AEM
The Saltsui no Hadou
I normally play the underused stuff because I think I'm funny like that.
That doesn't sound very fun, to be honest.Personally I don't care about balance. I'll probably main sniper or the most OP weapon anyway.
Maybe not for you! But it's definitely fun for me!That doesn't sound very fun, to be honest.
Thus my suggestion of, if you have a regular team of 4, plan around a balanced team of sniper/melee/2 generalists. I kind of doubt you'll be able to switch your loadouts once you enter the queue and see your map and such, thus making a composition that's as flexible as possible is ultimately optimal... perhaps not for a specific map, but for having the greatest range of options open to you.I actually wonder now if you'll be able to see what map you'll be playing on before selecting your loadout. Does anyone know? I'd hate to get stuck with a loadout that's suboptimal due to not having enough information before a game.
Yeah, I think your setup is definitely the way to go if you can't see the map and change your loadout. Or at least, it's the one I'll recommend to my friends to start. It's way less interesting to me if we can't tailor our squads to the map, though, for sure.Thus my suggestion of, if you have a regular team of 4, plan around a balanced team of sniper/melee/2 generalists. I kind of doubt you'll be able to switch your loadouts once you enter the queue and see your map and such, thus making a composition that's as flexible as possible is ultimately optimal... perhaps not for a specific map, but for having the greatest range of options open to you.
I think if anything the competitive community would have us the teams do stage bans, pick the map, and then everyone picks their weapon sets. So even if you can't in the game, it would be too good for us as a community not to do it (last resort we could have the a paper of all the maps and ppl do stage bans with that paper).Yeah, I think your setup is definitely the way to go if you can't see the map and change your loadout. Or at least, it's the one I'll recommend to my friends to start. It's way less interesting to me if we can't tailor our squads to the map, though, for sure.
That's... not what we're really talking about. We're talking about team comp. And in general, with an established team, you want people to be secure in their roles. After all, it doesn't matter how good you are at a charger if you're using a roller this match. How much versatility in terms of playing each role each player needs will ultimately depend on how matchmaking works. If you can alter loadouts after seeing the map you're playing on, it'll be more important for each member to know multiple weapons well. If you're locked into equipment chosen before you queue for a match, it's more important for each member to know their role in the team as fully as possible.Why restrict yourselves to roles? Assuming the game actually allows it, you'll be able to alter your setups between matches. There's no need to restrict yourself to select weapon sets or clothing articles. You and your three teammates can easily switch between a wide variety of builds from match to match. There more diverse your skill is with the various options, the harder your opponents will have to work to keep up. Don't pigeonhole yourselves for no good reason.
This. This whole roles thing just sound like you're just going to be restricting yourself and others of playing with what they want and what they're good with just because "we might when if do?". I think people are going to vastly overestimate the competitiveness of the game to a fault.I don't see what the point of this is. You vastly underestimate how versatile a single weapon set can be. You honestly believe Splatoon will be boil down to the map? As in oh it's Saltspary Rig! The Roller is best there, but the Airbrush is awful! Don't use it or you'll lose. It's difficult for me to take anything in this thread seriously when no one has played the final build of the game anywhere near long enough to grasp it's mechanics, end game meta, or just plain or not the game is a imbalanced mess.
That's why it's called "theory-crafting". We're talking theories here, not hard facts. Obviously no one knows for sure what the best will be. That's why most of us are talking in generalities informed by our experience in other games. But those experiences in other games can, at least, lend some direction for discussion to take place.I don't see what the point of this is. You vastly underestimate how versatile a single weapon set can be. You honestly believe Splatoon will be boil down to the map? As in oh it's Saltspary Rig! The Roller is best there, but the Airbrush is awful! Don't use it or you'll lose. It's difficult for me to take anything in this thread seriously when no one has played the final build of the game anywhere near long enough to grasp it's mechanics, end game meta, or just plain or not the game is a imbalanced mess.
Yes, but this is probably just discussing viable options. Not that it makes sense to pre-game launch.Why restrict yourselves to roles? Assuming the game actually allows it, you'll be able to alter your setups between matches. There's no need to restrict yourself to select weapon sets or clothing articles. You and your three teammates can easily switch between a wide variety of builds from match to match. There more diverse your skill is with the various options, the harder your opponents will have to work to keep up. Don't pigeonhole yourselves for no good reason.
The bold part of your post is super interesting to me. It's true that we don't know how competitive the game will end up being, but I think discussions like this are a good way to start down finding out. Obviously, having the game in our hands is best, but I would say a conversation could be had based on all the live streams and impressions videos of the game out there.This. This whole roles thing just sound like you're just going to be restricting yourself and others of playing with what they want and what they're good with just because "we might when if do?". I think people are going to vastly overestimate the competitiveness of the game to a fault.
The way people are talking about playing competitive doesn't sound fun in my book.
This game was made by the developers to be highly competitive. That was their goal for developing the game.This. This whole roles thing just sound like you're just going to be restricting yourself and others of playing with what they want and what they're good with just because "we might when if do?". I think people are going to vastly overestimate the competitiveness of the game to a fault.
The way people are talking about playing competitive doesn't sound fun in my book.
Whoa Whoa Whoa. Take a deep breath. He was saying that we shouldn't limit ourselves to having set roles for a set teammate. And he is right. That is what he is referring to overestimating.This game was made by the developers to be highly competitive. That was their goal for developing the game.
If you don't like competitive play. Go. Leave. No one here is making you stay, nor comment in this thread. So why don't you quit taking away from what other people consider fun, and go have fun your way.
But... the whole point is that is has to start somewhere. It's obviously going to change once the game comes out and we have facts instead of speculation. People are going to try things, some of them will work, which prompts people to find ways around the things that work, etc.Whoa Whoa Whoa. Take a deep breath. He was saying that we shouldn't limit ourselves to having set roles for a set teammate. And he is right. That is what he is referring to overestimating.
In fact, he is one of the bigger pushers of competitive Splatoon (if I remember correctly). And he is 100% right that if we do not let a metagame develop into a competitive structure, then we are essentially overestimating the competitiveness of a game.
I agree. However, I think what @DaKid is troubled with is the way you are going about doing such pre-release strategy. I am not saying I am with or against either side, however.But... the whole point is that is has to start somewhere. It's obviously going to change once the game comes out and we have facts instead of speculation. People are going to try things, some of them will work, which prompts people to find ways around the things that work, etc.
But this whole discussion is just for the sake of estimating a solid starting point. You generally don't want to go into an experience, especially a competitive one, completely blind. So, we discuss things. Try to weigh their merits. Try to feel our way in the darkness so there's at least a little light when the actual experience drops.