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Isn’t there a surefire way to win with kelp?
Splatoon 3
Do not dive into the kelp.
Keep on ambushing from behind relentlessly, Kombu.
Don’t try to help your allies.
Since it’s a stage where 1vs1 occurs endlessly, it’s not suitable for carrying there.
Don’t confront it head-on.
Cross from the right and perform an area attack from the opponent’s plaza.
Kombu is a stage where you will be endlessly chasing around unless you hold down your opponent’s base (since it’s the Kombu Track).
But…
It’s correct not to do it because there aren’t any players who are willing to hold the opponent’s respawn properly in the wild.
It’s important not to dive into stages you’re not good at or bad stages.
Conversely, it’s also Kombu Track that allows you to single-handedly destroy everything and achieve a knockout even if you lose all to the opponent in a one-on-one SP match.
If you realize it’s a stage you’re not good at,
I won’t do it.
Why did you create such a stage?
Kombu is better off taking it seriously than not.
I feel like I could win in ranked matches by always refusing to face off against Silver Model 57 shark.
300!?
>>11
It has dropped from 2300 to the 2000s.
While I was getting multiple kills with the bucket, I was being killed in a chain by others.
>>13
“If I’m going to get the kill, I have to go and take care of it myself, or else it will turn into an accident.”
It seems like something is coming down to the left at the beginning of the goldeneye (fish).
Even without that, if you play for five minutes, you should be able to tell who is getting the kills.
>>20
I don’t understand…
Isn’t this a good stage for those who keep talking about how annoying long-range units on elevated positions can be?
I think it would be fine to have at least one stage like this.
It’s an oddly strange stage for 3.
I feel like konbu often loses gradually without me noticing and ends up losing just like that.
>>15
When I go out to paint, my allies die.
When you focus on getting kills, the painting gets worse.
So what should I do?
>>17
I’ll do all the painting, killing, and rule involvement myself!
It was the 15-17 kombu from earlier, right?
The timing is bad, the timing is.
Just kill with paint weapons!
In the low rank tier, everyone is good at attacking.
It feels like we’re at such a disadvantage that we don’t even know how to turn things around, and we’re just being overwhelmed.
>>21
In the end, overcoming this game is the most difficult.
To be precise, it means to endure while keeping in step.
The reason for your defeat is that you didn’t get wiped out.
It’s funny that things have gotten so serious, but I can’t laugh.
The 2000 to 2500 range is currently the most sparsely populated.
“Preparation waste is the easiest to quit when you have the most pent-up frustration.”
I think if it’s below 2500, it’s easier to get back even if you melt 300.
I’ve never fallen below 2000, so I don’t know.
I often see children who give up on each rule and leave the kombu alone.
I’m going to throw a bomb.
I felt more relaxed after it dropped to 1600.
I’ve only ever gotten a maximum of about 1700 in measurements, so I’ll never have anything to do with X matches in my lifetime.
I wonder how everyone is raising their internal rating.
>>29
Isn’t that measurement for X match?
If you get better, you’ll rise.
The winning strategy for the kombu area is that not taking it seriously is the correct answer, and there is no other answer.
By the way, both Baigai and Ryugu are permanently banned.
If you just want to play the area, feel free to do so, but if you want to gain XP, you definitely shouldn’t do it.
If you don’t understand why it’s not good, you have no choice but to learn through your body.
>>32
It seems that despite pushing forward, it can be easily gotten past.
If you’ve written such a long text, you might as well include your reasons and arguments…
>>33
Because I can’t see gaps by myself and rely heavily on my allies.
In the case of kombu, you need to check three places: the front and both sides, but even if there are two aces in the team who can get kills, it doesn’t stop and has a very strong element of luck.
Many people give in to temptation, leading to a weakening of their strong position and making it prone to collapse.
Even if we think from the offensive side, it’s easy for our allies to die unnecessarily, making it difficult to coordinate, so this stage shouldn’t be played.
I like Biga because if you push them all the way to the enemy square, you can win just like that.
What if I’m pushed? Well…
I’ve never thought it was such a terrible stage since the time of Kombu Area 2, though.
I think things like public housing are way more finished.
I think people have strong likes and dislikes when it comes to kombu.
The rules are different compared to other stages.
Why don’t you provide an alternate route?
>>38
Isn’t Kombu a stage where you can only go for back-ups?
I like roller kelp.
I understand about kombu and yagurahoko.
I really don’t understand area asari.
Recently, the wins and losses have been so extreme that I’m like, oh well.
>>42
By looking at the gear and weapons, you can generally tell if you will win or lose.
On top of that, sometimes you can win against the odds, and sometimes you can lose.
>>44
You can tell that I’m the only one wearing a stage jump here, right?
>>65
I hate it when long-range shooters have a super jump on!
You can tell that this guy is definitely going to mess up.
Kombu feels more like let’s use the map widely under any rules, so the disparity in team composition is less likely to appear (compared to the new maps in Splatoon 3), and I really like this map.
>>43
It’s a stage that’s so wide that it’s tough to carry.
Kill! If we just kill, everything will be solved!
Big measurement! Big XP! Big minus!
The point where the circling ends is that for some reason, my square is hollowed out like a bowl at the time of resolution.
I think it’s a stage I like because it’s easy to get through from the left except for that spot.
I can see it, but…
I realized that the base of the Ryugu is at a T-time, not a T-shape, and it became easier for me.
The player-versus-player battles in this game are tough, aren’t they?
But it’s interesting, so I only want to play the single-player mode.
Specifically, I want to do a side order as a full-price standalone title.
For now, set up a wall so that Kombu can’t break through.
I want a co-op mode other than Salmon Run.
>>51
Isn’t the basics PvP?
For some reason, Salmon Run turns into PvPvE.
I want PvE.
Conversely, it would be good if we could be in a mode where we can fully carry if we draw a strong one, so it’s easy, Kombu.
>>52
Those who can fully ride on the carry are actually relatively top-tier at that point.
Since I understand the difference in ability, I also understand what I need to do.
I often wonder if I’m rated around XP5000, given how weak my teammates are.
If it’s Kids Time Kombu, it seems like if you try hard, you could dissolve around 500 XP.
It would be better if the areas moved like negitoro, but currently, seaweed doesn’t go anywhere other than the tower and the tree.
It was a bad stage since the second one, so they should have renovated it.
Let’s do a raid boss…! I thought, but it was the leader after all.
I hope the scallion and tuna paste can also move to the goal…
The big big run where everyone gathers to collect golden salmon roe.
I want to do that again.
Even though I’m playing games, I sometimes think this game is too hardcore when I end up having to endure a serious match that lasts around two minutes.
>>61
Because in 2 it was impossible to do anything due to constant back attacks, in 3 we ended up grappling tightly.
Since kills, painting, hate, and roles are divided, we carry a versatile player who can do anything to avoid accidents in the composition.
…Don’t make me do everything!
>>63
Those who do everything and those who can’t do anything.
The team has come together!
>>67
Blasters that can’t get kills are mostly the latter.
Last month, I had the opportunity to play Battera, and it was unusually enjoyable…
The idea that if you completely ignore the playing experience and bring the win-lose ratio closer to 50%, it will become a good game and the matching system is
They do not view players as human beings and do not even consider that each individual game should be enjoyable.
Can a mere squid research lab not understand human entertainment?
It might be a front-line charger or slosher that has started to become noticeable recently.
Long-range with step-in shoes.
It’s fun to win a match without doing anything! I’m so happy! That’s what the management probably thinks.
Isn’t it just the 3K scope that you don’t need to wear a super jump even with long-range?
The top of the seminar is also wearing stage shoes, and both Ex and Lapieri are stepping forward.
>>72
If you can front line alone and dominate like Zaminato, then maybe that’s the case, huh?
This game is unclear because Melon has applied a startup, but the idea of just adding it because of that is really not good.
I need to make sure that kids don’t quit right away after losing repeatedly, so I have to help them win.
You’re only thinking about development, right?
>>73
I think that the matching policy and the requirement for face-to-face stages are hopelessly incompatible.
>>73
If we match with the same power from the beginning, isn’t that unnecessary?
I think it’s okay to start being selective about stages once you have over 2000.
I think it would be better to practice without being too picky if it’s lower down.
It would be ridiculous if the back line is flown into the front line, but I don’t really have any other gear I want to attach with my feet anyway.
If you’re using a passive, I think it’s fine to consider it a landmine judgment.
When you start to lose a bit, even the weak opponents are assigned to you.
It’s really frustrating when I start to win a little and end up being treated as a weak player who distributes losses.
I can only play a fun game with an opponent about once in every ten tries.
The rest are just exhibition matches for adjusting win/loss records.
It’s either winning without doing anything or losing no matter what you do.
The playtime has reached about 1400 hours, but the average XP is around 1600.
Is this weak?
>>79
It’s still the time when people say I’ve just started in Splatoon.
The Prime with added speed has increased all at once, that’s just how it is.
Using the central ridge with kombu to enjoy mopping is fun, isn’t it?
It’s evident in things like stardom, but sometimes the gear worn by the top players isn’t very helpful as a reference.
Prime has a strong main character first, and the marker crab and composition are excellent, so it’s fine either way.
It’s not wrong to improve face-to-face skills at a human speed.
If you can dominate around the central area in the Kombu area, you should be able to carry, but it’s tough with constant 360-degree visibility.