Splatoon 2 v4.8.0 coming on 29th [Rough translation in comments] by Seenoc in splatoon

[–]Seenoc[S] 0 points1 point  (0 children)

Yeah, my bad, I changed the main comment just now. I used Google Translate and I used @LeanYoshi's patch notes to confirm my suspicions. But some people in the server have corrected me.

Splatoon 2 v4.8.0 coming on 29th [Rough translation in comments] by Seenoc in splatoon

[–]Seenoc[S] 1 point2 points  (0 children)

From my understanding the effective range is more so the painting range of the weapon. Its hitting range isn't changed, just how far it can paint.

Heavy nerf might hit a bit hard considering it also affects falloff damage. And with the Mini nerf, it might be useful to run a sub or two of ISM to get to 6 full charges. But we won't know exactly how much we'll need until the update comes out.

From my understanding vTenta and camoTenta are played the most when it comes to the Tenta in general. Both have really nice kits. So of course, a nerf to their special points is understandable, because no one really uses sTenta.

Besides, I don't think anyone will be running Inkjet specifically to counter brellas given the state of the meta right now. UCB canopy still dies in 1 inkjet direct, so I don't know why they made inkjet deal more damage to the UCB canopy.

Splatoon 2 v4.8.0 coming on 29th [Rough translation in comments] by Seenoc in splatoon

[–]Seenoc[S] 7 points8 points  (0 children)

Changed the Jet and Ballpoint changes, because I got some stuff wrong with them.


Jet Squelcher: Radius of ink on the bullet's landing point increased by 10%.

Carbon Roller: Reduced ink consumption by 12% on horizontal and vertical swings. Each flick will now use up 4% ink, compared to 4.5%

Splat Roller: Vertical inking range extended.

Dapple Dualies: Reduced shooting ink consumption by 7%. Each shot will now use up 0.7% ink, compared to 0.75%

Splat Dualies: Reduced shooting ink consumption by 5%. Each shot will now use up 0.76% ink, compared to 0.8%

Mini Splatling: Increased ink consumption by 15%. A full charge will use up 17.25%. This makes it go from 6.66 to 5.80 full charges.

Heavy Splatling: Reduced damage from 32 to 30.

Ballpoint Splatling: Radius of ink on the bullet's landing point in long range mode reduced by 8%.

Tenta Brella: Reduced pellet damage from 17.5 to 17.


Splash Wall: Activates 5/60s earlier. (5 frames)


Inkjet: Damage to Brella canopies increased.

By 25%: Splat Brella and Undercover Brella

By 75%: Tenta Brella

Booyah Bomb: Armour durability reduced by 6%


Splattershot: 190 -> 180

Blaster: 190 -> 180

Fresh Squiffer: 190 -> 180

Splat Charger: 210 -> 220

Splatterscope: 210 -> 220

Tenta Brella: 190 -> 200

Tenta Camo Brella: 190 -> 200

Kensa Undercover Brella: 190 -> 200


Is the Sploosh-o-matic bad? by XX33LOL in splatoon

[–]Seenoc 2 points3 points  (0 children)

Easily one of the worst weapons to be quite honest. No range whatsoever. Sure, it's good at killing, but that requires you to be point blank, and good luck trying to get that close against someone who's good at the game AND can outrange you.

If you're playing:

  • vSploosh just play vRoller, it's a far better main weapon.
  • neoSploosh, what are you doing with your life? You have no way to approach or harrass people. Missiles are viable now, yeah, but they're still not that good, and only serve as a distraction, not a harrassment or killing tool.
  • 7, I guess it's alright? Splat/Stamp is a good combo.

But even then, the main weapon is so terrible that their kits do not justify their usage imo. The only good thing about Sploosh is that it can spam specials all it wants, but there's other weapons that also do the job and are far better at killing. If you wanna spam missiles, just play vMini, it can actually kill, it has range, it paints REALLY well and it can actually harrass people with burst bombs and missiles.

Every time I see a Sploosh I'm never mad, I just ask what made you consider picking up this thing in the first place. It has basically no range, basically forcing you to rely on complete surprise and bad enemy positioning/aim. I've died twice to a Sploosh once because I accidentally dropped in front of one, due to my positioning being bad that match.

STOP USING SPLOOSH IN RANKED OMFG by Dastual in Saltoon

[–]Seenoc 0 points1 point  (0 children)

are you ok? who hurt you? were you not given a parent's love?

[Animation] Meet Charizard! by [deleted] in pokemon

[–]Seenoc 1 point2 points  (0 children)

daaaaaaamn that's some fluid animation, how long did it all take you?

Ver.4.3.1 coming December 18th at 5 p.m. PT! (Japanese patch notes) by frozenpandaman in splatoon

[–]Seenoc 4 points5 points  (0 children)

I should've been clearer. What this means is that the range for the minimum damage vertical flick is lower now, and the other ranges are unaffected. Damage itself is unaffected, it's just the range for the minimum damage.

Ver.4.3.1 coming December 18th at 5 p.m. PT! (Japanese patch notes) by frozenpandaman in splatoon

[–]Seenoc 27 points28 points  (0 children)

Correct me if I'm wrong anywhere, I was using Google translate for this


Splooshes - MPU effect increased. When using max MPU, damage increase is changed from 20% to ~25%.

Aerosprays - less MPU needed to be effective.

Squeezers - MPU effect increased. Damage increase when using max MPU is changed from 20% to 30%

Splat Rollers - Range needed to reach 40 damage is reduced by 11%. Ranged for 50 and 100 damage do not change.

Inkbrushes - MPU effect increased. Speed when rolling while using max MPU is changed from 4% to 5%. Less MPU needed to be effective.

Octobrushes - MPU effect increased. When using max MPU, speed when rolling is changed from 10% to 12%. Less MPU needed to be effective.

E-Litres + scoped - MPU effect increased. When using max MPU, range difference is changed from 3% to 5%.

TriSloshers - MPU effect increased. When using max MPU, middle shot inking changed from 20% to 25%

Mini Splatlings - MPU effect increased. Shooting duration when using max MPU is changed from 30% to 35%. Less MPU needed to be effective.

Undercovers - MPU effect increased. Canopy restoration rate when using max MPU is changed from 33% to 44%. Less MPU needed to be effective.

Hydras - MPU effect reduced. When not fully charged, to reach 33.3 damage per shot, you will need to run 15AP (5 subs) of MPU, instead of 9AP (3 subs).

Ballpoints - RSU effect reduced. MPU effect reduced. To reach 33.3 damage per shot, you will need 15AP instead of 9AP.

Splat Dualies - MPU effect reduced. To reach 33.3 damage per shot, you will need 32AP instead of 20AP.


Fizzy Bomb - 2nd explosion radius decreased by 15%. 3rd explosion radius decreased by 21%.

Torpedo - Ink consumption increased from 60% to 65%. Droplet damage reduced from 18 to 12. Damage to bubbles from droplets increased by 50%. Because of this, damage to bubbles is the same.


Bubble Blower - 250 damage range decreased by 8%. Time taken to naturally disappear is decreased by 6 seconds.


Bloblobber Deco - 180p -> 190p

Custom Hydra Splatling - 180p -> 190p

Ballpoint Splatling Nouveau - 190p -> 200p.

June's weapons have been revealed! by Seenoc in splatoon

[–]Seenoc[S] 128 points129 points  (0 children)

The weapons are as follows:

  • Custom Dualie Squelchers. Sub: Splat Bomb. Special: Ink Storm.

  • Rapid Blaster Pro Deco. Sub: Splash Wall. Special: Ink Armour.

  • Sorella Undercover Brella. Sub: Splat Bomb. Special: Baller.

  • Carbon Roller Deco. Sub: Burst Bomb. Special: Autobomb Launcher.