to post this here because honestly, why wait? Let's start talking about this sucker.

    The Shooting Range in the first game is actually pretty effective. If you don't already use it for warm ups, training, etc., you're kinda slacking my boy. Hit up that area with your main weapon, and use that facility; it's not useless. It's lacking, but it's not useless. There are lines that let you measure your range, dummies that represent other players as they'd appear online (in terms of stats), and grates that let you practice shooting directly below you and swim up walls onto areas. On the surface level, this all sounds great. But if you get into the layout of the Shooting Range, it's laid out perfectly for chargers who want to practice snapping and peaking, the dummies are positioned to let you work on your reaction time, and you can even use the dummies as a way of training your aim. This is why if you ever watch a competitive Splatoon tournament where a charger is streaming, you're going to see them warming up in the shooting range, practicing snaps, peaking, reaction time, and so on. This place works. And it has worked for many players.

    However, I think many players have wished that the shooting range had more, for lack of a better word, "stuff" available to the player. I've especially heard from most people that the Defense Up dummies are very limited in the information they give the player (because you can only test weapon damage, and addition damage up abilities, off of Defense Mains, which is not practical to see whenever somebody runs Defense Up). I think a good way to fix this is make some kind of dummy dispensor, where you can input the number of Defense you want on a dummy so you can test very specific values of Defense Up, Damage Up, or both.

    What I'm asking all of you reading this post is the following:

    What do you want to see from the Shooting Range in Splatoon 2?

    I'll start by answering this question: I'd like the shooting range to be some sort of bowling alley like area, which has many rooms for testing all sorts of abilities. Of course, I'd still love to be able to test weapon range, but just imagine a machine that kills you, and sends you to a spawn point near said machine as a way of testing things like Special Saver and Quick Respawn. Or what about some kind of race track room, which you could use not just for testing how fast you swim with different values of swim speed with the help of a timer, or even some kind of pedometer, but also for seeing how fast a weapon moves with or without different amounts of Run Speed Up on your person?

    Think, share, and discuss!
     
    John321 and Power like this.
  2. spoxbox

    spoxbox Full Squid

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    The ability to spawn in a CPU controlled enemy inkling with adjustable AI levels. This finally gives us moving targets, and something that can splat us to test abilities that depend on respawning.
     
    Nero86 likes this.
  3. GamerJed

    GamerJed Inkster Jr.

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    I definitely want moving targets. In the first Splatoon, the range doesn't really help you whether your weapon will be effective for combat, so you have to try it out in an actual match, but you won't know if it suits your playstyle or not. I think was a problem I personally had with the blasters and such.
     
  4. Nero86

    Nero86 Inkling Cadet

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    This! Perfect!
     
  5. Dragonuto

    Dragonuto Senior Squid
    Community Ambassador

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    This but instead of Inklings have Octolings :D
     

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