Splatoon -- 29 May 2015, Turf Wars #12

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Published on ● Video Link: https://www.youtube.com/watch?v=qPT79tmr8ME



Splatoon
Game:
Splatoon (2015)
Duration: 15:11
59 views
3


Hey! You didn't trust me, did you? I even TOLD you to! See? Here's a REAL video for the day besides what I was just having fun with as a little stopgap measure excusing me for changing up the general sequencing of it all.

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Match #1 -- Urchin Underpass
Turf War
Krak-On Splat Roller

This is a pretty neat stage... but it's certainly not an easy one to get a handle on. It's almost like... a "meaner" version of Blackbelly Skatepark that funnels everyone into a big ol' trench warfare situation. Except there's only one trench, so it's even more chaotic rather than less. It's hard to get TOTALLY entrenched, especially because there are several one-way pathways that serve as deterrents for an aggressor team from totally dominating the area, there are certainly enough choke points to clog up the action. So... you'd better be ready for a fight from the first moment you poke your head around a corner!

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Match #2 -- Blackbelly Skatepark
Turf War
Krak-On Splat Roller

Oh, it's YOU again! See, the comparison is drawn largely from how the action here ALSO funnels you into places where you'll be open to attack from several directions, not all of which will you be able to defend against... but at least this is indicative of how many directions attacks can come from rather than the uncertainty of where in a relatively more open region you might be attacked from.

It's POSSIBLE, albeit incredibly unlikely, that all the routes from one base to the center (or from the center to a base) could be totally covered by the opposing team... but just how easily one can be splatted by a quick push on any front, there's just not enough squidpower on he map to lock anything down permanently. (Which is naturally a very good thing!)

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Match #3 -- Urchin Underpass
Turf War
Jet Squelcher

Oh good, a new weapon again! Introducing the Jet Squelcher! ...my problem with it initially, not entirely helped because of the stages on which I have to test it on... is that it's a LONG RANGE Shooter... which is odd, because the general mold is that Shooters are the medium-range weapons of the bunch.

As such, it's even harder to just kinda feel your way around using them for simple coverage than the merely "slight" disparity between a Splattershot and a .52 Gal. The dispersion pattern is super narrow, which is great for distant specific targets, but not so great for actually covering a lot of ground. Granted, at the furthest points, there's a much more notable coverage spread, but most weapons don't get their chief utility from so far away. (Heck, even Chargers and Blasters at least leave a handy trail along their firing pattern.)

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Match #4 -- Blackbelly Skatepark
Turf War
Jet Squelcher

Which isn't to somehow suggest that there aren't any long lines to aim down in the Skatepark or the Underpass, because there are tons... but trying to get the most out of a long-range and low-scatter weapon isn't easy. Heck, this is the reason why most people will assume a Charger isn't a score-inclined weapon... and you'd be righter than you'd be wrong based on how the weapons work and are generally utilized, but that's still only part of the story.

My problem remains even simpler than this misconception, however... I'm just not able to process the fact that the Squelcher is a super long-reaching weapon, just that it's not hitting anything I want it to... because I'm expecting it to be a variation on the Splattershot, which I'd just managed to figure out not too long ago based on how it and the .52 Gal work (somehow leading to improved understanding of both) ...but THIS... this one was just way beyond my grasp for the time being. (Obviously not so much as of the time writing, because I can actually see what was so off about my performance, but that doesn't count for anything!)

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At the moment, I do somewhat question the utility of a Splash Wall with the Squelcher, since anything that can't beat or match the Squelcher for reach won't be hitting the wall before it gets picked off... and the things that could take it on for distance will one-shot the Wall... although I suppose with its rate of fire, that'd be enough... but there are better ways to take on a Charger if you have a Squelcher. That just leaves... anti-Squelcher tech? I just don't know.







Tags:
Splatoon
Inkling
Squid
Wii
Wii U
Matchmaking
Turf
War
Urchin
Underpass
Blackbelly
Skatepark
Krak-On
Splat
Roller
Jet
Squelcher



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