This thread is for pros. Git gud need no apply.
How do you go about you main and sub abilities? What is the best approach? Also, are you good with multiple weapons or just cop out with the splattershot?
This thread is for pros. Git gud need no apply.
How do you go about you main and sub abilities? What is the best approach? Also, are you good with multiple weapons or just cop out with the splattershot?
I just have whatever on my clothes, who gives a shit.
Well, it impacts the game. Not so much that if youre shit it will make you good or vice versa. But when you get into high ranks everything counts
>playing ranked
>playing shoot the floor
Making perfect gear is quite the hassle
Currently grinding run speed and bomb range chunks to make H3 great again. Need 2 mains of range and 3 of strafe, plus a main of swim speed for good measure. Why did they make me jump through all these hoops to enjoy the best gun, I'll never understand.
>splatoon
>pros
Is this the lets laugh at children thread?
Just played clam blitz for the first time. It was unplayable in ranked, but me and my gf were able to go on a 5 game winning streak on league. It's pretty fun, reminds me a bit of bombing run for UT2k3. I wish more people would pass their clams to teamates who are only a couple a way from getting the football.
It stops being insufferable around A, but the grind was gruelling. I wish they averaged our other three ranks and knocked it down a stair, to start better players in higher ranks.
>implying you wouldnt be raped in class S+5
Clam blitz has a lot going on in it. I didnt even realize i could pass until someone threw a football at me today
Things like Run Speed, Swim Speed, and Ink Saver Main are almost always useful. Comeback is good if you like to dive. I like to run 3 pures, generally I go with one pure ISM, one pure Special Charge, and one pure Run Soeed, which works on nearly every weapon, but for more specialized stuff I switch it up. Here are some sets, assume every piece of gear is pure.
>Brella
ISM/Run Speed/Run Speed
>SSPro
ISM/Special Power Up/Special Charge
>Dualies
Comeback+3 Run Speed Subs/Sub Saver/Ink Recovery Up or ISM
At the moment I'm grinding chunks for a Ninja Squid Shirt with Swim Speed for my Carbon. I personally think Ninja Squid is a crutch ability for shitters but the Carbon is SO BAD in Splatoon 2 I think it's justified.
>Ink Saver Main
Literally useless on anything without "high" saver level (Pro, Dynamo, Luna, et cetra).
What are the best mains and subs in general?
Sub Power Up on anything that extends bomb range (so not beakons, mines or walls)
Every sub of ISM on the Brella guarentees an extra shot and also allows you to hold it out longer, it's really useful to me as a brella main, especially since they fucking nerfed it but left Sting Ray and other actually broken shit untouched.
Thats the frustraiting thing about this game. Its all just random luck
You just have to get lucky and get matched up with good team. You have to get lucky and match up the right ability because there js no definitve answer on anything
I feel like I'm the only one that isn't good with sting ray. I know i can see the team but i can't hit them for shit. Is it really that broken?
I hope you all are ready for the last splatfest in january. Pearls VS Marina.
Fake
>Arowana Mall soon
YAS WOOMY SLAAAAAY
>Is it really that broken?
Yeah, you don't need to look for people, you just need to aim it at the objective and keep it there. Now the enemy team can't push at all without taking damage. Overtime in Tower mode? Jump to spawn and Sting Ray the tower. Enemy team making a push with the RM? Stingray the path the RM is taking for an easy triple kill. Same applies to Zones and Clam Blitz. You can argue that it's made for area denial and doing this is fair, but the Killer Wail was also area denial, and isn't half as deadly as the Sting Ray is.
Outside of overtime it's just a nuisance because the size of the hitbox makes it very easy to track someone after getting a single hit. The Stingray, with no Special Power up, lasts about 8 seconds, but it can kill someone in ~1.5 seconds of not sooner. You can have a general idea of where someone is, fire off the stingray, then just drag it around till you hear some hit noises and wiggle it a bit and you have an easy kill. One Special Power Up main makes it last about 10 seconds, that's 10 whole seconds you're shooting of a hitscan deathbeam that the enemy team has no choice but to hide or run away from.
Stingray is the only special that can kill anyone from anywhere with relative safety, if you add in proper team communication where your teammates tell you the enemy's position, it's by far the best special in the game.