Award
Squid Savior From the Future
- Joined
- Dec 18, 2015
- Messages
- 1,661
If you guys are interested in the continuing misadventures of Award the Squid in the broken pseudo-game called Splatoon 3 Anarchy Battles for the last 50 games:
15 wins, 35 losses! 30% win rate. Always a 30% win rate! That was a number I floated with a smaller sample of battles way back at the start of the thread. Actually I was around 33% at the time so it's dropped slightly, but I was surprised to see the win rate has been pretty constant from the start. No matter the account, the rank, the mode, the weapon I use, whether I'm in the C's, B's, A's, S's......the win rate is just about always 30%. Does that strike anyone a little bit odd that the win rate would be a statically fixed number (or close to that number with some variability) and not terribly dynamic? Not changing with rank? It FEELS worse now, but the numbers say it hasn't changed, which is hard to believe. Now if you take one moment in time and a smaller sample you could find 100% win rates and 0% win rates, and that certainly contributes to how it feels, but the larger portion of 50 battles, keeps it right around 30% at all times. Such a static number regardless of mode, weapon, rank, how well I play, how many gold medals I get seems a little suspicious. Controlled? Planned? Maybe it's managing player population by intentionally slowing down how fast people escape a rank by intentionally under-powering their team? Conspiracy theory for sure, but.... If this were a casino, the gambling commissions would be rubbing their palms together with numbers like that.
Incidentally while not even trying that account got up to A from A- yesterday by a sheer lucky sequence of 8 wins over 2 series that even with a 70% overall loss rate (let that sink in, 70% of all gameplay is LOSING!!! And no matter if in the C's or S's it's always the same! Why do I play this? o_O) Those were good matches that reminds me of why the game is supposed to be fun. Good teams, worked together on TC, even mounting comebacks from behind. The standout to me is that on those good matches where we do win, there is no obvious hero or dead weight on the final tally screen. Ok, so I by technicality usually still had the medals for splatting or score pushing. But one or two of those 8 good games I didn't and we still won! Winning wasn't dependent on me having a perfect run and largely soloing the win. Normally it is. And most visibly, regardless of who's at the top of the standings, the k/d is pretty even across the team. There was no hero that went 18/3 while the rest of the team was 5/5, 2/10, 5/6. There was no dead weight where the team was 7/5, 6/6, 10/7, 1/12. Everyone performed roughly the same. That's HUGELY key. Even when I go sploosh kamikaze and SJ right into the firefight (with stealth jump) with super high risk on a round where it backfires my negative k/d is more like 2/6, 4/8...how do these kids go 1/12? Typically the winning and losing battles always have the hero that clearely outperformed the others (guess who) that carried. The GOOD matches, everyone is about the same give or take for role. Which.....is how it should be.
I've noticed a weird pattern that it seems like the last 2 or so rounds before I map rotation I always get a good team and we start winning, and then it's cut short by map rotation. I can play for hours of losing then finally get a good feeling win, then another, then a map rotation ends it. It seemed coincidental at first, but there's a pattern to it.
But the party was over into A proper, where the stupid matching started again, so I went back to playing unfamiliar weapons (which probably accounts for dropping from 33% to 30% overall wins.) I didn't stoop as low as tent which remains a guaranteed loss if I do it, but I went crazy with L3 (It actually got me a win or two near the end of zones....but....rotation ended that.), sploosh (really wasn't working yesterday, constant kills by nzaps that were behind me when they should have been in front of me.....went really crazy with carbon (figured if sploosh works, carbon works better, right? Not really, aggro rushdown is king, but the mini-range weapons are all dependent on lag, and neither sploosh nor carbon worked yesterday.) I got lv20 finally (slow going if you never win!) and bought my flingza, my usual zones main after dynamo fell short. Nope, not working yesterday. I played eliter for a good while. I played great! But....we still lost. I was consistently the top zone inker and defender so there's that. Did great in RM too but....still lost. Even though I had the best k/d I felt I was missing shots with it far too often in RM and it wasn't a good fit, which is what I remembered using it in S1 RM too, it just wasn't right for it.
I gave sheldon 3 tickets to just get the explosh already. It really didn't work in RM. I loved it when I first started using it, but the problem is in the current matching, no matter what I play I have to expect I'm going to be left 1v3 or 1v4, often. That's the usual pattern in these matches, everyone else is dead, often, and I'm left. With that weapon, like eliter or hydra, getting rushed down by 3 squids is certain doom. Unlike eliter, and more like hydra, escaping or going 1v1 with a rushdown wep is not likely to succeed. I love explosh but it specializes in zoning and if they're rushing you down you have no ability to zone, you can't ink your way out fast enough, and the slow 2hko is too slow, and you're likely to miss a shot that may or may not be expected to miss with a close range enemy as you dodge. Also, on wahoo, it's rough going with it in the rounded hallways.
I said 96 wasn't tenable due to slow speed, but I brought it anyway, and surprisingly, after a few misfires, it went really well. That may just be down to having had a good team though. I think I had more wins in RM with that than anything else, but, again, good team, too. I wasnt' getting rushed down by 3-4 on 1 repeatedly which is what happens in most matches. So right now I'm liking 96 for RM! Though that probably stops next bad team again. :)
Is 96 very different from S1? I remember 96 deco was a meme in S1, it was the instant win button that killed everyone and that's all you saw in every lobby was the gal's....mostly 96. Playing it now, it's actually a very hard weapon to play! I'm struggling to figure out how it was ever a meta weapon. The slow speed and questionable accuracy means it doesn't really play like a "shooter" at all....it's really tactical.
RE snowballing, feeding, resulting from matchmaking etc, I do keep seeing the same pattern unfold. The team gets splatted, I'm the last one left, then I get rushed down. Some weapons like charger I can do my escape artist thing and get away. Eliter, too, unless we were in the middle of a push of course. Some like explosh I really can't. Then usually one of 2 things happen. I'm getting rushed down now that it's 1v3 or more, and then when the team respawns they all SJ to me as I'm killed or playing escape artist, then they all die, again, and then we're defending a solid push with charged enemy specials that's almost impossible to turn around (one point where the SJ problem occurs.) Or, if I died in the rushdown before they could SJ to me, they swim out to mid when they respawn without the anchor, because i"m respawning, so they fight a 3v4 and die before I make it back to mid, so then I can't really do anything until they respawn, other that try to slow down mid if I have a charger or other ranged wep which is still dangerous as 1v4, but it's that or wait for team to respawn and have a terrible position. Bonus points if the team had a deadweight player because then they're playing 2v4 without their charger cover. We don't see the wipe icon most of these time because I'm still alive at least until they respawn so someone's "on the board" even if they're useless or at spawn. This is all a big part of why everything starts snowballing once I die. Things are ok-ish so long as I'm alive, but once I'm splatted once, everything falls apart, and that's a big part why, once I'm out, then they just keep dying repeatedly, and it's up to me to get a wipe or double or triple kill cleanup and retake control myself which.....there's a 30.....maybe 33% chance of that being successful..... ;)
Is there some sort of glitch I don't know about with QR? I'm seen a lot of squids, really good squids, usually the team "ace" carrying that gets tons of splats maining QR. Sometimes TWO mains of QR or a shiny QR garment. Which of course as far as I knew has absolutely no value at all if you're splatting, and they're the main team splatter. They're clearly not noobs that don't know better, these kids are GOOD. Is there some aspect of QR I don't know about, or is there a meme or something for elite players to run QR to demonstrate how 1337 they are or something? Although, now that I think about it my kamikaze stealth QSJ build should replace the inksaver with QR so my failed hot drops can run even faster! Maybe those players are doing hot drops too and they run that so they're never out for long. The super-hyper-aggro meta.
15 wins, 35 losses! 30% win rate. Always a 30% win rate! That was a number I floated with a smaller sample of battles way back at the start of the thread. Actually I was around 33% at the time so it's dropped slightly, but I was surprised to see the win rate has been pretty constant from the start. No matter the account, the rank, the mode, the weapon I use, whether I'm in the C's, B's, A's, S's......the win rate is just about always 30%. Does that strike anyone a little bit odd that the win rate would be a statically fixed number (or close to that number with some variability) and not terribly dynamic? Not changing with rank? It FEELS worse now, but the numbers say it hasn't changed, which is hard to believe. Now if you take one moment in time and a smaller sample you could find 100% win rates and 0% win rates, and that certainly contributes to how it feels, but the larger portion of 50 battles, keeps it right around 30% at all times. Such a static number regardless of mode, weapon, rank, how well I play, how many gold medals I get seems a little suspicious. Controlled? Planned? Maybe it's managing player population by intentionally slowing down how fast people escape a rank by intentionally under-powering their team? Conspiracy theory for sure, but.... If this were a casino, the gambling commissions would be rubbing their palms together with numbers like that.
Incidentally while not even trying that account got up to A from A- yesterday by a sheer lucky sequence of 8 wins over 2 series that even with a 70% overall loss rate (let that sink in, 70% of all gameplay is LOSING!!! And no matter if in the C's or S's it's always the same! Why do I play this? o_O) Those were good matches that reminds me of why the game is supposed to be fun. Good teams, worked together on TC, even mounting comebacks from behind. The standout to me is that on those good matches where we do win, there is no obvious hero or dead weight on the final tally screen. Ok, so I by technicality usually still had the medals for splatting or score pushing. But one or two of those 8 good games I didn't and we still won! Winning wasn't dependent on me having a perfect run and largely soloing the win. Normally it is. And most visibly, regardless of who's at the top of the standings, the k/d is pretty even across the team. There was no hero that went 18/3 while the rest of the team was 5/5, 2/10, 5/6. There was no dead weight where the team was 7/5, 6/6, 10/7, 1/12. Everyone performed roughly the same. That's HUGELY key. Even when I go sploosh kamikaze and SJ right into the firefight (with stealth jump) with super high risk on a round where it backfires my negative k/d is more like 2/6, 4/8...how do these kids go 1/12? Typically the winning and losing battles always have the hero that clearely outperformed the others (guess who) that carried. The GOOD matches, everyone is about the same give or take for role. Which.....is how it should be.
I've noticed a weird pattern that it seems like the last 2 or so rounds before I map rotation I always get a good team and we start winning, and then it's cut short by map rotation. I can play for hours of losing then finally get a good feeling win, then another, then a map rotation ends it. It seemed coincidental at first, but there's a pattern to it.
But the party was over into A proper, where the stupid matching started again, so I went back to playing unfamiliar weapons (which probably accounts for dropping from 33% to 30% overall wins.) I didn't stoop as low as tent which remains a guaranteed loss if I do it, but I went crazy with L3 (It actually got me a win or two near the end of zones....but....rotation ended that.), sploosh (really wasn't working yesterday, constant kills by nzaps that were behind me when they should have been in front of me.....went really crazy with carbon (figured if sploosh works, carbon works better, right? Not really, aggro rushdown is king, but the mini-range weapons are all dependent on lag, and neither sploosh nor carbon worked yesterday.) I got lv20 finally (slow going if you never win!) and bought my flingza, my usual zones main after dynamo fell short. Nope, not working yesterday. I played eliter for a good while. I played great! But....we still lost. I was consistently the top zone inker and defender so there's that. Did great in RM too but....still lost. Even though I had the best k/d I felt I was missing shots with it far too often in RM and it wasn't a good fit, which is what I remembered using it in S1 RM too, it just wasn't right for it.
I gave sheldon 3 tickets to just get the explosh already. It really didn't work in RM. I loved it when I first started using it, but the problem is in the current matching, no matter what I play I have to expect I'm going to be left 1v3 or 1v4, often. That's the usual pattern in these matches, everyone else is dead, often, and I'm left. With that weapon, like eliter or hydra, getting rushed down by 3 squids is certain doom. Unlike eliter, and more like hydra, escaping or going 1v1 with a rushdown wep is not likely to succeed. I love explosh but it specializes in zoning and if they're rushing you down you have no ability to zone, you can't ink your way out fast enough, and the slow 2hko is too slow, and you're likely to miss a shot that may or may not be expected to miss with a close range enemy as you dodge. Also, on wahoo, it's rough going with it in the rounded hallways.
I said 96 wasn't tenable due to slow speed, but I brought it anyway, and surprisingly, after a few misfires, it went really well. That may just be down to having had a good team though. I think I had more wins in RM with that than anything else, but, again, good team, too. I wasnt' getting rushed down by 3-4 on 1 repeatedly which is what happens in most matches. So right now I'm liking 96 for RM! Though that probably stops next bad team again. :)
Is 96 very different from S1? I remember 96 deco was a meme in S1, it was the instant win button that killed everyone and that's all you saw in every lobby was the gal's....mostly 96. Playing it now, it's actually a very hard weapon to play! I'm struggling to figure out how it was ever a meta weapon. The slow speed and questionable accuracy means it doesn't really play like a "shooter" at all....it's really tactical.
RE snowballing, feeding, resulting from matchmaking etc, I do keep seeing the same pattern unfold. The team gets splatted, I'm the last one left, then I get rushed down. Some weapons like charger I can do my escape artist thing and get away. Eliter, too, unless we were in the middle of a push of course. Some like explosh I really can't. Then usually one of 2 things happen. I'm getting rushed down now that it's 1v3 or more, and then when the team respawns they all SJ to me as I'm killed or playing escape artist, then they all die, again, and then we're defending a solid push with charged enemy specials that's almost impossible to turn around (one point where the SJ problem occurs.) Or, if I died in the rushdown before they could SJ to me, they swim out to mid when they respawn without the anchor, because i"m respawning, so they fight a 3v4 and die before I make it back to mid, so then I can't really do anything until they respawn, other that try to slow down mid if I have a charger or other ranged wep which is still dangerous as 1v4, but it's that or wait for team to respawn and have a terrible position. Bonus points if the team had a deadweight player because then they're playing 2v4 without their charger cover. We don't see the wipe icon most of these time because I'm still alive at least until they respawn so someone's "on the board" even if they're useless or at spawn. This is all a big part of why everything starts snowballing once I die. Things are ok-ish so long as I'm alive, but once I'm splatted once, everything falls apart, and that's a big part why, once I'm out, then they just keep dying repeatedly, and it's up to me to get a wipe or double or triple kill cleanup and retake control myself which.....there's a 30.....maybe 33% chance of that being successful..... ;)
Is there some sort of glitch I don't know about with QR? I'm seen a lot of squids, really good squids, usually the team "ace" carrying that gets tons of splats maining QR. Sometimes TWO mains of QR or a shiny QR garment. Which of course as far as I knew has absolutely no value at all if you're splatting, and they're the main team splatter. They're clearly not noobs that don't know better, these kids are GOOD. Is there some aspect of QR I don't know about, or is there a meme or something for elite players to run QR to demonstrate how 1337 they are or something? Although, now that I think about it my kamikaze stealth QSJ build should replace the inksaver with QR so my failed hot drops can run even faster! Maybe those players are doing hot drops too and they run that so they're never out for long. The super-hyper-aggro meta.