Award
Squid Savior From the Future
- Joined
- Dec 18, 2015
- Messages
- 1,661
LOL, yeah. I generally like playing weapons that kill me a lot. I got into chargers because I was getting killed a lot by them. I thought they were IMPOSSIBLE to use. I couldn't deal with it at all. Then one day I picked up squiffer and did ok. Then went onto the bigger chargers and the playstyle just clicked. Though I'm not always a "sit on the perch" kind of charger. In TW I will, but the ranked modes require mobility, charger or no. Thus why I like my beacons. I can get down on the ground and into the fray, but recall to near my perch instantly. Though I established great locations for them in TW, I'm having a harder time establishing good beacon positions to use that tactic in a lot of ranked modes. Depot and Triggerfish are the only two so far that seem consistent with TW for me.We've all been there dude, I feel your pain lol. As with most learning curve weapons, chargers can be pretty mystifying. Being on the receiving end of them, it can feel like the opponent has INSANE bird's-eye aim. But actually using the thing can feel like the most awkward, crippling experience-this again coming from someone who isn't experienced with them at all lol. But I guess that just goes into the fact that it's easy to obsess over when the shots actually hit, though I'm sure there are plenty that don't lol. And also that they just really don't fit with my play style. Working together with a charger from afar, I totally get what you mean. People don't often think to do so but it can make for pretty deadly teamwork.
Honestly eliters almost never pose a problem for me. I do hate the perfect aim stacked dmg up types, and the burst bomb mains, but generally they'll kill me once or twice in a match when I'm not using eliter, and not more since I know their blind spots and ways to distract them too well. Splatterscopes are actually more often a problem for me since they are more likely to be anywhere so I can't predict them as easily.
But yeah, theres always a lot of hate for eliters, but it truly is exceedingly difficult to get those kills, and you'll be left feeling like an idiot wasting so many shots and not stopping the enemy, leaving your poor teammates to clean up. When things click, they click. I can shut down an advance with a triple kill back to back. But once you miss one shot...you're likely to miss another. And once you miss another, you've kind of failed. If you can get a really tough opponent into your base harassing you the whole time it's pretty hard to reclaim that position. And predicting rapid moving ground opponents is sometimes pretty awful (if not impossible.) Pressuring, rather than killing, becomes the objective. Even if you look the fool with a negative k/d.
It's tons of fun. I tried only one round with it in Zones yesterday (was squadding the rest of the time so I went with blasters & shooters) and we lost. But I blame it on the fact that it was Saltspray, and almost impossible to get into a good position for the zone with a dynamo (and their snipers took me off perches real fast.) I also blame our team's N-Zap who was shooting from a sniper perch at the zone.That's awesome you've taken a liking to Dynamo, I had a feeling you would. ;) When it's effective, it's insanely effective. I've totally dominated with it and it's so satisfying. Although yes, the wavering amounts of damage inflicted by indirect hits is thanks to the nerf. It's a bit hard to determine exactly where the 1HKO zone is, especially in firefights. I generally assume if they aren't within the central wave, it won't be a 1HKO. And Dynamos do NOT do well trying to chase down enemies for a secondary hit, unless they're a good distance away. I'm sure now you understand what I mean about indirect roller hits now doing minimal "chip" damage; it can take 2-3+ indirect hits to kill if you can't center them. Indirect blaster hits feel so devastating in comparison. >_<
As I also mentioned before, although it's listed as having one of the longest ranges in the game, the full extent of that range is definitely not its 1HKO radius. Still, this is the instance of where the Dynamo excels at walls of pressure. It's great at keeping opponents pushed back. It's usually more successful at applying pressure from perches than close combat, though I'd like to think I'm comfortable enough with it that I'm finally handling closer confrontations better too. All a matter of knowing your swing timing and anticipating enemy movement.
But overall I think it'll be great there. Interestingly coming from an eliter/hydra + carbon background I have an interesting take on dynamo. I do spend time back on the perch pressuring more like a hydra until that fails. But then I'm likely to join the fray, flank, and do run-downs & ambushes carbon style. I got as many melee kills as flings & splat bombs :p TW Skatepark I was alone in enemy territory just painting the whole thing and taking everyone out. It's the only weapon other than aerospray I've been able to actually lead to the creation of a spawncamp. I felt bad about that, but still, it says a lot about dynamo. It's the support weapon that plays like a front line weapon :D
You're right about the range....I hadn't realized at first the ohko potential not extending to full range. It'll take time to figure out the REAL range. That's kind of misleading. But it's still a heck of an awesome weapon :D
Odd, I've been trying to take the vanilla INTO ranked more. So do you use dynamo in RM and TC? I wouldn't have thought Dynamo viable there, especially fast paced RM?I love the vanilla and Krak-On rollers, although I rarely use them lately. They're amazing for flanks, covering turf and clearing a tower. I used to use them quite frequently in TC & RM. They seem less common nowadays in higher tier Ranked, but the vanilla/Hero roller does have a great kit for certain stages & modes. I agree as amazing as the Kraken is, sometimes not having an offensive sub on a roller can feel way too crippling. Suction Bombs are so amazing for Tower Control. And Killer Wail is so much more useful than people sometimes give it credit for.
I'm not so much a flank player specifically. I like trying to use it for a more assault like role. I've been seeing a number of hero/vanilla rollers in the ranks, but I'm trapped in the infinite A loop for now so I can't say how popular they are for S/S+ lobbies. Compared to carbon it seems to allow more direct pressure and open combat, plus the suction bombs. I'm surprised they're less used in higher ranks. I know dynamo is everywhere in high rank SZ, but is it that common in RM as well? Certainly brushes aren't too common.
I LOVE killer wail. It's often maligned around here, but personally I think it's one of the best subs in the game. Everyone loves the always unpredictable inkzooka but it takes soo long to charge, and its accuracy so questionable, that I'd think a single huge zone denial cone would be more loved. Especially when it charges so fast. Rm last night we had a dropout. The final score was like 2 to 60-something. But we DID keep it from becoming a knockout in 3v4 and I largely credit my splat roller with Killer Wail. I took out the enemy RM carrier in hammerhead 5 times with wails and it bought me time to run down the annoying krak-on & carbon flankers camping in our base. Over and over again. Kept that Rm at 2!
Also had a fun round in kelp dome where the enemy team was so focused on popping the shield that I just rolled over two of them then laid a wail for the RM carrier to land it in under 45 seconds :D Weak opponents, yes. But fun all the same.
It would be a sad day if rollers werent viable ranked!
Yeah, I'm not a huge fan of the flank/camp play. I never played carbon like that but I did do ninja squid lurking in our own ink. The trouble is, too many rounds, there's not enough of our own clean ink to lurk in. Or it becomes map dependent. I can flank in our own ink but I can't use it to push into enemy territory too well. And all too often that's precisely what I need to do. Splat roller gives a good way to fling into territory in a pressuring way that carbon can't. That's why I'm actually considering moving my carbon play toward splat roller. Though if it's not too viable in ranked, or at least RM....is Dynamo? I won't abandon the roller class ;)I like Carbon but like Dynamo it's just so different from the main rollers. I suppose you could say it's a one-trick pony, although it's one of the best flanking weapons in the game. That being said, it's definitely the roller I use the least lol. It requires a play style that I just didn't want to invest in. I preferred the Octobrush Nouveau for that type of tactic anyway.
Hammerhead zones is weird being on that bottom level. I like Hammerhead in most modes...but MOST weapons would probably suck there. Carbon can do Ok. But yeah the rollers...I don't know how well they work in general ther outside brushes and carbon. I think I had my best hammerhead zones with splat charger. It's a Mackerel-like layout down there but not as irritatingly gridded. The blasters should do well I'd think as well.Zones on Hammerhead was the total stake in the coffin for me though...ugh. Such an insufferable combination. I absolutely NEVER play when that's in rotation. That's my recurring issue, how difficult it is to steal 1-2 claimed zones. And even when my team's ahead, I just don't enjoy it much. I think because defense spamming just doesn't mesh with my play style, it's not what I enjoy about this game. Sad, given I run a weapon so custom-made for it lol. But I can see why fans of king-of-the-hill style battles would like it.
Honestly, Tentateks kill so ridiculously quickly I'd swear they feel like 1HKO weapons sometimes lol. An Attack Up Tentatek user is an instant-death machine. I think that's why Aerosprays fell from grace, they're rapid fire and great for turf coverage, but they just take way too long to kill and have a line of fire that's too narrow. Narrow jet-stream style weapons I noticed are now rarely used in general. I think because people ended up preferring either wider "splatter" weapons to make up for imperfect aim (rollers, blasters), or heavier damage/range to make up for slowness-to-kill (chargers, sloshers). Aerosprays fall somewhere awkwardly in between the two. Which can make them a jack of all trades but master of none.
Other than chargers, and particularly eliters, which weapons, in your opinion, have the highest skill floor, and the highest skill ceiling?
That's lag. So many times I get killed after one single TTK shot hits. Same with nzaps actually. Oddly I don't play very well with TTK. I don't dislike the weapon. It's kind of fun. Kind of boring. But I just can't rack up those 15+ kills the good ttk players do. I always thought aerospray was a wide spray/splatter type? It's like a longer range Jr. in most ways. But I suppose slower to kill...which is why SSPro is more front line while DS is more support...time to kill. (I still dont understand the success of Jr. in ranked. I know they slaughter me...and I'll never know how...I can't hit squat with that thing.)
Interesting though because I'd consider a roller & blaster a "perfect aim" weapon. You need to aim it like a charger to get your ohko. And blasters, even if trying to flush out enemies behind cover you need to zone them out flawlessly. I'm a big range blaster fan. :D (But I forgot when you say blaster you mean luna. No zoning required there. :p)