Cuttleshock
Inkling Commander
- Joined
- Apr 1, 2016
- Messages
- 459
Have a Splatfest to decide the next Splatfest?perhaps we could vote on topics
Have a Splatfest to decide the next Splatfest?perhaps we could vote on topics
I wasn't here for that but I'd go with planes.YO NOTHING BEATS CARS VS PLANES. BEST SPLATFEST
I'm downHave a Splatfest to decide the next Splatfest?
I'm fearing my joke flew through the wrong window and will ask if you actually had that Splatfest. It was a while back.I wasn't here for that but I'd go with planes.
The question is, how do you apply the benefits of Splatoon's extreme mobility to what is essentially arena-based combat? If you've got 50 enemies, ground and flying (they'd have to be), barrelling down on you, being able to climb walls or super jump isn't generally going to win you the fight. TF2 does it well, but it has personality in other ways, the weapons and tactics on display there are fairly conventional.I totally respect this. If they're going to add X number of modes, you want each of those to be unconventional and nothing simply by the numbers.
I feel strongly about a horde mode because I think Splatoon's unique gameplay just inherently makes it... its own thing. The whole concept of movement in Splatoon is just too good, I would like for it to be applied to as many "typical" modes as possible, as they'd freshen experiences I've had with other games. Let me clarify and say I DEFINITELY do not want a Splatoon Horde mode to just be "camp in one spot, -blank- weapon goes here, -blank- weapon goes there, this one charger must go here". I'm more enamored with the idea of maximizing Splatoon's movement options versus a variety of enemies of wide scales in size. In TF2, you would fight giant robots and I always thought it'd be interesting to be able to climb those in Splatoon using the ink system, for example
I'm going to casually cite a manga called Gantz for the sake of comparison. Now, if anyone here is curious about that manga/anime, I recommend you don't look into it unless you're an adult and don't have kiddos around, as the series is HIGHLY nsfw (gore, abundant unneeded sexuality, etc.)The question is, how do you apply the benefits of Splatoon's extreme mobility to what is essentially arena-based combat? If you've got 50 enemies, ground and flying (they'd have to be), barrelling down on you, being able to climb walls or super jump isn't generally going to win you the fight. TF2 does it well, but it has personality in other ways, the weapons and tactics on display there are fairly conventional.
And yeah, it can be cheap. Make the enemy and mode assets, reconfigure them as necessary. There's also the question of what's stopping players from just making large damage fields for foes to wade through. I could go on for a while, but yeah, I don't think a horde mode would be a good fit for Splatoon due to a number of reasons.
No. If you're on the same team as your friend, you can have a Squad-type advantage. If you're on the opposite team, one of you could throw the game to let the other rank up. The more friends together, the more egregious this can become. Of course, this would not be a problem if everyone were nice and played fairly, without communicating and without bias, and then it would be nice for an alternative to Squads... but that's not the case, so I can't support this suggestion.Make it possible to join ranked matches in single, and have friends join you. Just randomize the teams like in turf wars. It'll be equally as fun imo.
Yeeeep, people will take any advantage they can get. This already happens in turf wars with clanners.No. If you're on the same team as your friend, you can have a Squad-type advantage. If you're on the opposite team, one of you could throw the game to let the other rank up. The more friends together, the more egregious this can become. Of course, this would not be a problem if everyone were nice and played fairly, without communicating and without bias, and then it would be nice for an alternative to Squads... but that's not the case, so I can't support this suggestion.
But that goes for anyone that does it. Even in turf war, which is more important than it was before now, you get a "squad type advantage" against the other team if you end up on the same team as your friend. I don't know how the argument really means much if it already has the ability to put people at a "disadvantage" in turf wars... Though don't get me wrong, some people have different priorities. I personally play ranked mostly for fun when I even touch it- and I want to play the game modes as that, for fun. I don't really care about my rank 99% of the time and it'd be cool to have a chance to both fight against my friends and with my friends.No. If you're on the same team as your friend, you can have a Squad-type advantage. If you're on the opposite team, one of you could throw the game to let the other rank up. The more friends together, the more egregious this can become. Of course, this would not be a problem if everyone were nice and played fairly, without communicating and without bias, and then it would be nice for an alternative to Squads... but that's not the case, so I can't support this suggestion.
I don't see why it's fair for Turf War to get this treatment and not ranked, but I suppose people really play more competitively than I usually do. Perhaps this is just my personal preference in the end.Yeeeep, people will take any advantage they can get. This already happens in turf wars with clanners.
Eh? No need to apologize :) I hope we weren't too harsh disagreeing with your idea, mostly it boils down to "Nah, people are jerks."Ok, sorry about that...
I hope so. I think there's a lot of potential for diving deeper into the story of the octolings and their world.Do you think Splatoon 2 will focus more on the Octolings in the story mode campaign?
I... dunno how I feel about that. I effectively main the SM right now, and goodness does it need abilities. It becomes inordinately more powerful, for example, if it's capable of throwing out bombs frequently and using them to turn 3HKOs into 2HKOs (and 2HKOs into OHKOs). Generally, it feels like the conventionally 'weaker' a weapon is to start with, the greater the benefits it reaps from gear abilities, with some exceptions. Greatly simplifying the gear system is fine by me, but I don't like the idea of losing ink efficiency and other stuff altogether.The fact is that people rely on gear to much to make their mains better. They should remove it to make players better with their weapon of choice.
Here's the biggest counter-argument to your problems with gear: since abilities take up slots, you can use them to make "bad gear" into "good gear", but that means that you give up slots that could be used for other benefits. Taking damage up so that you have better kill ability is nice, but those slots could have also been devoted to things like Special Charge Up to give more map pressure. Or, if Strength is your primary ability, then you've given up some of the primary-only abilities. Meanwhile, weapons that already have immediate kill potential can take abilities such as those.Want the greatest idea for Splatoon 2? Take out gear. It's causing more harm than good. There is controversy save scumming and gear editing, but that's not even a problem in my eyes. The biggest problem is people using them to make bad weapons suck less or eliminate the down side to any weapon. .52 gal, downside is having its 2-hit KO at close range, but with damage up you can nullify it to make it a better version of the .96 gal obsolete. The saving grace for the deco counterpart is the panic kraken, that has a downside of being a bit slower than a regular squid but can be nullified by swim speed. Don't give me that "it makes the game more dynamic" or some sort of that crap. The fact is that people rely on gear to much to make their mains better. They should remove it to make players better with their weapon of choice.
Also, I want an audible hitsound to come out of my TV rather than plugging headphones into my gamepad to hear it. I want to make sure my shots hit.