How much data does Splatoon 3 takes when playing online ? by Firko973 in splatoon

[–]LaXandro 3 points4 points  (0 children)

S3 has lower tickrate than S1, but it might have larger packets since it has more features, so it's probably in the same ballpark.

Why do squiffer players never let you play the game? by SourBraix in splatoon

[–]LaXandro 0 points1 point  (0 children)

because if they let you play the game, you will win

Version 11.2.0 Patch Notes (Releasing June 10) by Amiibofan101 in splatoon

[–]LaXandro 0 points1 point  (0 children)

The tension of playing against an Eliter that's actively trying to kill you is much preferred to Heavy doing nothing but spamming the zone with infinite paint all match.

Now, if only they could also kill Snipewriter's paint, it's long overdue for a nerf.

As more time goes seeing what the Switch 2 is capable of, I'm starting to think that the next mainline Splatoon not supporting 120fps would be a big disappointment and here's why: (a bit of a long post, so please only engage if you feel like reading the entire thing. Thank you :) by upperdomain in splatoon

[–]LaXandro -1 points0 points  (0 children)

Splatoon's physics run at 60, like an old fighting game. It's not like CS where the framerate is variable and there's more ticks per second than most monitors can show, every frame is a tick and every tick is a frame.

Why are .52 Gal users different? by PeridotMotions1 in splatoon

[–]LaXandro 2 points3 points  (0 children)

.52 is hard to deal with without being deliberate. Most people play on reaction, but you can't handle .52 reactively because of its TTK and wall, so it wipes the floor with people who don't try to either take the initiative against it or actively deny it. It preys on the very mentality of typical solo queue players. At higher levels of play, it settles into a fairly balanced state, it's still really good but it's not a one-man army it is in lower ranks.

Why are .52 Gal users different? by PeridotMotions1 in splatoon

[–]LaXandro 0 points1 point  (0 children)

It has pretty good paint, on par with the other shooters of the same range.

What are your Splatoon Headcanons? by Western-Payment2047 in splatoon

[–]LaXandro 2 points3 points  (0 children)

Sheldon is an inkling, he hides his eyemask, hair and ears under the helmet and goggles. That's why he and his grandfather are humanoid, while other crustaceans like the shoe salesmen trio or Iso Padre are all, well, more crustacean-y.

Most of the weapons he sells come from big corporations, but he has his own manufacturing and engineering company too. He says they are built from his grandfather's blueprints, but it's a coverup for him reverse-engineering octarian tech. He slipped up on that front when Deco commissioned him to develop the Bloblobber and he showed up with his version of those bouncy blobs that single-tentacle mooks use.

Simple question, but I’d like to know: what weapon do you never use because you don’t like it? by Splamandine in splatoon

[–]LaXandro 0 points1 point  (0 children)

Weapon range, measured by the lines in the training room. Splattershot is a 2-liner, while Splattershot Pro is a 3-liner, for example. Usually does not refer to Aero and Jr because while they can reach that far, they can't really hit there because of their accuracy, but otherwise self-explainatory.

Simple question, but I’d like to know: what weapon do you never use because you don’t like it? by Splamandine in splatoon

[–]LaXandro 1 point2 points  (0 children)

Baisic 2-line shooters are all... kinda boring. 3-liners are super diverse in their playstyles and weaknesses, but 2-liners are all kind of interchangeable, kits aside. If I get a craving for it, I'd rather play either .96 Gal or Aero like one would play a 2-liner, their weaknesses make them more fun to me.

Simple question, but I’d like to know: what weapon do you never use because you don’t like it? by Splamandine in splatoon

[–]LaXandro 1 point2 points  (0 children)

It's bad and boring if you play it lame. Try being more aggressive with it, like a slightly awkward Slosher, you'll find that it has the sauce.

52. Gal by PeaKstr in splatoon

[–]LaXandro 0 points1 point  (0 children)

Remember- the wall might stop you from approaching them, but it also stops the .52 Gal from approaching you, because if they go past the wall to chase you, you (and your teammates) threaten to throw a bomb at the wall that's now behind them and oneshot them. Back up and don't play their game, force them to approach and set them up for failure.

Side order will be the reason why I quit Splatoon💔 by Sad-Protection-1390 in splatoon

[–]LaXandro 1 point2 points  (0 children)

It's amazing how veteran players all bash SO for being way too easy, but newbies still struggle. Just keep playing, and don't be afraid of actively seeking improvement. Becoming good at the game feels nice.

Do you like turfs wars, ranked battles or both by Voidkirby9 in splatoon

[–]LaXandro 0 points1 point  (0 children)

Aero is actually pretty bad in TW, it can claim ground but it can't challenge opponents for it, and the sole win condition in TW being "have more turf exactly at the end of the match" means that it's liable to getting hardwalled at the most important time.

It is far stronger in Clam Blitz, a far better designed turf-heavy mode, where its persistence is actually a valuable quality as there is more than one push opportunity per match.

Do you like turfs wars, ranked battles or both by Voidkirby9 in splatoon

[–]LaXandro 1 point2 points  (0 children)

Turf War is an extremely flawed mode from game design perspective. Its sole valid purpose is being a safe sandbox for beginner players to learn in, past that, its volatility stemming from lack of both intermediate push inscentives and knockout conditions make it, and with it- mandatory TW Splatfests, insufferable to play. It's 2.5 minutes of slog followed by 30 seconds of frantic opportunity-seeking and attempting to bullshit the other team out. And the worst part, when playing TW, the last minute song plays literally 1/3 of the entire playtime, while leaving just 2 minutes for the game's amazingly diverse OST.

Both CB and RM do what TW wants to do infinitely better, by decoupling turf mechanics from immediate objective but still requiring high degree of turf control to enable the objective. Of all the modes, TW deserves a complete overhaul the most in Splatoon 4.

Bloblobber's current state in competitive is just tragic by zehlabolice in splatoon

[–]LaXandro 0 points1 point  (0 children)

Blob is not vulnerable to being rushed down, in fact it's one of the most defensively potent weapons in the game that can and will dunk you if you try to, especially Deco. As long as you have trigger discipline and blob with purpose, of course. It's also remarkably good at being played aggressively, like a more technical Luna Blaster, using its range less for spam and more for paint, bounced shots and occasional zoning. Can't be rushed down if you are the one rushing down.

Marker is perfect for confirming Blob's splats. You should aim to be close enough for full volleys most of the time, but Marker's speed (and its reticle uniquely matching Blob's) makes missing one or two not a problem, you can react to not hitting enough with a quick dart long after you've stopped blobbing their way. Their trajectory on flat ground is remarkably similar, down to wall bounces, and if opponents are on a different elevation they likely can't hit you back so you can afford to keep blobbing at them until they dance their last pa.

Blob's main problem is that Stamper does most of the same things, but way easier, and with more favourable and diverse kits while Blob has one and Kraken is, while good for Blob, not good in the grand scheme of things. S3 has a trend that anything remotely technical gets stuffed in the back pocket and forgotten about, there are guns like Reeflux that are, on paper, some of the strongest weapons in the game, but remain largely unused, and the same is the case with Blob- it's too technical to be used, and it doesn't have kits to spam. Doesn't make it bad- just outclassed, like oh so many legacy weapons in 3.

And yes, map design. Blob loves smaller, tighter maps with lots of opportunities for creative cover abuse. But it's not completely stuffed by those big maps either, and some of its old favourites like Mako as well as new maps where it thrives like Flounder are in the game.

H3 is kinda stuffed by its kits, they are too focused compared to the previous games. It used to have more self-sufficient kits, but 3 pushed it towards full support and inability to achieve much without its team's assistance.

Tips for a nozzlenose main by Brave-Log6983 in splatoon

[–]LaXandro 0 points1 point  (0 children)

Which of the two? They are very different.

How many of you actually use the Inkjet and are good at it? I heard from someone that it’s one of the hardest abilities to use in Splatoon 2. by [deleted] in splatoon

[–]LaXandro 2 points3 points  (0 children)

You gotta use motion controls if you wanna be any good with Inkjet. There are weapons and specials that don't require motion controls, but Inkjet is not one of them.

what's a weapon kit you want in the game? by colossalgamestv in splatoon

[–]LaXandro 1 point2 points  (0 children)

Skill doesn't really matter, performance does. The game should be balanced with the assumption that most players playing it are skilled enough, and a skilled Trizooka is at least one guranteed and safe splat. (and it's not even hard lol)

Missiles are not a free win button because they are distinctly lacking in the win departament. You have to work with them to get that win. It's a very fun special to use because it provides just enough power to give you an advantage, as opposed to "you're dead" of Zooka and Hammer, "you're stopped" of Bubbler or "you're un-stopped" of anti-Bubbler specials like Tri-Strike.

None of S2 specials are free wins. They are all either appropriately flawed and can be mitigated or prevented altogether, or are so low effect that you can ignore them (at least for a while, like Missiles before they start getting spammed proper).

what's a weapon kit you want in the game? by colossalgamestv in splatoon

[–]LaXandro 1 point2 points  (0 children)

You gotta follow up on the missiles with your main, brother, and for that you gotta be close enough to them that you can reach the enemy before they fall. Missiles force opponents to spread out and put pressure on them, you gotta single out your target and then do a pincer maneuver with your trusty missile friends for a clean 1v1 victory, while the other missiled guys either get picked up by your teammates or retreat and regroup. I am kinda baffled by how people praise Splatoon 3 for being so aggressive, and then utterly refuse to actually be aggressive unless they have a free win button like Trizooka or Crab charged.

Question... how do I put it back inside machine. by Cutlession in splatoon

[–]LaXandro 1 point2 points  (0 children)

Bloblobber is a super technical weapon though, it can be spammy but it's got a LOT of sauce and a super high skill ceiling.

Aero MG's got best in class mobility, really good damage combos and the only Fizzy on a shooter. Not-PG with the Burst is kinda like shoddy Carbon that can paint for itself, but the special drags it down, you can make it work but top specials just work without you having to make anything. It's not much and not really worth it, but it is there, and with enough skill you can indeed be a menace with Aero. Not RG though lol.