@The Salamander King
So Splattershot Nova yeah I dislike alot of things about it you can't jump with it, its rng is so off even with IA, and it just doesn't do anything particularly solid to make it worth while.
You also are super dependent on you special when you use it...which to be fair it does generate quickly.
But considering how they mentioned they want to decrease sub and special spam
*even after releasing aero rg and custom jr
The Big Swig has 1 niche and it fills that niche well...SZ cheese, this weapon can easily fill in the split zones in a single swing so on those maps I see it being good but again it is such a small niche
Honestly it is a bit odd I have to treat the snipewriter as almost a seperate class from the charger due to its mechanics.
Also on the subject
-Custom jr is anti nija squid which is ok but the torpedo spam is welp
-Dulies Noveu is just a worse tetra
-Slosher Deco....is my favorite so far, the fact that you burst combo with angle shooter is so funny I love it
-Carbon Deco is and will continue to be one of my favorites
-Tentatek is tentatek and everyone is using it despite the base splattershot having imo a better kit
-Forge is again the exact same as kensa and like the kensa it is fun to play but I dislike it
-Luna blaster looks fun but everyone I see just spams fizzy bombs and ignore the main weapons and special
- Zink is honestly super fun and I like its kit alot
-Aero....( cold sweat begin as I hear the booyah echoing in the distance) srsly why give aero booyah bomb like the reeflux before it this weapon is s
Yeah I might try out... especially during CB cuz cuz Clam Blitz is terrible no matter the rank, legit had a teammate hold on to a ball and never tossed the ball despite making a path for them 3 seperate times and them BEING AT THE BASKET TWICE
Also in a seperate game had a team get a huge lead so their ally just kept taking making Clam balls and tossing them off the map so we never had enough clams.
Was annoying for my team but equally as annoying for his teammates because they unnecessarily delayed the game just to BM.
As for the A+ S+ badge rank players for some reason the rewards for S rank have been slow somewhat due to the mix of various players in this rank...I basically have been stuck around high S low S+ with just not enough to qualify. It is likely some other S+ rankers were less fortunate or less skilled and got sent back to A+
They actually said they want to decrease special spam? I know they had that note about some secret way of dealing with players that hang back and just throw subs and specials, but I haven't seen them say anything about the amount of special spam, which the game really needs, there's just too many specials going off too often. Specials are supposed to be a game ender, not a third primary attack. The idea of saving your special for the right moment to make it a turning point should be intrinsic to the game. That's the whole point of special saver after all. As it is, specials are so abundant there's no need to use special saver, ever, everyone just constantly builds specials as a main weapon.
How have you been getting along with it with that different play style? I've liked it in TW, but took it into open ranked on a whim instead of bamboo to see how it did, and honestly I don't think it did very well at all. When I took that I started losing like a rank up series. ) I "like" the weapon. In TW it's fun. As a concept it's in my wheelhouse. And the main gun is pretty interesting. But I think with the kit it has it's almost useless. More turf is one thing it didn't need, and that's the sub it has. Without a real throwable for pressure, it's reliant on nothing but it's charged shots, and like salamander said, it's a better assister than it is a splatter, and it's ability to assist is painfully limited with no sub and a 5 shot payload that everyone on the map can hear and know when you're empty. I think it's really fun to play, but it just seems to be worse at actually playing than almost anything (except Nova and Big Swig
) I love the concept though, and the next kit may make it great. But as is, all 3 new weapons seem like a massive whiff.
If I had to define Splatoon 3 season 1 in a single phrase, it would be:
"A communication error has occurred."
If I had to define Splatoon 3 season 2 in a single phrase, it would be:
As champions of the anti-meta I have a new proposal for us: We should main Aero and Reef Lux! AND FOCUS ON USING THE MAIN WEAPON! It would be the single most unused weapon duo in splatoon!! Does anyone even use reef lux charged shots? It's actually a good weapon, but you'd never know it, because nobody uses it.
Carbon deco....I just love that thing. Even clam blitz (open, not series, gawd never series again....) was fun with deco, though I somehow ended up being the base defender with a carbon. But amazingly it actually worked well. Better than chargers because you need rushdown speeds to defend in CB which is counterintuative. Usual backline defenders are useless.
LOL at your experiences. That second one was just plain griefing, but that first one actually sounds like 75% of RM rounds I've ever played. My CB problem isn't usually teams that won't throw the ball. My problem is teams that are in front of the enemy base or gathering clams while 3 balls are coming into their undefended base so carriers can just run right past me and dunk it knowing I'll splat them a second after they throw it and it won't matter. Yet somehow the other team shreds our team whenever we approach with a ball.
I still don't get how in the high ranks CB is filled with players that can't throw a ball, meanwhile C's and B's all had totally competent teams that know how to play CB. I still swear "S+" means "CoD shooter that has no idea how to play Splatoon."
But I do have to say open has been a breath of fresh air. Maybe that's why series sucks, nobody plays it because they're all playing open. Teams have been shockingly well balanced in general. I see more S and S+ badges in open than I ever saw in S series. I had to laugh one round had 2 S and 2 S+ badges on the teams just like a rank up battle....but it was balanced...unlike a rank up battle. I'm not used to it. I don't even get gold badges many rounds. I'm not carrying. It's amazing. CB: Plays well, I can get the ball, I can throw the ball, I can defend the basket....and it works. RM, I can carry the RM. I can dunk it. It works. SZ, I can hover around the zones, shoot bamboo, throw rediculous quantities of autobombs to interfere with everyone and it works. I think I'm almost at the S rank-up battle having played nothing but open 8p at a time. The only series I played was 1 win 3 losses..... open is like 5 wins to every loss. It's a different game, and it's a lot more fun.
Is it just me, or did the new update mess up something internet-related? Because I had lag spikes a lot more than usual.
The lag has been....interesting. I know I'm seeing rounds where I'll double tap someone with bamboo, it makes the sounds, but they're still alive and dodging and then a second later they splat and a second after that, I get the kill credit , possibly after they've killed me. I had one where a nova of all things was shooting at me, missed, I saw the shots go right behind me, and none of them made a hit sound. And then I exploded and it said the nova killed me. But it's also hard to pinpoint because there's a lot of Japanese players in my lobbies, too. Though moreso in series than in open or TW or salmon.
If by frontlines you mean the shore where salmon spawn, uhh yeah, don't do that. That's a good way to get yourself killed, and dying is something you should try to avoid as much as possible in SR. Yes Stingers, Flyfish, and Big Shots spawn near the shore and are high priority targets. However it's just better to scout around for those bosses and approach them accordingly to take them out, and ignore their eggs as they're often too far away from the basket to be worth while. If you are needing eggs; it's often just better to lure non-shore bosses towards the basket. Also snatchers might fly close to the basket with a lot of eggs. So if you can take them out to get them to drop their eggs.
Yeah that's the thing I can't tell if I'm doing well or not. I actually had a ton of good rounds yesterday, almost up to +3, but settled back at mid +2. But I feel increasingly guilty seeing my 6 eggs to their 25. I'm busy, I'm slaying non-stop, but it's either shooting, or eggs, not enough ink for both, and even though it's working, it still feels like I'm doing it wrong. I do spend lots of time at the shore, and it does lead to getting killed. And yet, if I do not do that we just get a buildup of stingers and flyfish and big shots bombarding it, almost always leading to a wipe or not enough team egs as everyone is dodging or dying, and then the base is overrun by eels and the rest. I've seen out there on reddit the idea of luring the bosses near the basket, but I feel like in practice that always leads to failure by both getting the basket overrun with bosses, and more importantly leaving all the ranged heavy hitters hammering us from the shore WHILE the base is overrun. So far it's working out ok if I'm focused on taking out the ranged hitters and flyfish leaving the team taking the floppers and the like and running eggs, but we're also not getting crazy high egg counts, and still wipe or get insufficient eggs more often than I'd like.
I also can't figure out if failing to kill cohozuna is the expected norm. I've seen him defeated only once. The good part is we mostly don't wipe out, we just run out of time.