i think the main reason they showcased the bow more than the splatana is because it has 3 firing points, which matches with how splatoon 1 had the splattershot and 2 had the dualies
I feel like stringers just needed one more buff to be good, faster charge or a charge hold would've made it so much more useful, but right now it just feels awkward to use.
Maybe buffing the damage of the main arrows to 40? I have had many situations with the bow where the enemy was left with 98 or 90 hp because one arrow misses and the remaining arrowhead’s explosion doesn’t do enough damage. Also I think it needs a painting buff, for something that I’m confident takes longer to charge than a charger, a fully charged shot barely paints the ground at all whether or not your grounded or in the air.
I think the arrow explosions should deal 32 dmg instead of 28 and buff projectile speed by 20% that'd fix alot of the issues with it not killing and I'd reduce the charge time by 2 or 3 frames, also the stringers tap shots are better at painting then people give I credit for.
Yeah just like a bit better paint and damage, from what I can tell about the Tri-Stringer is that unlike chargers and splatlings where uncharged shots are mostly useless the Tri-Stringer wants to spam uncharged shots to paint then charge up for splatting opponents but currently it's painting is poor aside from where it's shots land and it can just barely get a one shot at full charge if all 3 shots hit which is easier said than done, also it should charge at full speed in the air.
For me, the DLC being announced early is just on the "Hype Train" aspect. I'm ecstatic the game has more coming, especially with Pearl and Marina, but remember that feeling seeing the Octo expansion come from NOWHERE? That was the best thing Splatoon 2 ever did! I'm all for more content on my favorite games I just like being excited XD
I'm all for new content, my issue is just that telling us there's going to be DLC that early is just off-putting. If you're already working on it, why not delay to put it in regular? Cause money. That's not to say I'm not excited for the DLC's, but just that it's not a good look.
im honestly kinda mixed. im fine with knowing dlc is coming but i do hope they keep us completely in the dark about it so when a trailer or something drops for it its hype as hell
@@Drakon_Minaka Nah, that's not how this works. Typically, dlc like that is developed after the team has finished the game. It either exists as dlc, or it doesn't exist at all. They can't just delay it to add it in. Monolith soft has done this twice with Xenoblade 2 and 3. The expansion for 2 was great, and the one for 3 will be too. Octo expansion was good, I'm sure this will be too.
The thing about Tableturf Battles is that it also adds a bit more flavor to the Splatoon world. Like, what do people do when they aren't fighting or doing the Macarena on a random street corner? Even if it's just a little card game, it's nice to see a little bit more of culture in the Splatoon world.
I have a feeling Tableturf Battle will be my favorite mode in the entire game, beating out Anarchy Battle, Salmon Run, and even regular Turf War. I just hope there's some reward for playing it and not just having it be a fun little side thing. Even just some gold or meal tickets would be nice.
I'm quite fond of puzzles but I'll have to wonder how long it will take before literally everyone has the same exact deck with the best Cost per Area Ratio. It looked like there was something about specials that they didn't go further in but I look forward to seeing what it will become.
@@En1gmaEmperor Honestly, it's kind of for that reason that I'm against customizing loadouts on weapons. As someone who used to play Yu-Gi-Oh frequently, it gets real boring to play against the same thing over and over and over.
@@En1gmaEmperor I'm guessing that every special, sub, and main, as well as main character get their own card. That means that there's only a limited number of special cards, so while yes, you can stack your deck with every special in theory, you'll still have slots to fill out with the other types of card. I think it will be finding the highest cards with the best coverage, or cards that can effectively cut off your opponent and then fill in most of there area. I expect to find the meta decks within the first week or two of the game being out. I think a good way to combat just having every special would be to have a rule like the Pokémon TCG where you can only have a certain number of each type of card, just applied a bit differently, for example only being able to have 3 special cards per deck.
TriColor was amazingly fun and intense, but for defenders there's absolutely a huge learning curb to figuring out strats, especially solo que. Pair that with the break neck speed of gameplay now, the sprinklers of doom advantage, and the limitations of it being a Demo, Scissors was doomed lel. Never the less GG everyone!
I think scissors still might have won as they were leading during the half-time so there still might be a chance or I'm just coping. Either way this splatfest was really good fun, I will admit having to jump off bridge everytime somebody used reefslider was quite annoying but still great fun.
@@ashtonedwards2913 So this is where people can learn how to use the squid roll, I've survived direct hits from the reef slider by performing a squid roll, and then taking out the opponent, sure it's not always possible, but the fact you've got the option, give it time, let people learn these mechanics, and who knows what will happen in the future.
I agree completely with this. I played octobrush with my friends and we would coordinate which base I would zipcast into to stall for time. We won almost every match. But I totally understand how less coordinated players who just picked up the game wouldn't understand map management on their first try
All I can say is tri color is fun but scary, as defender. I feel like as defender if you stop your opponents from taking both signals you still have a good chance of winning, but if the attackers take both you just lose, it's possible to still win if one is taken. I want to try being attackers before I say anything about that side.
I absolutely agree with what you said. Attacking is definitely easier than defending and the fact that both attacking teams gain clout if one of the attacking teams win definitely proves that the mode is unbalanced. However, I though the mode is VERY FUN (I was on team rock) and I think people need to be reminded that we’re all here to have fun.
I was an attacker and, it’s best to target the defenders first rather than the other team, once (or if) you get an ultra signal first, then you should target the other team as well.
personally for me i didnt have a hard time defending ! i think it also depends on the subs or specials you have. i use a .52 gal and the splash wall really helped. but i can see what youre talking about !
My take: The final results of the splatfest just opened up the floodgates for a bunch of bad splatfest habits to form. Now that we just saw Scissors go from 1st to DEAD LAST because of TTW and how the mode functions people are going to sandbag the first half of the splatfest and purposefully throw their matches to prevent their team from being in the lead so they dont have to deal with defending a powerup that they're not even allowed to use, and if they are in the lead they'll strictly play Pro battles which will probably cause for matchmaking to become slower for the losing teams that want to play tricolor and ruin their chances of overtaking the leading team through the mode. Also even though Splatana is cooler I still think it makes more sense for the Tri Stringer to be the poster weapon for the game imo. People have been asking to play bow and arrow for a REALLY long time even since 1 so capitalizing on that was a nice move on their part!
As someone on team scissors seeing the half-time results and the final results is so strange to me going from 1st to dead last due TTW was horrible and playing TTW was even worse.
What they should do, is make the Ultra Signal respawn every so often.... (every 15-30 seconds or so)....or failing that, at least reward the defending team more points for winning the splatfest.....
(don't worry there is no bias here I played on 2 teams scissors and rock) I felt it was bad because once both team reached the middle then it was no long the promised 2v2v4 it instead became a 2v2. But personally getting in the middle as rock is great but kinda difficult when they are actively searching for you. But as scissors it is hard because you can't destroy the ultra signal (once it spawns and starts inking turf) and it lead to little to no chance of recovery for scissors.
I think you overestimate how sweaty people are over turf wars. Splatfests are designed to be accessible, and even if some extremely patriotic players throw matches on purpose, they'd be a rounding error statistically.
I've found that once you lose a signal you can't win as the leading team because either you have to keep the sprinkler side inked leading to the other side being able to push in and expand or you focus on the other team and the sprinkler inks so much turf that it causes you to lose the match. Ultimately, I think TTW needs to be changed, like let us destroy a sprinkler
The fact that it never changed throughout the second half of the day made it look like it was a placeholder for a more unique map that wouldn't get stale after all those hours
I would love it if all of the tricolor maps were specific, as opposed to being based on already existing stages. In fact, I think I would like for tricolor turf War to be its own event outside of Splatfest, But that ain't even my biggest wish.
Custom kits are hell to balance. There’s a reason they didn’t put them in the game. Everybody would pick the best sub and special combo and it would get a stale in a matter of weeks. They need to think of a way to put them in the game without taxing the developers too much in order to balance custom kits.
@@rorterpobinson62 It's a nice idea, but you know, I kind of like it? I mean, I like the little stickers and stuff they put on some. I like the recolors.
my somewhat hot take I think: tricolor battles are a good concept, but they're not balanced AT ALL, the winning team is PRETTY MUCH DOOMED and to add to my take I'd like to give ideas for fixed. what I would want is for either team to actually be able to shut down the sprinklers, and make the ultra signal of the sprinkler destroyed come back, cuz even if one of the teams gets one it's already incredibly hard to come back. second, MAKE IT SO THAT, IF THE WINNING TEAM LOSES IT DOESN'T COUNT AS A VICTORY FOR BOTH TEAMS, cuz even if one of those teams was in 3rd, IT STILL COUNTS, they gotta make it so that only the team that actually won gets the victory
IMO I think it needs to depend on the size of the lead at halftime. If the leading team was winning by a significant amount, then I think the short/near instant respawn on the ultra signal is fine. However, if the size of the lead is small and it's all very close as it was this time, it should have a longer cooldown for the ultra signal.
The tri-stringer makes sense to me, because it is a class that they made a version of that fits the 3 theme. I can't see them do the same with splatana. Splatoon 2 had dualies, 2 weapons that are one. So, yes Tri stringer works better.
I’m still kind of confused how rank decay works. The website says something along the lines of “your rank will drop two from the highest you’ve achieved”, but they never explained if “highest you’ve achieved” refers to highest you’ve EVER reached or highest you’ve reached in the season.
I'm just hoping for a rank down button at the highest rank. Sometimes getting in x rank just feels like I'm being penalized for doing well in s+. When I want to play bad weapons or use a drink on gear I really don't want to be in x rank where everything is meta everywhere.
@@harmless9336 I mean that's kinda ... unfair to the other players, like if this exist, you can bet someone will use it to stomp newer/weaker players as much a spossible. Also X rank and regular ranked mode are not the same queue in 3
@@ProChara what the he do kinda system is rank decay? Like I could spend a full week trying to get to A+ just to get knocked back down to A automatically the next day?
@@nintendoboy3605 it isn’t. People just need to learn how to defend. If that ends up being impossible, sure, you’d want to not be at the top in the first half. But I doubt that’ll be the case
At this point, these people who say that "it's just Splatoon 2.5" don't want Splatoon 3, they want... I don't know... Fortnite with inklings, Doom Eternal with inklings... Honestly I can't even tell what these people actually want from Splatoon 3. All they want is Mario Kart 9 and Breath of the Wild 2 and if they don't get it the instant they ask for it then it's obviously Nintendo's fault.
people just need to learn to be patient. those same people said the exact same thing about splatoon 2 when it came out, but then they kept updating the game and they actually shut up. nintendo will add SOOO much more to splat 3 in future updates.
ok i want mario kart 9 becuz in my defense weve been playing the same mario kart for 8 years now they couldve added the new tracks to mario kart 9 and make brand new tracks, its not like theyre out of ideas, look at tour
@@JColeGlazer754 Oh boy, so just a few new tracks should have been put into a brand new Mario kart game, but new specials, new weapons, new game modes, new customizations and new user interface is not enough to be put into a brand new Splatoon game and should have been put into an already existing one. And of course, it's Nintendo's fault, who's else could it be?
The new Splatoon just plays exactly the same as splat 1 and 2 though. Almost all the new content could in theory work as content updates for those games.Yes, we want a game that plays differently. Doom Eternal movement in Splatoon actually sounds like a lot of fun.
Hot take, Areospray is good. Turf coverage, long range poke with Fizzy, and a gap closer with the shark. It’s super good with Tricolors, because you can just build special with turf coverage, then rush the signal with the shark
It’s good rn but outclassed by Tetras. Felt the same with the Luna and Brella where they are good but just worse versions of octobrush and slosher. Play what you want though don’t go off the meta
@@key81885 Yeah, I tried to play Brella during this and they somehow made it even more inconsistent. In 2 I could confidently direct someone with all my pellets and then shoot them with just a few more and they'd die, or bump them if they were close enough. But for some reason, people took forever to die in this game and it doesn't seem like a direct with a canopy bump is enough to splat someone anymore.
I agree!! i was playing splat dualies during the splatfest and i had a lot of teammates with aerospray (like one person who i played with for like an hour or so towards the end) and i felt like we had really good synergy and we won almost all of our matches together, i think as long as you have a good teammate and you know what you're doing it can be a really good weapon! (also rushing the signal with the shark is exactly what we did most of the time, and then i would body block them from getting killed, either with my crabtank if available or just because there was only one side with enemies on it, it was such a fun comp)
I really like the selfish support design of the areospray. You go paint for your team and poke with Fizzy. If you can do that then you receive the ability to get kills of your own and help your team MORE in the process! Thats exactly why id rather it have a higher p TriZooka... But the design is still there and I really like it!
I played a good amount of heavy splatling and the wave breaker was SO useful. I could play semi aggressively and got like 2-3 kills with wave breaker per game. If they tried to shoot it, i would just shoot them. Heavy is gonna be outclassed by dualie squelchers when the game comes out but it showed me how good wave breaker can be played when aggressive. Didn’t work as well on e liter but still good
I agree. Heavy Splatling was so fun during the Splatfest, and I got so many kills throwing a Wave Breaker into a teamfight or behind a wall in cover during a push.
i agree, not a lot of people used wave breaker but when they did it was very annoying having to jump and it made me go away from that area until the wave breaker despawned, so yes its a good special
I had so much fun using Splatling on tricolor. Even in solo queue it worked fantastic. Tossing a wave breaker in the center did so much work defending the team mate grabbing the signal while I targeted anyone trying to challenge it. It also was really good at pulling scissors away from the signal. If I tossed it at the side they would leave center and try to take me down but often struggled to take both me and the wave breaker out. The sprinkler too I wasn't hyped about but it worked really well and seems better than it was in 2
The fact that Team Scissors went from top team to getting nothing in the final results tells me the tri-color battles are horribly unbalanced. There needs to be some sort of cooldown or a longer timer on the ultra signal because the defending team gets screwed hard by the giant sprinkler. Effectively, each one adds another player to the attackers - who you can't splat or stop in any way.
scissors got second place in splatfest (open) so the getting nothing part is most likely more on how the points are given out. also, i'm not sure if it was just me, but the tricolor mode seeming unbalanced is likely just that nobody's gotten used to the defender's positioning yet, so they don't know which parts of the map to make use of. personally i got a lot of mileage out of the perches that flip up near mid to defend the signal
Really? Cuz I kinda felt like I could never even touch the Ultra Signal. I was on Team Rock and we kept getting wrecked by both other teams. It kinda felt like the Yellow and Red Teams were working together to keep us down. It isn't very fair when you just play "respawn: the video game" the entire time :/
True defending the middle was soooo hard. I completely agree with what you said, but i think that the map also played a huge role in how unfair and unbalanced it was. For some reason NIntendo deleted any possible way of getting to the spawn from the attackers (the ramps). This meant that it was practically impossible to win once a team got a sprinkler, because you couldn't get into the spawn of the attackers to cover more turf but inking in the gigantic radius of the sprinkler was also not worth it because the sprinkler had a too big range and reveresed it in just a few seconds. So the main problem was that it was too easy to get a sprinkler, and that it then was too hard for the defending team to win because of the sprinkler. So these are 2 changes i think Nintendo could make in the next Splatfest: - add like 1 second to the time it takes to launch that signal - make it easier for the defending team to get %: - don't stupidly make the map unbalanced (attacking team could easily ink the defending teams spawn but not the other way around because they just deleted the fucking ramp) - nerf the sprinkler in some way - Make the sprinkler go away, so either just delete it after like 60 seconds or make it be able to be destroyed after maybe 45 seconds but it has the health of like 4 inklings - or make the radius of the sprinkler smaller They only need to add like 1 or 2 of these changes and the coming splatfest's will be actually balanced :D I do think that if Nintendo just makes a better tri color map then they don't need to change anything else. It was just sooooo hard to get turf as the defending team because there was no ramp to the attacking teams spawn which meant that if they had a sprinkler you couldn't get any % because the sprinkler would just cover it in a few seconds
I think tri color turf war was balanced, to get the ultra signal you needed to have most or all of the team of 4 dead, then hope that the other team of 2 doesn’t splat you. After all that you get a sprinkler for a little outside of spawn. The only unfair part to me is that the wining team has to play tri color. If Nintendo wants to keep that make it so A. There is a pro tri color and B if the team is no longer wining, don’t have them in the middle any more.
This may just be because I was scissors, but tri-color was WAY too hard on scissors. We ended with 0 points in the splatfest. It's supposed to be a comeback, not a nuke!
They need to either make a map layout where pushes from both sides are more manageable, make a long ultra-signal deploy time, make ultra-sprinklers able to be destroyed or disappear after a while, or maybe even increased special output for defenders (similar to tower control)
@@blockbite.2 I personally would prefer how Splatoon 2 had the changing Shifty Station stage for Splatfests; that they do that, but for Tricolor Battles that are split evenly into thirds. This would solve the problem a lot.
Yeah tricolor matches definitely need to be balanced out. I remember being on the defending team and with so little communication options it's almost impossible to coordinate as a team when you have people attacking you from literally all sides
Something about the wave breaker one is interesting, if you don’t know, it affects you if you are in a crab tank instead of doing dmg to the crab tank, so it forces crab tank players to stop shooting and go into roll mode to jump or die.
1:30 I really like splat3 having rank decay, as someone who stopped playing around 2018 and wanted to return multiple times ever since, getting used to the controls whilst in a high rank just isn't fun nor effective, hope this fixes things a little. Also splat 3 controls feel much better so returing is gonna be much easier.
Yeah I was a stick user and got to professional 200 and s+ ,but haven’t played in 2 years and trying to use motion controls, I have the same feeling where I know I am so much worse than before (partly because trying to use gyro) , honestly I hope I can reject the carried on progress because I want to start from the start and be forced to use different weapons. Will probably play single player and salmon run first
I don't disagree with rank decay actually - I just want to have a faster way to getting back to your previous rank every three months cuz that just sounds like a huge pain in the ass ngl
@@TofuPandaJyaNai I think the trade-off is worth it. I’d rather have to earn my position back as a high rank than have high-rankers that havent played the game in months struggling to maintain the goal because they’re getting used to playing again (a phrase that shouldnt be said in the same sentence as being a high ranking player).
I've once again come to do something horrible and terrible and state my opinion that being on the winning team during a tricolour match is horribly unbalanced. Every match I saw the other teams show up as soon as I moved from spawn. We don't even get five seconds to collect ourselves before we have to worry about the other teams. I'm not salty at the players or teams or anything, it's just the whole tricolour mechanics that make it living hell for the people stuck in the middle. Especially if the winning team is only ahead by a tiny amount, it just destroys them.
tricolor battles are brand new so tbh im not surprised it's horribly unbalanced. I was also team scissors and i think out of the 10-11 tricolor battles i played, we won 2 times and came close 1 time and lost horribly the other 7-8 times. those two times we won, we only did because the other teams were just rly bad. No matter how good my team did, if we slipped up once, it was an automatic game over. I just hope it gets patched up before the next splatfest!
"Makes it hell for the people in the middle". That's kind of the point. If you were so good to get placed there, in theory you should be good enough to stay in the lead. Hard to get to the top, harder to maintain that position.
@@ShadowSkyX There’s a difference between difficult and “if one person on either opposing side is somewhat competent, it is an automatic game over.” It wasn’t even a question of how good our own team did. Most of the games where I feel like my team did the best, acted together and protected the objective, we ended up with ~10-13% terf. The other two teams had unreachable spawn points that had about 10-15% of the map, for comparison. More so, if they keep the splatfest at an auto-lose for the team in the lead, the people who play just to win will literally throw matches during the first half just for the leg up, and the team in the lead will give up trying to win at tricolor battles and just pick which losing team to sabotage, and other unsportsmanlike stuff. Some players will just dip out and you’ll get 5 min matchmaking times as well. It’s just gonna be really unhealthy for the game.
I know everyone thinks scissors lost because of tricolour, but tricolour only effects splatfest battle open. I do believe tricolour still had an effect, but scissors didn’t even have popularity and enough clout in pro, so that solidified their defeat. Also, I believe tricolour could be improved if the defending/attacking teams changed when the rotation changes (assuming that a different team takes the lead). For example, when team rock took the lead, they would have become the defenders as soon as the rotation changed.
I think that would be a great way to balance tri-colour is the winning team is no longer winning the team in the lead has to defend. Also because I wanted to experience what it'd be like to defend in the tri-colour
I won a few Tricolor battles for team Scissors, but it still felt like mostly random luck when it happened. Between being stuck in the middle, defending the signal, and the big walls on the map keeping us out of either side, it was nearly impossible to win if you were against a decent attacking team.
there's a reason the "TRI" Stringer was used to show off Splatoon 3. it's the weapon that represents the number 3, with its 3 projectiles, kind of like the dualies in Splatoon 2 represented 2 in the game
@@vividBloodsucker What do you mean, it's just a speed buff! Making it an unbreakable shield is fine. .....Wait, it has an instant-rez buff? And... a 100% special saver? AND more intensify action? Oh....
“15 specials is enough but once we have 20 specials the kit system will have to go” “I believe we will have 3rd kits for every weapon” there are 19 specials and no 3rd kits. This has aged poorly
Ok, I don't know if this is necessarily a hot take but....I got some GRIPES with Tri-color turf war after yesterday. I don't know about anyone else, but as someone who was on the leading team, Tri-colors QUICKLY became frustrating. I'm not ignorant to the fact this is SUPPOSED to be a comeback mechanic for the losing teams, but the leading team should have a CHANCE to actually win. The main problem is that there are WAY too many disadvantages for the leading team. 1) The leading team is forced into Tri-color, and at random. This is small but significant. On the in-game screen it tells you that you can't select Tricolor, because as leading team you'll be put into it RANDOMLY. With how tough and frustrating these battles can be as the leading team, not having the option to just play normal Turf War with no Tricolor really sucks. To clarify, I see this as a disadvantage since you can get completely geared/weaponed up for a normal Turf War....only to be thrown into Tri-color where your set up might be less useful. For example: Dynamo Roller is pretty great in normal Turf war....but way too slow to help in Tri color. (If going into the "Pro" Queue basically does let you not play Tri-color or choose to play it, then that needs to be made MUCH clearer by the game. There was no indication of that by the demo.) 2) Really bad and easily campable spawns. The leading team has to spawn on the middle edges....which is TERRIBLE, since those areas (in most if not all maps) have a route RIGHT TO THEM for the other teams. I got spawn camped multiple times in this mode in particular, and it's NOT fun. 3) the leading team has no real options and are incredibly predictable. I mean....You have no other routes to take, come at It from an angle, nothing. You have to go straight to the middle and try and secure it, while both other teams can come at the 4 of you from all sides with tons of options. 4) Kinda exclusive to the Map they offered, but can still effect others. Sturgeon's center in particular is elevated and incredibly open. It might as well have a "Use special to wipeout Team" sign on it. Which happened....a lot. 5) The amount of time the Ultra Signal needs to be held, and how long the second one takes to spawn needs to be WAAAAAY longer. I had multiple instances of getting splatted, enemy getting the Ultra Signal, and having it secured before I could even jump back....and they were already securing the second one by the time I was just getting to the center! I'm fine with the Sprinkler helping the losing teams hold down a part of the Map....but it should NOT be that easy to get. I get that some of this probably retains to my skill level, I won't deny that. I'm basically new since I only played Splat 1. But some of these aren't. I really hope some of this can get fixed or tweaked for it in the future cuz....I don't know if I'll want to play during a Splatfest if my team is in the lead x3
To remedy 5, I feel like they need to nerf the mechanic where the signal needs less time with each attempt. I was rock, and while getting to the signal required coordination and taking advantage of paper's pushes, that mechanic meant we didn't need to push ourselves further to secure it properly. Go on a few suicide missions to the centre and you only need to take the centre for a couple seconds before being splatted. Change that and make the defenders' spawns less campable and it might become more balanced. If it always took several seconds to capture, fending off the defenders quickly returning to the centre plus the other attackers- solo once your teammate is holding it- would be a real challenge.
I agree with all of these but for the first one I would add that they should give you a notice when your next battle will be tricolor so you can actually prepare especially if you're defending. Everything else is pretty spot on and was exactly my issues with the mode. The comeback mechanic was too easy for the losing teams and the winning team has very little chance of securing their spot. That, and the fact that rock probably had the most pro players was the reason we ended up with 0 points
@@razzledazzledorito6552 Yeah, admittedly my first point is my weakest. I was just really frustrated with Tricolor by the end and just really wish I could have played normal Turf War and still help the team
@@razzledazzledorito6552 no he has a point in the randomly assigned tricolor. In tricolor we don’t get 10x or 100x modifier which significantly lowers our clout and the losing team are in couraged to play tri color as you get way more point like 4x to 5x compared to normal win and it is easier to win. If the defenders win we will still get less point that if the attacking team won. We are rewarded less for winning at a disadvantage.
I haven’t played splatoon 2 since the last splatfest and I played from 9-9 yesterday. I’m so excited for for the full game. Even with the limited playability we had to test it doesn’t feel like splatoon 2.5. So tired of those takes, a lot of the people who say it only played splatoon for like an hour or two in total
They just need to extend the hitbox of arrows (similar to Squiffer). I feel as if the chipping aspect of Stringer is its main strength, but it'd be nice to have a consistent one tap.
Here's a hot take of my own: Tri-color turf is bad (during the splatfest world premiere). Sturgeon shipyard was a horrible map for it, and it shouldn't have been the only tri-color map. I also think the Ultra Sprinkler should be moved further from mid.
@@_Plebeian The worst thing was that scissors couldn't refuse to play it. So My friends and I just left the Splatfest early because it was just way too depressing
The ironic thing about finding the dab really annoying is that just adds to the comedy of it, it's like dad jokes, the groaning in response is part of the appeal
Hot take: The Tri-Stringer has a kit focusing mainly on the special while it should’ve gotten a kit focused more on how the Tri-Stringer works and on how to back it up
actually after changing my playstyle, i think that the kit is pretty good, and toxic mist i kind of enjoy on it. of course, i only spent one day on the weapon, but once i stopped going for OHKOs and started focusing ln entrapping opponents with mist and bow AOEs (mostly just 1st level of charge), i started pulling much higher numbers, dying way less, and winning much more consistently.
Yeah I wasn't sure about Splatoon 3 but the table turf was really won me over. Not playing the main gameplay loop and instead doing something mostly unrelated really is what I was looking for all along.
Hot take: Tri-colour is insanely fun as an attacker, but is fundamentally flawed. Unless you're queued with a duo or a group in case of defenders, it's a nightmare, it also shouldn't give points to both attacking teams (in this case both rock and paper). Me and my friend had a blast being on a team with just us, and coming up with strats using big bubbler and the new specials to get the signals and attack the middle. As we played more and got those little fish dragon thingie icons above our heads, we started to fight more teams on scissors who were all queued up together. this made it almost impossible to leave our spawning area or take alternate paths. Also the only map being sturgeon and the fact we never got 10x battles (idk if they weren't in that mode or we just got unlucky) made us switch back to regular turf wars after a couple hours due to gameplay running dry. With a few tweaks, well maybe more like major changes, tri-colour could be a super fun mode, but idk if they could ever fix solo-queue... possibly make it like league?
"Wave breaker isnt going to be good" Oh how wrong you are now that we know. I'd rank it as one of the best in the game, it's so good at putting them in a disadvantageous position. "Give us an option to level the playing field when using sticks!" Yeah like... idk gyro aim?
honestly, feel free to object, but I feel like they could've done a better job with zipcaster. it's a little slow, the range was somewhat underwhelming, and there isn't really much to do with it. also, it being on luna is gonna be extremely situational, and they'd need to be near something you can launch to. and as for movement, same thing as inkjet, you just get sent back to the starting point at the end of it anyways. but the difference is, with inkjet, it's priority is displacing/splatting the opponents. zipcaster seems to be mainly based around movement and movement alone, and maybe getting some different angles and shots. but that gets pushed aside, as you're sent back to the starting point of it. it either needs a bit of a buff or a bit of a change. also people are literally just using it as armor which I will never understand.
The tricolor battles are rigged. The teams on the side get a spawn area to paint that the middle team can't get to. Also, the side teams just have to push forward, but the middle team has to defend from all sides. And if the side teams get the ulta signal at least once, then its almost impossible for the middle team to come back.
Eh the zip caster was a little underwhelming sadly. I didn't like that it sent me back to where I started. Maybe it's supposed to be a way to scope out the other team. But i preferred that it was a way to quickly push ahead (especially if the zip caster ends up on some of the heavy weapons due to their inherent sluggish everything and gives them an option to be faster for a bit).
Here's my two cents: I was wrong at first when I saw the starting Dynamo kit it turns out tacticooler has a LOT of potential and seemed to be a great way to buff swim speed for your team. I had a lot of my team players jumping to me to grab a cola and then push forward successfully so I have changed my mind. The card game is right up my alley because I like the different take on playing head to head and I'm all about collectibles. Salmon Run the next wave is going to be fun for me because I really liked the salmon Run in Splatoon 2. Extra bosses and the large salmon boss really get me hyped to get more golden eggs for Mr. Grizz.
3:20 I always see the wavebreaker being used as a way to abuse being in an advantage state to overwhelm the opponent bc not only will someone be taking on multiple people and trying to ink to get somewhere safe, but now they’re playing jump rope which is going to make them vulnerable to being sniped or letting someone brute force and blast them to the shadow realm
honestly the card game just seems like it wouldve been a fun thing to go to for 15 minutes once to just recharge your stanima so you can keep carrying every team you're on during a splatfest
Considering I was the best on my team half the time (and I'm really not that great a player decent but far from top of my team every match) I'm going to agree that there should have been at least 1 other feature to destress.
@@beez1717 I think the best way to do it is have 3 kits on every weapon, but allow you to mix and match the subs and specials on the 3 kits so you don’t get full customization but at least some
1:56 i think the reason why it should not be announced this early is because it kinda defeats the entire surprise thing Let me explain When octo expansion got announced it was out of NO WHERE and was so unexpected so it created ALOT of hype in a very short time but by just saying it at launch it ruins the entire hype train in my opinion because it was already expected because they announced it so early
For the first one I think the reason they made the tri stringer the flagship weapon is because it fires three bullets like how dualies have 2 redicals because it came out in splatoon 2
Something tells me table turf wars was a project for the new hires at Nintendo so they don't mess up the main game but can still contribute to the game, some devs do this
Something to add to the list of reason people will return to splatoon 3, it's new and shiny. People like that and will buy it because of that especially if they enjoyed splatoon 2 and haven't played in 3 or more years.
Was thinking that too just like in overwatch all it does is reducing your sensivity a little when you’re on a target, motion controls will still be better
@@LynR.M.1378 quite literally motion controls are what mouse and keyboard players use to aim, motion. So yeah using your whole arm to aim instead your thumb on a stick is better, even most pc games on steam allow you to use motion controls on a controller as an option cause its just better
I really liked the discussion on gyro controls vs stick-only. I've never played competitive shooters on switch, so I've never had occasion to use the gyro controls before since I've used sticks-only or mouse & keyboard all my life. So even as someone with zero experience I booted up a shooter and practiced with the sticks and then turned on gyro controls. My aim was several times better with the gyro controls within mere seconds. It's not even remotely the same. It is as much of a boost, if not more, then going from sticks-only to mouse & keyboard. It is so easy and intuitive that the only control set up that has ever been any better is a full on VR controller. So ya, sticks-only should absolutely get some aim assist, and it should be significant IMO. Most people flatly are not going to be able to compete with experienced gyro control players otherwise.
looking back at this video, i think we need at least another year of updates because we have one more season, and then thats it. we dont even have 2nd kits for weapons like bamboo. we need at least another year.
Hot take: Splatoon 3 NEEDS tenta missles/Dabbing. This is a world built off of chaos, for crying out loud. We have speakers that scream ink, we have ballistic missiles, we have CRAB. TANKS. If a world made from chaos doesn’t have one of the most chaotic emotes out there, then it’s not chaotic enough
When you’re in the middle of a firefight the wave breaker can be very deadly, I’ve died twice to the wave breaker itself and multiple times to being displaced by it
I wish after they're done updating the game they would let us redo splatfests on rotation every months without needing the devs to manually update the game every time. Because not having access to the splatfest mode for years at a time until they release the next game in the series kind of suck.
As someone who didn't really want to go back to Splatoon since early in Splatoon 2's patch cycle (I dropped the game shortly after the Explosher, Nautilus, and Ballpoint came out), just watching some of your videos covering the new special weapons was enough to get me interested again. Hoping to have more fun with it than I did with 2
i really like the idea of table turfs just for the collectible aspect alone. they can include a ton of references to past characters and items while basing a whole mode around them too
I'm so hyped, and as i played sticks in the other two games, I think it'll still be fine to use them, even if it will be more difficult with the new game.
Take it from an ex-stick player, its so worth it to take the time to learn motion. Yes its icky at the start when youre not used to it, yes it takes a sweet minute to get used to, but once you crack it, it feels sooo much better! If youre intimidated to practise it in an online setting, maybe gather up some people or even just 1 to do a pb with, or play some hero mode levels again, esp the octoling ones and you’ll get the hang of it eventually :) But of course, if you just dont want to thats fine but if you want to experience the game in the best way, learning them will make the game more fun, so at least give it a try, ik its disheartening at first but it’ll pay off
Yo, in the Nintendo treehouse, on the first level in the story mode, you a given a choice of weapons, and it was hero shot with little buddy as a sub, mini splat with burst bomb(keep in mind that’s an actual kit in the game), or range blaster with splat bomb. This is kinda maximum copium, but since minisplat burst is a real kit, I think the custom range is gonna have splat bomb.
And in charas direct analysis, the guy who uses range was using ultra stamp, so I think custom range(splat 3) is gonna be based off splat 1 custom range, with splat bomb and stamp
I think people are underestimating how long two years is. Two years ago was 2020 and we were still in covid. Now we think to back then and it feels like forever ago. Two years will probably be good enough for content if the catalogs are big enough
My splatoon hot take: they should let us bring to weapons to a match that you can switch to and fro when you get splatted. The amount of all roller teams I've seen just crumple is scary. It would help balance that aspect and create new strategy
my hot take after having played the splatfest is that the bow is insanely weak and needs to both do more damage and have bigger hitboxes on its missiles while they're in the air
Now we know that the Big Bubbler can shrink if you shoot it, you can now clearly see it shrink in the Trailer clip! That was a major relief to see that happen in the Splatfest!
The fact that Rock won was so rigged those Tri battles had you worrying about two different turfs reefslider spam at the middle while also protecting the signal because the moment two of those are gone your screwed I never had a single turf war match after the tri battles
Hot take (more of a fan theory) Idols in previous games admit they have favorite weapons (Marie has her charger, Callie has her roller, Marina has her brush, etc.) Do you think Frye and shiver (potentially big man, likely not though since he's not an inkling/ octoling and doesn't have hands) will have favorites?
I thought Tri-Colour was quite fun (I was Team Scissors and so a defender), but it could definitely use a few tweaks so that failing to protect the Ultra Signal even a single time doesn't (usually) guarantee a loss. The battles themselves are a comeback mechanic, but don't contain any mechanic to let the defending team make a comeback after losing the signal! Also, I hear people saying that both attacking teams got clout even if one won? Darn! Whenever I knew scissors wasn't taking the twi-colour win, I'd always try to at least have paper win, but I suppose my dastardly anti-rock efforts were in vain. GGs anyway.
Not gonna lie I’m a bit sad that we still have the same calculation system for splatfests. It worked fine when it was just two teams, but since they put the tiebreaker into votes I feel like we might see a repeat of early Splatoon 1 splatfests where the popular vote was what would decide the results from the very start.
Didn't Clam Blitz get added later? And people used to call Splatoon 2, Splatoon 1.5 too. Hopefully those hot takes will die down once the game starts receiving updates and new weapons.
8:44 I had the exact same opinion when it was first announced. I thought I wasn't going to play it at all. But then I tried it. And then I found myself having a whole lot of fun with it, because it played on my love for puzzle games! I still wish we were able to match up with randoms online, as opposed to just having to make a lobby for our friends.
Tabletop Turf War is either going to be Club Penguin's Cardjusu where some people open up the game just to play it, orrr that corner of splatsville where the cards are will never be walked on again after the first round.
in regards to the take about two years of content not being enough I do wanna add that so far Nintendo has always extended support beyond what they initially said. Splatoon 2 was gonna get one year but got two. I don't think it's unreasonable to expect the same thing this time either.
My take on Tri-Colour is to make them more like Splatzones, with there being two zones corresponding to each sprinkler, the defending team obviously wants to keep control of the zones, however this does not result in the sprinklers turning on it's just a matter of defense for the 4 person team, when one of the attacking teams takes control of a zone the respective sprinkler turns on and if the defending team manages to re-capture the zone the sprinkler turns off again. This would break up the whole getting tornado tag teamed by both sides a bit and also make it possible to have a comeback if an attacking team managed to take one of the sprinklers.
The DLC take I agree with. What they’re doing now is basically like saying “yeah we are making more content before release but you gotta pay extra for it but you also have to buy the game that still has to come out!” Announcing DLC after the game comes out is also just more hype cause you’re getting new content after playing the game for a year or more.
As someone who’s current main weapon has the wave breaker as a special I can attest that I have gotten quite a few “hold on how did I splat these people” kills with it. Of course this might change as soon as people figure out new strats but for now people always forget to look at any waves nearby
In one of the recent trailers from the Japanese channel, when you dodge roll with the dualie squelchers. They actually combine it making the dual squelcher! 6:39
from now I am actually hyped for the tri stringer. can be used on all ranges, has nice poke and feels safe to play. I really love how it plays. Splatana right now I am unsure. it feels so hard to get a good pay off plus most of the time that swinging feels more like a brush. The one shot big swing with the move farward is so hard to pull off.
i think the main reason they showcased the bow more than the splatana is because it has 3 firing points, which matches with how splatoon 1 had the splattershot and 2 had the dualies
That, and if they showed the splatana earlier without showing us how it would work, people would assume it would be more of a knockoff inkbrush
Splatoon 4 Introducing Quad Barrel Shotgun When
It also looks like a bow, while the base Splatana doesn't look much like a sword.
can't wait for quad slosher or something to be in splat4
@@lukeblanchard8435 quadra brella, coming soon...
I feel like stringers just needed one more buff to be good, faster charge or a charge hold would've made it so much more useful, but right now it just feels awkward to use.
Maybe buffing the damage of the main arrows to 40? I have had many situations with the bow where the enemy was left with 98 or 90 hp because one arrow misses and the remaining arrowhead’s explosion doesn’t do enough damage. Also I think it needs a painting buff, for something that I’m confident takes longer to charge than a charger, a fully charged shot barely paints the ground at all whether or not your grounded or in the air.
Damage and a paint buff. Every time i wanted to use it i just played charger
I think the arrow explosions should deal 32 dmg instead of 28 and buff projectile speed by 20% that'd fix alot of the issues with it not killing and I'd reduce the charge time by 2 or 3 frames, also the stringers tap shots are better at painting then people give I credit for.
Yeah just like a bit better paint and damage, from what I can tell about the Tri-Stringer is that unlike chargers and splatlings where uncharged shots are mostly useless the Tri-Stringer wants to spam uncharged shots to paint then charge up for splatting opponents but currently it's painting is poor aside from where it's shots land and it can just barely get a one shot at full charge if all 3 shots hit which is easier said than done, also it should charge at full speed in the air.
My main issue with it is that the max charge isnt even fully accurate, so many times only 1 or 2 shots will hit
For me, the DLC being announced early is just on the "Hype Train" aspect.
I'm ecstatic the game has more coming, especially with Pearl and Marina, but remember that feeling seeing the Octo expansion come from NOWHERE? That was the best thing Splatoon 2 ever did!
I'm all for more content on my favorite games I just like being excited XD
I'm all for new content, my issue is just that telling us there's going to be DLC that early is just off-putting. If you're already working on it, why not delay to put it in regular? Cause money.
That's not to say I'm not excited for the DLC's, but just that it's not a good look.
Except some people dont know about octo expansion or havent played any splatoon at all
im honestly kinda mixed. im fine with knowing dlc is coming but i do hope they keep us completely in the dark about it so when a trailer or something drops for it its hype as hell
And the fact that that was also used as the jumping point to reveal Smash Ultimate made that whole direct really memorable.
@@Drakon_Minaka Nah, that's not how this works. Typically, dlc like that is developed after the team has finished the game. It either exists as dlc, or it doesn't exist at all. They can't just delay it to add it in. Monolith soft has done this twice with Xenoblade 2 and 3. The expansion for 2 was great, and the one for 3 will be too. Octo expansion was good, I'm sure this will be too.
The thing about Tableturf Battles is that it also adds a bit more flavor to the Splatoon world. Like, what do people do when they aren't fighting or doing the Macarena on a random street corner? Even if it's just a little card game, it's nice to see a little bit more of culture in the Splatoon world.
I have a feeling Tableturf Battle will be my favorite mode in the entire game, beating out Anarchy Battle, Salmon Run, and even regular Turf War. I just hope there's some reward for playing it and not just having it be a fun little side thing. Even just some gold or meal tickets would be nice.
I'm quite fond of puzzles but I'll have to wonder how long it will take before literally everyone has the same exact deck with the best Cost per Area Ratio. It looked like there was something about specials that they didn't go further in but I look forward to seeing what it will become.
@@En1gmaEmperor Honestly, it's kind of for that reason that I'm against customizing loadouts on weapons. As someone who used to play Yu-Gi-Oh frequently, it gets real boring to play against the same thing over and over and over.
@@En1gmaEmperor I'm guessing that every special, sub, and main, as well as main character get their own card. That means that there's only a limited number of special cards, so while yes, you can stack your deck with every special in theory, you'll still have slots to fill out with the other types of card. I think it will be finding the highest cards with the best coverage, or cards that can effectively cut off your opponent and then fill in most of there area.
I expect to find the meta decks within the first week or two of the game being out. I think a good way to combat just having every special would be to have a rule like the Pokémon TCG where you can only have a certain number of each type of card, just applied a bit differently, for example only being able to have 3 special cards per deck.
Yeah, agreed! ^^
TriColor was amazingly fun and intense, but for defenders there's absolutely a huge learning curb to figuring out strats, especially solo que. Pair that with the break neck speed of gameplay now, the sprinklers of doom advantage, and the limitations of it being a Demo, Scissors was doomed lel. Never the less GG everyone!
I think tricolor defense is pretty balanced… unless it’s solo queue. If you have coordination it’s much easier, but in solo queue it’s a nightmare
I think scissors still might have won as they were leading during the half-time so there still might be a chance or I'm just coping. Either way this splatfest was really good fun, I will admit having to jump off bridge everytime somebody used reefslider was quite annoying but still great fun.
@@ashtonedwards2913 So this is where people can learn how to use the squid roll, I've survived direct hits from the reef slider by performing a squid roll, and then taking out the opponent, sure it's not always possible, but the fact you've got the option, give it time, let people learn these mechanics, and who knows what will happen in the future.
Scissors shouldn’t have done so good at the halftime so we could’ve won by destroying the defenders 😂
I agree completely with this. I played octobrush with my friends and we would coordinate which base I would zipcast into to stall for time. We won almost every match. But I totally understand how less coordinated players who just picked up the game wouldn't understand map management on their first try
All I can say is tri color is fun but scary, as defender. I feel like as defender if you stop your opponents from taking both signals you still have a good chance of winning, but if the attackers take both you just lose, it's possible to still win if one is taken. I want to try being attackers before I say anything about that side.
I absolutely agree with what you said. Attacking is definitely easier than defending and the fact that both attacking teams gain clout if one of the attacking teams win definitely proves that the mode is unbalanced. However, I though the mode is VERY FUN (I was on team rock) and I think people need to be reminded that we’re all here to have fun.
They gotta change the signal spawn rate cause that was insane
I was an attacker and, it’s best to target the defenders first rather than the other team, once (or if) you get an ultra signal first, then you should target the other team as well.
personally for me i didnt have a hard time defending ! i think it also depends on the subs or specials you have. i use a .52 gal and the splash wall really helped. but i can see what youre talking about !
Indeed. I only had one tri-color battle and somehow I ended up securing the marker even though three players were heading straight at me.
"I think we'll get third kits for every weapon in splatoon 3" well that aged like milk
My take: The final results of the splatfest just opened up the floodgates for a bunch of bad splatfest habits to form. Now that we just saw Scissors go from 1st to DEAD LAST because of TTW and how the mode functions people are going to sandbag the first half of the splatfest and purposefully throw their matches to prevent their team from being in the lead so they dont have to deal with defending a powerup that they're not even allowed to use, and if they are in the lead they'll strictly play Pro battles which will probably cause for matchmaking to become slower for the losing teams that want to play tricolor and ruin their chances of overtaking the leading team through the mode.
Also even though Splatana is cooler I still think it makes more sense for the Tri Stringer to be the poster weapon for the game imo. People have been asking to play bow and arrow for a REALLY long time even since 1 so capitalizing on that was a nice move on their part!
As someone on team scissors seeing the half-time results and the final results is so strange to me going from 1st to dead last due TTW was horrible and playing TTW was even worse.
What they should do, is make the Ultra Signal respawn every so often.... (every 15-30 seconds or so)....or failing that, at least reward the defending team more points for winning the splatfest.....
(don't worry there is no bias here I played on 2 teams scissors and rock) I felt it was bad because once both team reached the middle then it was no long the promised 2v2v4 it instead became a 2v2. But personally getting in the middle as rock is great but kinda difficult when they are actively searching for you. But as scissors it is hard because you can't destroy the ultra signal (once it spawns and starts inking turf) and it lead to little to no chance of recovery for scissors.
I think you overestimate how sweaty people are over turf wars. Splatfests are designed to be accessible, and even if some extremely patriotic players throw matches on purpose, they'd be a rounding error statistically.
I've found that once you lose a signal you can't win as the leading team because either you have to keep the sprinkler side inked leading to the other side being able to push in and expand or you focus on the other team and the sprinkler inks so much turf that it causes you to lose the match. Ultimately, I think TTW needs to be changed, like let us destroy a sprinkler
Hottake but I would love a specific map made for tri-color.
Like Shifty Station but specifically the map split into equal thirds.
Imagine some kind of saltspray rig stage for tricolor. May not be balanced, but would be fun
The fact that it never changed throughout the second half of the day made it look like it was a placeholder for a more unique map that wouldn't get stale after all those hours
Exactly I would love if there were a map that split on 3 sides and it was 4vs4vs4 to keep it balanced
I would love it if all of the tricolor maps were specific, as opposed to being based on already existing stages. In fact, I think I would like for tricolor turf War to be its own event outside of Splatfest, But that ain't even my biggest wish.
Hot Take: The dummy/copy machine should have AI so you can actually fight it.
agreed
I was in fact expecting they'd include that!...
They couldn't even be bothered to give it the weapon you're holding, such a missed opportunity.
@@_SereneMango Me too/ I'm secretly hoping that the dummy has a upgrade mechanic. For example if you rank up: the dummy get more options with you.
Yeah, I wish it had the enemy Octoling AI, so when you activate it it starts moving and fighting you, like a real player.
Custom kits are hell to balance. There’s a reason they didn’t put them in the game. Everybody would pick the best sub and special combo and it would get a stale in a matter of weeks. They need to think of a way to put them in the game without taxing the developers too much in order to balance custom kits.
Personally I agree, but a system that I can think of is: every weapon has 3 subs and specials, and you can pick which one you want to use
They could've had a few different kits for each weapon instead of an alternate kit labeled as a whole new weapon imo, less cluttered
Make some things incompatible with others entirely, maybe?
@@rorterpobinson62 It's a nice idea, but you know, I kind of like it? I mean, I like the little stickers and stuff they put on some. I like the recolors.
My idea was having a special weapon for every class that was slightly weaker than the base versions but it is customizable to make it good.
my somewhat hot take I think:
tricolor battles are a good concept, but they're not balanced AT ALL, the winning team is PRETTY MUCH DOOMED
and to add to my take I'd like to give ideas for fixed. what I would want is for either team to actually be able to shut down the sprinklers, and make the ultra signal of the sprinkler destroyed come back, cuz even if one of the teams gets one it's already incredibly hard to come back. second, MAKE IT SO THAT, IF THE WINNING TEAM LOSES IT DOESN'T COUNT AS A VICTORY FOR BOTH TEAMS, cuz even if one of those teams was in 3rd, IT STILL COUNTS, they gotta make it so that only the team that actually won gets the victory
this. tricolors are a fun idea in practice, but the implementation means winning halftime is a death sentence.
@@geet9830 it was not about the popular vote, in europe its team rock that had the most vote, its maybe more about wins
I agree scissors had a pretty good lead until tri colors came around and then they somehow ended up in last place when it was over
IMO I think it needs to depend on the size of the lead at halftime. If the leading team was winning by a significant amount, then I think the short/near instant respawn on the ultra signal is fine. However, if the size of the lead is small and it's all very close as it was this time, it should have a longer cooldown for the ultra signal.
@@geet9830 but rock won and was the most popular
The tri-stringer makes sense to me, because it is a class that they made a version of that fits the 3 theme. I can't see them do the same with splatana.
Splatoon 2 had dualies, 2 weapons that are one. So, yes Tri stringer works better.
Good point i never thought of that
true!
good point
The flagship weapon of Splatoon 4 is gonna be tetra dualies
@@freshlycannedwater That'd be awesome!
I’m still kind of confused how rank decay works. The website says something along the lines of “your rank will drop two from the highest you’ve achieved”, but they never explained if “highest you’ve achieved” refers to highest you’ve EVER reached or highest you’ve reached in the season.
Yeah that part we dont know but I hope its current rank.
I'm just hoping for a rank down button at the highest rank. Sometimes getting in x rank just feels like I'm being penalized for doing well in s+. When I want to play bad weapons or use a drink on gear I really don't want to be in x rank where everything is meta everywhere.
@@harmless9336 I mean that's kinda ... unfair to the other players, like if this exist, you can bet someone will use it to stomp newer/weaker players as much a spossible.
Also X rank and regular ranked mode are not the same queue in 3
@@harmless9336 Once they add X Mode to Splatoon 3 you’ll be able to choose between playing in the S+ queue and X queue once you reach S+0
@@ProChara what the he do kinda system is rank decay? Like I could spend a full week trying to get to A+ just to get knocked back down to A automatically the next day?
New Meta for splat fest: make sure your team isn’t winning before half time
I hate the fact that that is the Meta now
@@nintendoboy3605 relax Nintendo boy. He wasn't being serious. It takes more than a demo to know the meta for sure
@@jumnei5159 Thanks for noticing I was joking, I think people are taking my comment too serious 😅
@@nintendoboy3605 it isn’t. People just need to learn how to defend. If that ends up being impossible, sure, you’d want to not be at the top in the first half. But I doubt that’ll be the case
@@illusionaryheart3325So it means spawncamping
At this point, these people who say that "it's just Splatoon 2.5" don't want Splatoon 3, they want... I don't know... Fortnite with inklings, Doom Eternal with inklings... Honestly I can't even tell what these people actually want from Splatoon 3. All they want is Mario Kart 9 and Breath of the Wild 2 and if they don't get it the instant they ask for it then it's obviously Nintendo's fault.
people just need to learn to be patient.
those same people said the exact same thing about splatoon 2 when it came out, but then they kept updating the game and they actually shut up.
nintendo will add SOOO much more to splat 3 in future updates.
What? For people to be patient? On the internet? Do you seriously not think you're asking for too much?
ok i want mario kart 9 becuz in my defense weve been playing the same mario kart for 8 years now they couldve added the new tracks to mario kart 9 and make brand new tracks, its not like theyre out of ideas, look at tour
@@JColeGlazer754 Oh boy, so just a few new tracks should have been put into a brand new Mario kart game, but new specials, new weapons, new game modes, new customizations and new user interface is not enough to be put into a brand new Splatoon game and should have been put into an already existing one.
And of course, it's Nintendo's fault, who's else could it be?
The new Splatoon just plays exactly the same as splat 1 and 2 though. Almost all the new content could in theory work as content updates for those games.Yes, we want a game that plays differently. Doom Eternal movement in Splatoon actually sounds like a lot of fun.
Hot take, Areospray is good. Turf coverage, long range poke with Fizzy, and a gap closer with the shark. It’s super good with Tricolors, because you can just build special with turf coverage, then rush the signal with the shark
It’s good rn but outclassed by Tetras. Felt the same with the Luna and Brella where they are good but just worse versions of octobrush and slosher. Play what you want though don’t go off the meta
@@key81885 Yeah, I tried to play Brella during this and they somehow made it even more inconsistent. In 2 I could confidently direct someone with all my pellets and then shoot them with just a few more and they'd die, or bump them if they were close enough. But for some reason, people took forever to die in this game and it doesn't seem like a direct with a canopy bump is enough to splat someone anymore.
I agree!! i was playing splat dualies during the splatfest and i had a lot of teammates with aerospray (like one person who i played with for like an hour or so towards the end) and i felt like we had really good synergy and we won almost all of our matches together, i think as long as you have a good teammate and you know what you're doing it can be a really good weapon! (also rushing the signal with the shark is exactly what we did most of the time, and then i would body block them from getting killed, either with my crabtank if available or just because there was only one side with enemies on it, it was such a fun comp)
I really like the selfish support design of the areospray.
You go paint for your team and poke with Fizzy. If you can do that then you receive the ability to get kills of your own and help your team MORE in the process!
Thats exactly why id rather it have a higher p TriZooka...
But the design is still there and I really like it!
as an aerospray pg main i agree 😎
I played a good amount of heavy splatling and the wave breaker was SO useful. I could play semi aggressively and got like 2-3 kills with wave breaker per game. If they tried to shoot it, i would just shoot them. Heavy is gonna be outclassed by dualie squelchers when the game comes out but it showed me how good wave breaker can be played when aggressive. Didn’t work as well on e liter but still good
I agree. Heavy Splatling was so fun during the Splatfest, and I got so many kills throwing a Wave Breaker into a teamfight or behind a wall in cover during a push.
i agree, not a lot of people used wave breaker but when they did it was very annoying having to jump and it made me go away from that area until the wave breaker despawned, so yes its a good special
Agreed! I wasn’t so thrilled that the heavy splatting had wave breaker at first. But when I finally got to try it, it was really fun!
I had so much fun using Splatling on tricolor. Even in solo queue it worked fantastic. Tossing a wave breaker in the center did so much work defending the team mate grabbing the signal while I targeted anyone trying to challenge it. It also was really good at pulling scissors away from the signal. If I tossed it at the side they would leave center and try to take me down but often struggled to take both me and the wave breaker out. The sprinkler too I wasn't hyped about but it worked really well and seems better than it was in 2
The fact that Team Scissors went from top team to getting nothing in the final results tells me the tri-color battles are horribly unbalanced.
There needs to be some sort of cooldown or a longer timer on the ultra signal because the defending team gets screwed hard by the giant sprinkler.
Effectively, each one adds another player to the attackers - who you can't splat or stop in any way.
scissors got second place in splatfest (open) so the getting nothing part is most likely more on how the points are given out. also, i'm not sure if it was just me, but the tricolor mode seeming unbalanced is likely just that nobody's gotten used to the defender's positioning yet, so they don't know which parts of the map to make use of. personally i got a lot of mileage out of the perches that flip up near mid to defend the signal
Really? Cuz I kinda felt like I could never even touch the Ultra Signal. I was on Team Rock and we kept getting wrecked by both other teams. It kinda felt like the Yellow and Red Teams were working together to keep us down. It isn't very fair when you just play "respawn: the video game" the entire time :/
I think it’d be balanced with the Sprinklers paint reduced a little bit and a much longer gap between each Signal spawning
True defending the middle was soooo hard. I completely agree with what you said, but i think that the map also played a huge role in how unfair and unbalanced it was. For some reason NIntendo deleted any possible way of getting to the spawn from the attackers (the ramps). This meant that it was practically impossible to win once a team got a sprinkler, because you couldn't get into the spawn of the attackers to cover more turf but inking in the gigantic radius of the sprinkler was also not worth it because the sprinkler had a too big range and reveresed it in just a few seconds.
So the main problem was that it was too easy to get a sprinkler, and that it then was too hard for the defending team to win because of the sprinkler.
So these are 2 changes i think Nintendo could make in the next Splatfest:
- add like 1 second to the time it takes to launch that signal
- make it easier for the defending team to get %:
- don't stupidly make the map unbalanced (attacking team could easily ink the defending teams spawn but not the other way around because they just deleted the fucking ramp)
- nerf the sprinkler in some way
- Make the sprinkler go away, so either just delete it after like 60 seconds or make it be able to be destroyed after maybe 45 seconds but it has the health of like 4 inklings
- or make the radius of the sprinkler smaller
They only need to add like 1 or 2 of these changes and the coming splatfest's will be actually balanced :D
I do think that if Nintendo just makes a better tri color map then they don't need to change anything else. It was just sooooo hard to get turf as the defending team because there was no ramp to the attacking teams spawn which meant that if they had a sprinkler you couldn't get any % because the sprinkler would just cover it in a few seconds
I think tri color turf war was balanced, to get the ultra signal you needed to have most or all of the team of 4 dead, then hope that the other team of 2 doesn’t splat you. After all that you get a sprinkler for a little outside of spawn. The only unfair part to me is that the wining team has to play tri color. If Nintendo wants to keep that make it so A. There is a pro tri color and B if the team is no longer wining, don’t have them in the middle any more.
This may just be because I was scissors, but tri-color was WAY too hard on scissors. We ended with 0 points in the splatfest. It's supposed to be a comeback, not a nuke!
They need to either make a map layout where pushes from both sides are more manageable, make a long ultra-signal deploy time, make ultra-sprinklers able to be destroyed or disappear after a while, or maybe even increased special output for defenders (similar to tower control)
@@blockbite.2 I personally would prefer how Splatoon 2 had the changing Shifty Station stage for Splatfests; that they do that, but for Tricolor Battles that are split evenly into thirds.
This would solve the problem a lot.
Yeah tricolor matches definitely need to be balanced out. I remember being on the defending team and with so little communication options it's almost impossible to coordinate as a team when you have people attacking you from literally all sides
idk i ended up winning most of my tricolor games on scissors, i found them easier than the actual games LMAO
@@razzledazzledorito6552 Yeah. If you could communicate it would be 10x easier
Something about the wave breaker one is interesting, if you don’t know, it affects you if you are in a crab tank instead of doing dmg to the crab tank, so it forces crab tank players to stop shooting and go into roll mode to jump or die.
1:30 I really like splat3 having rank decay,
as someone who stopped playing around 2018 and wanted to return multiple times ever since,
getting used to the controls whilst in a high rank just isn't fun nor effective, hope this fixes things a little.
Also splat 3 controls feel much better so returing is gonna be much easier.
Yeah I was a stick user and got to professional 200 and s+ ,but haven’t played in 2 years and trying to use motion controls, I have the same feeling where I know I am so much worse than before (partly because trying to use gyro) , honestly I hope I can reject the carried on progress because I want to start from the start and be forced to use different weapons. Will probably play single player and salmon run first
I don't disagree with rank decay actually - I just want to have a faster way to getting back to your previous rank every three months cuz that just sounds like a huge pain in the ass ngl
Being a high rank also holds me back from practicing weapon classes that suck in turf. Decay should help with that too.
@@TofuPandaJyaNai Yeah that's a big downside, hopefully they let players choose to stay there current rank after the X rank update.
@@TofuPandaJyaNai I think the trade-off is worth it. I’d rather have to earn my position back as a high rank than have high-rankers that havent played the game in months struggling to maintain the goal because they’re getting used to playing again (a phrase that shouldnt be said in the same sentence as being a high ranking player).
I am unreasonably more hyped for this game! LET'S GO!
I want Saltspray Rig to return... But as a salmon run only map.
11:08 this aged well
Oh hi D2
@@TorayNix Hi mootie
I've once again come to do something horrible and terrible and state my opinion that being on the winning team during a tricolour match is horribly unbalanced. Every match I saw the other teams show up as soon as I moved from spawn. We don't even get five seconds to collect ourselves before we have to worry about the other teams.
I'm not salty at the players or teams or anything, it's just the whole tricolour mechanics that make it living hell for the people stuck in the middle. Especially if the winning team is only ahead by a tiny amount, it just destroys them.
tricolor battles are brand new so tbh im not surprised it's horribly unbalanced. I was also team scissors and i think out of the 10-11 tricolor battles i played, we won 2 times and came close 1 time and lost horribly the other 7-8 times. those two times we won, we only did because the other teams were just rly bad. No matter how good my team did, if we slipped up once, it was an automatic game over.
I just hope it gets patched up before the next splatfest!
"Makes it hell for the people in the middle". That's kind of the point. If you were so good to get placed there, in theory you should be good enough to stay in the lead. Hard to get to the top, harder to maintain that position.
@@ShadowSkyX
We were ahead by less than 1%. Paper was behind us by 2%.
@@ShadowSkyX There’s a difference between difficult and “if one person on either opposing side is somewhat competent, it is an automatic game over.” It wasn’t even a question of how good our own team did. Most of the games where I feel like my team did the best, acted together and protected the objective, we ended up with ~10-13% terf. The other two teams had unreachable spawn points that had about 10-15% of the map, for comparison.
More so, if they keep the splatfest at an auto-lose for the team in the lead, the people who play just to win will literally throw matches during the first half just for the leg up, and the team in the lead will give up trying to win at tricolor battles and just pick which losing team to sabotage, and other unsportsmanlike stuff. Some players will just dip out and you’ll get 5 min matchmaking times as well. It’s just gonna be really unhealthy for the game.
I know everyone thinks scissors lost because of tricolour, but tricolour only effects splatfest battle open. I do believe tricolour still had an effect, but scissors didn’t even have popularity and enough clout in pro, so that solidified their defeat.
Also, I believe tricolour could be improved if the defending/attacking teams changed when the rotation changes (assuming that a different team takes the lead). For example, when team rock took the lead, they would have become the defenders as soon as the rotation changed.
I think that would be a great way to balance tri-colour is the winning team is no longer winning the team in the lead has to defend.
Also because I wanted to experience what it'd be like to defend in the tri-colour
I was thinking something like that yesterday I am happy some one was also thinking of a rotation.
Absolutely
Im surprised that you seem to have more common sense than the tricolor devs
Everyone is also forgetting the fact that a bunch of pro players were on team rock. That's when I knew scissors and paper didn't stand a chance.
I won a few Tricolor battles for team Scissors, but it still felt like mostly random luck when it happened. Between being stuck in the middle, defending the signal, and the big walls on the map keeping us out of either side, it was nearly impossible to win if you were against a decent attacking team.
there's a reason the "TRI" Stringer was used to show off Splatoon 3. it's the weapon that represents the number 3, with its 3 projectiles, kind of like the dualies in Splatoon 2 represented 2 in the game
Tri Stringer.. The moment I saw that paint trail, I almost cried
I agree with the wave breaker take
The fact that you can break it in a couple of shots is way to easy it needs some sort of buff
My only gripe is the pitiful throw range.
wanna know what's worse?
Tacticooler can't be broken, and it acts as a shot blocker while it's out...
Some specials are more equal than others i guess
@@vividBloodsucker What do you mean, it's just a speed buff! Making it an unbreakable shield is fine.
.....Wait, it has an instant-rez buff? And... a 100% special saver? AND more intensify action? Oh....
@@darkuscarlet From my experience it would decide how the match went once it was popped and the nzap having it reminded me of peak armour spam in 2
“Shiver Griffin isn’t real, they can’t hurt you”.
Shiver Griffin: 6:18
“15 specials is enough but once we have 20 specials the kit system will have to go” “I believe we will have 3rd kits for every weapon” there are 19 specials and no 3rd kits. This has aged poorly
Ok, I don't know if this is necessarily a hot take but....I got some GRIPES with Tri-color turf war after yesterday.
I don't know about anyone else, but as someone who was on the leading team, Tri-colors QUICKLY became frustrating. I'm not ignorant to the fact this is SUPPOSED to be a comeback mechanic for the losing teams, but the leading team should have a CHANCE to actually win. The main problem is that there are WAY too many disadvantages for the leading team.
1) The leading team is forced into Tri-color, and at random. This is small but significant. On the in-game screen it tells you that you can't select Tricolor, because as leading team you'll be put into it RANDOMLY. With how tough and frustrating these battles can be as the leading team, not having the option to just play normal Turf War with no Tricolor really sucks. To clarify, I see this as a disadvantage since you can get completely geared/weaponed up for a normal Turf War....only to be thrown into Tri-color where your set up might be less useful. For example: Dynamo Roller is pretty great in normal Turf war....but way too slow to help in Tri color. (If going into the "Pro" Queue basically does let you not play Tri-color or choose to play it, then that needs to be made MUCH clearer by the game. There was no indication of that by the demo.)
2) Really bad and easily campable spawns. The leading team has to spawn on the middle edges....which is TERRIBLE, since those areas (in most if not all maps) have a route RIGHT TO THEM for the other teams. I got spawn camped multiple times in this mode in particular, and it's NOT fun.
3) the leading team has no real options and are incredibly predictable. I mean....You have no other routes to take, come at It from an angle, nothing. You have to go straight to the middle and try and secure it, while both other teams can come at the 4 of you from all sides with tons of options.
4) Kinda exclusive to the Map they offered, but can still effect others. Sturgeon's center in particular is elevated and incredibly open. It might as well have a "Use special to wipeout Team" sign on it. Which happened....a lot.
5) The amount of time the Ultra Signal needs to be held, and how long the second one takes to spawn needs to be WAAAAAY longer. I had multiple instances of getting splatted, enemy getting the Ultra Signal, and having it secured before I could even jump back....and they were already securing the second one by the time I was just getting to the center! I'm fine with the Sprinkler helping the losing teams hold down a part of the Map....but it should NOT be that easy to get.
I get that some of this probably retains to my skill level, I won't deny that. I'm basically new since I only played Splat 1. But some of these aren't. I really hope some of this can get fixed or tweaked for it in the future cuz....I don't know if I'll want to play during a Splatfest if my team is in the lead x3
To remedy 5, I feel like they need to nerf the mechanic where the signal needs less time with each attempt.
I was rock, and while getting to the signal required coordination and taking advantage of paper's pushes, that mechanic meant we didn't need to push ourselves further to secure it properly. Go on a few suicide missions to the centre and you only need to take the centre for a couple seconds before being splatted.
Change that and make the defenders' spawns less campable and it might become more balanced. If it always took several seconds to capture, fending off the defenders quickly returning to the centre plus the other attackers- solo once your teammate is holding it- would be a real challenge.
Are we the same person? you got the same issues i have, im so upset that we lost just cuz of tricolor
I agree with all of these but for the first one I would add that they should give you a notice when your next battle will be tricolor so you can actually prepare especially if you're defending.
Everything else is pretty spot on and was exactly my issues with the mode. The comeback mechanic was too easy for the losing teams and the winning team has very little chance of securing their spot. That, and the fact that rock probably had the most pro players was the reason we ended up with 0 points
@@razzledazzledorito6552 Yeah, admittedly my first point is my weakest. I was just really frustrated with Tricolor by the end and just really wish I could have played normal Turf War and still help the team
@@razzledazzledorito6552 no he has a point in the randomly assigned tricolor. In tricolor we don’t get 10x or 100x modifier which significantly lowers our clout and the losing team are in couraged to play tri color as you get way more point like 4x to 5x compared to normal win and it is easier to win.
If the defenders win we will still get less point that if the attacking team won. We are rewarded less for winning at a disadvantage.
I haven’t played splatoon 2 since the last splatfest and I played from 9-9 yesterday. I’m so excited for for the full game. Even with the limited playability we had to test it doesn’t feel like splatoon 2.5. So tired of those takes, a lot of the people who say it only played splatoon for like an hour or two in total
The splatfest was insane
Splatfest was rigged. No way I lost to paper out of all things
The tri colour battles were unfair
Lmao, tri color screwed us over fr, defending is super hard, hope they balance it somehow
Yeah they are unbalanced but paper earned it all the team deserved to win it's just a demo
Nintendo better fix tri color
Tri-colour was cool, but unfair.
I am beyond hyped for this game now, i do feel as if the one hit function on the stringer could have been better
They just need to extend the hitbox of arrows (similar to Squiffer). I feel as if the chipping aspect of Stringer is its main strength, but it'd be nice to have a consistent one tap.
Here's a hot take of my own: Tri-color turf is bad (during the splatfest world premiere). Sturgeon shipyard was a horrible map for it, and it shouldn't have been the only tri-color map. I also think the Ultra Sprinkler should be moved further from mid.
Let me guess, you were on team scissors
People still need to get used to it. People need the get *used to the whole game.* Seriously, have you seen anyone Squid Roll?
@@_Plebeian The worst thing was that scissors couldn't refuse to play it. So My friends and I just left the Splatfest early because it was just way too depressing
Your fault for choosing scissors, the worst and most overrated team ever!
@@luvulfurz_64 ,,
Let me guess, you chose rock for Shiver ?
The ironic thing about finding the dab really annoying is that just adds to the comedy of it, it's like dad jokes, the groaning in response is part of the appeal
Hot take: The Tri-Stringer has a kit focusing mainly on the special while it should’ve gotten a kit focused more on how the Tri-Stringer works and on how to back it up
actually after changing my playstyle, i think that the kit is pretty good, and toxic mist i kind of enjoy on it. of course, i only spent one day on the weapon, but once i stopped going for OHKOs and started focusing ln entrapping opponents with mist and bow AOEs (mostly just 1st level of charge), i started pulling much higher numbers, dying way less, and winning much more consistently.
@bagel you use the mist to killer wail them
Yeah I wasn't sure about Splatoon 3 but the table turf was really won me over. Not playing the main gameplay loop and instead doing something mostly unrelated really is what I was looking for all along.
Hot take:
Tri-colour is insanely fun as an attacker, but is fundamentally flawed. Unless you're queued with a duo or a group in case of defenders, it's a nightmare, it also shouldn't give points to both attacking teams (in this case both rock and paper). Me and my friend had a blast being on a team with just us, and coming up with strats using big bubbler and the new specials to get the signals and attack the middle. As we played more and got those little fish dragon thingie icons above our heads, we started to fight more teams on scissors who were all queued up together. this made it almost impossible to leave our spawning area or take alternate paths. Also the only map being sturgeon and the fact we never got 10x battles (idk if they weren't in that mode or we just got unlucky) made us switch back to regular turf wars after a couple hours due to gameplay running dry. With a few tweaks, well maybe more like major changes, tri-colour could be a super fun mode, but idk if they could ever fix solo-queue... possibly make it like league?
The little rainmaker thingies above your name signify you've won a high multiplier battle (100x or 333x)
There were 10x battles. I got two of them
@@partyinpiplup7883 yeah, i assumed it would be weird to remove 10x battles from tricolour turf war
@@michaelscott5171 thanks! we were so confused, we managed to win two 100x battles for our team so that makes sense
Summary: tri-color turf war is fun, for attackers, but for defenders, it’s an hard work or an instant defeat
11:08 is so funny in hindsight
I'm crying
Is it just me or did they make the ultra stamp even more vulnerable than it already is?
Yes they did
as from what I can tell its unchanged prolly just the lack of armor (throw does more dmg tho)
Ok thank you
@@ProChara there also seems to be less lag starting it. Still felt good to use.
Person: Wave breaker wont be that good
The entire team made of splatlings: Allow us to introduce ourselves
"Wave breaker isnt going to be good"
Oh how wrong you are now that we know. I'd rank it as one of the best in the game, it's so good at putting them in a disadvantageous position.
"Give us an option to level the playing field when using sticks!"
Yeah like... idk gyro aim?
What were your thoughts about the testfire? I loved the tricolor turf war, and zipcaster is probably the best new special
honestly, feel free to object, but I feel like they could've done a better job with zipcaster. it's a little slow, the range was somewhat underwhelming, and there isn't really much to do with it. also, it being on luna is gonna be extremely situational, and they'd need to be near something you can launch to. and as for movement, same thing as inkjet, you just get sent back to the starting point at the end of it anyways. but the difference is, with inkjet, it's priority is displacing/splatting the opponents. zipcaster seems to be mainly based around movement and movement alone, and maybe getting some different angles and shots. but that gets pushed aside, as you're sent back to the starting point of it. it either needs a bit of a buff or a bit of a change.
also people are literally just using it as armor which I will never understand.
The tricolor battles are rigged. The teams on the side get a spawn area to paint that the middle team can't get to. Also, the side teams just have to push forward, but the middle team has to defend from all sides. And if the side teams get the ulta signal at least once, then its almost impossible for the middle team to come back.
tricolor was fun but really tough to win as scissors
Eh the zip caster was a little underwhelming sadly. I didn't like that it sent me back to where I started. Maybe it's supposed to be a way to scope out the other team. But i preferred that it was a way to quickly push ahead (especially if the zip caster ends up on some of the heavy weapons due to their inherent sluggish everything and gives them an option to be faster for a bit).
Here's my two cents: I was wrong at first when I saw the starting Dynamo kit it turns out tacticooler has a LOT of potential and seemed to be a great way to buff swim speed for your team. I had a lot of my team players jumping to me to grab a cola and then push forward successfully so I have changed my mind. The card game is right up my alley because I like the different take on playing head to head and I'm all about collectibles. Salmon Run the next wave is going to be fun for me because I really liked the salmon Run in Splatoon 2. Extra bosses and the large salmon boss really get me hyped to get more golden eggs for Mr. Grizz.
3:20 I always see the wavebreaker being used as a way to abuse being in an advantage state to overwhelm the opponent bc not only will someone be taking on multiple people and trying to ink to get somewhere safe, but now they’re playing jump rope which is going to make them vulnerable to being sniped or letting someone brute force and blast them to the shadow realm
i hope tri stringer becomes an overtuned monster that destroys the game, at least for a week or something.
honestly the card game just seems like it wouldve been a fun thing to go to for 15 minutes once to just recharge your stanima so you can keep carrying every team you're on during a splatfest
Considering I was the best on my team half the time (and I'm really not that great a player decent but far from top of my team every match) I'm going to agree that there should have been at least 1 other feature to destress.
@@Stargazer_Ley scissors?
Custom Kits will break the game though. Everything will have burst bomb. There should be some limitations
That's what I'm saying! Maybe make certain subs and specials and weapons incompatible with eachother, and make it expensive to make them too.
What about making it so if you pick a good special you're going to have to get a much worse secondary and vice versa.
@@beez1717 I think the best way to do it is have 3 kits on every weapon, but allow you to mix and match the subs and specials on the 3 kits so you don’t get full customization but at least some
1:56 i think the reason why it should not be announced this early is because it kinda defeats the entire surprise thing Let me explain
When octo expansion got announced it was out of NO WHERE and was so unexpected so it created ALOT of hype in a very short time but by just saying it at launch it ruins the entire hype train in my opinion because it was already expected because they announced it so early
For the first one I think the reason they made the tri stringer the flagship weapon is because it fires three bullets like how dualies have 2 redicals because it came out in splatoon 2
Something tells me table turf wars was a project for the new hires at Nintendo so they don't mess up the main game but can still contribute to the game, some devs do this
Something to add to the list of reason people will return to splatoon 3, it's new and shiny. People like that and will buy it because of that especially if they enjoyed splatoon 2 and haven't played in 3 or more years.
I’d say the aim assist could be like fortnite, where the reticle/sensitivity slows down when near/on a player
Was thinking that too just like in overwatch all it does is reducing your sensivity a little when you’re on a target, motion controls will still be better
@@thomasquesada7248 motion controls will never be good compared to sticks
@@LynR.M.1378 motion controls r literally better if u can actually get used to using them.. like most of the extremely high skilled players use it
@@LynR.M.1378 quite literally motion controls are what mouse and keyboard players use to aim, motion. So yeah using your whole arm to aim instead your thumb on a stick is better, even most pc games on steam allow you to use motion controls on a controller as an option cause its just better
@@defnotjef111yearsago3 you forgot to add million to that 2
I really liked the discussion on gyro controls vs stick-only. I've never played competitive shooters on switch, so I've never had occasion to use the gyro controls before since I've used sticks-only or mouse & keyboard all my life. So even as someone with zero experience I booted up a shooter and practiced with the sticks and then turned on gyro controls. My aim was several times better with the gyro controls within mere seconds. It's not even remotely the same. It is as much of a boost, if not more, then going from sticks-only to mouse & keyboard. It is so easy and intuitive that the only control set up that has ever been any better is a full on VR controller. So ya, sticks-only should absolutely get some aim assist, and it should be significant IMO. Most people flatly are not going to be able to compete with experienced gyro control players otherwise.
looking back at this video, i think we need at least another year of updates because we have one more season, and then thats it. we dont even have 2nd kits for weapons like bamboo. we need at least another year.
Hot take: Splatoon 3 NEEDS tenta missles/Dabbing. This is a world built off of chaos, for crying out loud. We have speakers that scream ink, we have ballistic missiles, we have CRAB. TANKS. If a world made from chaos doesn’t have one of the most chaotic emotes out there, then it’s not chaotic enough
Chaotic emotes you say?
Can't wait to flip people off & praise hilter in Splatoon 3!
Lmao
@@CoolMintMC I mean, not that crazy, if it was that chaotic we’d be using normal guns instead of ink based weapons
@@CoolMintMC the nazis were famously into anarchism and chaos
9:30 “They just have to make Sheldon not look like a GMod character” lmao
When you’re in the middle of a firefight the wave breaker can be very deadly, I’ve died twice to the wave breaker itself and multiple times to being displaced by it
8:40 Look on the bright side: Tacticooler will give you a temporary Range Blaster with 0 jump RNG.
I wish after they're done updating the game they would let us redo splatfests on rotation every months without needing the devs to manually update the game every time. Because not having access to the splatfest mode for years at a time until they release the next game in the series kind of suck.
Maybe give everyone a choice of whether they want to participate or not. And if they don't, they still get night time stages.
As someone who didn't really want to go back to Splatoon since early in Splatoon 2's patch cycle (I dropped the game shortly after the Explosher, Nautilus, and Ballpoint came out), just watching some of your videos covering the new special weapons was enough to get me interested again. Hoping to have more fun with it than I did with 2
my hot take is that tricolor is good, all it needs is a custom made map for it and more weapon/kit choices (that the demo didn't have)
Oh, actually that's perfect! But, I think it needs many custom maps for variety.
i really like the idea of table turfs just for the collectible aspect alone. they can include a ton of references to past characters and items while basing a whole mode around them too
I'm so hyped, and as i played sticks in the other two games, I think it'll still be fine to use them, even if it will be more difficult with the new game.
Take it from an ex-stick player, its so worth it to take the time to learn motion. Yes its icky at the start when youre not used to it, yes it takes a sweet minute to get used to, but once you crack it, it feels sooo much better! If youre intimidated to practise it in an online setting, maybe gather up some people or even just 1 to do a pb with, or play some hero mode levels again, esp the octoling ones and you’ll get the hang of it eventually :)
But of course, if you just dont want to thats fine but if you want to experience the game in the best way, learning them will make the game more fun, so at least give it a try, ik its disheartening at first but it’ll pay off
"Shooters will dominate the meta"
*How did they know?*
10:52 how do we tell him?
I feel like we all knew that an octo expansion 2.0 would come out at some point, so the reveal of "large-scale dlc" isn't that bad
Yo, in the Nintendo treehouse, on the first level in the story mode, you a given a choice of weapons, and it was hero shot with little buddy as a sub, mini splat with burst bomb(keep in mind that’s an actual kit in the game), or range blaster with splat bomb. This is kinda maximum copium, but since minisplat burst is a real kit, I think the custom range is gonna have splat bomb.
And in charas direct analysis, the guy who uses range was using ultra stamp, so I think custom range(splat 3) is gonna be based off splat 1 custom range, with splat bomb and stamp
I think people are underestimating how long two years is. Two years ago was 2020 and we were still in covid. Now we think to back then and it feels like forever ago. Two years will probably be good enough for content if the catalogs are big enough
I agree about the dlc hot takes. It's not that it will be bad but why tease us so early and why don't keep the surprise ?
My splatoon hot take: they should let us bring to weapons to a match that you can switch to and fro when you get splatted. The amount of all roller teams I've seen just crumple is scary. It would help balance that aspect and create new strategy
my hot take after having played the splatfest is that the bow is insanely weak and needs to both do more damage and have bigger hitboxes on its missiles while they're in the air
Now we know that the Big Bubbler can shrink if you shoot it, you can now clearly see it shrink in the Trailer clip! That was a major relief to see that happen in the Splatfest!
The fact that Rock won was so rigged those Tri battles had you worrying about two different turfs reefslider spam at the middle while also protecting the signal because the moment two of those are gone your screwed I never had a single turf war match after the tri battles
It was unfair but not rigged.
I am guilty of this heinous crime. I think it's better with voice chat...
Hot take (more of a fan theory) Idols in previous games admit they have favorite weapons (Marie has her charger, Callie has her roller, Marina has her brush, etc.)
Do you think Frye and shiver (potentially big man, likely not though since he's not an inkling/ octoling and doesn't have hands) will have favorites?
Tricolor was fun but they have to change the spawn rate of the signal 😭
i wish the ultra sprinklers were able to be destroyed, because once the middle one is captured, there's no coming back from that
CONGRATS TO TEAM ROCK FOR WINNING THE SPLAT FEST !!
Thanks! I was really proud. Guess those 4 to 5 100x battles I won paid off.
Most literate rock member
I thought Tri-Colour was quite fun (I was Team Scissors and so a defender), but it could definitely use a few tweaks so that failing to protect the Ultra Signal even a single time doesn't (usually) guarantee a loss. The battles themselves are a comeback mechanic, but don't contain any mechanic to let the defending team make a comeback after losing the signal!
Also, I hear people saying that both attacking teams got clout even if one won? Darn! Whenever I knew scissors wasn't taking the twi-colour win, I'd always try to at least have paper win, but I suppose my dastardly anti-rock efforts were in vain. GGs anyway.
I feel like the hit detection in s3 is much better than s2. I got much more consistent damage with the roller too.
Not gonna lie I’m a bit sad that we still have the same calculation system for splatfests.
It worked fine when it was just two teams, but since they put the tiebreaker into votes I feel like we might see a repeat of early Splatoon 1 splatfests where the popular vote was what would decide the results from the very start.
Didn't Clam Blitz get added later? And people used to call Splatoon 2, Splatoon 1.5 too. Hopefully those hot takes will die down once the game starts receiving updates and new weapons.
8:44 I had the exact same opinion when it was first announced. I thought I wasn't going to play it at all. But then I tried it. And then I found myself having a whole lot of fun with it, because it played on my love for puzzle games! I still wish we were able to match up with randoms online, as opposed to just having to make a lobby for our friends.
6:40 - 7:05 with all that ppl will still say ITS NOT ENOUGH 😭😭idk what are they expecting, a whole new ip? 💀
Basically yes.
10:44 So… who’s gonna tell him?
splatfest was awesome!
Tabletop Turf War is either going to be Club Penguin's Cardjusu where some people open up the game just to play it, orrr that corner of splatsville where the cards are will never be walked on again after the first round.
in regards to the take about two years of content not being enough I do wanna add that so far Nintendo has always extended support beyond what they initially said. Splatoon 2 was gonna get one year but got two. I don't think it's unreasonable to expect the same thing this time either.
My take on Tri-Colour is to make them more like Splatzones, with there being two zones corresponding to each sprinkler, the defending team obviously wants to keep control of the zones, however this does not result in the sprinklers turning on it's just a matter of defense for the 4 person team, when one of the attacking teams takes control of a zone the respective sprinkler turns on and if the defending team manages to re-capture the zone the sprinkler turns off again. This would break up the whole getting tornado tag teamed by both sides a bit and also make it possible to have a comeback if an attacking team managed to take one of the sprinklers.
The DLC take I agree with. What they’re doing now is basically like saying “yeah we are making more content before release but you gotta pay extra for it but you also have to buy the game that still has to come out!” Announcing DLC after the game comes out is also just more hype cause you’re getting new content after playing the game for a year or more.
As someone who’s current main weapon has the wave breaker as a special I can attest that I have gotten quite a few “hold on how did I splat these people” kills with it. Of course this might change as soon as people figure out new strats but for now people always forget to look at any waves nearby
4:28 💀
In one of the recent trailers from the Japanese channel, when you dodge roll with the dualie squelchers. They actually combine it making the dual squelcher! 6:39
Not related, but I'm pretty sure I played with you when you were using Slosher, my name was Afro Man
from now I am actually hyped for the tri stringer. can be used on all ranges, has nice poke and feels safe to play. I really love how it plays. Splatana right now I am unsure. it feels so hard to get a good pay off plus most of the time that swinging feels more like a brush. The one shot big swing with the move farward is so hard to pull off.