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StarTopic Splatoon 3 |ST| The Mammal with the Three Golden Eggs (World's End Splatfest announced)

What would you do at the world's end?


  • Total voters
    4
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Between yesterday's and today's shifts I realized something about Salmon Run: The best rotations for me are those with the slimmest odds of landing a weapon that can't clear out Smallfries and Cohocks. Give me something that can efficently wipe the lesser Salmonids and I can probably make the wave work, because most Freelancers can be trusted to rush for bosses and eggs. But leave me stuck with a boss-killing specialist and it's a crapshot whether someone else will hold the team together.
 
Between yesterday's and today's shifts I realized something about Salmon Run: The best rotations for me are those with the slimmest odds of landing a weapon that can't clear out Smallfries and Cohocks. Give me something that can efficently wipe the lesser Salmonids and I can probably make the wave work, because most Freelancers can be trusted to rush for bosses and eggs. But leave me stuck with a boss-killing specialist and it's a crapshot whether someone else will hold the team together.

i agree with this, but add in that the weapons that are good at clearing trash are also good at clearing fish sticks which i find wipes teams in my salmon run rank (profreshional 2) super frequently.

its like people dont realize that fish sticks NEED to be prioritized before they cover the entire goddamn stage in salmonid ink. i get that they arent as immediately threatening as flyflish or the stringray guys but not dealing with them immediately makes things obscenely difficult. and the weapons that arent good with dealing with fishsticks are also not good at inking the ground to fix the problem so it super sucks when youre stuck on a charger or somethin and no ones taking care of fishsticks ;-;
 
i agree with this, but add in that the weapons that are good at clearing trash are also good at clearing fish sticks which i find wipes teams in my salmon run rank (profreshional 2) super frequently.

its like people dont realize that fish sticks NEED to be prioritized before they cover the entire goddamn stage in salmonid ink. i get that they arent as immediately threatening as flyflish or the stringray guys but not dealing with them immediately makes things obscenely difficult. and the weapons that arent good with dealing with fishsticks are also not good at inking the ground to fix the problem so it super sucks when youre stuck on a charger or somethin and no ones taking care of fishsticks ;-;

YES! This so much. YES!

And it's precisely one of the examples I thought of for getting stuck with a kill-specialist weapon. Numerous times these last few days I was being pro-active painting up the sides of an incoming fish stick with one quick charge shot before it had even landed only for no one to take the invitation and swim up. I can in the thing in half a second but that doesn't mean I want to spend the next half minute up there trying to one tap a dozen targets, my dudes.
 
YES! This so much. YES!

And it's precisely one of the examples I thought of for getting stuck with a kill-specialist weapon. Numerous times these last few days I was being pro-active painting up the sides of an incoming fish stick with one quick charge shot before it had even landed only for no one to take the invitation and swim up. I can in the thing in half a second but that doesn't mean I want to spend the next half minute up there trying to one tap a dozen targets, my dudes.

yeah chargers being able to ink a line straight up before the stick even lands is great but i totally agree, id still rather just be on a weapon that can ink the stick then swimp up and deal with it than be on the charger. i genuinely think that fish sticks are among the biggest threats in salmon run. easily top 3.
 
yeah chargers being able to ink a line straight up before the stick even lands is great but i totally agree, id still rather just be on a weapon that can ink the stick then swimp up and deal with it than be on the charger. i genuinely think that fish sticks are among the biggest threats in salmon run. easily top 3.

They're my top priority - only two-lidded Flyfish come close - because they make taking out everything else harder. You can dance around two Stingrays if you've got painted area to work with. Big Shots only start becoming a problem if there's two of them and ruin more runs by luring people to the shore than by being ignored. But a single stick in a key spot will make otherwise managable situations lethal.

Slamming Lids are similar, except more charger friendly depending on placement and angle.
 
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Do we know how notifications work now? Do you get get an actual notification in your screen when a friend makes a room and sends an invite or is it just a hologram in the lobby still?



Between yesterday's and today's shifts I realized something about Salmon Run: The best rotations for me are those with the slimmest odds of landing a weapon that can't clear out Smallfries and Cohocks. Give me something that can efficently wipe the lesser Salmonids and I can probably make the wave work, because most Freelancers can be trusted to rush for bosses and eggs. But leave me stuck with a boss-killing specialist and it's a crapshot whether someone else will hold the team together.
I do the same. Crowd control takes priority for me and I also tend to focus on taking at least half of Cohocks HP, so other players can quickly dispatch them when they run into them.
 
Do we know how notifications work now? Do you get get an actual notification in your screen when a friend makes a room and sends an invite or is it just a hologram in the lobby still?

You actually get a little notification now, I've been seeing a bunch of them
 
i decided to give tableturf a spin since i hadnt looked at it yet and its pretty cool!

but its also hilarious that you get a pack of cards from leveling up or w/e but you have to go all the way to the terminal in the online lobby to get it. why is it that way lmao why cant i just open the pack of cards
 
i decided to give tableturf a spin since i hadnt looked at it yet and its pretty cool!

but its also hilarious that you get a pack of cards from leveling up or w/e but you have to go all the way to the terminal in the online lobby to get it. why is it that way lmao why cant i just open the pack of cards

I would guess It's because the game wants to be connected to the internet to prevent savescumming the cards and you could in principle be playing tableturf there offline.
 





I played a few matches before bed last night and it felt great. I don't know if something changed (it probably didn't), but I didn't notice any major lag. Fighting 1vs1 always went smoothly and dying wasn't out of nowhere. Even losing was frustration/bullshit-free, it had been a while :p
 
I will say this, putting cars on some sticks in order to block certain places from long range shooters is the definition of function over form. Works though.
 
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I will say that I always saw this wave as the extra $5 from the DLC so it was easier to swallow the map being just a small graphical update. It does seem like all the attention is going towards Side Order anyways.
 
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The Deep Cut member I like the most is Frye and that's almost solely because of the characterization she receives during Splatfest dialogue where she'll waver between all three choices but stan hard for whatever choice she currently landed on. Without Splatfests we wouldn't even have that. And even the Splatfest back and forths got cut down!

The whiners won, we lost
 


But

but

butbutbut

Cohozuna is the big damage sponge. That's its identity. Being big and absorbing lots of punishment and squishing people under its colossal weight. Why does a flying snake thingy with bombs have more health than the sumo kaiju?

Can we turn its bombs against it for mega DPS? More DPS than shooting eggs at it? That's the only way this makes sense.

Butts.
 
But

but

butbutbut

Cohozuna is the big damage sponge. That's its identity. Being big and absorbing lots of punishment and squishing people under its colossal weight. Why does a flying snake thingy with bombs have more health than the sumo kaiju?

Can we turn its bombs against it for mega DPS? More DPS than shooting eggs at it? That's the only way this makes sense.

Butts.

I think it has more hp because it's way more passive than cohozuna.

Cohozuna constantly takes part in attacking you, blocking line of sight to both eggs and preventing you from splatting salmonids.

Horroboros just shoots bombs at you intermittently, if it had the same hp, it would be way easier.
 
I think it has more hp because it's way more passive than cohozuna.

Cohozuna constantly takes part in attacking you, blocking line of sight to both eggs and preventing you from splatting salmonids.

Horroboros just shoots bombs at you intermittently, if it had the same hp, it would be way easier.

I haven't seen it in action and that's the opposite of the frailer but more dangerous boss fight I expected where nasty shit is just exploding everywhere around you as you're trying to burn this slippery, fast moving thing down.
 
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What was this about? I see Manta Maria in the thread, but the first tweet had something about Eeltail Alley, too?
They removed the inkable block on the left side of Manta in RM and TC, now the route only exists in CB.
image.png

You can jump from the Rainmaker checkpoint but it's farther and less safe, the whole point of the block was to allow attackers to avoid a chokepoint and give defenders a way to retreat
 
I think it has more hp because it's way more passive than cohozuna.

Cohozuna constantly takes part in attacking you, blocking line of sight to both eggs and preventing you from splatting salmonids.

Horroboros just shoots bombs at you intermittently, if it had the same hp, it would be way easier.
But Cohozuna is within reach for DPS/short range weapons, it seems like Horrorboros will need eggs almost exclusively.
 
But Cohozuna is within reach for DPS/short range weapons, it seems like Horrorboros will need eggs almost exclusively.

Short of a handful of weapons like the hydra splatling, most weapons do scratch damage at best anyway. It'd probably cause success rates to go through the roof if you could get everyone to stop wasting their time with their inking weapons on Cohozuna in the first place.
 
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I believe it has more HP because its length means it'll be hittable from a much larger area than Cohozuna, instead of everyone having to clump around one target. It also doesn't fly THAT far above the stage, things like splattershots can still hit it just fine if they're not on low ground
 
They removed the inkable block on the left side of Manta in RM and TC, now the route only exists in CB.
image.png

You can jump from the Rainmaker checkpoint but it's farther and less safe, the whole point of the block was to allow attackers to avoid a chokepoint and give defenders a way to retreat

Ah, so it was all about Manta Maria and that shortcut. Thanks for clearing it up for me!

The devs REALLY hate inkable walls
image.png

FqE02AEaMAAza88.png

This I see as a positive. You can still climb up to the grate and pressure mid from there, but cutting out the bottom gives less cover or hiding spots for attackers who got on the platform and makes it easier to retake control of their area for teams coming from spawn.
 
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Is it the spinner that changed? Im confused or slow today.
They standardized the rotating display between Turf and Anarchy. The original Turf War version (up top) has a three-panel formation connecting by the edges, and players could also previously reach the furthest one from the center stage spinner. The bottom is how it currently looks, only being two-panels connecting, which is just the way it always worked in Anarchy.

Honestly, I don't mind it. D'Alfonsino is one of the older stages this franchise put out and even back then they had to make concessions for it between modes. It's just friendlier this way for defense. It's easy to cry foul over losing anything with walls with the current state of the game but I'd rather a change made in good faith than maintaining a balance sheet; the latter ought to ideally be remedied through just more new vertical maps.
 
They standardized the rotating display between Turf and Anarchy. The original Turf War version (up top) has a three-panel formation connecting by the edges, and players could also previously reach the furthest one from the center stage spinner. The bottom is how it currently looks, only being two-panels connecting, which is just the way it always worked in Anarchy.

Honestly, I don't mind it. D'Alfonsino is one of the older stages this franchise put out and even back then they had to make concessions for it between modes. It's just friendlier this way for defense. It's easy to cry foul over losing anything with walls with the current state of the game but I'd rather a change made in good faith than maintaining a balance sheet; the latter ought to ideally be remedied through just more new vertical maps.

Oooh. That makes sense. I rarely play turf so the pics confused me.
 
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