SupremeAC said:That's because they're only for octowusses The usefulness of the inksaver depends on your weapon. Some weapons, like the .52Gal, use only a little ink. Others use so much that they might as well just be leaky.
The inksaver is useful on all weapons, using the 52. gal you can use the splash wall more freely and keep firing when others have run dry which is useful for killing but also for charging the special.
Foolz said:Oh yeah, the roller I tried was really effective (the Krak-on one); it just wasn't that fun to use.
Carbon roller is a lot faster and more fun to use. You need to have a damage up item equipped though. You can't run over people in one hit, but you can flick into in their face at close range for effective kills.
SupremeAC said:I think it caters to a certain type of people. The douches who'd rather scamp int he ink and go for a cheap kill. Glad to hear you're not one of them.
That's Octobrush users for you. I also tried the inkbrush since it uses less ink but it's weak compared to the Octobrush.
Nintyfan17 said:
I know I was in Tower control because I kept climbing the tower the match ended before my team could get to the base but we won because we got it further and we were in control at the end.
I see.
Yesterday I steered clear mostly of ranked battles. I just wanted the freedom to create chaos in turf wars. Plus I was trying to level up equipment.
The inkipedia confirmed something I was suspecting for a while now: some normal guns like the N-zap actually have higher DPS than the heavy hitters like the .52 and .96.
Here are their damage x fire rate ratio's:
N-zap - 32 x 75 = 2400
.52Gal - 70 x 30 = 2100
.96Gal - 80 x 15 = 1200
Of course there's still range to factor in, with the .96Gal outperforming those with a range of 62 to 50, but when you're going head to head with an N-zap and a .52Gal, the N-zap comes out on top if you look at the mathematics.
Okay.
NOW THIS HAS REALLY PISSED ME OFF.
If you equip, even 3 run speed items as a main - it only increases your run speed whilst NOT firing.
So if you have a weapon that keeps you slow moving like you are running in glue, equipping run speed items will not help, AT ALL, not even a little.
It also won't help when in enemy ink aka ink resistance. So because you spend most of your time firing, it's a fecking useless upgrade to equip as a main.
Nintyfan17 said:I just downloaded the Splat Companion App. It says the current map rotation.
Is it on windows phone?
SupremeAC said:The inkipedia confirmed something I was suspecting for a while now: some normal guns like the N-zap actually have higher DPS than the heavy hitters like the .52 and .96.
Here are their damage x fire rate ratio's:
N-zap - 32 x 75 = 2400
.52Gal - 70 x 30 = 2100
.96Gal - 80 x 15 = 1200Of course there's still range to factor in, with the .96Gal outperforming those with a range of 62 to 50, but when you're going head to head with an N-zap and a .52Gal, the N-zap comes out on top if you look at the mathematics.
More bullshit. No wonder Nzap uses are splatting me. I recentely revisted the good old splattershop Vanilla and discovered it was still a pretty good gun. Powerful enough to kill foes, rate of fire fast enough to ink loads and with a useful sub of burst bombs, 2 burst bombs kill a foe, you can fire about 3 before being out of ink.
I'm not sure if it is on Windows since I have an Android phone.
But you can go on Splatoon.ink it tells the maps rotation. Though since it gets its info from the Japanese version of the game it didn't work last week because of the Splatfest in Japan.
N64 remix of the Splatoon theme
The same person did some remixes of other songs. That song has an NES and an SNES version of that song.
gamingeek said:More bullshit. No wonder Nzap uses are splatting me. I recentely revisted the good old splattershop Vanilla and discovered it was still a pretty good gun. Powerful enough to kill foes, rate of fire fast enough to ink loads and with a useful sub of burst bombs, 2 burst bombs kill a foe, you can fire about 3 before being out of ink.
Fair enough IMO. N-Zap 52 gal require more accuracy than 92 gal if I'm thinking of the right guns. That's standard gun balancing in shooters.
Foolz said:Fair enough IMO. N-Zap 52 gal require more accuracy than 92 gal if I'm thinking of the right guns. That's standard gun balancing in shooters.
No they don't require more accuracy and the nzap should not be overpowering a 52 gal.
gamingeek said:No they don't require more accuracy and the nzap should not be overpowering a 52 gal.
Doesn't the n-zap have less spread?
So, I have been experimenting with my idea of having 3x items with the same main characteristic in more depth. And to do so more accurately I had to test certain aspects like run speed with and without the items equiped.
It's been eye opening in many respects. Now I used the training area for all these experiments and they are not 100% accurate because I counted in my head without a stop watch, but you can see the difference in the results regardless.
Most of the item effects cannot be measured in training so I concentrated on the few I could test.
So interestingly I was wrong about Run speed only affecting you when you were NOT shooting.
RUN SPEED - measured by running the length of the training area
Your base time regardless of weapon is 10 seconds whilst NOT shooting. Equipping 3x Run Speed items takes that time down to about 7 and a half seconds to do the same run. Now most of the time you need to be shooting or rolling so having just the run speed without taking that into account isn't all that useful.
RUN SPEED (While shooting) measured by running the length of the training area
Each weapon has a different speed for shooting and moving at the same time and equipping run speed x3 items has different effects.
Regardless of speed, notably some weapons ran out of ink by the halfway line (like the 96 Gal or the Jet Squelcher) whilst others kept pumping out ink right to the end. (Aerospray and others). That's useful information in itself but it gets juicy. For instance, run speed x3 items have virtually no effect whatsoever on your rolling speed whilst using rollers. Out of the 4 rollers I tried it with, Carbon, Dynamo, Kraken and Splat; the only weapon to gain anything at all was the Splat roller which shaved about 2 seconds off the time. All other rollers had near identical times with or without 3x run speed items attached.
Onto the guns and some had a huge effect, the 96 gal went from 22 seconds without to 15 seconds with 3x run speed. But even with that, the gun runs out of ammo about halfway through and you would have to stop and recharge anyway. Even with 3x run speed items the 15 seconds is still far longer than the base speed of most other weapons. Doing these experiments really showed me what a piece of crap weapon the 96 is for general play. It's really only useful for finding a high spot and sticking to it. Or for tower control.
Run speed x3 has less of an effect on the Aerospray and Splatershot compared to other guns taking about 3 seconds off.
I have other findings for later but let me know what you think and if you want to know anything more.
Did you test with 3 items that had run speed as their main perk? Because the effect of main perks is larger than that of those you unlock by playing with the gear equiped.
Also, you should be able to throw away gear. I have plenty of it and only use a handfull. I'd like to be able to get rid of those that I don't use.
SupremeAC said:Did you test with 3 items that had run speed as their main perk? Because the effect of main perks is larger than that of those you unlock by playing with the gear equiped.
Yes 3x Main perk of the same type.
SUB SAVERS x3
Now the sub-saver is interesting, even with 3x Sub savers you still can only fire off 5 burst bombs from a full tank which is the same without them. In battle that is less because you are shooting at the same time of course.
Sub savers are completely useless for seekers. You can only fire off one seeker at a time and even then you have to wait a bit to recharge your tank before you can fire off another. Without 3x sub savers you can fire off one suction bomb from a full tank, with 3x it's 2 suction bombs but in reality when you are using your gun at the same time in battle realistically it will be the same, 1 suction bomb so equally as useless. You can however fire off 2 sprinklers compared to 1 without 3x sub savers. But with the proviso that the second will replace the 1st. Which realistically means you can fire off a second without having to recharge.
Splat Bombs allow for 2 grenades vs 1 without (from a full tank). Disruptors are exactly the same - 2 from a full tank so useless to equip all sub savers with it.
Beacons are useless with 3x sub savers, makes no difference, one beacon and you still have to recharge, wait then release a second etc.
I wouldn't say this makes the sub saver perk any more useless than it first appears. I'd reason that saving ink is always a good thing as it doesn't leave you inkless after launching one sub weapon.
Here's an eye opener, what is the weapon that 3x perks have the very least effect on?
Did you guess right?
It's The Splattershot Pro.
So there is very little point equipping sub savers, special charge ups, run speed or ink savers as mains. Might as well go with Ninja Jump and Stealth Jumps. I couldn't test defence and other stuff like tenacity of course so those would be more useful with the Pro.
SupremeAC said:I wouldn't say this makes the sub saver perk any more useless than it first appears. I'd reason that saving ink is always a good thing as it doesn't leave you inkless after launching one sub weapon.
I'm of the opinion that Ink Saver Main x3 is better than 3x sub savers, you can shoot for longer (more on that later) which makes it easier to charge your special and it leaves you with more ink for subs as well.
The no stealth jump thing is killing the equipment, without it you can get hammered upon landing or waste time inking back to where you were. If the game just didn't mark your landing point it would be much better.
gamingeek said:The no stealth jump thing is killing the equipment, without it you can get hammered upon landing or waste time inking back to where you were. If the game just didn't mark your landing point it would be much better.
I disagree with you. If there would be no marker, there'd be less strategical thinking required, and more endless skirmishes, especially in tower control. In some of the smaller levels I just don't use the squidjump and in the larger ones you need to keep an eye on the map to see who's in the middle of a fight and where you can jump to safely. It's a valid part of the gameplay experience.
I know I was in Tower control because I kept climbing the tower the match ended before my team could get to the base but we won because we got it further and we were in control at the end.
SUPER MARIO MAKER LEVELS: