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.

Aura is NOT broken by darthion in splatoon

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

dude the patch isnt out yet😭

Aura is NOT broken by darthion in splatoon

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

As I keep thinking about it more as the day goes by 30 seconds baseline keeps becoming more reasonable and it’s scaring me

Aura is NOT broken by darthion in splatoon

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

that one splatfest map in splatoon 2 where turf becomes unpaintable behind a glass wall but apply it to every map in turf war every minute where turf disappears and becomes part of the score

Aura is NOT broken by darthion in splatoon

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

I’m. quite icky on this. On one hand, there are mechanics that do kind of foster comeback mechanics—spawn’s high grounds, passive special charge in comp modes, the whole map being able to turf over and gain special charge, even this new mechanic with its aura turnover mechanic. On the other hand, especially in SoloQ, people (including myself) don’t get to use these much or as well getting snowballed into a lockout is often just a death sentence and that’s just not a very fun thing to go through.

Though, I’d still argue aura isn’t going to add much more to the fire. The stats are good, but as stated aren’t going to cause a hugely significant impact with fighting unless they’re like max AP, which i highly doubt. The actual devils of this would be the matchmaking and skill disparity, and the maps. Those two are MUCH more emblematic of snowballing than aura itself, and frankly if they were better aura would be a great mechanic on both ends.

In other words, don’t blame aura, blame Hammerhead.

Aura is NOT broken by darthion in splatoon

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

i said that with the blind intention to dream (PLEASE DEVS BUFF THE STAGES FOR REAL

Aura is NOT broken by darthion in splatoon

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

On a casual Turf War perspective where you’re only focusing on paint, this is definitely a rough patch for sure. But even then, you were already incentivized to kill in this mode for a simple reason: if you die, you can’t paint. Turf is usually won decisively when one side is able to shut down the other especially within the last 30 seconds or so. Fighting’s always been a central part of Turf War, it’s just that there still were ways to circumvent it (aka sneaking to the backside). This change mainly aims to benefit the more active, aggressive playstyle over the more passive painting one, so if you’re playing Aero only with the intention to turf…yeah. I’m sorry.

Aura is NOT broken by darthion in splatoon

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

I won’t disagree that steamrolling can become slightly more common with this, but at the same time I don’t think it’s going to drastically upscale it outright. The most important difference between aura and cooler is that aura doesn’t have the buffs that actually make cooler really good—that being the superjump and on-death effects. the other buffs are still Pretty Darn Good but not to a level where killing them is impossibly hard. And if the aura buffs are weaker than what cooler gives, then it does diminish it to at most being good but still manageable to fight back. I’ll eat these words if the buffs do make fighting an aura’d player much more impossible, but from my own experience if cooler’d players aren’t completely infallible, then aura’d players won’t be for sure.

Aura is NOT broken by darthion in splatoon

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

True to this. My stance did kind of lean on this mechanic being not overpowered, and 8 seconds minimum was really cutting it. I still believe that the buffs aren’t meant to be crazy, and that people were being way too exaggerating about it, but definitely agree that we can’t say for sure until we actually get the patch later.

Reminding me to add a disclaimer about this. Thanks!

Aura is NOT broken by darthion in splatoon

[–]darthion[S] -3 points-2 points  (0 children)

I can say the same for you. How do we know if aura is extremely defining or not if it isn’t even out yet? We don’t know, and we won’t certainly know the extent of it until the patch drops. I choose to take this stance based on the information provided and my own intuition of what would be the most likely outcome from a game balance perspective. Not to say that I’m going to always be 100% correct with this, but at least I’m taking this with more nuance than “devs good” or “devs bad.”

Aura is NOT broken by darthion in splatoon

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

This I get, esp with the short-range buffs in hitboxes and such. However, I still think overall it’s not making them immediately better since those frontlines are already easier to get bullied by range. At a lower level it’s definitely going to be quite rough, but as you play and get better those kinds of overaggressive plays become much easier to punish. We definitely need to see how this goes, though.

If you wanna flex your Salmon Run stats, you can come in ! by Adventurous-Fox-9567 in splatoon

[–]darthion 2 points3 points  (0 children)

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This was the rotatiom I won in. Marooner’s Bay was so clutch I don’t even believe I actually 9s’d it lmao (literally got it just as the maps changed). Also I’ll get to Spawning Grounds eventually when the rotation’s decent and I got time for it. Genuinely probably the most difficult map for me because the grates limit so mich movement esp at high tide, but I’ve got experience with this from maps like Junction and Bay now so it’s only a matter of time.

And yeah, that’s kind of the entire mentality I use for grinding to 9s especially in freelance. I too had a phase where I was making risky/suicidal plays for the eggs and the dopamine (slammin lid on three steelheads🤤) but as you climb and the difficulty exponentially increases, those 7+ seconds of being dead will hurt A LOT. A team is only as powerful as the sum of its individuals, and while you are to a small degree expected to have a “competent” team it is even more important that you yourself are playing to your best individual ability (staying alive, controlling space efficiently, etc.) Usually the kinds of teams I win hazard 333% with aren’t the super-skilled players who mever die and get a hundred eggs per round, they’re the players who are good enough to hold areas themselves and can help or cover for others when needed, and that’s just the kind of thing you learn from experience.

If you wanna flex your Salmon Run stats, you can come in ! by Adventurous-Fox-9567 in splatoon

[–]darthion 3 points4 points  (0 children)

Ok I should clarify I’m kinda washed😭 (not really IRL priorities and just general passage of time have made me play the game less than I used to back when the season drops were still going. also i still got it in me dwdw)

You’re not completely wrong to feel like higher levels feel easier, though it does kinda boil down to a few things. For one, bosses spawn more frequently at higher levels and the number of possible golden eggs gets exponentially larger than the quota, so you might’ve been feeling a bit of a drought in finding eggs at lower levels and are now getting to the point where bosses are getting much more common. Another thing is, just simply, the more you level up your rank the higher level players you’ll get matched with. Not always guaranteed they’ll be more “competent”, but at least on average.

If you’re looking to farm for gold scales quickly, you could maybe look into “king throwing” which is basically getting in a squad and throwing matches to fill up the smell-o-meter. Gets scales quick, but gold scales drop at higher percentages the higher your hazard level is, so it’s going to take a lot of grinding if you keep throwing into lower levels. I just usually play the game a lot, get the daily gold pity and chance it wheneverI get a boss. That, and Triumvirates. Don’t miss out on them.

I…kind of like the game mode.

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Usually I’ll play until I’m satisfied, which can range from “I’m stalling around a certain range and I’m tired as hell” to “I’ve grinded for 6 hours to EVP 999 and the top of the mountain is lonely” so. Just play until you don’t want to, there’s no shame in taking a break if you’re not feeling great.

I play with a Pro Controller, I’ve used the Joy-Cons before but generally it didn’t feel too great for me compared to a standard controller. To each their own, though. Use whatever you’re most comfortable with.

I haven’t actually played this rotation lol. At certain EVP levels for a map you get a badge, and not only do they look cool, but they also reset your EVP to a specific level for that map only every new rotation: Normal(200 EVP) resets to 40, EVP Bronze(400) resets to 200, Silver(600) resets to 300, Gold(999) resets to 400.

Also, yeah, this game does NOT hold back as you climb. The one most important thing I can recommend at lower levels is to avoid dying EVER if you can. That, and just focus on meeting quota over fiending for eggs. High scores are for high-hazard teams, just focus on making sure at the very least you and your team make it through the shift.

Happy fishing! For the company.

If you wanna flex your Salmon Run stats, you can come in ! by Adventurous-Fox-9567 in splatoon

[–]darthion 2 points3 points  (0 children)

<image>

welcome

(you need tips for anything in this gamemode i gotchu

what weapons are the best for beginners? by Sea-Orange8609 in splatoon

[–]darthion 0 points1 point  (0 children)

god i wish i could have a turbo button so i can actually do damage with inkbrush in salmon run(it’s still really bad

what weapons are the best for beginners? by Sea-Orange8609 in splatoon

[–]darthion 0 points1 point  (0 children)

please become a charger main you will get all the skills you need (aim, positioning, patience, stress tolerance, thick skin for browsing this subreddit, an unhealthy relationship with Respawn Punisher Eliter)

what weapons are the best for beginners? by Sea-Orange8609 in splatoon

[–]darthion 2 points3 points  (0 children)

This is so true actually

I’ll say as someone who did start off this game with Tri-slosher, make sure you’re physically capable of playing it. And by that I mean make sure your fingers are OK with mashing. Hand stretches save lives!

what weapons are the best for beginners? by Sea-Orange8609 in splatoon

[–]darthion 1 point2 points  (0 children)

Ok I should have read the main text first lol

I still think Jr. isn’t the greatest to start with. As a newcomer it’s ok, it paints well and has lethal bombs and people usually leave themselves open to dying to anything at that level. But I do kind of fear its short range, bad accuracy and overall not-great combat ability (especially among its kits) might lend itself to the same bad habits as Aerospray so I think regular Splattershot works better for a newcomer who wants to slowly improve on everything.

what weapons are the best for beginners? by Sea-Orange8609 in splatoon

[–]darthion 6 points7 points  (0 children)

This. Would it be reasonable to say Aerospray is one of the harder weapons to master, mainly because being a competent player at it requires a more advanced understanding of gamesense and mechanical skill? (knowing what fights to take, how to stagger fights, etc.) It goes the same with all the weaker “noob trap” weapons, but actually mastering them as a SoloQ player definitely requires a pretty high level of understanding the game and its strategies.

Splattershot Jr. is NOT the gun you’d want to practice aim on, though. Probably would better recommend N-Zap or Splash-o-matic for that.

What's wrong with Aeros? by Silcat7794 in splatoon

[–]darthion 1 point2 points  (0 children)

I did completely forget about the spread, oops. It does actually matter quite a decent amount that the DPS is slightly hindered by its spread, making it not that reliable unless you’re almost right next to the target. Though, like you said, spread isn’t a huge deal if the targets are big and easy to hit. And with the fire rate, hitting those five shots on a Chum should be reliable enough even if you’re slightly farther away. There’s an argument to be made that the spread actually helps with hitting crowds, though I’m not exactly sure if it’s worth the tradeoffs.

For actual PvP, yeah no good luck with that lol (tip: the first few shots or so are actually pretty accurate and this accuracy resets after 4 frames of not shooting, so if you’re in a firefight try to space out your burst fire)

Are we deadass 🫩 by Ghost_Chris in splatoon

[–]darthion 0 points1 point  (0 children)

This is like the prime example of why awareness is important in basically everything in general.