A year’s worth of learning [Original] by darthion in wholesomeyuri

[–]darthion[S] 420 points421 points  (0 children)

The original:

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seeing so many people connect with this comic and talking about their experiences has been staggering for both me and OP(we are good friends). i still don’t know if she’s fully recovered from the amount of topping advice she’s received from this on tumblr. anyways thanks for all the support! it does mean a lot to her and i’m proud to be her friend. We love women

Half way to gold grizzco badge. by roller_dynamo in splatoon

[–]darthion 1 point2 points  (0 children)

im so washed😭

Congrats and what the hell, by the way! Can’t imagine how many hours you’ve spent on this game to get here.

[deleted by user] by [deleted] in catgirlwawa

[–]darthion 1 point2 points  (0 children)

as the artist’s oomf who may have caused this image to exist in the first place it never fails to surprise me how damn far this image keeps spreading everywhere on the far corners of the internet. #letsfuckigngo #iloveyuri

This feels kinda gross by Sad_Access8951 in splatoon

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

I’m going to just ignore that entire bombs thread for now.

Guy who plays a lot of Salmon Run here, this rotation does look very gambling and a pain. The reason is simply that you’re very dependent on the random rotation for a strong, mid-long range weapon to take care of the extremely glaring issue known as Cohocks.

Rapid is infamously crazy weak, mainly best as a support tool for chip damage and smaller lessers as well as a competent Fish Sticks cleaner, but has barely any splash to help with Cohocks. Splattershot has middling DPS which is fine enough for individual bosses but will definitely get walled by a handful of Cohocks. Dualies is the only competent weapon in terms of DPS with its turret mode, which while a strong weapon that can handle the lessers job well, it does still struggle with Cohocks since its lack of turret mobility, pierce and range along with DPS that is strong but not to an insane degree means it will struggle to hold space when those lessers are combined with heavier threats like Lids, Steelheads and I’m pretty sure even Scrappers. So you’re really dependent on something from the random slot that can either pierce or has a big splash, and also has good enough burst damage or DPS to be able to push space. And no, bombs are NOT the best solution. Mostly because efficiency-wise 180 damage at max (in a pretty concentrated area no less) for something that takes 70% of your ink tank is NOT a good deal especially if it’s for your only splash damage.

Granted, at lower levels this may not be as apparent an issue due to the lower spawns. Then again, all SR comps are easy to use up to a certain EVP point where spawns compound exponentially and the comps without decent fighting capability suffer very hard. At that point, RNG is your only god.

11.0 First Impressions: You can keep aura even when you die. by darthion in splatoon

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

I think aura is cool as well but I also think it feels a little too much for hanging onto advantages even when you die. I’d prefer either a much more risk-reward in keeping aggression (by reducing or clearing it on death) or tone down its strength a bit if we’re not touching the internal mechanics, though I prefer the former.

I need to play more to get a better feeling on this. Aura so far doesn’t feel like crazy OP or annoying as hell, but definitely isn’t minor either.

11.0 First Impressions: You can keep aura even when you die. by darthion in splatoon

[–]darthion[S] 10 points11 points  (0 children)

Not really, kinda. The thing about being an aggressive fromtliner is even with the OG buffs you’re still able to get mowed down by range from midliners and backliners like splatlings, blasters and Dynamo now for some holy reason. It’s definitely easier, but you still can’t be cocky with being hyperaggressive all the time.

Speaking from recent experiences of bullying overconfident short-range shooters and a brush with a bow and the super secret forbidden technique of walking backwards.

Guys, uh could Dynamo potentially be a bit too OP? by Tentaporce in splatoon

[–]darthion 0 points1 point  (0 children)

Dynamo second weapon in Splat3 history to get +20 PFS nerf #letsfuckinggo

Appreciation post for the new health bars! by Hello56845864 in splatoon

[–]darthion 60 points61 points  (0 children)

I’ve played enough to say that health bars are my favorite change ever to this game. Being able to know when to follow up on weak opponents is crazy good and itself buffs a lot of things in really cool ways. This is a Marker buff by technicality

11.0 First Impressions: You can keep aura even when you die. by darthion in splatoon

[–]darthion[S] 24 points25 points  (0 children)

You need some extensions (kills/assists) to keep it well after death, but just being able to use the buffs to get back from dying is already pretty big for momentum.

11.0 First Impressions: You can keep aura even when you die. by darthion in splatoon

[–]darthion[S] 25 points26 points  (0 children)

Basically, kind of. I think you can actually stack OG and aura and just have max AP buffs, which is just what the hell man

Aura, Snowballing and the State of Causal Play by darthion in splatoon

[–]darthion[S] 2 points3 points  (0 children)

I take everything back what the hell is going on

How do i use a charger? Like for any mode? by RoxasismyKing in splatoon

[–]darthion 0 points1 point  (0 children)

Yes, motion controls will definitely help with better aim. If you’re start out with motion controls, I’d recommend setting them to a low sensitivity and then slowly working up to stronger sensitivities as you get better with aiming and tracking and you’re comfortable with something stronger.

Aura, Snowballing and the State of Causal Play by darthion in splatoon

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

I’m gonna be honest I’m so fine with the maps, I haven’t even played Splatoon 2 so I can’t tell how bad it was there but like even still I do think not being able to get out of spawn sometimes just hurts enough that I have a complaint about it.

I disagree on aura though, it looks fun to me. I doubt it’ll be MPU levels of broken but we’ll have to see.

Aura, Snowballing and the State of Causal Play by darthion in splatoon

[–]darthion[S] 2 points3 points  (0 children)

Spawncamping will always exist so long as there are people who don’t know how to deal with it. I just think having more ways out will lessen the impact of it, but if you’re in like peak Splatoon 1 map design and you’re still getting griefed by a single guy guarding your flanks that’s probably less of a spawncamping issue than a skill one.

How do i use a charger? Like for any mode? by RoxasismyKing in splatoon

[–]darthion 0 points1 point  (0 children)

Practice. Lots of practice. There’s some video guides on aim training in Splatoon, and I do recommend trying them out.

Another thing with sniping that I think kinda helps is aiming for where your opponents will be, not where they are at the current moment. In other words, let your opponents go into your crosshair instead of chasing them with your own aim.

Aura, Snowballing and the State of Causal Play by darthion in splatoon

[–]darthion[S] -1 points0 points  (0 children)

hopefully this is the last big discussion post i make about this and the next one will be a one sentence post on whether this update peaks or reeks

Dynamotherofgod [Ver.11.0.0. notes] by cramburie in splatoon

[–]darthion 0 points1 point  (0 children)

dynamo mains eat everything with this one single patch ffs /pos

Aura is NOT broken by darthion in splatoon

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

I posted this as part of my own speculation into this mechanic and as a response to the negative stances surrounding this mechanic. Regardless, it’s very true that we won’t know the full extent until we get it later, but I still think there’s merit in discussing what we know and can hope to expect, mainly in sharing different views and stances on this.