Splatoon -- 29 May 2015, Turf Wars #11

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Published on ● Video Link: https://www.youtube.com/watch?v=rTl2L8zjNas



Splatoon
Game:
Splatoon (2015)
Duration: 15:03
43 views
2


I think I'm drawing ever nearer to where I ran out of steam and had to stop playing for the night... at the very least, I've been noticing a lot of higher-rarity gear in battle that would only populate the shops at the Booyah Base once the day rolled over and assorted clothing befitting some players' higher ranks, and not just items that you can unlock by other means instead of buying them.

(Don't worry, I'll have plenty of time to eat those words as this series continues uncomfortably longer!)

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Match #1 -- Arowana Mall
Turf War
Blaster

Based on later experience with the two, I'm a little surprised and disappointed that the sample size was so small as to restrict the Blaster entirely to Arowana Mall and the Squiffer to Saltspray Rig. Obviously, considering how the Splash Wall proficiency snuck up on me in the way that it did, I can't be trusted with the simple analysis of the passage of time, but eventually interesting things would happen on those stages when either weapon got to stretch its legs elsewhere.

One thing that applies to BOTH these weapon types is a very particular "ching!" sound that signifies a powerful hit landed from critical distance. For Chargers, pretty much ANY distance is critical at full charge, so long as you hit... but for Blasters, they're vital to determining right off whether or not your projectiles are being allowed to go their full proper distance and open up for prime damage. (You've probably already heard it, but perhaps the significance wasn't entirely clear... learn to love that sound! It sounds like fresh points for spending at Booyah Base! Cha-CHING!)

Please note, of course, that a slightly different telltale sound will indicate ideal damage infliction by rapid-fire sorts of Shooters and area-drenching Rollers.

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Match #2 -- Saltspray Rig
Turf War
Splattershot

Welp, I hate to say it, but the fun times are over as the past-me found the Blaster to be a bit beyond limited strategic understanding. I'm glad it provided more informative demonstration than I would've figured possible... though there's so much more to be seen and done!

I can't really begrudge past-me for having a much more targeted goal of accumulating tons of cash to buy more stuff and gain more levels so as to buy more stuff and gain levels on those things bought to unlock more stuff! ...such a materialistic youth these Inklings are! (Squids these days!)

Of course, the points you make are only party based on your own turf coverage... your team still has to WIN, so do your best to support the team and not just splattering the ground all willy nilly!

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Match #3 -- Saltspray Rig
Turf War
Splattershot

Beware halfhearted schemes to get rich quick and avoid getting messy in direct conflict! Being high up offers you great advantages in terms of the amount of ground you can conceivably cover, but it also broadens the dispersal pattern considerably and won't be nearly as simple as covering ground in the usual quick-spray fashion you might grow used to on the ground level. A simple height advantage will also not serve to suitably splat opponents by itself, since your shots will start to drop off considerably once they reach the critical range and then start to do much less damage.

Another word of caution is with regards to the Burst Bombs... these balloons are much less costly in terms of ink consumption, but they aren't as absurdly powerful as Splat or Suction Bombs, meaning it'll take at least two of them to do the same job... and that's assuming ideal damage done, so be prepared to always need more damage to finish the job, making Burst Bombs better pressure tools than actual go-to damage-dealers.

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Match #4 -- Arowana Mall
Turf War
Splattershot

As you've probably had the chance to notice for yourself, Burst Bombs are also pretty freakishly big, meaning their contact areas are quite large. This can make throwing them at a steep decline rather challenging without nicking hitting the platform you're standing and thereby wasting them entirely. Generally best to toss them with a clear arc in mind than attempting a line-of-sight barrage anyway.

Speaking (vaguely) of which, the whole idea to shooters in general is the control of space with their range and rate of fire... which also happen to make clear calling cards on both the map and anyone happening to look in the general direction of your shots. Therefore, being squeamish and trying to back off will often only serve to draw players' attention to your location and attempt an ambush or assault, depending on their weapon and how it stacks up to yours.







Tags:
Splatoon
Inkling
Squid
Wii
Wii U
Matchmaking
Turf
War
Arowana
Mall
Blaster
Saltspray
Rig
Splattershot



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