Splatoon 3 - Eggstra Work (February 2024)

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



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Splatoon 3 (2022)
Duration: 28:19
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I was hoping for there to not be an Eggstra Work set on Marooner’s Bay, but here we are…this is the Eggstra Work for Chill Season 2023 (which extends to the end of February 2024). I gave it a shot anyway, as I like the Salmon Run rewards, but Marooner’s Bay is my least favorite stage in Salmon Run due to people tending to wind up very far from the basket and/or isolated from others, and we wind up failing because the one or two player(s) doing that don’t understand the proper strategies here.

It is still better than in Splatoon 2 though, because now you can throw eggs up from the low ground to the side of the ship straight to near the basket. If someone is there, they can plunk the Golden Eggs now.

If you’re just tuning in, Eggstra Work has five waves instead of the usual three. Wave 1 is always at Hazard Level 60%. This increases by 30% (as in the actual percentage number, not the percentage of the percentage) if you and your teammates reach 1.5 times the quota but not double, or by 60% if you and your teammates double the quota or more. If yoy guys reach the quota but don’t reach 1.5 times that number, the Hazard Level remains the same. If you’re good at Salmon Run, you’d want a Hazard Level increase because the higher the Hazard Level, the greater the density of Salmonids and the higher the quota, but the more Golden Eggs you can put in, and in Eggstra Work, you’re ranked based on the total number of Golden Eggs.

If you’ve doubled or mroe the quota for the first four waves, the fifth wave will bump up to the maximum Hazard Level of 333%.

In Eggstra Work, all of the Salmonids and night events are fixed, at least when comparing the same Hazard Level. For this one, they follow this sequence:
Wave 1: High tide
Wave 2: Medium tide (Mudmouths)
Wave 3: Low tide
Wave 4: Low tide (Giant Tornado)
Wave 5: Medium tide

Perhaps because of the difficulty in dealing with player behavior in Marooner’s Bay, they gave us the two easiest night wave types. It’s very likely that you’ll pass Waves 2 and 4. It’s Waves 3 and 5 that are problematic, as you’ll see in this video.

The weapons are also fixed, and you get to pick from the Splash-o-matic, the S-BLAST ’92, the Dynamo Roller and the Classic Squiffer. You use that weapon for all five waves. Not quite the easiest weapon set, but I suppose that means the bar would be kept low for ranks. I think selecting a different weapon from that box in the waiting room changes your weapon, but I’m not sure.

00:45 - Match #1
Weapon: Classic Squiffer (Kraken Royale)
I don’t know what happened here in Wave 3, but the situation quickly went downhill. I also noticed that our quotas, while being met, aren’t being exceeded by much, causing the intensity to rise more slowly than I would’ve liked. I did notice a lot of rescuing needed to occur though. I also noticed people would travel incredibly far from the basket while at least one person ignored the minor Salmonids (the sort of thing they poke fun of in the Anarchy Splatcasts).

07:07 - Match #2
Weapon: Dynamo Roller (Inkjet)
The Dynamo Roller was the weapon I wanted, due in particular to the ease in which you can run over Cohocks effortlessly, as if they’re air balloons. I noticed in that previous match that we were getting overrun with Cohocks and Chum, so I figured I could use this weapon to clear spacew and make it easier for people to fight the Boss Salmonids as they envisioned. You’ll see that someone else and I were saying “This way!” to encourage the other two to get closer to the basket, but one of them started saying “This way!” back, meaning they weren’t understanding it. This turned out good enough for Wave 1, but not so much some of the later waves.

17:32 - Match #3
Weapon: Classic Squiffer (Kraken Royale)
In Wave 1, when I saw that people were actually guiding the moving Salmonids over to the basket, namely the Scrappers, I knew we’d be in for a better time! Granted, not all of them were doing that, and not everything was executed perfectly, but if anyone could handle a 180% Hazard Level wave at the end, it…certainly wasn’t the teams in Match #1 or #2. Would’ve liked to be 210% or higher, but that might be too much to handle.







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