It’s about as bad as we make it. I don’t think we’re in a terrible state, but if we all chose to have better manners there would be much less of a stigma of discussing things on Twitter.
Also not mentioned in the video: if one of your teammates has beacons set up, _please use them._ They will almost always be set up in safer places than your teammates, so don't make a bad jump when there's a perfectly good unused beacon waiting to get you in safely
Exactly! I play a beacon weapon and I try to place the beacon closer to mid, but somewhere that is safer than where I'd be. But when I check the map I see my teammates not using them, despite them being safe jumps. I'm the only one who seems to be using them, and I gotta say it's a little frustrating
Idr if this still applies to Splatoon 3, but I do know there seemed to be a problem in 2 where ppl not using motion controls simply can’t use beacons. Correct me if I’m wrong though, because currently I use motion controls in 3, due to it just definitively being better for me since I tried getting used to it.
I make bad jumps because I have a splashdown ready, only to remember that triple splash has the range of a tictac and I landed in front of the E-Liter.
When someone makes a bad super jump I can at least understand it. Like, yeah, they got overeager. What really bothers me is how often I'll watch the rest of my team go down, make sure that I retreat to a safe position, and... have to wait for all of them to slowly swim back from spawn.
Of course I get that they shouldnt *all* jump to me, that's too risky. And maybe sometimes I've misjudged what a safe position is, but still. I had a team recently where it got to the point that I started to wonder if they even knew super jumps existed.
As a backline player I feel that pain. But when your team ACTUALLY uses your beackons or jumps to you AFTER you secure a safe location, it's one of the best feelings 😇 I love it when I get that group that actually understands how to superjump back in properly.
@@fractalairduct7600 Sometimes during splatfest I want to support the team and play a weapon with beacons (and drinks), but often see that they never get used -.-) So then I switch back to my main for more fun 🤷
yeah, whenever I play VTent I make sure to have at least one beakon up (usually I have one safe, one aggressive, and one for scouting - very useful for tent). There are plenty of matches that people just... don't use them, but the matches that people do jump to it can really feel like your whole team has tacticooler QR.
It's worth noting that you don't even have to commit to not super jumping. Even after you decided not to super jump, you can still open the map to see if the situation has changed. Maybe as you respawned, all your teammates were fighting and you think it's too risky to super jump, so you spawn normally. But it could be just a moment later one of your teammates win and now all information suggests they're now safe to jump to. You can then make the jump. It's just a bit slower doing it this way than if you jumped to that teammate from the spawner, but much better informed.
Also remember you don’t have to sit on the spawn platform in order to jump. You can launch and bring up the map. Then jump if needed. If the jump is bad then you don’t have to, but you have saved 3 seconds not waiting in a useless position but moving through your team’s controlled area.
Yeah, that and also make sure to open the map right when you die - espexially if you are on comms! Getting the info on whether jumps are safe or not before you respawn will be much faster than doing it as you respawn!
I think another thing players fear losing is flow. When you're doing really well but get taken out, you most likely don't want to start playing passive because you're in a flow state and want to continue pushing and slaying. This ties in with what you said about a push dying and maybe just taking a few steps back to regroup.
It's so difficult, I've recently been learning to play with my team more and be more informed of their positioning, and so often I'm thinking "My presence there is a huge factor, I have to be there now!", but that thought of weighing the cost-effectiveness of being in play a few seconds faster vs. being in play safely and at all is... well, it takes a lot of practice! I think "We would've had an advantage if you super jumped" and "We would've had an advantage if you didn't super jump" will always be potential outcomes. Just gotta commit to learning over time.
I jump in on bad super jumps cuz it forces someone to have focus on an additional target, taking focus away from the objective and allowing teammates to regroup. Or maybe that’s what I tell myself for brainless superjumps
I too sometimes use this method. Feeling like bait ad a distracion is sometimes all the agency one would feel they have if they feel like they can't keep up or compete
I like to do that with my enperry set with quick superjump nearly maxed out. It is not good, but very funny regardless cause half the time they couldn't camp my jump even if they tried.
And sometimes you just get stabbed in the back. I once jumped to an ally who looked to be alone. And as soon as ai landed an enemy popped up and killed me. But as I saw the kill cam, the enemy AND MY TEAMMATE *WERE BOTH SQUIDBAGGING!!!*
Hey Gem. While this a great video, I particularly took away from it the immense focus you put on looking at the turf map. I've noticed, especially around my level of skill (S-S+), that a big thing that helps improve your gameplay is to check the map frequently, even while in play to ensure full knowledge of the gamestate and situation. Now unless I'm missing something, I don't think you've made a video going into how you should use the turf map both while respawning and even while alive and playing. I don't mind checking the map while dead since I don't have much better to do, but I do notice that while alive I find myself trying to flick open the map for a split second and then closing it. However, because of how quickly I put it back down, I can't really get much information from it. Obviously, keeping it open longer solves this, but I'm afraid that keeping it open for too long will make it so that I miss something right in front of me and get punished for it. This is especially scary because I play charger, and missing a flank for even a few moments can be enough to get killed and leave your team without a backline. So I'd like to know what a good middle ground is, or even how I could potentially squeeze more information out of the tiny moments where I can afford to pull up the map?
I was in a Tower Control game on Hammerhead Bridge where I (Vunder) went down and my teammate (Machine) cornered himself so he could use the tower as cover so that he could only have to aim in one direction to hit any incoming opponents eager to reset the tower's direction while nobody was riding it. Instead of opening the map, I kept watching the fight, and got a more clear view of the fight and it's circumstances, correctly determining that my teammate was dealing more than enough damage to hold their own against 3+ opponents, but that what they really needed was another body to tank damage so our team didn't go down and the push died. I jumped in, and did my job as a Brella player, tanking damage for my Machine while both of us babysat the tower during the last leg of the push, and the two of us finished out the knockout while our other two teammates, who had determined the push was dead 10 seconds ago and were swimming in the old fashioned way, were still out of range. The map view is good and offers a lot of data, but sometimes it lacks nuances like that, where a teammate will look surrounded but actually be in a rather complicated situation.
This is a very good deep dive into super jumps. I feel like as a Splatana stamper main, the psychology of the situation i feel tends to be riskier. Splatan's imo have the best landing tool in the game from a super jump and i feel like it leads me to jump into riskier spots when I should maybe focus on better positioning, probably due to the rushes that come when you do successfully kill a jump camper and get momentum boosts for your team as a result. It can go both ways. In higher levels though I agree that its better to gauge risk and reward before jumping, even if you have a giant sword on landing
There's a super secret option Pinging a jump, realizing "Oh shoot, they're in danger actually" pinging somewhere (or something) else that you noticed looked more optimal, and the game deciding you didnt actually do that 2nd thing. Im not sure if i'm not being precise enough with what im clicking or if its a mechanic im not aware of, but ive got myself into a lot of trouble because of this little hiccup more times than i'd care to admit, lol
Rule of thumb, if you can’t win, don’t jump. There are very few cases where it’s worth jumping when you know you’ll lose. Don’t let the adrenaline get to you.
Super jumps are quick, but punishable. I have tended to play it safe and have sometimes reflected that I have missed opportunities to make a good jump, and one component I can use to get better, and that I get from this video, is to know and avoid what makes a bad jump.
I know I can find myself doing a terrible super jump if I'm afraid the opponent is about to take lead. Which then gets me splatted and guarantees they take lead.
I hope we get a dedicated video on jumps in Clam Blitz. I get tilted at terrible solo queue teammates like anyone else, but I never rage-DC partway through a match. But the thing that gets me the closest is probably when people don’t think in Clam Blitz. I’ve lost count of the number of play sessions cut short because I had to walk away from the game after a teammate spends the entire game at the enemy basket spamming “this way” as we are being scored on.
I report those people for intentionally not contributing. It's one thing if a brush with a power clam ran up there and we got scored on first. Its another if you're sitting there with two clams literally doing nothing.
I saw a teammate painting ahead on the right side of hagglefish and it looked safe so I jumped, and when I landed, there were 2 opponents standing right next to my jump shooting at it
I just get annoyed when I want to super jump to an ally, so I ping them to let them know im coming (soloQ) BEFORE jumping, and then they suddenly push up, or move out of cover or whatever else. When I see someone jumping to me, I will just back off a little, find cover or play stall tactics until theyve jumped to me (very annoying however if im pushing up or behind enemies with my Sblast for example, and for some reason you think its a good idea to jump to me) But this is why before im done respawning, I ping my target a couple of times, to let them know whats up... and they NEVER play smart when I do this. SoloQ I guess.
I always find it funny when people ping me for a super jump when it should be obvious that I'm in a 1v1 that I am going to lose. Like, thank you for the vote of confidence, but that's not changing reality.
@@TazzieViolettaWhile you're dead, you can tap players on the map and they'll get an arrow icon with your name on it every time you press A on them. That's why it's good to try to pre-notify people that you want to jump to them before it happens.
tbf people won't always be, and in fact often are not, in situations where they can just drop everything to play passively and protect your jump. even if you ping them a few times, maybe they're already in a bad situation as it is (or just one that needs their full attention), and maybe pushing up and trying to fight is the only way to make it possible that you both survive. of course idk the type of jumps you're making so 🤷 just something to think about since i as a frontliner often get pinged for jumps in the middle of fights where i can't realistically just back off without it ending in us both being splatted
@@yodal_ me, looking at the ping arrow as im about to get disintegrated by a clash blaster that suddenly popped up out of nowhere: "I'm sorry, little one...."
About the excitement part, it may happen when you die with cooler or quick respawn active, so don't let it get to you and take your time a little to judge the situation accordingly And if you fail at first, it's fine, because after reading this comment, you'll be aware. And once you're aware and can recognize "Oh, I did the mistake" right after doing it, it's only a matter of time until it's fixed
I always try to only take safe jumps. Inevitably my team ends up getting wiped while I'm in the air and the backline has now become behind enemy lines. At that point I stop super jumping in.
Sometimes, you end up with a team going 3v2 that just. . .collapses and all dies when the jump should have been safe. You can't take back a jump. There are a few maps where the swim back to zone is so long that it feels like you HAVE to jump when you have advantage. Looking at Hammerhead. . .no reason 3 people can't lock two safely out of zone, but it happens. Granted, I play cautious. I ALWAYS back up to provide a safe jump if I can.
tbh i feel like ONLY looking at the Map isnt helpful, bc u might miss where a camper is going to hide during the splatted screen etc. theres a lot of info thats easily overlooked in a constant changing map view, so sometimes i go into mid not even opening map and instead looking into the distance, seeint enemies spawn from their base or where theyre heading the map is a huge tool but also not the only one you need, basically
I use Beakons + Sub Power Up for my teammates. But yeah, nobody use them and jump to me or other people to get splatted on landing anyway. This is why I always have a pillow nearby to scream into when I play Splatoon. XD
Not sure if you're actually going to do this request but: Could you make a video and/or shorts on weapon choices for rotations. For example, if one stage is good for one weapon and the other isn’t, do not pick up that weapon.
Can you more in depth explain super jumps to teammates out of dangerous situations I always forget that can be used and when I do it takes me too long to get cursor to a teammate
Is there a way to tell what enemy you are looking at on the map? Feels like it would be important to know what weapon a given enemy is not just where that enemy is.
the best way to tell is to think about the positioning of that enemy and also maybe try to examine how their paint looks (since certain weapons have pretty distinctive "shots" i.e. charger, roller or brush being rolled, blaster etc)
Question. I play turf war, and if I'm splatted and respawn during the last 10 seconds, I will intentionally super jump to an area that's being pushed knowing I'll get splatted again. My reasoning is that with time being so limited, my opponent will have to make a quick call. "Is splatting the approaching threat worth it or do I continue to push through their ink and ignore them?" If they ignore me, I'm mostly free to do whatever I can in those last 10 seconds. If they attack me, those seconds were wasted trying to get rid of me instead of gaining more ground. Usually, I do this if it's roughly 50/50. Very specific, but is this an appropriate strategy? I know it's not competitive play, but I'm very fascinated by turf war.
as someone who also plays a lot of turf, and used to play it exclusively back in splat1 and most of splat2: i think wasting 10 seconds being dead at the end of the game hurts your team more than it hurts the other team to waste 2 seconds jump camping you (which actually isn't a waste if it's helping them maintain a numbers advantage)... being able to paint at the end if they ignore your jump really doesn't have much more of an effect than if you just came out of spawn (or maybe made a safer jump) and painted as much enemy ink as possible around there... i see the risk reward but i think the risk is too high and too disadvantageous to your team to be worth the reward of maybe being able to ink slightly more turf at the end of the game than if you played it safer
Infilicting yourself with the twitter status condition
It’s about as bad as we make it. I don’t think we’re in a terrible state, but if we all chose to have better manners there would be much less of a stigma of discussing things on Twitter.
The second he said it, I knew this would've been the top comment lmaoo
Debuff - Ensnare, Fatigue, Toxic Mist
I really need to stop superjumping into dates.
Also not mentioned in the video: if one of your teammates has beacons set up, _please use them._ They will almost always be set up in safer places than your teammates, so don't make a bad jump when there's a perfectly good unused beacon waiting to get you in safely
Exactly! I play a beacon weapon and I try to place the beacon closer to mid, but somewhere that is safer than where I'd be. But when I check the map I see my teammates not using them, despite them being safe jumps. I'm the only one who seems to be using them, and I gotta say it's a little frustrating
Idr if this still applies to Splatoon 3, but I do know there seemed to be a problem in 2 where ppl not using motion controls simply can’t use beacons. Correct me if I’m wrong though, because currently I use motion controls in 3, due to it just definitively being better for me since I tried getting used to it.
I make bad jumps because I have a splashdown ready, only to remember that triple splash has the range of a tictac and I landed in front of the E-Liter.
It'll still save you at least (you're invulnerable long enough to move out of the way).
But yeah, it is very sad how much worse splash jumps are now.
Or dualie dodge roll
Devs being like : oh god inkjet needs a buff. Quick give inkjet a buff!!
-super jumps
-dodge rolls
-E liter shoots at where I was
-explodes due to lag
When someone makes a bad super jump I can at least understand it. Like, yeah, they got overeager. What really bothers me is how often I'll watch the rest of my team go down, make sure that I retreat to a safe position, and... have to wait for all of them to slowly swim back from spawn.
Of course I get that they shouldnt *all* jump to me, that's too risky. And maybe sometimes I've misjudged what a safe position is, but still. I had a team recently where it got to the point that I started to wonder if they even knew super jumps existed.
As a backline player I feel that pain. But when your team ACTUALLY uses your beackons or jumps to you AFTER you secure a safe location, it's one of the best feelings 😇 I love it when I get that group that actually understands how to superjump back in properly.
@@fractalairduct7600 Sometimes during splatfest I want to support the team and play a weapon with beacons (and drinks), but often see that they never get used -.-) So then I switch back to my main for more fun 🤷
yeah, whenever I play VTent I make sure to have at least one beakon up (usually I have one safe, one aggressive, and one for scouting - very useful for tent). There are plenty of matches that people just... don't use them, but the matches that people do jump to it can really feel like your whole team has tacticooler QR.
It's worth noting that you don't even have to commit to not super jumping. Even after you decided not to super jump, you can still open the map to see if the situation has changed. Maybe as you respawned, all your teammates were fighting and you think it's too risky to super jump, so you spawn normally. But it could be just a moment later one of your teammates win and now all information suggests they're now safe to jump to. You can then make the jump. It's just a bit slower doing it this way than if you jumped to that teammate from the spawner, but much better informed.
Also remember you don’t have to sit on the spawn platform in order to jump. You can launch and bring up the map. Then jump if needed. If the jump is bad then you don’t have to, but you have saved 3 seconds not waiting in a useless position but moving through your team’s controlled area.
Yeah, that and also make sure to open the map right when you die - espexially if you are on comms! Getting the info on whether jumps are safe or not before you respawn will be much faster than doing it as you respawn!
I think another thing players fear losing is flow. When you're doing really well but get taken out, you most likely don't want to start playing passive because you're in a flow state and want to continue pushing and slaying. This ties in with what you said about a push dying and maybe just taking a few steps back to regroup.
It's so difficult, I've recently been learning to play with my team more and be more informed of their positioning, and so often I'm thinking "My presence there is a huge factor, I have to be there now!", but that thought of weighing the cost-effectiveness of being in play a few seconds faster vs. being in play safely and at all is... well, it takes a lot of practice!
I think "We would've had an advantage if you super jumped" and "We would've had an advantage if you didn't super jump" will always be potential outcomes. Just gotta commit to learning over time.
I jump in on bad super jumps cuz it forces someone to have focus on an additional target, taking focus away from the objective and allowing teammates to regroup. Or maybe that’s what I tell myself for brainless superjumps
I too sometimes use this method. Feeling like bait ad a distracion is sometimes all the agency one would feel they have if they feel like they can't keep up or compete
You called out my entire plan when I’m playing tetras lol
I like to do that with my enperry set with quick superjump nearly maxed out. It is not good, but very funny regardless cause half the time they couldn't camp my jump even if they tried.
And sometimes you just get stabbed in the back.
I once jumped to an ally who looked to be alone. And as soon as ai landed an enemy popped up and killed me. But as I saw the kill cam, the enemy AND MY TEAMMATE *WERE BOTH SQUIDBAGGING!!!*
Hey Gem. While this a great video, I particularly took away from it the immense focus you put on looking at the turf map. I've noticed, especially around my level of skill (S-S+), that a big thing that helps improve your gameplay is to check the map frequently, even while in play to ensure full knowledge of the gamestate and situation. Now unless I'm missing something, I don't think you've made a video going into how you should use the turf map both while respawning and even while alive and playing.
I don't mind checking the map while dead since I don't have much better to do, but I do notice that while alive I find myself trying to flick open the map for a split second and then closing it. However, because of how quickly I put it back down, I can't really get much information from it. Obviously, keeping it open longer solves this, but I'm afraid that keeping it open for too long will make it so that I miss something right in front of me and get punished for it. This is especially scary because I play charger, and missing a flank for even a few moments can be enough to get killed and leave your team without a backline. So I'd like to know what a good middle ground is, or even how I could potentially squeeze more information out of the tiny moments where I can afford to pull up the map?
you really just called me out like that 😭
I was in a Tower Control game on Hammerhead Bridge where I (Vunder) went down and my teammate (Machine) cornered himself so he could use the tower as cover so that he could only have to aim in one direction to hit any incoming opponents eager to reset the tower's direction while nobody was riding it.
Instead of opening the map, I kept watching the fight, and got a more clear view of the fight and it's circumstances, correctly determining that my teammate was dealing more than enough damage to hold their own against 3+ opponents, but that what they really needed was another body to tank damage so our team didn't go down and the push died.
I jumped in, and did my job as a Brella player, tanking damage for my Machine while both of us babysat the tower during the last leg of the push, and the two of us finished out the knockout while our other two teammates, who had determined the push was dead 10 seconds ago and were swimming in the old fashioned way, were still out of range.
The map view is good and offers a lot of data, but sometimes it lacks nuances like that, where a teammate will look surrounded but actually be in a rather complicated situation.
I trust my beakons, those are usually located were most look only once or twice during a match.
One sentence summary in my case: I make bad jumps because they're fun
This is a very good deep dive into super jumps. I feel like as a Splatana stamper main, the psychology of the situation i feel tends to be riskier. Splatan's imo have the best landing tool in the game from a super jump and i feel like it leads me to jump into riskier spots when I should maybe focus on better positioning, probably due to the rushes that come when you do successfully kill a jump camper and get momentum boosts for your team as a result. It can go both ways. In higher levels though I agree that its better to gauge risk and reward before jumping, even if you have a giant sword on landing
Opening the map after being splatted is one of the best things to do
There's a super secret option
Pinging a jump, realizing "Oh shoot, they're in danger actually" pinging somewhere (or something) else that you noticed looked more optimal, and the game deciding you didnt actually do that 2nd thing.
Im not sure if i'm not being precise enough with what im clicking or if its a mechanic im not aware of, but ive got myself into a lot of trouble because of this little hiccup more times than i'd care to admit, lol
Rule of thumb, if you can’t win, don’t jump. There are very few cases where it’s worth jumping when you know you’ll lose.
Don’t let the adrenaline get to you.
Super jumps are quick, but punishable. I have tended to play it safe and have sometimes reflected that I have missed opportunities to make a good jump, and one component I can use to get better, and that I get from this video, is to know and avoid what makes a bad jump.
I know I can find myself doing a terrible super jump if I'm afraid the opponent is about to take lead. Which then gets me splatted and guarantees they take lead.
I hope we get a dedicated video on jumps in Clam Blitz. I get tilted at terrible solo queue teammates like anyone else, but I never rage-DC partway through a match. But the thing that gets me the closest is probably when people don’t think in Clam Blitz. I’ve lost count of the number of play sessions cut short because I had to walk away from the game after a teammate spends the entire game at the enemy basket spamming “this way” as we are being scored on.
I report those people for intentionally not contributing. It's one thing if a brush with a power clam ran up there and we got scored on first. Its another if you're sitting there with two clams literally doing nothing.
I saw a teammate painting ahead on the right side of hagglefish and it looked safe so I jumped, and when I landed, there were 2 opponents standing right next to my jump shooting at it
sometimes i do it because i think the team mate is going to win that altercation
I just get annoyed when I want to super jump to an ally, so I ping them to let them know im coming (soloQ) BEFORE jumping, and then they suddenly push up, or move out of cover or whatever else.
When I see someone jumping to me, I will just back off a little, find cover or play stall tactics until theyve jumped to me (very annoying however if im pushing up or behind enemies with my Sblast for example, and for some reason you think its a good idea to jump to me) But this is why before im done respawning, I ping my target a couple of times, to let them know whats up... and they NEVER play smart when I do this. SoloQ I guess.
I always find it funny when people ping me for a super jump when it should be obvious that I'm in a 1v1 that I am going to lose. Like, thank you for the vote of confidence, but that's not changing reality.
Wait, what do you mean 'ping' a specific teamate before jumping?
@@TazzieViolettaWhile you're dead, you can tap players on the map and they'll get an arrow icon with your name on it every time you press A on them.
That's why it's good to try to pre-notify people that you want to jump to them before it happens.
tbf people won't always be, and in fact often are not, in situations where they can just drop everything to play passively and protect your jump. even if you ping them a few times, maybe they're already in a bad situation as it is (or just one that needs their full attention), and maybe pushing up and trying to fight is the only way to make it possible that you both survive. of course idk the type of jumps you're making so 🤷 just something to think about since i as a frontliner often get pinged for jumps in the middle of fights where i can't realistically just back off without it ending in us both being splatted
@@yodal_ me, looking at the ping arrow as im about to get disintegrated by a clash blaster that suddenly popped up out of nowhere: "I'm sorry, little one...."
About the excitement part, it may happen when you die with cooler or quick respawn active, so don't let it get to you and take your time a little to judge the situation accordingly
And if you fail at first, it's fine, because after reading this comment, you'll be aware. And once you're aware and can recognize "Oh, I did the mistake" right after doing it, it's only a matter of time until it's fixed
I always try to only take safe jumps. Inevitably my team ends up getting wiped while I'm in the air and the backline has now become behind enemy lines. At that point I stop super jumping in.
Sometimes, you end up with a team going 3v2 that just. . .collapses and all dies when the jump should have been safe. You can't take back a jump. There are a few maps where the swim back to zone is so long that it feels like you HAVE to jump when you have advantage. Looking at Hammerhead. . .no reason 3 people can't lock two safely out of zone, but it happens.
Granted, I play cautious. I ALWAYS back up to provide a safe jump if I can.
tbh i feel like ONLY looking at the Map isnt helpful, bc u might miss where a camper is going to hide during the splatted screen etc. theres a lot of info thats easily overlooked in a constant changing map view, so sometimes i go into mid not even opening map and instead looking into the distance, seeint enemies spawn from their base or where theyre heading
the map is a huge tool but also not the only one you need, basically
I use Beakons + Sub Power Up for my teammates.
But yeah, nobody use them and jump to me or other people to get splatted on landing anyway.
This is why I always have a pillow nearby to scream into when I play Splatoon. XD
such is the life of a support :-(
It infuriates me when people jump to me! I always check the map and the surrounding ink. More enemy ink appearing, don’t jump.
If I see someone being mobbed I gamble hoping my jump can distract or 8 can jump and assist, too bad I am a bad gambler
I understand why it was done, but some of these cuts felt really jarring
Im the opposite i dont want to die from a super jump and waste another 5 seconds so i just mostly swim all the way
Screw getting good, im just gonna use wacky weapons
Bloody intense thumbnail
Honestly I just make bad jumps because I use the Drop Roller ability and I often think I am invincible (I am often not)
Next video title idea,
To push or not to push, that is the question
Not sure if you're actually going to do this request but: Could you make a video and/or shorts on weapon choices for rotations. For example, if one stage is good for one weapon and the other isn’t, do not pick up that weapon.
ALWAYS instajump… always
The “If me can jump, me must jump” mentality is quite strong.
Thanks Big G!
Omg, I was fighting the teacher himself last night :0
saw the Satisfactory uranium waste barrel in the thumbnail, had to click
Checkmate, I run max quick super jump and always jump in with spawn armor and drop roller 😎
I literally can even jump back if it was a misjudgement and there's 3 people shooting at me, it's sooo freeeeeee
its better to not jump and take 3 more seconds to get to the front lines than jump and take 8 more seconds to respawn again.
What stage is 2:26?
Crableg :)
Crableg Capital, have you not played after Drizzle season 2023?
@@RookieGoBoom I have but some how this is never in rotation when I play.
@@OctoAri ty
You can also jump in with armour if you launch first, you need 1 sub of qsj 👍
Can you more in depth explain super jumps to teammates out of dangerous situations
I always forget that can be used and when I do it takes me too long to get cursor to a teammate
Is there a way to tell what enemy you are looking at on the map? Feels like it would be important to know what weapon a given enemy is not just where that enemy is.
the best way to tell is to think about the positioning of that enemy and also maybe try to examine how their paint looks (since certain weapons have pretty distinctive "shots" i.e. charger, roller or brush being rolled, blaster etc)
Question. I play turf war, and if I'm splatted and respawn during the last 10 seconds, I will intentionally super jump to an area that's being pushed knowing I'll get splatted again.
My reasoning is that with time being so limited, my opponent will have to make a quick call. "Is splatting the approaching threat worth it or do I continue to push through their ink and ignore them?"
If they ignore me, I'm mostly free to do whatever I can in those last 10 seconds. If they attack me, those seconds were wasted trying to get rid of me instead of gaining more ground.
Usually, I do this if it's roughly 50/50. Very specific, but is this an appropriate strategy? I know it's not competitive play, but I'm very fascinated by turf war.
as someone who also plays a lot of turf, and used to play it exclusively back in splat1 and most of splat2: i think wasting 10 seconds being dead at the end of the game hurts your team more than it hurts the other team to waste 2 seconds jump camping you (which actually isn't a waste if it's helping them maintain a numbers advantage)... being able to paint at the end if they ignore your jump really doesn't have much more of an effect than if you just came out of spawn (or maybe made a safer jump) and painted as much enemy ink as possible around there... i see the risk reward but i think the risk is too high and too disadvantageous to your team to be worth the reward of maybe being able to ink slightly more turf at the end of the game than if you played it safer
Satisfactory waste
Me as a qr quick super jump tetra : what on earth is he talking about? 😂
Oh no I have the tetra main syndrome..what did you say again?? Couldn't hear you sorry :3
frist
No.