I'd like to try out the .96 Deco. I haven't played splatoon 2 in ages, and things aren't likely to improve anytime soon with the current workload, but I saw that the deco comes with the Splashwall. It's no .52, but perhaps if I can get used to the .96's slower firing rate I can really get back into the flow. The Splashwall is very underrepresented in the weapon selection at the moment, and it's such a great sub.
I used to love shredding through splash walls with my Heavy Splatling in Splatoon 1. Now the new update for Splatoon 2 has increased the firing duration for that weapon by 25%. Should be fun.
After analysing my Splatoon 2 results, I can conclude that I am one of the greatest Salmon Run players in history. And could play professionally if such a thing exists. I recentely saved 13 people without dying once myself. And I have done at least 11 - 0 on numerous occasions.
Splatoon latest update notes New stage but also balance tweaks
There's some pretty smart changes here. Increased ink for rollers by 30% at top speed. Should cut down on those OH SHIT run out of ink moments. They also increased the ink consumption for dualie squelchers so people cannot just endlessly spam ink over your head to charge the most annoying special of all time. But speaking about those tentamissiles, they have changed it so that if you fire at one person the full 10 missiles will home in on them. 5/5 split for two targeted players. WTF?
I need to read the rest.
Wow some toecurling brella changes, the brella will now automatically and instantly recharge to full strength if you splat someone or assist someone in a splat. Kinda unfair.
- Autobombs are now faster and track faster but decreased explosion radius.
- Splashdown has larger ink radius.
Both small umbrellas. I still think it's grossly unfair that one brella can shoot and defend at the same time.
Splatoon 2 - Version 2.3.0 due out later tonight
Source