
It’s really tough.
If you have Prime
Yes!
Basically, S bras are bad.
You’re not weak.
I only know that SmaNew has been strengthened somehow, but how is the current environment?
>>4In the end, Manu can’t handle the roller and blaster, so the weapons themselves might be strong, but it feels difficult.
In short ranges, the Roller and Nova are incredibly strong.
I have understood the answer to the current environment.
Everyone is holding too many weapons that can’t be used.
Are you insensitive?
>>5That’s why the weapons that can be painted become the counter.
The most used short-range shooter this season is the Sharpmark.
>短射程で塗れても前潜り込めないから長射程で濡れるトラストとかじゃなきゃキツイYeah…
I will be with the bath forever…
52, Shaker, Sushi, and Prime are all still strong.
It’s just a bunch of weapons with bomb throwers that will be nerfed in the gym in Shapuma, S-Bra (planned), and Splashtastic.
An expert said that you should paint with kills.
Short ranges have a lot of stamps, which is simply tough.
Also, it’s difficult to push forward because S-Bravo and the bucket can easily touch from behind cover.
Has Nova become that strong?
It felt like a kind of useless weapon.
>>12In the end, it’s weak to range differences, but it feels really strong when within range.
The blast is too big.
I’ve been enjoying Japanese umbrellas for a long time, but the S bra is tough and I’m struggling.
I’ve started to think that it’s better to practice shooters to improve my basic aiming and positioning skills.
There has never been a time when short-range shooters were strong.
The strength of a short-range shooter depends 100% on the player, so it’s just the person using it who is strong.
So the mid-range is always the strongest.
It’s not Nova, is it?
It’s Nova Neo, isn’t it?
It’s only natural that shooters struggle since they are out on the front lines.
There are too many things a shooter can do, and the demands are too difficult.
It’s not about being strong or weak; it’s necessary because it’s infrastructure.
It’s too easy to get kills with the blaster.
Even though it’s a kill-specialized weapon,
The strength you feel depends on the situation, so it’s good to think about what tactics to use to win.
It seems that there are more weapons that don’t get wet around.
There has been a mysterious phenomenon where I can somehow win more when I’m playing as a slave covered in personal performance junk.
In the last 50 matches, I’ve had a record of 38-12, but about 70% of the wins are with a kill/death ratio around 1.
>>23I have a killer weapon, but in turf wars, I often feel like dying because my teammates can’t even maintain the front line while I’m painting our territory.
>>23Even if it’s X, there is always a need for someone to paint and expand the ally’s action range, but this role tends to be underrated in this game.
>>23A lot of people misunderstand this, but it’s not a game where the goal is to get kills.
Killing… especially being obsessed with winning in flat ground one-on-one situations is almost meaningless.
>>35I want famous streamers to say this to those who are bad at painting and have messy skills.
I returned after a year, but I can’t move as well as I did before!
It’s amusing that almost all the matches of the top 8 teams in the Area Cup were in S rank.
You have more than a pen, you idiot.
Even though I was bullied in both long-range and mid-range, I can no longer win against maneuvering or blasters, so I think it’s amazing that there are people who can play shooters now.
The term “painting slave” is not a metaphor.
The result of carelessly increasing the 1確 Blasters and making rough adjustments is this.
The S-bras have too high of an opponent performance.
If it’s just to help with area painting, it can be done with a splash.
>>28Everyone has underestimated the area control power of the Nice Dama too much.
>>57But it’s hard to build up the Nice Bomb in S+ matches…
>>59When you get a kill, it accumulates, so it’s usually built up when you’re in a suppressive role.
And since it’s impossible to break through head-on against an S rank opponent, even if I try to make a play with a steel approach, I end up getting outpainted by a nice bomb and die in a frenzy.
Doing paint slave is fine, but the difference in our kill-centric abilities directly leads to the results, so when we lose, it becomes super unhealthy for the mind.
In a one-on-one situation, shooters generally have the advantage, as maneuverers are surprisingly not weapons suited for face-to-face combat.
Most people say that sushi is more advantageous than a manual.
Implement the chinkas shooter already!
So in the end, a mid-range shooter like the Sushi 52 or Sharp Marker, which can also get splats while being able to cover up, is the best.
>>34If you use them, you’ll understand, but you can’t be painting with rollers and blasters in front of you.
In the first place, it’s short-range.
Are you talking about space shooters?
Manu is known for its high survival ability and crabs.
The main point of a 5確 shooter is that even if they are called “chinkas,” there is certainly no room for rebuttal…
>>38The model isn’t weak even at a distance of 5, so it’s not a loser.
Specials waver, so at the proper distance it’s still smegma.
Take pride in the kills during the push of the front line and when dealing with objectives and breaking through.
>>40I had a really embarrassing kill-to-death ratio of 5/8 earlier, but I won by counting the scores I earned with a last-minute stamp wipe, so I’m satisfied with that.
The numbers are still garbage when I look back at them.
The definitions of medium-range or medium-distance vary depending on the person.
>>41You could say it’s a sense of officiality; you just need to look at the matching range chart.
>>51I understand that, but not everyone speaks according to this.
>>41I think it would be fine to use the bottle for long-range shots compared to the barrel and gym.
For the shorter ones, they have a medium range of about 52.
Manu has enhanced main judgment and a richer sub SP.
It’s a weapon that’s more fun than sushi, with a laggy gameplay experience.
Prime is! Painting frame!
I finally reached X Power 2000.
This means we can consider the game finished.
Well, I do play around.
>>46The game became fun once I started encountering scores over 2500.
>>49In reality, when I enter that area of the room, I despair at my own weakness.
You will be confronted with just how big the gap really is.
>>49Next, it’s about the crown or something? Since it’s limitless, I think it’s okay for this to be the point of improvement for 3, as there isn’t a big update.
Those who say Spesh cannot be handled unless you have good movement skills are… what is this garbage weapon?
There are so many S bras that it’s faster to think of the positioning of each weapon based on the assumption that S bras exist now.
Gallon has a shield, so he should be able to do it.
SP is rubbish!
>>52That’s… it can scout with infinite range and just recover ink…
I want to fight opponents who aren’t as strong as me and win.
I thought I was done for this season since I reached S+50 and 9999, but I end up continuing to dive into the challenges.
It’s too much fun to casually play a challenge where you can dive in recklessly and have nothing to lose.
I want to win through painting; I want the painting performance to be at least that of a Spicolle.
>>60The Spicora has terrible fuel efficiency.
If you attach it to a regular shooter, give me a lawless sub or special.
>>60I’ve been using Spuspi while filling the stars recently, and it’s super wet and fun, but it’s really tough to maneuver on stages with a lot of elevation changes.
In fact, if the blaster type gets taken down first, it has a 100% chance of losing.
This is the current usage rate of the upper tier.
“`
Rank Weapon Type Weapon Name X Ranking Weapon Usage Rate [%] Total Area Yagura Hoko Asari
1 Blaster S-BLAST9 1 9.7 7.0 12.2 9.0 10.4
2 Roller Splatter Roller 5.1 3.0 7.4 5.4 4.6
3 Maneuverer Splatter Maneuverer 3.9 4.2 7.2 2.0 2.2
4 Charger R-PEN/5H (Backboat Rate) 3.4 8.2 1.6 1.4 2.2
5 Shooter Splatter Shooter 3.1 3.0 1.6 4.8 2.8
R Blaster Elite Deco 3.0 1.4 4.2 2.4 3.8
6 Shooter Sharp Marker 3.0 3.8 2.8 2.0 3.2
7 Slosher Bucket Slosher 3.0 6.0 2.6 1.4 1.8
9 Shooter N-ZAP85 2.8 1.0 3.2 3.8 3.2
10 Charger Ritter 4K Custom 2.6 0.2 6.2 2.6 1.2
11 Shooter Prime Shooter 2.6 0.0 1.6 4.8 3.6
12 Charger Ritter 4K 2.4 5.0 1.4 1.4 1.8
13 Roller Carbon Roller Deco 2.3 1.6 2.4 1.8 3.2
14 Shooter 52 Gallon – 2.2 2.1 1.0
“`
>>61There are many things like mani, sushi, and shakers, after all.
It might simply be that there are many people who can hold it.
>>61The top drive wiper in the area is missing.
Is it something that even the top players can’t imitate?
>>76First of all, the use of the Crown Drive itself is rare, and there are only about 20 people.
Roller is strong.
Is a pencil a charger…?
The red pencil has been dead for a long time.
Is that guy going to end up with zero spirit pressure?
>>69What comes out when you apply it is the sea slug, which is just too silly.
>>69Having a backline that can apply paint and holds candy isn’t weak, but ultimately there’s no reason to specifically use it.
Well, the Nice Dama doesn’t have area control power…
If there is no one around, I can paint.
The theory is to have one free spot and strengthen the area with three people, but the wrong knowledge that encouraged going for spawn kills had a strong negative impact.
>>70If you can maintain that state, you can eliminate bombs, so it’s quite strong.
>>70Too many people are doing it to definitively say it’s a mistake.
Is it something like “I’m more right than those guys”?
>>77It’s just a side comment, but if you let even one person through, it’s a failure, yet the respawn killer keeps getting instant kills too often.
The issue of having too many children who let the enemies pass by without engaging.
>>77If no one is watching the area, we can easily lose it just by using weak special weapons like bombs or nice bombs from a distance, and we could be turned around in one shot if someone flanks us, so there’s no way a high-risk, low-return strategy like rushing to respawn can be strong, right?
If there’s a strategy that’s stronger than having a scout do reconnaissance and tank hate while the rest take a strong position, gaining the upper hand and calling the scout back with a bioluminescent beacon, I’ll use it, but theoretically, I can’t find one.
The Spus Spi Barrel received a subtle buff in the last update and it actually feels pretty good.
Especially for the Splus, it’s really tough when you call a blaster…
>>75Also, since the Splattershot Pro has a slow projectile and is prone to recoil, it is stronger at close range rather than at mid-range, which makes it unsuitable for mid-range combat.
An existence like a variable.
The Nice Bomb has been strengthened, making its use like a shooting escape bomb even more effective.
>>78I find it really annoying when I think I can surround them, and then they just wait for cover with a nice bomb.
If there is a gold model on the opponent’s side in the area, it becomes a tough situation.
I don’t really understand the situation where there are people who are reskilling, but they can freely shoot SP…
I can understand that the performance of Spuspi is not exactly bad.
Well, it’s difficult to make a living from that.
My performance is low.
Supusupi enjoys throwing the quibo quibo stamp, as quibo quibo is fun.
The enemy’s golden model → A formidable opponent that accurately takes over our territory while closing in on us with a nice bomb.
Ally’s gold model → Pubic hair
Driving is too difficult.
Dental work is easy and nice… I’m getting used to it and it’s becoming enjoyable.
I haven’t used dental since my wrist went ‘crunch’.
I understand that it would be fun once mastered.
As a result of watching long-distance painting, unexpected things happened, like an increase in Tracola, which is quite interesting.
If there is a difference in the backline, the frontline has no means to disrupt the opponent’s position until their SP builds up.
It’s not about getting a reskill, but the goal is to make them use their special moves in front.
If you throw up in front of the area, you’ll get taken away, right?
>>93Sorry for the off-topic response, but it includes areas other than just that.
It would be ideal if we could pull it off while alive, with the SP in front.
>>97Ah, there’s a pattern where I get too anxious and go too far forward after a breakthrough, just to end up dying.
I often think that I want to take back the center once and then push through with the accumulated SP.
>>107Many kids with low painting awareness often fail without completing their reskills in this game.
A good team wins by not allowing the opponent to do anything.
You can’t reskill unless you’re with someone skilled.
>>113If I bring this up, it really depends on the mood of the bandwidth and matching that’s actually being done.
I messed around with Gold Mode, Special, and Jet Suit, but it was easy to incapacitate enemies with paint, making it feel like a different game and it was fun.
It’s impossible to open it.
>>94The paint accumulates a lot, but isn’t this player just slacking off with kills and deaths being close to half of the surroundings? It tends to end up like that.
It’s different; rather, the front line is being raised.
In fact, a painted slave who is not even allowed to die.
>>95But it’s the most targeted…
>>95I love Reimaru’s sharpness at the area tournament.
I’m just painting without any kills and almost no deaths.
“But I’m constantly stepping forward and causing trouble.”
>>100Was it the crab instead of Shimane?
Isn’t it true that the area’s control depends on the map rather than a uniform answer?
>>99In places like Hirame Kombu, there are often stronger positions around the area rather than in front of the base.
The intention of taking a strong position is to aim for a risk kill, so it’s still advantageous for risk kills.
It’s me who gets all worked up while painting, saying that none of them bother to paint.
With a bold, S bra is a piece of cake.
Whoa, there are too many direct attacks in close range mode!
I was trying to go for a reskill, but I didn’t understand the situation where I was getting flanked and the area was being touched. It was bad.
>>104Reskill can’t stop the flanking route.
The routes are just too different.
There are chargers that bounce around while keeping their charge and not shooting for about 5 seconds, but isn’t that the same as doing nothing for 5 seconds?
>>105When you’re charging like that, there are usually enemies just outside your range, so you can’t let your guard down.
The time when no one notices or thinks about it.
I don’t really understand the idea that it’s correct to hesitate around the area and wait for the opponent’s development…
The gold market is in quite an interesting position right now, isn’t it?
I hate you since the golden ball era, so I’ll kill you.
If the sprinkler gets a bit stronger… there might be more MUJI S bras.
The person who is first in the drive probably doesn’t have a drive, so they would be stronger.
>>110Some people can get so used to their main weapon that they become surprisingly clumsy with any other weapon.
>>110It’s the Drive version of Kametan, right? That person is the best in the world and their maximum power should be Drive too.
It is often the case that the front line cannot close in in the Kusaya area and is dove into from the slope.
When I say to step forward, I don’t mean to rush into the enemy lines and go to your death, but there are too many squid that casually die in the control stage.
It’s fine if it’s for the purpose of delay! Just a little teasing is enough!
>>117Seeing the brush that comes back safely after being busy makes me feel relieved.
I think reskilling is undeniably strong, but there are just a lot of players who don’t have an awareness of blocking escapes or have overly naive predictions about enemy respawns.
There’s really no element of reversal, so it’s impossible to break through.
There are allies who don’t ink in front of enemies even though they are shooters…
>>124There are quite a few patterns where enemies are lying in ambush there…
Taking a strong position and advancing the count is correct…
If that strong position is in front of the respawn point, I will go to the respawn, but if it’s a high ground in the enemy’s territory, going further can sometimes turn me into the starting point for breaking through…
In the end, it depends on the situation…
I never thought Pablo Hu would enter the environment.
>>126Seriously!?
A few days ago, a comment in a thread that said Splatoon is a painting game was heavily criticized, and it made me sad.
In the rebuttal, it’s stated in an extreme way that you shouldn’t have territory battles in X.
It’s not that low-level of a conversation, is it?
When you need to paint only the necessary parts, if you neglect that, you will die. Even if you waste time painting aimlessly like in a game of pretend, you will still die.
Even though it’s called a painting game, it doesn’t mean you’re supposed to paint like crazy.
The delicate thoughts of painting in each moment influence the tactics in each moment, so I think that’s why they say Splatoon is a painting game.
I don’t know, but…
Actually, the person who wrote the original comment wasn’t arguing against it.
>>127I don’t think the scriptwriter has thought that far ahead.
>>127Isn’t it because there are people who start a personal attack battle instead of making logical counterarguments here?
If it seems like there’s no point in talking any more, I’ll wrap up the conversation too.
Isn’t it unstable to aim for a reskill in the area?
It may depend on the situation, but I think it’s a choice that’s harder to select than other rules.
>>130The fact that the options presented in the original response are a ridiculous two choices of respawning/area is just too stupid.
Shut up!
A game that makes you want to write longer sentences gradually.
Unlocking is extremely difficult, and it’s normal for it to not go well.
When you become aware of it, things tend to go well instead.
The painting is important because it includes various meanings such as disrupting the enemy’s movement, preventing escape, and securing a retreat.
>>136Also, when you want to advance there, you have to show yourself and paint, so it also serves as reconnaissance.
Everyone is doing their best.
In the end, it’s not a painting game unless painting is more advantageous than killing.
Pablo always gives the impression of popping up whenever the environment changes.
The harassment from PubHue is so skilled it’s amusing.
>>141It was the same during the peak of Slide 2, but weapons that ignore painting can really hit hard when they do.
I understand that the stress accumulated from daily play drives one to write long texts.
It’s mainly because the matching range is too wide.
For now, I want you to eliminate any suspicious paint that seems like it can be used to get behind with the squid.
“…and probably everyone thinks that way, but no one changes it.”
>>143I guess I’ll paint it… I’ve been hit!
I got done in! I got done in! I got done in! I’m telling you, I got done in!!!!
>>148That said, there’s no right to blame my allies.
It’s wrong not to paint while assuming that there are enemies present.
I think it’s a painting game if it’s a gold model environment.
Currently, there is a heavier emphasis on kill weapons, and even if the support weapons set the stage, if the kill weapons don’t perform well, we will lose.
>>144I believe we are in an era where weapons that are weaker in coverage than the S+ weapon, which has the highest usage rate, have no rights.
Despite being a weapon that’s supposedly weak in painting, it surprisingly covers quite well with its burst bomb and long range… what’s up with that?
Pahyu has been in the environment for a while now simply because it is strong against blasters.
And it’s still strong now, but not particularly abundant.
A delicate position to call it an environment.
It’s a paint that makes it easier to get kills by taking advantage of the terrain.
The main character named Pablo is too delicate.
“Sneakily search around the topic and then repaint! This is it!”