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Splatoon 3 - it's here!


strawdonkey
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2 hours ago, Stanley said:

The different weapons are also brilliant and encourage different types of play. I use the roller a lot in multiplayer because I’m not that great, but I feel like I’m contributing in turf war, and it’s just so damn satisfying. 

 

And one-shotting with a roller is the very definition of 'splat!'; very satisfying.

 

I'm playing about with weapons a little more - now trying a Clash Blaster. Nasty weapon - good for Tower Control.

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Well I chose some pretty terrible weapons to start with. I stuck with the starting gun for ages because I was stubborn. Then forked out for the scoped sniper thinking I'm good at fps games, this will be good. I was wrong, the motion controls on scoped sniper make it almost impossible, unfortunately there's no way to adjust sensitivity for snipers only. For many rounds I inked almost nothing and didn't get more than a few kills each game. Next up was the katana, which sounded cool but was terrible and thought by many to be the worst weapon in the game. Next, the blaster, which again didnt yield good results due to its short range and long fire rate. 

 

Next was the charger which I stuck with and got half decent with. It took me a while to realise you can spam fire to help ink things so I finally started to contribute and learned good spots to snipe from and ink up at range. And then I buckled and went with the basic roller, immediately coming first in kills and ink. Damn. Then the standard machine gun where again I got first place. So I guess I chose some pretty bad/hard weapons to start with! I do like a challenge but it was getting demoralising. Fortunately I'm getting a better handle on the motion controls and tactics to block off enemy escape routes, as well as map knowledge, so its all learning. I did the first island of the campaign, it was handy for tips but its mostly boring. Level 9 now so looking forward to 10 when I unlock new stuff, and I just found the card game which I thought was gated off.

 

I take it with chargers your main role is to get kills? Because inking is slow and laborious with them. Problem is whilst you are learning its terrible for your team, and 2 chargers on one team is a loss unless you're killing very efficiently.

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Some weapons come into their own in Ranked games - you're still one level off those, I think. Scoped snipers, for example, are good for defence in Clam Blitz and Tower Defence.

 

Although I think scopes rob you of too much situational awareness, myself.

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I’ve found that any of the weapons are excellent as long as you invest a considerable amount of time into playing with them.

 

I’m utterly terrible with rollers, brushes, blasters and chargers, but that’s only because I’ve never stuck with any of them. The only chance they get is either the single-player or Salmon Run. I’m going to look at ranged blasting after the dualies.

 

Once you hit ranked you can watch back recordings of yourself being whooped by said weapons, then watch from their perspective how they handle them.

 

Don’t worry about sabotaging Turf War matches outside of Splatfests. No one cares.

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Scoped sniper is great for Rainmaker @Alan Stock. Best tactic for splats (we don't kill in Splatoon) with a sniper is to aim low. Don't go for head shots, go for feet shots. 

I played a lot at the weekend. The amount of players who don't ink the base first is infuriating on Turf War. It's a basic rule in our house that you ink your base. 

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Had some decent rounds tonight. Even one where I was on my tod in enemy turf. I contributed over 1,000p to that one and we still lost. 😭 Next time out everyone in the team finished within a 100p of each other and we won comfortably. Just goes to show.

 

Got slaughtered on Salmon Run a couple of times before coming away with some wins and enough p for the sparkly prize capsule. Nice. The NES Zapper seems like a handy weapon. Looks like my godzilla icon has filled up to boiling point, so if you want to get in on that tomorrow evening, let me know @dataDave (and anyone else). I assume it will automatically trigger the next time I do a Salmon Run...?

 

Gear ability question: if the final slot is empty, but not a question mark, am I snookered or do I just keep it equipped and that slot will become useable?

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@Alan Stock

 

- You can setup different 6 loadouts and control profiles under the freshest fits menu. As you are still learning motion I probably wouldn't mess around with different profiles too much, but I have set a separate control layout for handheld play

 

- I found this video useful to help understand differences between weapons in the same classes, roles, etc and to help focus in on just 3-4 weapons new to learn

 

- I wouldn't worry about 'letting the side down' in Turf War. Its an easy come easy go mode and I use it to test things out and unwind after ranked

 

- Going through single player campaign to get good with motion is very useful! It will definitely test your skills.

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4 hours ago, Stevo said:

Gear ability question: if the final slot is empty, but not a question mark, am I snookered or do I just keep it equipped and that slot will become useable?

 

That sounds like a 1 star gear - the gear will max out at 2 support items but (new in Splatoon 3) the shop will sometimes let you upgrade and increase the slots for 1000 coins.

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5 hours ago, Hexx said:

When do you get more modes other than turf war?

 

Really enjoyed this but as a newbie it feels utterly impenetrable and unexplained 

 

 

 

Level Ten. @dataDave has been posting about his games in ranked so it's worth finding posts from about release date and reading those. Ranked has very different modes to turf War so you might want to watch a YouTube video about it. (Which is bullshit, I know. Ask questions in here about things that aren't clear and we'll help as best we can).

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9 hours ago, MW_Jimmy said:

This too. Aim for feet so they can't swim away.

 

Hadn't thought of that--will try to keep in mind to aim down on them. I suppose I aim for face as the ink will impair their vision...? 😅 (I'm not really that precise; I just aim in their general direction.)

 

9 hours ago, MW_Jimmy said:

That sounds like a 1 star gear - the gear will max out at 2 support items but (new in Splatoon 3) the shop will sometimes let you upgrade and increase the slots for 1000 coins.

 

Yep, it has a star. Thought that came from levelling it rather than the shop so I'll keep an eye out there. Thanks for the info!

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10 hours ago, Stevo said:

Had some decent rounds tonight. Even one where I was on my tod in enemy turf. I contributed over 1,000p to that one and we still lost. 😭 Next time out everyone in the team finished within the 100p of each other and we won comfortably. Just goes to show.


Turf War can be completely random. You can be utterly on top of the entire game with 80% coverage but then one lucky/careless wipeout with 20 seconds left on the clock will turn the tables. This is exactly why the ranked modes need those additional points tacking on.

 

Sometimes it’s better to have a strong grip on mid where you have more options. Holding 60% is a lot easier than 80%. Let them breath and don’t pressure them into their spawning platform where they have superior vantage. Establishing that 60% needs to be done ASAP, anyone who gets splatted can paint a little of the home base for special move farm. Painting the entirety of the base up first thing is denying other players from comeback specials, while also giving the opposition the all important mid.

 

Nine times out of ten snipers are controlling the mid.

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10 hours ago, Stevo said:

Got slaughtered on Salmon Run a couple of times before coming away with some wins and enough p for the sparkly prize capsule. Nice. The NES Zapper seems like a handy weapon. Looks like my godzilla icon has filled up to boiling point, so if you want to get in on that tomorrow evening, let me know @dataDave (and anyone else). I assume it will automatically trigger the next time I do a Salmon Run...?


Cheers. You need to clear all three waves for it to trigger. I’m not sure how it works when playing with someone on a higher level pay-grade, so we’ll find out. It’d be awesome if it dropped you straight into my level. 🤣

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10 hours ago, Hexx said:

When do you get more modes other than turf war?

 

Really enjoyed this but as a newbie it feels utterly impenetrable and unexplained 

 

3 hours ago, Stevo said:

 

Hadn't thought of that--will try to keep in mind to aim down on them. I suppose I aim for face as the ink will impair their vision...? 😅 (I'm not really that precise; I just aim in their general direction.)

 

 

The big thing to get your head around is the tactical importance of ink - you're not just claiming ground, you're expanding the area you can hide and move swiftly in. That will apply to Ranked modes when you reach them - it's important to cut off movement.

 

Get used to bringing up the map for short periods if you're safe - it tells you where the enemy has inked, and where they might be, now.

 

Weapons have an accuracy attribute - a weapon with a good spread/coverage is often less precise, but that can be an advantage in a close battle. One thing I've noticed is paintbrushes throw out so much ink they act as a mini shield, I'm sure, if the user wields them in a frenzy.

 

13 hours ago, neoELITE said:

The amount of players who don't ink the base first is infuriating on Turf War. It's a basic rule in our house that you ink your base. 

 

I wouldn't necessarily ink the whole base at first - depends on the stage. Sometimes it's important to take control of the centre ground as early as possible and keep the enemy out, although that tends to be at higher-level play. You can leave the base to be inked by users who are splatted, to build up their special gauge on the way back in. It builds up faster when inking pristine turf than when inking over enemy ink.

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1 hour ago, smac said:

 

 

The big thing to get your head around is the tactical importance of ink - you're not just claiming ground, you're expanding the area you can hide and move swiftly in. That will apply to Ranked modes when you reach them - it's important to cut off movement.

 

Get used to bringing up the map for short periods if you're safe - it tells you where the enemy has inked, and where they might be, now.

 

Weapons have an accuracy attribute - a weapon with a good spread/coverage is often less precise, but that can be an advantage in a close battle. One thing I've noticed is paintbrushes throw out so much ink they act as a mini shield, I'm sure, if the user wields them in a frenzy.

 

 

I wouldn't necessarily ink the whole base at first - depends on the stage. Sometimes it's important to take control of the centre ground as early as possible and keep the enemy out, although that tends to be at higher-level play. You can leave the base to be inked by users who are splatted, to build up their special gauge on the way back in. It builds up faster when inking pristine turf than when inking over enemy ink.

 

Always ink your base! 

Players seem to be a majority of super jumpers right over an uninked base. 

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Getting to the centre ground and claiming mid is the only viable opening play for Turf War. If you can hold your line high the space behind you will get inked in eventually.

 

Having said this, only the last 30 seconds decide the outcome of Turf War rather than anything in the other 2:30.

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I only ink my path to the center. If I get splatted I can farm my special back in seconds and retake mid quite easily with that armed. It's also sometimes handy to leave a little spare incase you spawn with only 5 seconds left, but that should never really be the main reason.

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I've learned my lesson super jumping into the fray. Most often when I do it on a conflict I'm alive for a second before getting splatted. Now I only jump to mid if I know its mostly secure and otherwise jump to flanks or if there's 2 teammates together. It's a smart mechanic to telegraph the jump position to the enemy and adds a nice bit of risk reward.

 

Despite my struggles I do think its a good game. They've added a lot of depth to a simple premise, and the variety of weapons and toolkits are to be commended, each with their own nuances and impact on either splatting or ink coverage. It's a perfect example of how to add complexity in design onto a strong core mechanic. I'm not ready to head into ranked yet until I get a bit better but I'm interested to see how the dynamics change. For instance whilst I was reading up whether I was alone in thinking blasters sucked, one commenter pointed out that its good in certain ranked maps where you can use the splash damage to control chokes.

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I'm assuming Turf War is a complete kerfuffle where it's useless to try and judge weapons.

 

I like Splatergun (the upgraded starter), Roller and Dualies though.

 

I was doing terribly at fights but a Ninja_Squid shirt and Splatergun has turned that around

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1 hour ago, Hexx said:

I'm assuming Turf War is a complete kerfuffle where it's useless to try and judge weapons.

 

I like Splatergun (the upgraded starter), Roller and Dualies though.

 

I was doing terribly at fights but a Ninja_Squid shirt and Splatergun has turned that around

Players who really know what they're doing can be useful with pretty much any weapon in Turf War, but generally you want to stick to simple shooters like the Splattershot, Splatershot Jr, Aerospray, NZap etc, or rollers. Most of the weirder weapons have their niches in the various ranked modes, the .96 Gal is a murder machine in Tower Control for example, but not that effective in Turf War. 

Personally I just use the Splattershot Jr for pretty much everything though, at least until they presumably add the Wasabi/Tentatek Splatershoot with Splat Bombs in at some point. 

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9 hours ago, dataDave said:

Cheers. You need to clear all three waves for it to trigger. I’m not sure how it works when playing with someone on a higher level pay-grade, so we’ll find out. It’d be awesome if it dropped you straight into my level. 🤣

 

Tried creating a room and got this message: Teaming up with players who have different job titles than yours could cause you to miss out on a promotion!

 

Not versed in what those missables are but it matters not as the bigboy meter is empty today. :( Maybe it doesn't carry over? 

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2 hours ago, Stevo said:

Tried creating a room and got this message: Teaming up with players who have different job titles than yours could cause you to miss out on a promotion!

 

I think that means it's not possible for you to get boosted by higher level players. So we can play together, you get rewards, but no promotion.

 

The higher your rank, the more points multiplier you end up with.

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Being an Eggsecutive VP in Salmon Run is kind of rubbish. You get paid very well, of course, but it’s really all about those Cohozuna scales and, yeah, that doesn’t go so well compared to other pay grades…

 

I’m still waiting to be able to purchase my first set of overalls.

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