
Splatoon 3
It’s not that there isn’t.
It seems like they are playing tag with Bold.
It seems that unless you write it down in quite a detailed way, it might not be considered a waste.
Unless it’s a special situation where you’re continually distracted by an idiot who isn’t involved in the match, basically, kills are justified.
While there are quite a few unnecessary paint strokes, there are hardly any unnecessary kills.
In Asari Yagura, there are certainly times when players who are not looking at the map ignore serious situations and get unnecessary kills.
>>6In that case, it might indeed be a wasted kill, but it seems more like you fell right into the opponent’s trap.
>>6It’s nice that everyone keeps coming to me just because I’m getting kills in the enemy camp, so I’m losing the count a lot…
It’s pointless to get a quadruple kill in a dominating way just before the end, moments after being reversed.
>>7Chasing an enemy who doesn’t have the Rainmaker when it looks like we’re about to be turned around with 10 seconds left is pretty pointless.
If you’re getting kills, it’s almost justice.
Even with an endlessly low line like a baiter, well… it’s contributing to defense power…
Can be packed up to count 1.
Wipeout
Nice!×3
Just lose as it is.
>>11If there were no kills, I would have been knocked out.
Playing this game thoroughly is a waste.
It’s a waste of time to take three people to kill someone who’s already escaped.
>>13I think it’s just getting hate and not actually getting kills…
>>15In the end, I did get the kill, but the effort I put into it wasn’t worth it, so I guess it’s the epitome of a pointless kill as mentioned in the thread.
There are hardly any situations where unnecessary kills occur, so in that sense, the kill ratio is honest.
There are not a few people who are getting kills while making moves that eliminate winning opportunities.
When the situation is set up to stall for time with a 1 to 3 ratio, there’s no chance of winning…
The most likely unnecessary kill occurs when the opponent charges in with a drink, and the mid or backline gets a trade kill with one enemy at the frontline.
It’s the kind of situation where the opponent will go for a recovery after breaking through anyway.
I think a more appropriate expression would actually be “kills with low priority.”
When I end up in a match where everyone except me is 0/4, I start to wonder what I’m doing.
The charger was left behind, and the other three each respawn-killed one of the three enemies.
The charger was unable to deal with the remaining Pablo, and it ended up getting entangled with the object.
In an extreme situation like that, I guess.
When considering effective kills, it’s clear that weapons with a narrow coverage area are hard to win with, no matter how strong they are.
Even if you get a kill, if you don’t take out the backline, you’ll experience being pushed back infinitely.
When you think that way, there is hardly any resolution.
>>24The optimal solution for the front line is to break through and drop from the back line while sandwiching from the front… but it’s often the case that the front collapses while the back line is closing in, making it impossible to sandwich.
>>24Just having a skilled backline makes it difficult to push forward, doesn’t it?
It is one of the reasons for the disparity match.
Weapon compatibility is also significant.
Since Stage 3 has a structure where you collide head-on, I think it’s better to steadily raise the line from the front without thinking about slipping past.
>>28Now that the renovations have progressed, isn’t the only way to face it head-on like in the Masaba stage?
It’s not impossible to get out even at Masaba, but…
I have to change my position according to the battle situation.
There are too many people who don’t move from the same spot at medium to long range.
Even if it has low value, there is no waste.
If you don’t stop the tower or the rainmaker normally, you will get turned around when you throw bombs slowly, which is common in low ranks.
If there’s a chance for a comeback early on, it’s okay to throw a bomb to keep your life safe.
But there are times when you really have to believe in your physical abilities and dive in during crucial moments.
>>32It seems that many people who have been conditioned to only hear “don’t die” in videos since their low-rank days find it hard to improve.
It’s pretty common to be playing around with someone who came to our side while our teammates are scoring the goal.
I think the kills being made by the front line at the enemy respawn are pointless when our allies are being beaten up around the objective and the count is moving forward.
Come back as soon as you realize you’re being counted.
>>34It depends on the number of players, but if it’s 1:1, the frontline kills aren’t wasted; it’s the losing around the objective that’s the problem.
Of course, to win, we have to go back.
>>34This reduces the enemies that are heading towards the objective, so if you can maintain a strong position without dying, it might be better to trust that your teammates will push the front line and go on the offensive, but I wonder what others think.
>>39It’s already a loss in this game when you leave the objects to your allies.
I’ve never seen Choko Piero do something like that.
>>44Matthew Quad reached 2nd place in serious King Yagura with that.
>>55Mashu may be foul-mouthed, but she is devoted in her play, so she doesn’t leave objects unattended or do anything like that.
>>59Throw the clam outside.
>>61A lot of people are playing this game.
>>61Object dumping occurs.
>>59Do you think you know why you were banned?
>>55It’s simply that those two have different weapons.
The fact that the quad is going to cover the zombie weapon itself is weak.
>>39If the allies on the object side were able to break through, then the result is all good.
>>39If the front line is getting re-skill kills, it’s obvious that those around the objective are the ones at fault.
If the enemy is jumping in while our three allies are at their respawn, then that changes the situation, but in that case, we aren’t getting any kills either.
>>34It’s guilty to not go back when counting is pushed forward based on results, but sometimes it’s effective to go wild alone at the enemy respawn.
I can’t help but want to rampage in the enemy’s territory.
When carrying friends who are 500 to 1000 ranks lower, this strategy often works well.
>>51It’s sad to start talking about hunting lower-ranked players when discussing X matches.
Death is fundamentally a negative action, while kills are positive actions.
It can be made close to zero as much as possible…
Step forward, but don’t step too far forward.
There’s no one at the perfect front line!
If we manage a 1:3 exchange, we’ve done our job well! From here, it’s up to you, allies!
I was counted!
………?
>>38Sometimes there are moments when my effective kills are disregarded by my teammates… It makes me a bit angry…
>>38I took two people with me!
Why are you wiping out!?
That’s often the case.
Even though the rules for moving objects require checking the map.
Most of us end up in caregiving without remembering anything about checking the map or the lamps; it’s a poorly designed system that makes nobody happy.
I think it’s a pretty pointless kill to go out of your way to chase down and kill a zombie quad only to be killed by another enemy.
I got 3 kills and the opponent also got 3 kills.
In other words, it’s a showdown between you and me.
Isn’t it about time we always displayed the minimap at the edge of the screen?
It’s fine to take a strong position when you’re in a closing situation.
If counted, what to do is break through.
If you can take a strong position on your side, that’s fine, but if you’re taking the enemy’s position during a comeback, just leave it alone.
The flow of the match is everything.
It’s wrong to deliberately show results to confuse players for the sake of appearance and to buy time.
I killed three enemies away from the objective, but if my teammates were killed by three enemies around the objective.
>>52There’s already a monster among the enemies! Or maybe our allies are weak! You can just leave it at that…
Cannot be incorporated into tactics.
In order to get kills, I’m also spending time, and if that time doesn’t convert into counts or advantageous positions, it will be wasted.
If you have the ability to get three kills and still lose, isn’t there nothing left to do?
It was just a pointless discussion.
If the win rate becomes too high, it will effectively turn into a 4 to 2 combination.
Even if one person gets 3 kills alone, the two who are like scarecrows are not only cancelling that out to zero but are consistently creating a negative impact, which can be confirmed by memory players.
>>64This is
This
After breaking the goal with the clams, nobody collects the clams and instead continues to suppress the enemies with kills.
Creating a situation that favors the enemy by continuing until destruction has no meaning at all.
First of all, it’s a lie that you shouldn’t rely on your teammates for objects because steals can happen even with a little “choco-pero”.
It’s impossible to create a winning path while simultaneously eliminating a losing path.
I’ve never been abandoned by my teammates when using Mash, so it’s their fault for being on the receiving end.
When did we start talking about X matches?
>>71You’re probably the only one who feels like you’re having a pointless kill debate in the friend open.
>>75I’m not open about it, but I haven’t been able to go to X yet, so I’m discussing the Ban-Kara.
>>83If you’re not even at S+ level, then worrying about effective kills is not something you should be concerned about.
>>89Rather, it feels like those below S are unnecessarily taking strange routes and making pointless kills, whether they are allies or enemies.
If you go beyond S+, weird people will normally disappear, so even if you get a kill outside of the object, you can often understand, “Ah, I get the intention, but the enemy was strong.”
>>83For now, there are almost no unnecessary kills in either X or Bankara.
If I was able to reskill but we lost the match, the teammate who is losing on objectives is the most at fault, and then it’s my fault for not getting enough kills.
If the points are advantageous, it’s okay to discard the clams.
>>72I agree with 80%, but by throwing away the clams, they will normally respawn, and if that happens near the center, there is a possibility that the enemy will get the clams first.
In that case, it might be better to die and drop up to three items.
So, it’s probably case by case, like when the enemy is approaching and there’s an urgent need to defend a advantageous point, that’s when you would abandon the clams.
Matthew kids are here too…
No matter how good the surface layer is, it’s only one character that’s being moved.
If you could always hit three Urushos without fail, the story would be different…
Everything outside of the area seems very easy to understand.
All kills that don’t involve the object are useless.
If you don’t push the line after getting a kill, it will eventually become a wasted kill.
There is a valid time for a kill, isn’t it?
Even if you get 3 effective kills and die, normally you would expect the count to advance quickly, but if your teammates hesitate to push the line for 5 to 10 seconds, the effective time will expire.
>>76Your way of speaking is too rough…
>>76The speed of raising the line is important, right?
And just when I thought I cleared them, my three teammates got taken down by a hidden roller…
>>90It’s inevitable that I get defeated.
I want to believe that it wasn’t that I lacked motivation.
“Why am I getting taken down?! I say that with my mouth, but since I’m taking down three people by myself, I eventually come to terms with it…”
In situations where there is a significant difference in backline strength, like 3:4, getting a single kill becomes meaningless.
I can find the location without looking at the map.
There are fewer people who fall into situations that do not involve objects compared to other rules.
Chase the enemy and go to a place far away from the battlefield to get a kill.
If the enemies you’ve killed return after losing the objects before you come back.
Absolutely wasteful.
It’s a waste to the point that it’s better not to do it at all.
It’s fine to mention examples of top players, but almost no one truly understands the intention behind their movements, so bringing it up during such times is pointless.
Next, are you going to say that the melon was being applied or that Kanaegora was doing a swamp jump or something?
In the case of clams, there are times when they are intentionally thrown away so that the enemy won’t pick them up.
It feels the same as deliberately trapping Hoko in a remote area.
An image where a response battle always begins.
>>85Damn it, there’s no duel site called Yuden Minami in Chikushou 3…
>>85Everyone loves Turf War.
>>85I dislike this thread image.
I want to go back to adding ンミ at the end.
Why don’t you stop adding ‘nm’ at the end? When everyone stopped because of the comments, I noticed that it started being quoted on sites like Splatoon news and similar summary sites.
My 1600 XP tactical comment was written in red as if I were good at it, and it was no good.
I’m glad we can discuss, but I guess the ending was really a charm against reprinting.
If you have an advantage in points but are at a disadvantage on the board, discard the clam.
If you have an advantage in points and the board is in your favor, then complete the clam.
It’s just that, very simple.
There are slight differences in the way you handle things even when throwing away clams.
It’s common to throw things away outside, but if possible, it’s better to avoid that as it’s not the most efficient action.
The correct answer is to throw it into a high ground where the enemy cannot enter.
This is the most efficient way to discard while delaying the spawning of clams.
If there’s no leeway, it’s fine to go out immediately, but if there is leeway, let’s thoroughly implement this.
As a result of focusing on spawn killing by entering enemy territory, sending reinforcements back to the front line through a super jump created a numerical disadvantage at the front line and caused a loss; would that count as a waste kill?
>>88But the idiot who flew in is 99% at fault.
If I had confirmed in advance whether my ally would jump into the swamp, I would have no choice but to gradually push up the line.
If it happened in a situation where I couldn’t confirm it… it can’t be helped, it was just bad luck.
>>88You’re not getting any kills.
>>88Aren’t you leaking it!
I feel like the accuracy of the special has improved compared to two months ago.
The update hasn’t come, right?
When you get caught in a swamp jump that results in a loss rather than a wasted kill, you really think, “Are you serious?”
“There are no places in the game to learn that ‘it’s better not to do such things,’ so jumping into the swamp is just a cute thing.”
It’s late, but I was playing in an open carry slot focusing on kills, and I couldn’t accept that my teammates were complaining about me being a kill-hungry player behind my back, so I created this thread.
The ones losing in the back must be at fault since I’m getting kills up front… Even if I were to blame myself, there’s no reason for the ones who lost to point fingers at me…
>>100The community I’m part of is vulgar!
>>100I can’t say anything because I don’t understand the rules and the situation.
That’s true.
>>100Otter…
There, there…
I’ve often seen that even though effective kills occur more than unnecessary kills below S rank, the count barely changes.
>>102Ranks like S are whatever, but in lower ranks, the enemies are so weak that even if I mess up, it doesn’t really lead to losing, which is boring.
It feels like playing Mario with infinite lives.
Ignoring game-related objects like the splattershot, the tower, and the clam.
Chasing after the bold and getting kills can be a pointless kill.
>>104Bolma is charging toward our side, and I want to deal with it quickly, but I can’t pursue too deeply.
And then, when you’ve forgotten about it, it hits you from behind with a hammer.
>>104So that’s just too slow of a kill pace, it doesn’t even count as getting kills! You can see that right away by looking at the results.
>>112Zombie Bold repeatedly is born and dies at a high pace, so the kill pace itself will become faster.
>>117If you can suppress it that much, then it’s not a waste in the first place, right?
>>118It’s a waste because it’s a kill that isn’t involved in the game.
>>119It seems like there should always be an advantage being generated from our actions while the opponent is dying, yet it’s quite a limited situation that we’re not involved in the game.
>>122It depends on the rules and the situation.
>>122People who are slow to raise the line.
Everyone, this is it.
>>104Well, this as well…
If the enemy is using a Bold playstyle that doesn’t engage in meaningful thinking, it’s okay to ignore them.
In a situation without voice chat, you have to take care of players who are trying to break through or enter your territory; otherwise, the lower-power players in the backline or among your teammates will keep getting bullied, and it will end up like the last match where we lost to a team of Matthews.
Of course, you can win by ignoring it and advancing the object, but in the end, it all depends on the situation.
>>125Of course, I’m not saying to ignore Zombie Bold.
If you don’t pay attention to the situation while dealing with a moving front line, it will result in unnecessary kills.
If we stop doing it together, isn’t it just a case?
If you assume that your teammates are constantly causing a negative impact greater than the kills you achieve.
The criteria for what constitutes a wasted kill have changed, as if it has become a hurdle.
I was taking advantage with a 2:1 lead and killing zombies in the opponent’s territory!
The situation at the front line, where we are being forced into a disadvantage at 3:2, is just a waste of kills.
It’s better to eliminate unnecessary deaths before worrying about unnecessary kills.
There are weapons where actions other than getting kills don’t even feel like breathing, depending on the weapon, stage, and rules.
>>116I think people who bring such weapons should fulfill their own mission.
If the number of kills is lower than mine, I look at them with disdain.
I don’t think it’s a matter of whether the kill pace is fast or slow.
In Yagura, if there’s even one opponent hiding, it will definitely stop, and if there’s not a single bodyguard, it won’t progress at all.
If no one is assigned as a guard, the best strategy is to wait until someone touches the object and take on the role of guard yourself.
>>120Well… basically, the faster the kill pace, the more control over the board you have, which makes it harder for the opponent to hide.
>>126From experience, there is almost no correlation between how easy it is to sneak around and the kill pace.
If the person advancing the object is not accompanied by a guard, they will definitely get through.
In the end, clearing awareness and the number of frontliners became the key to the match, and frontliners refer to the number of people who protect the object.
>>133If you’re going to hide, then you should be watching the ones around the object. Don’t keep losing to stealth forever.
If the front line is low, the object is more dangerous.
Depending on the rules, there are cases where the front line you think is the front line is not actually the front line, you know?
As a fundamental issue, I think it would be good to change how you interact with friends before focusing on kill-death ratio.
I believe that unnecessary kills do not count as points but also do not result in point deductions.
The high deduction rate is due to useless deaths from lack of scouting and swamp jumps.
If you think you’re carrying, you should be on the front lines and playing the role of the killer rather than…
It’s easier to carry when you actively engage with the rules.
When you are getting kills.
If there are allies who create greater losses, unfortunately, the finances will not balance.
Shut up, you noisy little brat!
There are often matches where you don’t get any kills or have a numerical advantage!
What should I do?!
I want to get effective kills with object involvement too!
The enemy is strong!
>>134That’s it.
You’re weak.
Even if I’m told to play around the object, won’t there be no way to carry if the opponent has a strong long-range SP and I’m at a shorter range?
No matter what, I can’t keep winning forever…
>>136Let me grant you the magical words, “adaptability.”
>>136It would be nice if there were a boar warrior going out to hunt with long-range capabilities for the one being carried.
>>136It’s not necessary for everyone to be there, but if no one is there, it just means that you can’t win without stepping up yourself.
I’ll step up if I see someone is covering, and if no one is covering, I’ll take it on myself.
I don’t think it’s a difficult topic.
I kept using a charger I had never used before, and my rank dropped to 1500.
I was constantly holding the Rainmaker at times when I absolutely shouldn’t have, and I couldn’t win at all unless I was the one holding it.
I would be happy if my allies could interfere with the objective or push the frontline while I’m attracting two or more enemies by myself.
The opposite situation makes you wonder why it’s taking so long.
>>139This is subtle because unless there are kills, it might just be that they’re taking hate and multitasking.
I’d be happy if there were cover kills.
If you can win by painting, it wouldn’t be hard, but in Turf War, the difference in painting awareness can quite often determine the outcome.
>>140It’s really frustrating when there are enemies with high ink awareness like those in Spicollo, and I can’t make any progress at all!
I’ve been consciously trying to look for nearby enemies on the map recently.
Sometimes I get killed by the enemy in front of me without being able to do anything.
If you can paint over, it’s often the case that you think to paint first, stop the count, and then get kills or hide!
>>145In that case, with that kind of composition, you really need to focus on inking first, or you won’t be able to get many kills…
>>145If you’re going to charge your special, could you paint the front side of the area instead of way back in our territory? But if you feel like you can’t survive in that position, I guess it can’t be helped.
Decrease the number of opponents by lurking and flanking.
Getting 1 or 2 kills right after the front line that was at a disadvantage was shattered is pointless.
>>146It may be a wasteful kill, but it’s worse to get completely annihilated normally.
Since we can detect the allies’ concealment, the front line should endure too much.
It’s said to be weak, but the barrel is simple to use and has low variance, which is too good, making it hard to win without it.
It’s nice when your respawn point is beautifully colored when you open the map…