DNE
Inkster Jr.
- Joined
- May 11, 2015
- Messages
- 33
- NNID
- DNEatm
A lot of people have been getting hyped about all the cool sub weapons, from the splash wall to the squid beakons, but in doing so we've overlooked the most basic of all: the Splat Bombs; your classic timed grenade. Splat Bombs have a lot of ink coverage and can damage/kill things caught in the blast. To top it off, you can have as many as you want, which in any other game would be completely broken.
Standard usage for this style of grenade isn't for direct combat. Generally you would be better off just shooting someone if you can see them. The strength of grenades is the ability to circumvent cover and force players to either make risky pushes forward or retreats backward that yield to you the better position.
In other games, your standard grenade if placed properly would always hit; player characters were simply not fast enough to escape from the blast. Granted you could move so that it wouldn't kill you, but being damaged and forced from wherever you stood was a game changer. Having infinite grenades in these games would be a mess. No one would ever have to take risks; just lob grenades at anyone using cover until they try pushing instead of retreating and you win. Of course, that doesn't mean your opponent wouldn't do the same to you, so now it's grenade spam everywhere.
Splatoon however has squid form, which assuming you have good ink coverage, will make actually dodging the blasts themselves less of an issue.
Splatoon also does a really good job of preventing spam tactics by making the cost of spamming any sub weapon fairly high in terms of ink. It isn't high to the point you can't use 1 or 2 (depending) in combat, but going beyond a certain number will definitely drain your reserves too greatly to be reasonable.
What Splatoon instead encourages is an extremely aggressive form of combat; everyone constantly has the capacity to push and jockey for positions without fear of running out of the sub weapons that allow you to do so very quickly.
And Splat Bombs carry another property compared to other games. They work as longer term area of denial. Enemies can't enter spots that you splat bomb until they shoot at it. Suddenly if they want to get back into their favorable cover, they have to spend a few seconds shooting at it, which is precious time for the other player to zoom up and get into an even more favorable spot. An even more potentially deadly play is throwing it slightly behind wherever the cover is; damaging them while cutting off some of or all of their retreat vectors.
With multiple potential throw plays, you can probably see how constantly having to concern yourself with them, plus ink consumption, and ink coverage, will create very interesting high level firefights.
All of the various sub weapons can have some serious impact on the battlefield, but something should still be said for what may very well be the most useful/versatile.
Standard usage for this style of grenade isn't for direct combat. Generally you would be better off just shooting someone if you can see them. The strength of grenades is the ability to circumvent cover and force players to either make risky pushes forward or retreats backward that yield to you the better position.
In other games, your standard grenade if placed properly would always hit; player characters were simply not fast enough to escape from the blast. Granted you could move so that it wouldn't kill you, but being damaged and forced from wherever you stood was a game changer. Having infinite grenades in these games would be a mess. No one would ever have to take risks; just lob grenades at anyone using cover until they try pushing instead of retreating and you win. Of course, that doesn't mean your opponent wouldn't do the same to you, so now it's grenade spam everywhere.
Splatoon however has squid form, which assuming you have good ink coverage, will make actually dodging the blasts themselves less of an issue.
Splatoon also does a really good job of preventing spam tactics by making the cost of spamming any sub weapon fairly high in terms of ink. It isn't high to the point you can't use 1 or 2 (depending) in combat, but going beyond a certain number will definitely drain your reserves too greatly to be reasonable.
What Splatoon instead encourages is an extremely aggressive form of combat; everyone constantly has the capacity to push and jockey for positions without fear of running out of the sub weapons that allow you to do so very quickly.
And Splat Bombs carry another property compared to other games. They work as longer term area of denial. Enemies can't enter spots that you splat bomb until they shoot at it. Suddenly if they want to get back into their favorable cover, they have to spend a few seconds shooting at it, which is precious time for the other player to zoom up and get into an even more favorable spot. An even more potentially deadly play is throwing it slightly behind wherever the cover is; damaging them while cutting off some of or all of their retreat vectors.
With multiple potential throw plays, you can probably see how constantly having to concern yourself with them, plus ink consumption, and ink coverage, will create very interesting high level firefights.
All of the various sub weapons can have some serious impact on the battlefield, but something should still be said for what may very well be the most useful/versatile.