By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Nintendo Discussion - Unofficial Splatoon 2 Strategy and Loadout Thread

ktay95 said:
Einsam_Delphin said:
The tentamissles are actually my favorite special so far. It's quick n easy to use, marks opponent's which has helped me splat them from behind walls with the Slosher, and yeah it's avoidable if you aren't distracted, but it forces the opponents to move and usually weakens them.

-Lonely_Dolphin

Yeah I find the missiles do really well when pushing at the end on TC or RM as they force them to retreat or push forward into your ink or close enough to kill them.

Yeah I'm liking them a lot more now too. A lot of the specials have been nerfed for Splatoon 2. Bubbler becomes Ink Armor. Inkstrike is now Tentamissles. The game is no longer about charging up your super meter and then using it to get easy kills. A little bit more skill is required this time around. 



Around the Network

Balance patch



Wyrdness said:
Balance patch

Seems like they nerfed several weapon's special charge times, and buffed the dualies. IMO dualies were already really good weapons since they let you dodge. 




Just gonna post what I think of several weapons and specials in the game after about a week of playtime.

Blasters: These are like the shotguns of the Splatoon universe. Only better, because you can aim them around corners. I really like the first Blaster you get in the game. Good damage output and fire rate.

L3 Nozzlenose: I just tried this weapon today. It has more range than Dualies or Aerospray but doesn't really have much killing power. It is pretty easy to zone opponents with it though since you always outrange melee and SMG types.

Splatling: This combines range and accuracy with a high rate of fire and damage output. The only downside is that you have to charge the weapon up before using it.

Aerospray: Probably the best weapon for regular battles. It fires very fast and paints the ground in front of you quickly. The high damage output makes it easy to splat enemies. The only downside is that it can be a little inaccurate at the end of it's range.

Inkbrush: This is good for flanking enemies since you can quickly paint through their own ink at a fast pace. The downside of this weapon is that it is very weak and takes several hits to kill somebody. I recommend using run speed, sub-weapon inksaver, and sub-weapon up for this.

Octobrush: A bigger and slower version of the Inkbrush. It's also a little more powerful so splatting others is easier.

Sting-Ray: The worst special in the game. The power behind this weapon is so weak that you need to hit more than you do with a regular weapon just to splat somebody. It's also hard to aim and inkredibly slow to fire. Everybody and their mother just dodges this. Did I mention that it doesn't even paint the ground most of the time?

Baller: You get to turn yourself into a walking grenade. You can run others over with this for a quick splat, but it doesn't always kill in one hit. The grenade effect is pretty easy for opponents to dodge, and if your ball takes too much damage it can be destroyed. I think the ball is about as durable as two inklings.

Splashdown: This can be a really good ability for some up close builds. Especially Inkbrushes and shotguns.

Tentatek Missiles: I love these things. The secret to using them is locking onto as many enemies as possible. When there are 16 missiles flying down it's pretty hard for enemies to dodge all of them. You can dodge the missles aimed at you only to walk into a batch meant for another ally. Even if the missiles miss they force people to move out of position.



I really like the Splashdown as many players try to rush in on you at which point you can simply counter that with this special I've gotten good mileage from this special. Splashdown is also good for catching groups of players coming around the corner as a trap startegy and when done correctly can counter the jetpack as you close in on the player when they're not facing your direction and activate to splat them in their special.



Around the Network

The splattershot pro is fatastic. It has great accuracy, range, and power to outrage many close range weapons. It also has the raincloud special. I mainly use this at splatzones to splat foes at range and when they are pushing forward, I use the raincloud to stop it and push forward.

The octobrush is slower but more damage dealing than the inkbrush. The best part about it is the kit. The autobomb really helps against distant enemies on top of ledges and it forces them to move out of their position. The inkjet is great for pushing.



Can someone explain me the Ability Chunks, as if I was an 8 year old?



Bet with bluedawgs: I say Switch will outsell PS4 in 2018, he says PS4 will outsell Switch. He's now permabanned, but the bet will remain in my sig.

NNID: Slarvax - Steam: Slarvax - Friend Code:  SW 7885-0552-5988

Slarvax said:
Can someone explain me the Ability Chunks, as if I was an 8 year old?

Each piece of gear has a main ability and then secondary abilities. The first and biggest image on your gear is your main ability. Some gear can only have one secondary ability, and some can have three secondary abilities. Gear that only has one secondary ability is refered to as one star gear. Gear that has three secondary abilities is refered to as three star gear. Three star gear is very rare and expensive. At first everybody's gear has blank secondary ability slots. You need to earn XP by battling and level up your gear. Once your gear levels up you get a random secondary ability added to your gear. Some brands of gear have better chances of getting certain secondary abilities. Once you've leveled up your gear all the way you can pay Merch (the one eyed urchin guy) to scrub all the ability chunks from your gear. When he does you gain ability chunks of the secondary abilities that your gear had. You also delevel your gear in the process. Once you have ten or twenty ability chunks of the same type you can use them to force a secondary ability onto gear. This helps to take the randomization out of leveling up your gear. 

As for how abilities work... 

In Splatoon if you have two of the same ability (like two Swim Speed Ups) then the second ability sticker only adds half as much as the first. For example if you have two Swim Speed Ups, then you get 10% faster swim speed from the first one, and 5% faster Swim Speed from the second one. Secondary abilities only add about 2% to whatever ability they boost, and they stack in a similar fashion. But secondary abilities don't get cut in half from primary abilities. So for example if you have a Swim Speed Up as your main ability and then ONE Swim Speed up secondary ability, then your Swim Speed is 12%. That means you are getting 10% Swim Speed Up from your main ability, and 2% Swim Speed Up from your secondary ability. But if you were to add a second secondary Swim Speed Up sticker, then your Swim Speed would only go to 13% since the 2% Swim Speed Up from your second little sticker is cut in half. 

For this reason it is usually best to keep as many different abilities as possible. This way you get the biggest boost from all your stickers. Ideally you want three different primary abilities on your gear. And for each primary ability you want a matching secondary ability, since there is no setback from having your first matching secondary sticker. The only exception to this is if you are trying to hit a certain point in your gear. For example: If you want to be able to throw two grenades at once you might invest very heavily in the Sub-Weapon Efficency stickers. This is because the diminishing returns on stickers would be outweighed by the OP ability to throw two grenades before running out of ink. 

 

Here's an example gear set that I have...

Main: Swim Speed Up, Secondaries: Swim Speed Up/Special Up/Special Saver

Main: Run Speed Up, Secondaries: Run Speed Up/Sub Efficency/Main Efficency

Main: Special Defense Up, Secondaries: Special Defense Up, Special Power Up, Sub Power Up

You'll notice that for this gear set up I am not losing anything from diminishing returns. Overall I am getting 12% Swim Speed Up, 2% Special Charge Up, 2% Special Saver, 12% Run Speed Up, 2% Sub Efficiency, 2% Main Efficency, 12% Special Defense Up, 2% Special Power Up, 2% Sub Power Up. 

Note: This is assuming that everything increases at a rate of 10% for main stickers, and 2% for secondary stickers. This isn't always the case. Some stickers increase less and some increase more. 

Here's a chart helping to explain it a little better. https://splatoonwiki.org/wiki/File:Ability_Overview_Chart.png



Slarvax said:
Can someone explain me the Ability Chunks, as if I was an 8 year old?

Ability Chunks can be obtained in a variety of ways. Salmon run through capsules and having two of the same gear. Through scrubbing your gear for a very expensive price from a sea urchin kid.

In order to use the chunks you need to have 10 chunks of that ability in order to put it on the slot. you can put a chunk on top of a slot with the same ability to double the ability. However that costs 20 chunks.



Almost at level 11, and the only weapons I use is the Basic Roller. I'll try to learn the Dual weapons eventually, seeing as the Roller only does so much in Ranked matches, where everyone uses the sniping weapons.



You know it deserves the GOTY.

Come join The 2018 Obscure Game Monthly Review Thread.