CloneHat
Inkster Jr.
- Joined
- May 9, 2015
- Messages
- 22
- NNID
- CloneHat
I've been hearing a lot about how the best loadout in Turf War is the Splattershot Jr. It spreads ink fast, building lots of points and meter, and its shield super will let you win any one-on-one confrontation. I agree that as a solo player, this is probably your best option. When players work as a coordinated team, however, I think the weaknesses of the weapon can be exploited, namely its inaccuracy and poor damage and range.
Ignoring ink spreading for a moment, firefights between weapons are won by their range and damage per second (DPS). This means that against most other guns, the Splattershot Junior will be at a disadvantage. At them moment this weakness has been masked by the inexperience of the player base: enemies are unprepared to back away from a bubble shield super and activating your shield at this point in the metagame will usually result in a kill. In reality, however, as all players share equal non-firing mobility, if players run away from the bubble shield the poor range of the Jr. makes it difficult to chase down enemies for a kill (presumably this is what Nintendo had in mind when choosing which gun to have the invincibility super).
That said, while almost every weapon overpowers the Jr. in a firefight, these higher-powered weapons are bad at spreading ink, which is what ultimately wins matches. Take the Splattershot vs. the Splattershot Pro: the default weapon covers more ground, while the Pro has better range and more accuracy (translating to more DPS). Each weapon has a place on a gradient between anti-personnel and ink covering ability. On one end we clearly have the Roller, which at a high level of play loses to any ranged weapon, but spreads ink quickly and efficiently. Near the other end we have the Jet Squelcher or Charger, which spread ink slowly but kill from a distance.
At this stage of the game we may feel that the Jr. is the best and that the Charger is ineffective in Turf War, and while not every weapon is going to have equal ability, an effective team has use for both. I believe that fundamental team construction in Turf War will consist of an inking group whose main role is to cover territory and and escort group who lead pushes and protect the inking group from the opposing team. The extreme mobility idiosyncratic to Splatoon as well as various sub weapons and supers will of course blur the lines between the two groups, but at its core team construction should be a balance of these two ideas.
Please give me you thoughts.
Ignoring ink spreading for a moment, firefights between weapons are won by their range and damage per second (DPS). This means that against most other guns, the Splattershot Junior will be at a disadvantage. At them moment this weakness has been masked by the inexperience of the player base: enemies are unprepared to back away from a bubble shield super and activating your shield at this point in the metagame will usually result in a kill. In reality, however, as all players share equal non-firing mobility, if players run away from the bubble shield the poor range of the Jr. makes it difficult to chase down enemies for a kill (presumably this is what Nintendo had in mind when choosing which gun to have the invincibility super).
That said, while almost every weapon overpowers the Jr. in a firefight, these higher-powered weapons are bad at spreading ink, which is what ultimately wins matches. Take the Splattershot vs. the Splattershot Pro: the default weapon covers more ground, while the Pro has better range and more accuracy (translating to more DPS). Each weapon has a place on a gradient between anti-personnel and ink covering ability. On one end we clearly have the Roller, which at a high level of play loses to any ranged weapon, but spreads ink quickly and efficiently. Near the other end we have the Jet Squelcher or Charger, which spread ink slowly but kill from a distance.
At this stage of the game we may feel that the Jr. is the best and that the Charger is ineffective in Turf War, and while not every weapon is going to have equal ability, an effective team has use for both. I believe that fundamental team construction in Turf War will consist of an inking group whose main role is to cover territory and and escort group who lead pushes and protect the inking group from the opposing team. The extreme mobility idiosyncratic to Splatoon as well as various sub weapons and supers will of course blur the lines between the two groups, but at its core team construction should be a balance of these two ideas.
Please give me you thoughts.