Is it me, or are banners in the Shell Out Machine so hard to get? I know the limited edition golden one is supposed to be hard to get, but come on, I just want to use those that have renders on them.
Here it is. It isn't pretty... or edited in any way, but here it is. One thing I forgot to mention: Tower Control and Rainmaker have checkpoints to help stop snowballing.Does Superjumping Break Splatoon?
I was too lazy to edit this. Please forgive me. I also didn't write a script for this and it shows. Whatever.www.youtube.com
Apparently you have a 6% chance of getting a banner, so... yeah, they're much tougher to get.Is it me, or are banners in the Shell Out Machine so hard to get? I know the limited edition golden one is supposed to be hard to get, but come on, I just want to use those that have renders on them.
the banner is actually a much much much lower chance, on splat twit a image awhile ago went around saying it was like a .2%? But looking at Inkipedia(linked the item chances that they have down on the site specifically if curious for all of them) it looks to be a .1% chance for the seasonal banner.Apparently you have a 6% chance of getting a banner, so... yeah, they're much tougher to get.
Communication errors are becoming so damn tiring to deal with. It's so frustrating trying to play with friends only to get kicked out after a single match over and over and over again.
I think it's getting worse actually. They said they "fixed" it in that first patch, it did nothing. The second patch didn't mention it, but it seemed to both make it better and worse. I noticed when I'm in a lobby I'm more likely to remain in it for very long periods of time.......and when I am it stays on the same map the entire time without rotating. But when it isn't working it'll get connection error non-stop. I tried 7 times to start a match one day and it was the 8th that finally went into a lobby.Communication errors are becoming so damn tiring to deal with. It's so frustrating trying to play with friends only to get kicked out after a single match over and over and over again.
Incidentally that's the same chance you have for getting a lobby successfully connected :)the banner is actually a much much much lower chance, on splat twit a image awhile ago went around saying it was like a .2%? But looking at Inkipedia(linked the item chances that they have down on the site specifically if curious for all of them) it looks to be a .1% chance for the seasonal banner.
Another SB poster and I had debated with S2's bad ranked matchmaking a conspiracy theory that it was actually DESIGNED to put players in a certain rank by assigning easy wins or impossible wins on purpose to manage the available player population through each rank ,and to encourage players to spend more time playing. I'm starting more and more to believe there is truth to that. IT may not be microtransaction monetized, but they still have a vested interest in manipulating results in the same way mtx-based games do to bolster engagement numbers. It feels like that often, when you get straight series of shutouts, or straight series of easy wins like a flag was flipped....it becomes hard to believe it's a coincidence over and over in succession. Considering the manipulation of your play time via gatchas and economy, it's not a huge stretch to believe the matching can be a result of cunning rather than incompetence.I just don't like artificial ways that games make you play for longer periods of time an this is definitely one of them. I understand that there is a lack of weapons and gear at the moment, but that's never an excuse to make cosmetics nearly impossible to obtain.
Not a glitch, just what happens when your connection drops out.Here's an interesting s3 glitch. I was in a match, ranked, the other day, we were winning, and then I got "connection error" (instead of communication error). It dumped me in the lobby (not the plaza) and marked it a loss. And then the splatcast came up telling me the maps changed. I went to go back into ranked and got the warning they'd punish me for disconnecting next time (ugh.) Then I noticed the maps did NOT change, it was the same ones. Then I looked at the time and map change wasn't for another 8 minutes. Somehow the game thought it was map change time and somehow caused a connection error they blamed me for, 10 minutes or so before the actual map change. This was before DST ended.
I haven't seen the artificial map change before thoughNot a glitch, just what happens when your connection drops out.
I would like to check this game out. Can you send the replay code?@Saber That's true, but the bad weapon mixes really do break the overall gameplay. That having been said, I think it could balance itself out in different ways, if there were not superjumps. Those aggro players being able to keep dropping in where the all ranged players can't easily keep stopping them non-stop, keeps the rushdowns going by attrition until there's no way to hold ground. IF the aggro players had to be delayed by respawning it would give the all ranged team time to recover and push back. Just yesterday I played one of those where we were penned in at the very map and scenario Salamander discussed. There was simply no way to defend the waves. We were doing as well as we could overrun on all sides by them, but our ok team and weapon mix, even with lots of splats (I and one other squid had 20+ splats, and the others were also decent k/d, all positive, good team) but we could simply not splat them fast enough to keep them held back from their non-stop SJ waves, non-stop specials barrage. Salamander's points work in an IDEAL situation with an ideal weapon mix, and ideal skill matching, and really, with open mic comms. But that's not how 95% of Splatoon matches are played. SJ may not break it theoretically, but it breaks it in reality.
It's what happens if your Switch completely loses connection to the internet. You can pretty consistently do it yourself if you cut off your connection while it's in use (trying to search for a match after powering off your modem, for instance). It's usually a generic Switch error box that appears, but Splatoon's native "A communication error has occurred" will occasionally appear as well.I haven't seen the artificial map change before though
I will say that at the very least with the splatfest being around the corner Conch Shells are a very cheap and effective way to play the gacha, while it does require more gameplay in essence, they're much easier to get due to it just being a matter of leveling up your catalog n' such?The banner thing wouldn't be as bad if it didn't cost 30,000 for every try after the first try (which only costs 5,000). Instead, I just end up getting tickets, stickers, or decor, sometimes even titles.
I just don't like artificial ways that games make you play for longer periods of time and this is definitely one of them. I understand that there is a lack of weapons and gear at the moment, but that's never an excuse to make cosmetics nearly impossible to obtain.
LMAO, I love this thank you for this beautiful work of art, I won't lie I was tryna check SB later on in the day and it just decided didn't load and I just now finally looked again and it's nice that it's back although slightly concerning, but just glad it's back tbh.The communications error problem is worse than I thought, it's spreading!
View attachment 7670
In case anybody missed the joke because this is a deserted ghost town, SB was down for a day or two and the first thing I thought of every time I tried it was "A communications error occurred" :D
I'm pretty sure that one is bounced off the list by now or at least is so far down I'm not sure how I'd find it, though there was a not that dissimilar one yesterday, maybe I could find, though it was TC, not sure yet. I mean there were quite a few, but specifically that scenario and map I think were there. If I can't find those I'll just try to keep an eye out for one that might highlight it well and grab it. I'm sure I'll get more.I would like to check this game out. Can you send the replay code?
The few times the game thought I really lost connection it actaully dumps me back to the plaza, not the lobby, so that's interesting. Now, it needs to be said I definitely didn't lose actual internet connection at the network switch, I'd have known from other constant connection devices, so it's still a Switch issue one way or another. But interesting there's different results like that.It's what happens if your Switch completely loses connection to the internet. You can pretty consistently do it yourself if you cut off your connection while it's in use (trying to search for a match after powering off your modem, for instance). It's usually a generic Switch error box that appears, but Splatoon's native "A communication error has occurred" will occasionally appear as well.
A lot of good points. Especially on the maps and choke points. Unfortunately I doubt they'll "do an Arrowanna" and revamp the maps that exist, so we're stuck with having to balance around those problems.On alot of these maps the choke point lies between the 50 point marker and your spawn, especially on the new maps. Once they pass that you got a anchor who can wall you out or someone sharking since you have no turf control
Areas include
- eeltail alley walkway
- box (sniper perch next to CB basket) scoruch gorge
-2nd level of hammerhead bridge
-Sniper perch undertow spillway
As for superjumping like I said I feel it is a problem but not in itself but rather cuz everything else encourages it to be unfair ink vac can protect and ally jumping in Bubble shield protects and provides a beacon
On top of that stealth jump, Quick respawn, ninja squid, and comback are really popular (if they aren't running LDE)
**also yeah Dynamo meta of S1 QR stealth jump is back, they even brought back the invincibility lag....just no one has picked up a dynamo yet
U know what isn’t popular? Beacon subs which provide an advatage to those at disadvantage for Superjumps and flanking, Object shredder which could pop shields, respawn punisher which can nerf taticoolers and Quick respawn tactics altogether...and ink vac which isn't seen the light of day cuz the delay in between lauching it lets players with ink efficiency or last ditch effort keep firing til it reach max then kill since they still have ink
Also there is a huge dive meta, people are running highly aggressive basically aiming to get a wipeout on the enemy team with a blitz
Hoenstly it sucks splatoon is all about positioning but this meta is all about never letting the enemy position or even play and the map is helping them with it especially on Mahi (it is even worse than S1 urchin)
So how would I go about fixing this....
-Mahi mahi need a full map overhaul it is too small and you just get spawn camped
- Stealth jump need to add a delay to you superjumping speed (force players to use QSJ in place of other ability slots you did it with ninja squid)
-LDE need a nerf (only apply at 30 or nerf to its ink efficiency)
-Buff ink vac (you never get to fire due to the delay between it full charge and fire)
So LDE basically invalidates ink saver items if your team is losing, you gain 12 ability points of ink saver main/sub, and ink recovery up (1 main 1 subn of each) at 50 markA lot of good points. Especially on the maps and choke points. Unfortunately I doubt they'll "do an Arrowanna" and revamp the maps that exist, so we're stuck with having to balance around those problems.
I was actually maining Dynamo in zones on my main account up to S, but I found it to be too much of a liability which is why nobody uses it, and switched to Flingza (and now am all charger atm.) The emphasis on rushdowns, and the need to flank on these maps to get anywhere in the face of it means the long windup to attack just leaves you too vulnerable too often. The fact that it's a dynamo kit with a sprinkler means you're too often too defenseless unless you play totally support/anchor which isn't really doable in solo. I gave up on dynamo after a zones match where we had TWO dynamos, and both of us spamming tacticooler and we still lost badly I realized it's just too inflexible despite its strengths to really be a reliable weapon in this meta. Dynamo may have the invicilag back but it just doesn't feel like it did in S1. I think duelies broke it. They're so fast and the dodgerolls make every swing too high risk, the game basically mandates you can't play a weapon that slow. I'll always love it though.
Beacons were never ideal in solo, though I do see them in use on occasion. I think mostly so few weapons actually have beacons and the ones that do don't have meta specials - and others have bubble for special that's a better beacon. I think of every weapon I've used even just a little that I like to play with, only one has had beacons. IDK if sploosh still does, I used to use the sploosh that had beacons in S2 a lot. But my CEliter days in S1 with my QSJ/beacon build was the pinnacle of beacons to me. I love the mines, but I really missed the Custom in S2 and now S3. But I do see them from time to time. The bigger problem is I'm the only one that actually thinks to DESTROY enemy beacons most of the time, leaving flank lines open behind the team unless I do it :) They're rare enough nobody even looks for them. Can't blame them. I was conditioned for it as a beacon main in S1 :) I've considered running shredder often. Especially in TC where the bubbles are just an insta-win button (who thought allowing sustained invincibility to ranged and throwable weapons on the tower was a GOOD IDEA?!?! Rollers are unaffected and chargers are renderred useless. If I'm the only one in the area I've had to resort to taking my charger and doing a rushdown on the tower - high risk with a bomb. And if the bomb happens to not kill the rider, as happens if they're behind the pole or not...oh well...I "feed"..... ) Eliters are hosed, and squiffers, LOL.
Punisher seems pretty popular though.
Yeah, now that I've taken up splacharger as ranked main, I'm beginning to hate ink vac as being broken like stamp was. It's supposed to be an "invincibility special" but instead I find it just a "please kill me button" and end up never using my special. You fire up the vac, the sploosh/sshot just rushes you down face-touching distance and you die before you can fire. I'll tactically use the vac such as on the tower, or if I'm in the field alone and waiting for the team to come back if only to buy use a few seconds holding the objective in place before I die and leave a 3v4 for the team to try to fix, or from the rearguard to help the team push in with the tower RM mostly before the enemies notice I'm using it and their bombs disappear. And it's super userful in that role. But 80% of the time it's just a "please kill me" button best unused. I often just use it as a "RELOADING!" button. Becuase as a splat bomb main....I'm empty a lot.
And I agree about never letting the enemy position. It was fine at first, but in the past 3-4 weeks I've really seen the meta shift to that "zerg rush" where it's just "bee-line to the enemy base and hold it in the first 10 seconds and win" for any decent team. it sucked in Starcraft in the 90's and it sucks in Splatoon today. It's not just the map. That method is used so much in Museum that map is almost a joke. That map's been in 3 games now and this is the first time a zerg rush is a guaranteed win. The maps help, but the weapon/special/SJ mix is really the difference this time. Once in position, it's hard to shake them out of position, and winning mostly comes down to "does your team know rushing is the win button, and does the other team know that too?" Whenever 2 or more players on one team know that, and less than 2 on the other team does, the result is over before it starts. That's a bad balance. They hyper-aggressive "wipe everyone fast and win" really denies most of what made splatoon fun. Eliters were feeling good at first, but I dont' really use them other than TW now, and then, just for fun. The maps facilitate long-range unlike S2, but the emphasis on rushdowns makes eliters and even hydras not as viable as they were, the splacharger saves the day this time since the bombs make it suitable for doing rushdowns as well, albeit, it has to be tactical. Hydra's somewhat saved by autobombs. Eliter really needs a new sub. Mines are defensively great, and I like to use them offensively, but without a throwable or something, it's a sitting duck in the aggressive rushdown meta. Again....
I think if splacharger were less viable I'd have to hang up the chargers again. With the "faster data transfer" even rollers have become really problematic. We're back to the "fast shooter, and let lag make the win" meta from S1 where you get the 3 ticks from a splattershot all at once from a splattershot not aiming at you. When aerosprays become common rushdowns, you know it's lag driven. And bloblobber.....that's an ugly meta. I even like using that weapon but...the lag....it's the splatttershot 3 tick on overdrive. And explosher, like bombs, missess too many shots it should not miss.
(Big shout out though to whoever was on my team yesterday where while the whole enemy team was busy spawn camping us, and SJ'ing, our brave soldier grabbed the RM and ran it entirely through enemy ink, alone, and uncontested, LOL. Apparently everyone was so busy trying to splat the evasive bomb throwing charger, nobody noticed the "They have the rainmaker" banner and even bothered to go back and splat them despite owning the whole map.... :) I noticed it on the map and just played along keeping them busy sniping at nothing and evading near spawn so they didn't go as often back to their spawn and notice :) Nothing like a win by KO while playing 3v4 spawncamp :) Only works in RM though. And only if your enemies are good at shooting and bad enough at RM to not notice the RM is missing. :) )
Agreed on some changes. Mahi REALLY needs to be "Arrowanna'd". It's a bad map, full stop. IDK what they were thinking with that. It may be at it's best in Blitz where the design isn't super detrimental but it's awful in everything else.
Totally agreed on a delay on stealth jump and roll, though I still think there needs to be a bigger delay on ALL jump. And punisher is not a long enough delay at .2 seconds.
I somewhat agree on LDE, I don't run it so I'm not sure how effective it is, so I'd be ok leaving that as-is, but I won't argue against it either, because it could be a bigger factor than I realize.
TOTALLY agreed on inc vac. It's so bad. I only get to fire it maybe one out of ever 5 uses, and even when I can, I can't really aim it at anything, I mostly just quickly lob it before looking just to use it. Once in a while I get to use it as intended. The concept is also broken because you'll really only ever get 1/4 charge unless the enemies are idiots, and then you're standing around waiting for ink, or bullishly heading into enemy fire to try to pick up ink. Just letting you cancel and throw it whenever would be a buff. Worse is when the enemies ARE idiots and fill it up in .04 seconds and you don't realize it's charged because that never happens, and then you just stand there thinking you're dead :)
I'd also think they need to look into duelie rolling and how it affects various weapons. IDK how to fix it, it's a hard wep to play well, I'm not good with it, so I accept that it's skill based, but having these weapons that roll around fast really break the balance between a good number of other weapons. THey broke it in S2, but chose not to fix that in S3. Particularly where it comes to play is in those chokes and spawncamps where they have so much freedom of movement and you have none, it breaks the balance espeically if you're trying to take backe a base with slower weapons, AND low mobility, duelies are very broken opponents. I personally think it was a mistake ever introducing that weapon class, and 3 was an opportunity to remove it they missed. Worse, they added intensity up......amping duelie brokenness. If they're going to give duelies more dodge rolls, they should give chargers dmg+ for shorter charging again, too.
Hmm, that IS pretty OP. I may have to try it to see how it behaves, though IDK, because I'm kind of reflex-dependent on my additional ink supply through the whole match and it may mess me up totally if I don't have it at all times, refill timing and everything will be off. OTOH I'm losing most of the time, so, net gain? :P That's pretty broken.So LDE basically invalidates ink saver items if your team is losing, you gain 12 ability points of ink saver main/sub, and ink recovery up (1 main 1 subn of each) at 50 mark
HOWEVER 30 secounds give you 24 ability points of inksaver main inksaver sub and ink recovery once they reach 30 mark (basically the equivalent of 1 main and 5 subs of each.....a pure set of each of these would only grant you 19 ink recovery), however in ranked this is permanent once they get to the 30 line any of the ranked modes), so yeah it is basically 24 extra ink effiecency and you have full freedom to run any other ability other than ink effiecency is basically invalidated (I mean it does still have its uses but not nearly as important as it should be
Intensify action also has a similar hidden talent (improving shot accuracy while jumping on weapons like .96, L-3 and H-3 which are notoriously bad), which is why I feel jump rng on blaster could be nerfed just a bit and be offset by intesify action
There is so much to unpack here. I'm going to try and make a video on some of this stuff because I would rather just do that than spend hours writing an essay here (as much fun as that would be). That also allows me to demonstrate some of this in-game.A lot of good points. Especially on the maps and choke points. Unfortunately I doubt they'll "do an Arrowanna" and revamp the maps that exist, so we're stuck with having to balance around those problems.
I was actually maining Dynamo in zones on my main account up to S, but I found it to be too much of a liability which is why nobody uses it, and switched to Flingza (and now am all charger atm.) The emphasis on rushdowns, and the need to flank on these maps to get anywhere in the face of it means the long windup to attack just leaves you too vulnerable too often. The fact that it's a dynamo kit with a sprinkler means you're too often too defenseless unless you play totally support/anchor which isn't really doable in solo. I gave up on dynamo after a zones match where we had TWO dynamos, and both of us spamming tacticooler and we still lost badly I realized it's just too inflexible despite its strengths to really be a reliable weapon in this meta. Dynamo may have the invicilag back but it just doesn't feel like it did in S1. I think duelies broke it. They're so fast and the dodgerolls make every swing too high risk, the game basically mandates you can't play a weapon that slow. I'll always love it though.
Beacons were never ideal in solo, though I do see them in use on occasion. I think mostly so few weapons actually have beacons and the ones that do don't have meta specials - and others have bubble for special that's a better beacon. I think of every weapon I've used even just a little that I like to play with, only one has had beacons. IDK if sploosh still does, I used to use the sploosh that had beacons in S2 a lot. But my CEliter days in S1 with my QSJ/beacon build was the pinnacle of beacons to me. I love the mines, but I really missed the Custom in S2 and now S3. But I do see them from time to time. The bigger problem is I'm the only one that actually thinks to DESTROY enemy beacons most of the time, leaving flank lines open behind the team unless I do it :) They're rare enough nobody even looks for them. Can't blame them. I was conditioned for it as a beacon main in S1 :) I've considered running shredder often. Especially in TC where the bubbles are just an insta-win button (who thought allowing sustained invincibility to ranged and throwable weapons on the tower was a GOOD IDEA?!?! Rollers are unaffected and chargers are renderred useless. If I'm the only one in the area I've had to resort to taking my charger and doing a rushdown on the tower - high risk with a bomb. And if the bomb happens to not kill the rider, as happens if they're behind the pole or not...oh well...I "feed"..... ) Eliters are hosed, and squiffers, LOL.
Punisher seems pretty popular though.
Yeah, now that I've taken up splacharger as ranked main, I'm beginning to hate ink vac as being broken like stamp was. It's supposed to be an "invincibility special" but instead I find it just a "please kill me button" and end up never using my special. You fire up the vac, the sploosh/sshot just rushes you down face-touching distance and you die before you can fire. I'll tactically use the vac such as on the tower, or if I'm in the field alone and waiting for the team to come back if only to buy use a few seconds holding the objective in place before I die and leave a 3v4 for the team to try to fix, or from the rearguard to help the team push in with the tower RM mostly before the enemies notice I'm using it and their bombs disappear. And it's super userful in that role. But 80% of the time it's just a "please kill me" button best unused. I often just use it as a "RELOADING!" button. Becuase as a splat bomb main....I'm empty a lot.
And I agree about never letting the enemy position. It was fine at first, but in the past 3-4 weeks I've really seen the meta shift to that "zerg rush" where it's just "bee-line to the enemy base and hold it in the first 10 seconds and win" for any decent team. it sucked in Starcraft in the 90's and it sucks in Splatoon today. It's not just the map. That method is used so much in Museum that map is almost a joke. That map's been in 3 games now and this is the first time a zerg rush is a guaranteed win. The maps help, but the weapon/special/SJ mix is really the difference this time. Once in position, it's hard to shake them out of position, and winning mostly comes down to "does your team know rushing is the win button, and does the other team know that too?" Whenever 2 or more players on one team know that, and less than 2 on the other team does, the result is over before it starts. That's a bad balance. They hyper-aggressive "wipe everyone fast and win" really denies most of what made splatoon fun. Eliters were feeling good at first, but I dont' really use them other than TW now, and then, just for fun. The maps facilitate long-range unlike S2, but the emphasis on rushdowns makes eliters and even hydras not as viable as they were, the splacharger saves the day this time since the bombs make it suitable for doing rushdowns as well, albeit, it has to be tactical. Hydra's somewhat saved by autobombs. Eliter really needs a new sub. Mines are defensively great, and I like to use them offensively, but without a throwable or something, it's a sitting duck in the aggressive rushdown meta. Again....
I think if splacharger were less viable I'd have to hang up the chargers again. With the "faster data transfer" even rollers have become really problematic. We're back to the "fast shooter, and let lag make the win" meta from S1 where you get the 3 ticks from a splattershot all at once from a splattershot not aiming at you. When aerosprays become common rushdowns, you know it's lag driven. And bloblobber.....that's an ugly meta. I even like using that weapon but...the lag....it's the splatttershot 3 tick on overdrive. And explosher, like bombs, missess too many shots it should not miss.
(Big shout out though to whoever was on my team yesterday where while the whole enemy team was busy spawn camping us, and SJ'ing, our brave soldier grabbed the RM and ran it entirely through enemy ink, alone, and uncontested, LOL. Apparently everyone was so busy trying to splat the evasive bomb throwing charger, nobody noticed the "They have the rainmaker" banner and even bothered to go back and splat them despite owning the whole map.... :) I noticed it on the map and just played along keeping them busy sniping at nothing and evading near spawn so they didn't go as often back to their spawn and notice :) Nothing like a win by KO while playing 3v4 spawncamp :) Only works in RM though. And only if your enemies are good at shooting and bad enough at RM to not notice the RM is missing. :) )
Agreed on some changes. Mahi REALLY needs to be "Arrowanna'd". It's a bad map, full stop. IDK what they were thinking with that. It may be at it's best in Blitz where the design isn't super detrimental but it's awful in everything else.
Totally agreed on a delay on stealth jump and roll, though I still think there needs to be a bigger delay on ALL jump. And punisher is not a long enough delay at .2 seconds.
I somewhat agree on LDE, I don't run it so I'm not sure how effective it is, so I'd be ok leaving that as-is, but I won't argue against it either, because it could be a bigger factor than I realize.
TOTALLY agreed on inc vac. It's so bad. I only get to fire it maybe one out of ever 5 uses, and even when I can, I can't really aim it at anything, I mostly just quickly lob it before looking just to use it. Once in a while I get to use it as intended. The concept is also broken because you'll really only ever get 1/4 charge unless the enemies are idiots, and then you're standing around waiting for ink, or bullishly heading into enemy fire to try to pick up ink. Just letting you cancel and throw it whenever would be a buff. Worse is when the enemies ARE idiots and fill it up in .04 seconds and you don't realize it's charged because that never happens, and then you just stand there thinking you're dead :)
I'd also think they need to look into duelie rolling and how it affects various weapons. IDK how to fix it, it's a hard wep to play well, I'm not good with it, so I accept that it's skill based, but having these weapons that roll around fast really break the balance between a good number of other weapons. THey broke it in S2, but chose not to fix that in S3. Particularly where it comes to play is in those chokes and spawncamps where they have so much freedom of movement and you have none, it breaks the balance espeically if you're trying to take backe a base with slower weapons, AND low mobility, duelies are very broken opponents. I personally think it was a mistake ever introducing that weapon class, and 3 was an opportunity to remove it they missed. Worse, they added intensity up......amping duelie brokenness. If they're going to give duelies more dodge rolls, they should give chargers dmg+ for shorter charging again, too.