- Pronouns
- She/They
If the Stamper is doing their job and melee slashing him the entire time you shouldn't be struggling for DPS... but a lot of people don't know to do thatAbout the only notable negative is a bit of a lack of DPS on Cohozuna.
If the Stamper is doing their job and melee slashing him the entire time you shouldn't be struggling for DPS... but a lot of people don't know to do thatAbout the only notable negative is a bit of a lack of DPS on Cohozuna.
Tell me about it. Fought him 6 times last night, defeated him a total of 0.
Also, Big Shots have become the #1 annoyance/danger in SR. They are worse than Stinger and Flyfish.
If the Stamper is doing their job and melee slashing him the entire time you shouldn't be struggling for DPS... but a lot of people don't know to do that
If it wasn't so crazy I'd say the defenders are slightly favored in this tweaked Tricolor stage...
So as a filthy casual, can someone give me quick bullet points about what the new stuff in season 2 is?
After this last Splatfest I'd say defenders are favored IF people remember to use defensive options lol, stymied a lot by teams running multiple Ink Vac/Big Bubbler weapons
After this last Splatfest I'd say defenders are favored IF people remember to use defensive options lol, stymied a lot by teams running multiple Ink Vac/Big Bubbler weapons
After this last Splatfest I'd say defenders are favored IF people remember to use defensive options lol, stymied a lot by teams running multiple Ink Vac/Big Bubbler weapons
Yes. Yes, it is, Lucyferis it wrong for me to unashamedly squidbag every person running a missile spam build?
Yes. Yes, it is, Lucyfer
Alright, time to confess: I don't enjoy S3's Splatfests and I'm kinda glad there wasn't one last month.
I'm colorblind, so with this night lighting is like everyone is using Ninja Squid (and A LOT of people are actually using it, which makes matters worse). I can't see at all, the enemy ink (water/blue) is one big surface. Can't even distinguish between stage objects and heights of painted areas. It's one big flat area to me (imagine a green screen).
I can deal better when fighting against grass teams because apparently a glitch made it a dull tone, but those matches are rare :b
In S2, only a few color combinations during the fests gave me trouble, and I could diminish the issue locking the colors. But in S3, all 3 splatfests have been a headache, and locking colors isn't helping much (I can perfectly distinguish between team colors).
It's frustrating and I'm truly sad
OMG I wasn't crazy and it wasn't only me being colorblind, nor just you @Sheldon!
Darker ink has the advantage because of the Splatfest night lighting. Japanese players are complaining about it, how you don't even need Ninja Squid.
During the previous two Splatfest, the darker ink always won
I really hope the developers do something about this, otherwise I'll be choosing the darker option always or I won't be able to play
I'm not sure if there's a gimmick, it might just be a mid range painting shooter (which the class is lacking currently ever since dual squelcher got converted)Hopefully we get at least 1 new Salmon Run stage too with season 2...?
Has anyone figured out what's the gimmick for the new shooter?
This isn't a battle stage and the JPG artifacts are obscuring more than the ink color is, plus trails in the ink aren't what give people away (it's the splashes they make when swimming), and suggesting that the ink color is what made the difference in Splatfest winners is kind of ridiculous (on top of the fact that there was no dark ink color in Gear/Grub/Fun).
OMG I wasn't crazy and it wasn't only me being colorblind, nor just you @Sheldon!
Darker ink has the advantage because of the Splatfest night lighting. Japanese players are complaining about it, how you don't even need Ninja Squid.
During the previous two Splatfest, the darker ink always won
I really hope the developers do something about this, otherwise I'll be choosing the darker option always or I won't be able to play
Vertical flick was visible in the trailer.I hope so much it'll be like a Splatoon 1 roller. So only horizontal flick, but way more powerful
The lobby lighting changed during the Splatfest to match the battle stages/night theme.This isn't a battle stage and the JPG artifacts are obscuring more than the ink color is, plus trails in the ink aren't what give people away (it's the splashes they make when swimming), and suggesting that the ink color is what made the difference in Splatfest winners is kind of ridiculous (on top of the fact that there was no dark ink color in Gear/Grub/Fun).
I noticed it yeah, although it looked quite weak. So it might still be possible that it's a horizontal flick focussed rollerVertical flick was visible in the trailer.
I realized this like 1 month into the new SR. Big Shots are like if Stingers took 10 seconds to kill and they attacked the entire team at the same timeTell me about it. Fought him 6 times last night, defeated him a total of 0.
Also, Big Shots have become the #1 annoyance/danger in SR. They are worse than Stinger and Flyfish.
Yep. At first I was like "jumping to avoid the waves is kind of fun ", but now I'm like "OH NO! " when there are more than one on shoreI realized this like 1 month into the new SR. Big Shots are like if Stingers took 10 seconds to kill and they attacked the entire team at the same time
OMG I wasn't crazy and it wasn't only me being colorblind, nor just you @Sheldon!
Darker ink has the advantage because of the Splatfest night lighting. Japanese players are complaining about it, how you don't even need Ninja Squid.
During the previous two Splatfest, the darker ink always won
I really hope the developers do something about this, otherwise I'll be choosing the darker option always or I won't be able to play
Lol the stage designers just keep outdoing themselves
Why is every stage design in this game just 3 rectangles
Saltspray is probably my most wanted map. I still remember playing it during the first global testfire (and I did an amazing thing where I jumped backwards while shooting in one of the ramps over a roller that was trying to squeeze me from behind, which made me instantly fall in love with the game ). I love how it was a rush to the top and everyone would meet at close range at the entrance. Then either try to defend it or find your way in, or try to outsmart the other team by getting the bottom and the rest of the map (which worked like 1 time out of 100, so it was awesome when it did!). It also features elevators, a moving container, a tower, ramps, tight corridors and many places to fall down. I think it may be the most difficult map to navigate so far and one that had a lot of tricks to learn. Hope it make it back!I hope that there's a longer tail, because if they stop, I'll be annoyed too.
I just had a look at the stages from 1 that didn't come back in 2, and that list is the following 8 stages:
Saltspray Rig, Urchin Underpass ,Bluefin Depot, Flounder Heights , Hammerhead Bridge, Museum D'Alfonsino, Mahi-Mahi Resort, Ancho-V Games
Mahi-Mahi, Museum D'Alfonsino and Hammerhead are already in, and now we know Flounder Heights is coming too.
If we get 1 returning splat1/2 stage and 1 new each catalogue, that could mean 4 splat 1 stages, 4 splat 2 and 8 new ones, which wouldn't be terrible. I suspect saltspray would need either significant reworking to come back, so if one was missed, it might be that one? Unlike almost every other splatoon stage, it wasn't symmetric and that caused issues at a competitive level.
(and they should have more room for designing since they're not also making 24 shifty station layouts, which should probably be accounted for in raw stage numbers. Aside: They should have added those to 2's turf war rotations once the whole content release was done. )
Edit: Though thinking about it, Saltspray is about the only map that would naturally actually lend itself well to tricolour...
Datamines suggest league is coming in 3.0.0, yeah.
I think something like The Reef (luckily also likely to return) is a perfect example of a better design. Yes it's a big rectangle, but there's ways to go around the rectangle instead of being forced through the center of it. With the new spawning system it shouldn't be an issue to make slightly longer flank routes either since you can spawn in a place already halfway thereIt feels to me that the problem they have is that stages have to be symmetric and small enough to reach the centre in short order, while also being recoverable with a lucky push. It also feels like they're a little scared to have more complex stages (see: how mahi mahi, Hammer head bridge and Museum d'Alfonsino have reduced complexity vs the splatoon 1 incarnations), all of which combine to create somewhat similar stages.
It doesn't help that we're also missing some of the more unique maps from earlier titles that made it to 2 and so hopefully wouldn't be changed much, like Kelp dome or Skatepark, which were presumably prioritised in 2 because they were great picks, while we get some of the lower priority ones from 1 in 3, since we don't actually have any stages appear in all 3 games yet, I think. I get why they're avoiding the stages from 2 early on because the ones we got were basically unchanged though.
But that similarity of maps also makes me wish they'd just put more of them in 3 to pad things out quickly tbh, they've got to compete with the memory of splat2 on the same platform for me, and that game having had a far wider selection of maps makes splatoon 3 feel much more stale at the moment.
It portrays exactly what's missing in the current stages if you ask me: the weird and fun stuff. Although Saltspray was maybe slightly too much of it, yet currently we're on the other end of the spectrum when it comes to maps sadlySaltspray is probably my most wanted map. I still remember playing it during the first global testfire (and I did an amazing thing where I jumped backwards while shooting in one of the ramps over a roller that was trying to squeeze me from behind, which made me instantly fall in love with the game ). I love how it was a rush to the top and everyone would meet at close range at the entrance. Then either try to defend it or find your way in, or try to outsmart the other team by getting the bottom and the rest of the map (which worked like 1 time out of 100, so it was awesome when it did!). It also features elevators, a moving container, a tower, ramps, tight corridors and many places to fall down. I think it may be the most difficult map to navigate so far and one that had a lot of tricks to learn. Hope it make it back!
This isn't a battle stage and the JPG artifacts are obscuring more than the ink color is, plus trails in the ink aren't what give people away (it's the splashes they make when swimming),
Not to mention the fact that ninja squid is quite strong and used a lot, and the trail IS the only way to track people running itYou think dark blue splashes on dark blue background are much easier to see than dark blue ripples on dark blue background? Trails are also what lets you predict movement. If you spot a splash it's still a guessing game where to shoot to cut off an advance or retreat.
Good for you that your eyes work fine with the color, but don't go telling people their own eyes don't have a problem when they expeience their eyes having a problem.
TBH I think a lot of the maps are a long corridor with a central zone. We need more stuff like Bluefin Depot which featured 2 separate central zones, Flounder Heights (glad it's coming back!) with its verticality that split the map in half (jumping from the top and splatting people your way down was awesome!), even something as "simple" as Urchin Underpass had some side alleys to help with flanking (BTW, the use of glass floors and grate walls in these corridors was amazing, it helped creating some really cool moments, specially when you were trying to approach a sniper with a shorter range weapon...and we're you were trying to defend your position as well!)...It portrays exactly what's missing in the current stages if you ask me: the weird and fun stuff. Although Saltspray was maybe slightly too much of it, yet currently we're on the other end of the spectrum when it comes to maps sadly
TBH I think a lot of the maps are a long corridor with a central zone. We need more stuff like Bluefin Depot which featured 2 separate central zones, Flounder Heights (glad it's coming back!) with its verticality that split the map in half (jumping from the top and splatting people your way down was awesome!), even something as "simple" as Urchin Underpass had some side alleys to help with flanking (BTW, the use of glass floors and grate walls in these corridors was amazing, it helped creating some really cool moments, specially when you were trying to approach a sniper with a shorter range weapon...and we're you were trying to defend your position as well!)...
We got Hammerhead Bridge but it got it's more distinct feature (the grate platforms crossing all the map) removed :/
That's been in the games since the first one. Go to settings - > color lock.Since Splatoon 1 I wanted the ability to lock in and/or ban certain colors. My eyesight isnt the greatest and colorblind having blue/purple as a mandatory option doesnt do it for me unfortunatley.
That's been in the games since the first one. Go to settings - > color lock.
It will lock your colors and is for people who are colorblind
That…seems like a pretty big oversight. Hope they correct that shit and/or introduce optionsIt doesnt lock colors i want. Unless I am mistaken color lock has a dark blue. I dont want that color at all so the color blind mode doesnt help me.
This is currently my only real complaint about the game, but it's a huge complaint.TBH I think a lot of the maps are a long corridor with a central zone. We need more stuff like Bluefin Depot which featured 2 separate central zones, Flounder Heights (glad it's coming back!) with its verticality that split the map in half (jumping from the top and splatting people your way down was awesome!), even something as "simple" as Urchin Underpass had some side alleys to help with flanking (BTW, the use of glass floors and grate walls in these corridors was amazing, it helped creating some really cool moments, specially when you were trying to approach a sniper with a shorter range weapon...and we're you were trying to defend your position as well!)...
We got Hammerhead Bridge but it got it's more distinct feature (the grate platforms crossing all the map) removed :/
Splatoon 3 locked colors are yellow and blue (same as S2),
Flounder hights is coming back?TBH I think a lot of the maps are a long corridor with a central zone. We need more stuff like Bluefin Depot which featured 2 separate central zones, Flounder Heights (glad it's coming back!) with its verticality that split the map in half (jumping from the top and splatting people your way down was awesome!), even something as "simple" as Urchin Underpass had some side alleys to help with flanking (BTW, the use of glass floors and grate walls in these corridors was amazing, it helped creating some really cool moments, specially when you were trying to approach a sniper with a shorter range weapon...and we're you were trying to defend your position as well!)...
We got Hammerhead Bridge but it got it's more distinct feature (the grate platforms crossing all the map) removed :/