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Squad Balance

Joined
Jul 30, 2007
Messages
24
Location
Kumamoto, Japan
One important thing about squad-based shooting/action games is to balance out a squad in terms of powers and equipment. As far as we know, there is a lack of special powers and abilities unique to the Inklings outside of the arsenal. Therefore, balancing out the squad based on the arsenal will be important.

Now, I'm not sure if it's possible but can you change your weapon mid-match/after being killed? Or are you stuck with it throughout the entire match? If that's the case, arsenal choice will become very important. The ink roller has mostly a close combat weapon with mid-range functionality while the Charge Ink rifle-forgot-the-name is largely long distance. I whole team full of ink rollers will have a disadvantage unless it's mixed up with those with different arsenals. I say this because I noticed in a recent video of three players in a four player squad using the ink roller. It makes sense considering it is the go to weapon as it covers the it's ink in one sitting.

Anyways, without rambling on further, do you think squad balance will become important in multiplayer?
 

Flying_Tortoise

Sushi Chef
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One important thing about squad-based shooting/action games is to balance out a squad in terms of powers and equipment. As far as we know, there is a lack of special powers and abilities unique to the Inklings outside of the arsenal. Therefore, balancing out the squad based on the arsenal will be important.

Now, I'm not sure if it's possible but can you change your weapon mid-match/after being killed? Or are you stuck with it throughout the entire match? If that's the case, arsenal choice will become very important. The ink roller has mostly a close combat weapon with mid-range functionality while the Charge Ink rifle-forgot-the-name is largely long distance. I whole team full of ink rollers will have a disadvantage unless it's mixed up with those with different arsenals. I say this because I noticed in a recent video of three players in a four player squad using the ink roller. It makes sense considering it is the go to weapon as it covers the it's ink in one sitting.

Anyways, without rambling on further, do you think squad balance will become important in multiplayer?
Once you pick a set, you are stuck with it for the entire match. Actually makes me excited. Basically you go in with a strategy and you got to stick with it. Try to make due with what you have. and for the next match you can strategize with your teammates as to what would be the proper change in plans to adapt
 
Joined
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Messages
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Location
Kumamoto, Japan
Once you pick a set, you are stuck with it for the entire match. Actually makes me excited. Basically you go in with a strategy and you got to stick with it. Try to make due with what you have. and for the next match you can strategize with your teammates as to what would be the proper change in plans to adapt
Yeah, changing mid-match would undermine the entire aspect of the strategy behind the game. Thankfully, a load out comes with weapons that can be used in various ways. I just see people choosing ink rollers from the get go as it gets the player can upper hand at the start of the match. I hope we see diversity and some strategy in balancing out a squad rather than choosing the most powerful/popular load out.
 

Flying_Tortoise

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Yeah, changing mid-match would undermine the entire aspect of the strategy behind the game. Thankfully, a load out comes with weapons that can be used in various ways. I just see people choosing ink rollers from the get go as it gets the player can upper hand at the start of the match. I hope we see diversity and some strategy in balancing out a squad rather than choosing the most powerful/popular load out.
I've actually been thinking of strategy for teams already...I think I'm too hyped for this game.
But I remember one strategy that ProJared said was that a Roller with someone behind him with a regular gun is a great team. While the person in front rolling, the person from behind protecting the roller. So you just took away one weakness from the Roller, but of course the person shooting has gotta be good
 

Lozjam

Inkster Jr.
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Messages
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Yeah, changing mid-match would undermine the entire aspect of the strategy behind the game. Thankfully, a load out comes with weapons that can be used in various ways. I just see people choosing ink rollers from the get go as it gets the player can upper hand at the start of the match. I hope we see diversity and some strategy in balancing out a squad rather than choosing the most powerful/popular load out.
Well, I think it is extremely balanced. If everyone on your team chooses ink rollers, then they are both offensive powerhouses, but also very weak. It does not take much to take out a roller with a ranged weapon.
The way I see it, is Splatoon is working on the balancing basis of imperfect balance. Where there are weapons that absolutely trump others(Like how chargers will not do well against Rollers) but are easily countered by another weapon type(Splatershots take out rollers very easily, as far as we have seen).
The best team loadout, as I can see so far, would to have one of each weapon type. Have 1 Inkshot-esk weapon, 1 Melee weapon(Mop/Roller), and a charger weapon, with another weapon that even's out whatever you may be using on the team. I think this game is very balanced for this reason alone, as many strategies can develop. Overall, I cannot wait for Splatoon to come out so we can get into the competitive side of this game!
 

Lyn

Squid Savior From the Future
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I think the game seems very balanced, I'm just worried about how teams will work if we can't communicate to decide who gets what weapons.
 

Lyn

Squid Savior From the Future
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So what would make the "perfect squad"? Or which weapons would work together in terms of balance?

I also think the game will be very balanced with future patches coming out in the future.
I don't think there will be a "perfect squad", it'll like be about strategy and countering the opponent's squad. I agree on the balance thing.
 

Neo Zero

How tough are ye~
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One thing to note is just how different balance will be from the regular multiplayer mode and the ranked mode. Especially with rankeds emphasis on getting a team, how you'll load out will likely be entirely different between them.
 

Yaezakura

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While it's hard to imagine how it'll end up working for random teams (I have a feeling the game will try to prevent lopsided teams, by not making teams with more than 2 of a specific weapon class equipped), when it comes to pre-mades, I'd think in general the best option would be a melee fighter, sniper, and two mid-ranged general-purpose fighters. You generally want versatility in order to counter the widest range of enemy teams possible, meaning you don't want to be too heavy on specialist roles (but you still do want those specialist roles present for the oomph they bring to the team).

Of course, that's pure speculation based on my experience in other games. Only time will tell what ends up being the ideal composition in Splatoon.
 

Lozjam

Inkster Jr.
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So what would make the "perfect squad"? Or which weapons would work together in terms of balance?

I also think the game will be very balanced with future patches coming out in the future.
I don't think there will be a "perfect squad", it'll like be about strategy and countering the opponent's squad. I agree on the balance thing.
Mostly what Teddy said, but I think I can shed some light at least, on a good team for Splat Zones
Alright, so you want 2 versions of the splattershot.

You would want a vanilla splattershot, whose main job is to go on their own and cover as much ink as possible, while being well rounded in combat. It would be wise to have this player be near the Splat Charger, just in case they need back up. This is a well rounded weapon that can pretty much cover all of the bases however, and extremely useful.
For the second version, I would probably go with Splattershot Jr. For reasons I will put later.

The splat Roller will be my 3rd choice, due to it's insane Ink output, speed, and combat potential. A splat roller can cover things very easily, but it is defensively weak. That is why you want the Splattershot Jr.The splattershot Jr. will be a join unit, in which it will cover the splat roller. They both have good ink output, and would be very viable together. The Splattershot can literally protect the roller with it's high paint efficiency, splatter, and speed. The two can literally bulldoze enemies. But it will be weak to players coming from behind them. Which leaves....

The Splat Charger!
While not efficient in splattering ink, it is an amazing combat weapon. Splat Zones has way more of a focus on killing enemy players, due to the smaller area and focus on time. The Splat Charger can snipe enemies very easily, and cover those who need it from afar. The Splat Charger would have to be continually moving however, because they are easily taken out as well. The charger can continually move, and take out enemies, so they are very useful.

A general strategy would also be for the Splattershot to infiltrate the enemy base, and hole them up there. Once you have the zone taken of course. This can further cement your lead, as it will make it difficult for the opponents to easily infiltrate your zone.
One thing to note is just how different balance will be from the regular multiplayer mode and the ranked mode. Especially with rankeds emphasis on getting a team, how you'll load out will likely be entirely different between them.
Hey there, fancy meeting you here ;)
I agree completely as well. We are likely to have even more ranked, and unranked game modes as well, allowing for even more strategy to develop.
 

Flying_Tortoise

Sushi Chef
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How
While it's hard to imagine how it'll end up working for random teams (I have a feeling the game will try to prevent lopsided teams, by not making teams with more than 2 of a specific weapon class equipped), when it comes to pre-mades, I'd think in general the best option would be a melee fighter, sniper, and two mid-ranged general-purpose fighters. You generally want versatility in order to counter the widest range of enemy teams possible, meaning you don't want to be too heavy on specialist roles (but you still do want those specialist roles present for the oomph they bring to the team).

Of course, that's pure speculation based on my experience in other games. Only time will tell what ends up being the ideal composition in Splatoon.
Yah, I was thinking the same thing. At least 1 sniper, and 1 melee. What I'm going to love is if teams split their teams.
Will a team like to go split into groups of 2? Go as one unit? 3 up and 1 back?
There is so much strategy its going to be a heck of a lot of fun.
 

DaKid

Pro Squid
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Houston
I think the game seems very balanced, I'm just worried about how teams will work if we can't communicate to decide who gets what weapons.
Splatoon isn't a super ultra technical game. Voice chat isn't required to do your part in a team. This kind of makes me not want to even try to play competitive or have/be in a clan. I don't want no one dictating what weapon they want or need me to use. I just want to play the damn game how I want.
 

Flying_Tortoise

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Splatoon isn't a super ultra technical game. Voice chat isn't required to do you part in a team. This kind of makes me jot want to even try to play competitive or have/be in a clan. I don't want no one dictating what weapon they want or need me to use. I just want to play the damn game how I want.
yah, but this is the competitive thread lol.
W/e floats your boat man, I find the idea of relying on your teammates to get their job done, and winning the match b/c everyone fulfilled their duties very satisfying
 

Lyn

Squid Savior From the Future
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Splatoon isn't a super ultra technical game. Voice chat isn't required to do your part in a team. This kind of makes me not want to even try to play competitive or have/be in a clan. I don't want no one dictating what weapon they want or need me to use. I just want to play the damn game how I want.
This is a competitive thread, and the game can also be very competitive. If you watch videos of Splat Zones you'll see teamwork, voicechat, and weapon organisation is basically MANDATORY if you want to win.
 
Joined
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I guess maybe it would of been more appropriate in the competetive section...

I agree that picking whatever you want is part of the fun. However, in a more competetive setting, weapon load out and squad balancing as well as teamwork will become much more important and integral to success.
 

Yaezakura

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This is a competitive thread, and the game can also be very competitive. If you watch videos of Splat Zones you'll see teamwork, voicechat, and weapon organisation is basically MANDATORY if you want to win.
How is voice chat mandatory when both teams are at the same disadvantage? Teamwork can stem from a lot more than just voice chat. Look at games like TF2. If a Medic starts healing a hard-hitting class, and that person sees the Medic's ubercharge is full, both people know what this means--it's time to push in and use the uber. No word needs be said--the game mechanics themselves tell both players what the situation means.

Besides, we have first-hand accounts of how people playing this game in the same room don't bother talking to each other. It just isn't needed.
 

iDaylon

Inkling Cadet
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I feel like the dominant clans will be distributing different weapons to teammates and each person will have a responsibility to adhere to. With good coordination and teamwork, win consistently will be quite common.
I doubt it.
A lot a people are here for the competitive aspect of the game so yes, this is a competitive thread and will be a competitive game.
 
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