When you splat the enemy charger that was causing your team trouble
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@skeletonsquids
When you splat the enemy charger that was causing your team trouble
[Enlarge for better quality]
Hello! So, first time opening commissions in a while. I’m saving up for a camera so I thought I’d open and make some $$$$
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Also!! Signal boosting is highly appreciated! Thanks so much!
Not saving for a camera anymore now im saving for rent pls signal boost
This is the best thing of the world
you:
me:
Speculation on the new Bento Splat Charger
Prepare yourselves. This is gonna be a potentially lengthy initial thoughts on the new Splat Charger coming on the 7th.
So the new Splat Charger will be wielding the Splash Wall and Echo. I predicted this very accurately it was exciting! I was expecting inkstrike because splash wall is too good on a long range charger that an inkstrike would be there just to /nerf/ it (and give it an alternative turfing option.
This unique set is gonna really affect the meta game of splatoon (I know it’s so silly to think of nintendo’s game heavily with a meta, but I love this game so much, bear with me lmao). I already see it now, a lot of e liters may switch to this weapon because this weapon will counter them so hard. And it’ll be a better turfer all while getting that echo slightly faster.
On to the niches this kit will provide.
This charger is going to abuse the hell out of it’s range with this splash wall. Heck, the unscoped version will do this as well. You can make any sniper perch safe for as long as that wall is up, provides you one free protection from a sniper’s shot, which is HUGE.
The time it takes for the enemy sniper to charge a shot, destroy your wall AND charge another shot to hit you. You’ll already have had PLENTY of time to get a charge on them to splat them. And you can get as close as you want to that enemy sniper because you are safe with that wall.
Not to mention, oops did you splash wall get destroyed by a bomb or enemy charger? No big deal, just activate echo and set one down immediately without having to wait for that ink recovery delay that the splash wall brings (this is another huge aspect in this kit)
Splash wall brings up so many more options for this charger as well. Not only does it make your sniping perch literally as safe as it can be if you’re good with the wall. It can also dominate some close quarters combat situations the Vanilla and Kelp lack. With the Vanilla, you have to drop a bomb near your feet and swim away. The kelp, place a sprinkler if you can and get away, but you have to maintain your space with this weapon more. With the Bento charger, it’s another story. Place a wall and fight back (not as if the other two can fight back because they definitely can, the Bento can just do so safer), swim away, or even immediately jump away!
The downside to this charger is that it doesn’t have any other means of inking turf like the Vanilla and Kelp.
The Vanillas has bombs and bomb rush. Good for immediate turf control and pushing the enemy back.
The Kelp is good for lane control. The sprinkler is great at many things, from inkling turf, to keeping ink near your feet to swim away, or simply as bait for others to take while you snipe them while they’re distracted (another trick is setting it right in front of you as an extra hitbox where only your head is exposed so you have time to react if you’re being shot at)
The Bento charger just relies on itself alone. It can refill it’s tank with an echo while it’s turfing, or charging up a low ink shot, but it’s definitely outshined by the other two chargers in terms of turfing. But it still helps the team with the echolocator. But it still provides amazing support by keeping all the enemies on their toes by not being able to flank. And especially will give all other chargers a hard time.
Not to mention, this weapon is gonna have some serious advantages over the other chargers when it comes to rainmaker and tower control. In tower control you can place the wall on the tower and just sniper from there instead of having to stay back. With rainmaker you can protect yourself from the shields burst, or from the rainmakers shot when trying to snipe the enemy carrier.
That’s all I can think of for right now. I would love to make a post for my analysis on splatoon weapons. This is my first post of such. And really, I would actually enjoy being asked to analyze your mains from my perspective, I would love to help other players get better at this game. This shooter is so unique, the tactics are very fresh and it’s why I love splatoon so much (besides it’s 90s aesthetic!!)
i think about this clip a lot
Please tell me how you practice with chargers! It's been so hard for meeeeeeee
tbh i dont have a lot of advice on practicing but…..
Keep reading
Do ya mind if I also share some charger advice? I’m a charger main myself!
Go to the practice room and practice snapping. Snapping is quickly moving your reticle on to your target even though you were looking away or at the ground. just practice as you walk, vertically, horizontally, etc. if you’re not using a scope and hold a full charge, you can hide your laser in the ground as you view the rest of your surroundings. With scopes you don’t want to hold the charge too long because the tunnel vision will hinder you.
Because if they see your laser, theyre going to be more slippery and quickly hide! But remember this as well because the laser makes a great pressuring tool for keeping people behind choke points!
OP is right about bamboozler and squiffer. Squiffer moreso. They force you to handle close combat situations differently than other weapons. It’s because they have 100% accuracy at where they shoot compared to other weapons, which is great! But that’s it’s drawback, you have to connect the shot.
The four chargers carry different playstyles. Even more so with each set each carry.
The bamboozlers are both relatively supportive roles, but are pretty aggressive. The killer wail/wall set helps keep areas under control especially choke points. While the disruptor and echo set is more for keeping the entire team aware. Most people recommend stacking damage and doing the full charge + a tap trick to kill. But I find stacking run up more effective and charging half shots because the time between the first shot is faster and you want to be strafing as you shoot! I’ve been more successful that way, but find what you see more comfortable! Swim speed is also not a bad option.
The squiffers are the only chargers that don’t gain faster kills with attack up, except stacking atk can make the 3 flick ko turn into a 2 flick, but that’s it. I also stack up run speed when I play the squiffers, snapping is very crucial IMO with these guys as well! But you’re very mobile so as what OP said, it’s very good to learn snapping with these! The inkmine inkzooka set seems to be the more defensive set. Set a mine at hiding spots or choke points to give you an upper hand or scare enemies behind the wall (set the mine there ahead of time). The bubbler point sensor set is the more offensive set in addition to team support! (Though that inkzooka really helps take care of chargers when you need that range) The point sensor is essentially pocket echolocator, don’t forget to try and throw one when you’re about to die as a free “haunted” perk. And bubbler is bubbler, great for panic situations or pushing. The fresh squiffer coming soon as dlc is what I’m very excited about personally, suction bombs provide some good pressure ranged or nearby, while kraken is especially good for up close fighting. (Hilariously, super jump to a friend in trouble then activate kraken just before you land :) )
Now for the long range chargers. The splatterscopes are the more aggressive of the two, with their faster charge time and kits. Splat bombs are good for escaping or pressuring areas. Splat bomb rush is great for reclaiming map control or pushing forward. The sprinklers is great for keeping ink at your feet to escape, or keeping ink at choke points for you and your teammates. It charges the killer wail really well too, which is great for pushing out enemies out of entire lanes.
The eliters are more methodical, their slower charge time is the drawback for having massive range. You want to hide your reticle fairly well with these moreso than the splatterscope family because the long charge time makes it hard to get in many shots. Burst bombs are good when people come too close or when you need to assist/hit anyone you missed. Echo helps you keep track of your target and makes aiming easier. The kraken beacon set is even more trickier to use because you have to learn to preserve yourself because you have no immediate way of defending yourself if you don’t have a kraken charged. If you find yourself being approached too closely, space yourself and try to shoot. Jumping from beacon to beacon to different sniper nests helps pressure the enemy and keeps you safe.
With camera sensitivy it’s entirely up to what you’re comfortable with. I see most chargers use negative to have steadier shots. But I find it too slow for my tastes! I cranked mine up until it was too shaken for me, so I rest up at 3.5-4! If you do use a slow setting though that’s okay, just remember to use the sticks to get that faster turn. Even though OP is right that there are good analog stick charger mains, gyro still has some advantages, you can turn faster overall because you can use sticks in addition to turning. But also you don’t have to take your thumb off the stick to jump which makes escaping and navigating easier!
I really rambled on here but I hope all of this was of use too!
*screaming into the void*
IM EVEN FURTHER INTO A RANK AND STILL, NOBODY KNOWS HOW TO PLAY
is this some sort of cruel, early April fools joke
To be honest this happens in The S ranks too and I always ask myself “this player is an S rank, why would they think to still do that”
It’s frustrating!! But A and B rank are pretty hellish! You get a mix of people who are qualified to be a higher rank but still gotta get their, and some that got lucky or scummed to get that high but still don’t meet the average skill level….
Stick through it and don’t get to stressed! Take breaks when you need to!!
Splatoon!
I am a wee Splatoon squidkid baby so far, but I like it a lot!
Any suggestions on really good weapon sets or any tips I might not know? I have my eye on that Nintendo Zapper ‘89, but i’ve been regularly getting 1st or 2nd on my teams with way more wins than losses.
The Nzap has really good strafing speed while shooting so if you wanna be pretty squishy, stack some run up! The extra speed is helpful.
Some tips as a new splatoon player:
- when engaging in a fire fight along with a teammate, avoid blocking their shots or them blocking yours! This occurs when you two fire from the same general direction. Travel to a different angle or simply throw a bomb behind or near the enemy to help corner/splat them!
- try out lots of different weapons. Simply sticking to a weapon to main is fine, but only using it can make splatoon tiring. What’s great about splatoon is that all the weapons offer many different playstyles, roles, and options! It’s fun to try them all! From my experience The tricks you learn from one weapon does carry over to the playstyles of the other weapons you use, it helps make you a very flexible player.
To name a few that are good learning experience, give the carbon roller, sploosh o matic, luna blaster, or ink brush a shot for learning to be stealthier with fire fights and initiating them first. These are also good flanking weapons! Their short range makes them tough to fight longer range opponents so you have to learn to be stealthy as you approach them, by getting the initiative, your initial hit will be enough to splat them because they may not react in time to fire their shots.
I hope you have lots of fun with splatoon! It can be very salt inducing so take breaks! If you feel like you’re losing a lot, give it a rest, or try playing with a completely different weapon!
does anyone have tips for the killer wail???
- the killer wail’s focus is to block off certain areas to prevent enemies from passing! it is not necessarily for splatting foes like the kraken or inkzooka, though (of course) it is perfectly capable of that - the killer wail charges fairly quickly, more so than most specials. use this to your advantage. don’t feel hesitant to use a charged wail, chances are you won’t really need to save it for any specific situation often - keep a close eye on where you’re aiming the wail. the rings that shows you where the wail will go goes very far off in the distance and it can help you judge where you aim from super far away (namely on big maps like moray towers) - just like the inkstrike, you don’t really want to use the wail in an area where you are super likely to be spotted/jumped/sniped unless you are sure you will splat or drive away someone that may approach you or you are otherwise out of range. though krakens and bubblers are more likely to be activated on impulse, if you activate the wail on impulse, chances are you will be splatted, so try to refrain from activating it out of panic (i still do this sometimes……) - aim the wail down long aisles (like on port mackerel or camp triggerfish), congested areas (such as the center of a map that is largely populated, the tower in tower control, a splat zone, or to block off the rainmaker carrier’s path, etc.), at the enemy respawn to prevent enemies from leaving it (check the squid count at the top of the screen to see if anyone is currently about to respawn), or at an enemy who is about to land a super jump - trap enemies in corners or pin them against walls using the wail and then finish them off with your sub or main weapon - aim the wail at chargers camping in roosts, general campers, or a group of enemies to cause them to scatter (this is especially useful if you need to get from point a to point b without an enemy charger breathing down your neck) - if you see a teammate struggling to fight off an enemy or enemies, aim the wail their way: you will give your teammate a chance to escape and/or maybe even splat the enemy/enemies - use the wail to safely open up paths for you and your team to go through (ex. to get out of being spawn camped or to enter an area originally blocked off by enemies) - if you are planning to get a splat with the wail and are in a very visible area, try finding nearby walls or other obstructions and aim your wail from behind them to catch opponents off guard (of course you will have significant trouble seeing where your wail aims from behind a wall–you can get a bit of a feel for this after practicing some) - use the map to your advantage: you can see where enemies are going based on the ink trails they leave behind on the map; aim the wail in the direction of that area to possibly catch them in it or otherwise block off their path
These are really good tips!
I just wanna add that knowing your maps really helps too! Aiming the killer wail parallel to the ground helps it carry across the map better, because if it raises or lowers, the further down the map it’ll be less effective because it won’t be as much in the way.