The Brella Shield Problem Explained

แชร์
ฝัง
  • เผยแพร่เมื่อ 21 ก.ย. 2024

ความคิดเห็น • 96

  • @NorthWestWind
    @NorthWestWind  4 หลายเดือนก่อน +15

    btw if any dataminers (or just anyone with this kind of knowledge in general) manage to stumble upon this video, please verify/disprove my theory.
    Thanks to people point out mistakes already! Here's a list of them:
    - Host does not handle everything. They only handle the spawn of bullets and bombs, but players can run freely. During a host disconnection, you can see players running around, but their guns shoot nothing.
    - The projectile/object rule has some exceptions (let's use better names, "attacker-side" and "defender-side"). Some subs/specials are "attacker-sided" (projectile) rather than "defender-sided" (object). Notably, the inkjet direct example in the video is wrong. It is "attacker-sided", so maybe I just landed the direct frame-perfectly. Source (you'll need a translator): wikiwiki.jp/splatoon3mix/%E3%82%B7%E3%82%B9%E3%83%86%E3%83%A0%E8%A9%B3%E7%B4%B0%E4%BB%95%E6%A7%98#s8f5f2a2

  • @ProChara
    @ProChara 4 หลายเดือนก่อน +39

    Really cool video, the presentation made it super clear

  • @Chaos-Kin
    @Chaos-Kin 4 หลายเดือนก่อน +39

    Finally I get to know why Ultrastamp doesn’t work at all. Thanks.👍🏻

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +7

      *Accidentally explained everything else*

    • @Chaos-Kin
      @Chaos-Kin 4 หลายเดือนก่อน +1

      „There are no accidents.“
      -Master Oogway

    • @SnoFitzroy
      @SnoFitzroy 4 หลายเดือนก่อน +2

      If by "doesn't work," you mean "the hitbox is so large that the model can very clearly completely miss you on both player's PoV's and you still die to it," then yeah ultra stamp doesn't work.

    • @Chaos-Kin
      @Chaos-Kin 4 หลายเดือนก่อน

      @@SnoFitzroy with doesn’t work I mean that the special is so bad that the thing you mentioned is only a fraction of the issues the special has.
      To name some more examples:
      The special can clearly hit enemy’s but not splat them. Same with bombs.
      The throw can pass through enemy’s without harming them.
      The „protection“ you should have from the front is simply nonexistent.

    • @ntp5358
      @ntp5358 4 หลายเดือนก่อน +1

      ​@@SnoFitzroyno, it can miss on one player's pov and kill, but it can also hit on that player's pov and still not kill. It's inconsistent in killing, which is especially horrible, considering hammer wants you to go in, while giving you little to no protection.

  • @squiffurthewolf6276
    @squiffurthewolf6276 4 หลายเดือนก่อน +21

    This is a cool video, my favorite part was learning my brella will always block subs and specials as long as my brella opens in time. its kind of interesting how only main weapons can use latency to shoot through walls and ur brella

  • @UnstableCyanTwitch
    @UnstableCyanTwitch 4 หลายเดือนก่อน +29

    MY SNIPE MADE IT IN?! HOLYYYYYY

  • @buzzy4227
    @buzzy4227 4 หลายเดือนก่อน +5

    I think there is more to this story.
    I noticed recently that I often kill brellas through their shield even though it had been up for quite some time on MY screen.

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +5

      Fun fact: In a Splatoon 3 trailer (I forgot which one, maybe launch or direct) there's a part that shows a Splat Roller player fighting an Undercover Brella player in Eeltail Alley. The Undercover Brella player got splatted right through their shield.

  • @jackbob83
    @jackbob83 4 หลายเดือนก่อน +1

    Thank you for bringing light to this issue. I uploaded a seven minute long compilation of this happening to me over and over and over.

  • @OctopusPrince
    @OctopusPrince 4 หลายเดือนก่อน

    I’m genuinely surprised, this video made a really good job explaining everything about the issue, amazing!

  • @NunnyNugget
    @NunnyNugget 4 หลายเดือนก่อน +6

    This video explains this SUPER well, has such cute animations and drawings which helps make the concept even more recognisable, it’s just super well made and you 100% earned a sub asw as any others I hope this video gets you 😄

  • @mnchino
    @mnchino 4 หลายเดือนก่อน +3

    So funny thing, we're actually missing a minor nuance here...
    Network latency isn't actually your only source of latency.
    It seems that there is an internal latency between game-states between clients.
    Usually I know this as tick-rate latency.
    There's an easy way to differentiate this. Sniping someone before they super jump. Super jumping has i frames on it which cancels snipe shots
    If you snipe someone and they die mid-air while super jumping, that is network latency.
    If you snipe someone and get a clean hit, but they still survive the super jump, that is tick-rate latency.
    The reason this is important, is because it violates that "if you die, you die" principle.
    You can try this on LAN mode. The latter will still happen.
    The reason this is important usually is in clam blitz games, where even on LAN, it thinks the ball did/didn't go in.

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +2

      That's a good one. This video focuses on the network latency because it's the thing affecting me the most, and is very frustrating.
      I actually have never seen the charger example you mentioned. By "clean hit", is there a normal charger hit sound? Or is it the sound when you shot someone with an armor? If it is the latter, that means you actually did hit on the i frame and it's working as intended.

    • @Platinum_XYZ
      @Platinum_XYZ 4 หลายเดือนก่อน +1

      ​@@NorthWestWindyes I've gotten this before myself. there is a charger direct hit sound, but they don't die and jump away successfully

  • @zalwoxviouletta
    @zalwoxviouletta 4 หลายเดือนก่อน +2

    This video is probably the most informative and useful one about Splatoon I've seen. I thought it would be just saying the same as always but this explanation is actually no one ever minded on investigating. Also, not only it explains the Brella problem, but also why sometimes something can feel consistent and other stuff doesn't. Thank you!! ^^

  • @Platinum_XYZ
    @Platinum_XYZ 4 หลายเดือนก่อน

    thanks for this really clear and informative video. the explanation on objects vs. projectiles was something I didnt know and explains a lot. now I get to feel even cooler when I get bomb kills or special kills, since I know they were calculated on my opponents console.

  • @tapoutt_
    @tapoutt_ 4 หลายเดือนก่อน +4

    classy siivagunner usage, don't think it would go unnoticed ;)

  • @jakaotter
    @jakaotter 4 หลายเดือนก่อน +3

    The reason Nintendo chose to use P2P network framework is because it’s much better than client-server within Japan. Everyone is much closer together so P2P would be the natural choice for them while it kinds sucks for the broader world.

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +2

      P2P is great for clustered players, and I'm not in those clusters. It's also the thing that allows LAN tourneys to happen.

    • @negativepremium4100
      @negativepremium4100 4 หลายเดือนก่อน +1

      We still pay 20$ a year for non existent servers though

  • @DapperPenguim9172
    @DapperPenguim9172 4 หลายเดือนก่อน +1

    Very informative video! I Like that extra explanation with the projectiles and objects interactions, it’s honestly something I never thought of and makes sense.
    I wonder if at some point they might implement the salmon run egg pickup fix to Brella shields in multiplayer. So if the person facing you has higher latency, the Brella would open and close faster on their screen to make up the delay.
    This however would probably be very hard to implement. The obvious one is that there are 8 players instead of 4 in salmon run. Then theirs all the calculations and what not that were mentioned in the video that need to be accounted for. Add on top you don’t want to make it seem like a player is opening and closing a Brella at lightning speed because they have a poor connection.
    Maybe one day we can a more solid fix, for the time being however we have to accept what we have. It’s not the best, but given the resources they have it’s still very well implemented.

  • @lilacocto9103
    @lilacocto9103 4 หลายเดือนก่อน +1

    I guess this explains why I generally die so quickly to people even when I know I should be fine.

  • @9Tensui
    @9Tensui 4 หลายเดือนก่อน

    That's why it's miserable to play brella wow! Great video, very easy to follow.

  • @polecat3
    @polecat3 4 หลายเดือนก่อน

    This makes me sad since now I inow that brellas will never feel good or be fixed

  • @kekekepi
    @kekekepi 4 หลายเดือนก่อน +3

    i 5*d vbrella and gave up halfway at 600k freshness on sorella brella cuz its so damn inconsistent, it actually upsets me that it hasnt been fixed even in the slightest

    • @voguefurret
      @voguefurret 4 หลายเดือนก่อน

      They made a lot of bug fixes to Brella early in Splatoon 3, What's holding them back is the game's connection favoring damage.
      The main problem is not gonna be fixed as it would make the game feel worse for everyone but if they spend extra money on servers in the next Splatoon game then it would atleast make them more consistent.

  • @aaronkaw4857
    @aaronkaw4857 4 หลายเดือนก่อน

    Very good explanation, thank you.
    - Fellow Brella player

  • @witchnessp
    @witchnessp 4 หลายเดือนก่อน

    Loved the video until the end. Don't blame the player, blame the game. Nintendo needs to implement servers for a better user experience. We know they have the money to do so as well, plain and simple.

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน

      Servers won't change the fact that we are still separated by half of the Earth's circumference. If they use server calculations, yes it will be more fair, but at the same time, the latency between clustered players would increase as well, meaning the majority of players will find the game worse.
      However, that would also discourage Tentatek players from joining Takoroka.

  • @Mioumi
    @Mioumi 4 หลายเดือนก่อน +1

    Thank you for the explanation! Was very insightful :D
    Now I know why my beloved undercover is crap better TwT I can remember the many times my shield held up against specials well compared to shots B)... Too bad it doesn't have much hp lol
    Also do you have an idea why krakens can clip through the floor when they charge an Tentabrella shield?

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน

      I think Kraken clips mostly happen on slopes? I don't have a very good idea about collisions, but my theory is the Tent hitbox pushes the Kraken so far sideways into the slope, it clips through the floor hitbox. Charging Kraken makes it stick very close to the shield, increasing the chance of that happening.

  • @C0L3Y
    @C0L3Y 4 หลายเดือนก่อน

    LTC happened last week and I remember the commentators saying about how brella works great on LAN. I've also heard that playing chargers is harder on LAN, but I'm not sure what that implies. Maybe no killing people though walls like what always happens online.

    • @kylemsguy_
      @kylemsguy_ 4 หลายเดือนก่อน +1

      on LAN everyone is physically together on a local network, so there's very low latency. Unless the setup is bad, the network quality is also perfect on LAN.
      Even if you have a low latency internet connection, if someone is halfway across the world from you, it will take more time to send and receive packets to and from them than if they're sitting right next to you.

    • @mnchino
      @mnchino 4 หลายเดือนก่อน

      On the interenet, you have two chances to kill someone from snipe. When they get hit on their switch, and when you hit them on your switch.
      Due to the lack of latency in LAN, those two events happen at the same time, so it's only more like one chance

  • @BillAlex75
    @BillAlex75 4 หลายเดือนก่อน

    Nice video!
    Would be nice to make a comparison with the brella situation in Splatoon 2

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +3

      Unfortunately I didn't play enough Splatoon 2 to make that comparison.

  • @kylemsguy_
    @kylemsguy_ 4 หลายเดือนก่อน

    There's one thing you missed: desyncs.
    Technically you covered this when talking about how main weapon shots can hit an enemy while the shield isn't up yet on the attacker's screen, but there have been situations (mostly with Undercover) where the shield was broken on the attacker's side, while the receiver's side had its shield recovered and up. It's especially janky when you take into account how shield regeneration works on Undercover, which is its own can of worms when it comes to desyncs (e.g. if you splat someone but they broke your shield after they were splatted on your screen due to latency, no shield for you)

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +1

      The Undercover regeneration check is done as the opponent gets splatted, so if the shield gets broken after they are splatted, it won't regenerate.
      But other than that, this desync is actually quite useful for Brellas. I'd even say it's how the Brella shield problem got "balanced". Even if you closed your Brella on your screen, it can still be up on the opponent's screen, and so you get an extra bit of blocking time. I've blocked countless charger shots in this way.

    • @kylemsguy_
      @kylemsguy_ 4 หลายเดือนก่อน

      @@NorthWestWind I’ve had a situation where my undercover brella literally didn’t exist even though I had it up the whole time. The only explanation I have is if the brella was somehow broken on their screen.

    • @kylemsguy_
      @kylemsguy_ 4 หลายเดือนก่อน

      Actually, looking at that specific situation again--the brella regeneration check didn't register on the newly respawned splattershot, so it just straight up shot me through the shield because it didn't exist.
      1. blob and tri slosher break my shield (the tri slosher breaks my shield after the blob is splatted)
      2. I splat both of them and the second splat regenerates my shield
      3. the splattershot respawns and shoots me as if the shield didn't exist (because of a desync)

  • @a-ramenartist9734
    @a-ramenartist9734 4 หลายเดือนก่อน +1

    Well said. I personally think brella shields are in a perfectly fine spot, tent is even strong at top level. People are too keen to blame brella shields but often forget that brellas have some of the highest skill floors and skill cielings in the game, regardless of whether they work 100 percent of the time your skill with the weapon matters a lot more.

    • @UP51L
      @UP51L 4 หลายเดือนก่อน

      Feels like they use too much ink to play aggressively. Even when running ink saver mains. Tenta at least protects the entire team and contributes to map control. Hell, I don’t even think I saw any Brella users climbing S.

    • @a-ramenartist9734
      @a-ramenartist9734 4 หลายเดือนก่อน

      @@UP51L thats something you can compensate for with weapon knowledge, you'll find you'll run into the same problem if you try to play dualie squelchers or stamper as a person who doesn't play them. A lot of combatting ink efficiency is playing around your downtime, hitting your shots which reduces the amount of time you're in a fight, and knowing how long you can stall for. On my main brella builds I run at most just a few subs of ink saver, because realistically you don't always want to be fighting all the time with sorella brella, the weapon does much better if you place equal weight on taking opportunistic fights that you know you'll win, and getting your special ready for retake. Also run speed is more important.

    • @UP51L
      @UP51L 4 หลายเดือนก่อน

      @@a-ramenartist9734 I’ve used the Brella since it released in 2 and it carried me to S+ in that game. Compared to 2, it would be great if it used a little less ink is all it really needs, or at least not drain so much when holding it open/firing it down range. Dual squelchies at least has the advantage of no lag after rolling and range. Not the best sub or spec but it’s a solid fighter on its own. Not sure about stamper, but with wiggle room it really rewards a playing it more cautious.
      honestly in the end with all the nerfs it got from 3 it’s hard to keep up pressure for too long, especially when half the meta weapons outrange you. Nevermind trying to engage any ranged blaster or Splatling user. I don’t exactly remember it being a powerhouse in 2, but then again the only other brella users in high ranks were Tentas, and they played about as defensive as a Tenta gets.

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +1

      You don't live in a place far away enough to understand the pain of the Brella shield working 50% of the time.
      But I would say this is good enough for Brellas as of now. If they ever fixed this problem, Brellas are instantly meta.

    • @a-ramenartist9734
      @a-ramenartist9734 4 หลายเดือนก่อน

      @@UP51L Splat brella was certainly better in splatoon 2, since it had 90 damage with its main fire (at least until they nerfed it in a later patch), which means that fights were much quicker on average, not to mention more consistent.
      Speaking as someone who plays both splat brella and tent in competitive, I honestly don't think all the range blaster we see nowadays affects splat brella all that much since it's definitely the weakest blaster against splat brella, due to its best positions being easy to rush down with a brella if you don't have to worry about directs, as opposed to rapid pro which plays in more hard to reach locations, and regular/luna blaster which has a higher fire rate and an indirect radius which overlaps more with brella's optimal spacing. In general brella's incredibly short range has never been a problem in its matchups against long range, in fact I'd argue that splatlings are brella's best matchup due to their relatively low power at close range, which is where brella would like to be when fighting in the first place so that it can hit consistent 2 shots, in addition to splatlings' weak object damage against brellas.
      My point still stands, which is that hitting your shots, and knowing when and for how long you have the ink to engage largely mitigates the ink cost problem, and both of those really just boil down to skill in your weapon. Dualie squelchers are a really powerful main weapon, but if you can't hit your shots consistently and aren't keeping track of how many dodge rolls you have before you run out of ink, you will take longer in fights than necessary and the objectively bad ink efficiency will become a problem. Both of these weapons do excel in stalling potential, but that's not all they should do, I think there's definitely a sweet spot on how long a fight should last so that it's not entirely stalling, but not a 1 second engagement either.

  • @NaSai
    @NaSai 4 หลายเดือนก่อน +7

    while we're on the subject, ill tell you why bombs explode instantly on shields instead of rolling off of them or doing something less idiotic. when a bomb or object is placed into the game world by an inkling, the only information that is sent over the server is the location its thrown from and the trajectory, thats it, after that point it is orphaned and purely client-side to everyone in the server. in any other competitive pvp game, any important objects movement is maintained by the server through its entire life, not just the point it is spawned. creating a predictive code that could manage object movement was either too complicated for nintendos splatoon 1 coders (3 is basically the same engine with a little sprucing up) to do or it would have just looked bad regardless because of the slow p2p connections. probably a combination of these things. neither of these are valid excuses as nintendo is filthy rich and could have both payed for both a knowledgeable net coder and fast servers but they didnt because 🤑💰💰🤑!! anyway, because they couldnt create a code that managed bomb movement well after the point of throwing they knew they couldnt just let bombs touch anything that moves in the game world because it would always cause a desynchronization. so they just took the lazy route and made the bombs explode instantly! and thats why one of the worst parts about brella shields, splash walls, and rainmaker is how it is.

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +2

      I think this decision (bombs being client-side) is made intentionally to improve the player experience. If we actually keep track of everything over the network, the packet size will grow and the game is gonna get even more unstable than it is already.

    • @NaSai
      @NaSai 4 หลายเดือนก่อน +2

      @@NorthWestWind yes, i addressed that: they should have paid for proper high speed servers instead of using p2p. nintendo likes to use low fidelity, high efficiency methods to create all of their games and while i think thats awesome and smart way to make games, in this case it significantly impacts the gameplay negatively. i actually love p2p net codes because they assure that a game will not be costly to maintain which means it will likely stay alive for a long time. but a competitive high-octane shooter like splatoon simply cannot be at its best with high latency and lazy code.

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +4

      While I agree using servers would help with the stability issues, it wouldn't really solve the latency problem. It would make the game more fair, but not necessarily better.
      P2P is not only better for Nintendo to maintain, it's also better for third-parties to maintain after the end of the game's lifespan. Pretendo supports Splatoon 1 now because all they had to do was to implement the matchmaking server, and not the game's logic. Otherwise we would be waiting for years to be able to play Splatoon 1 again.

    • @nmotschidontwannagivemyrea8932
      @nmotschidontwannagivemyrea8932 4 หลายเดือนก่อน

      It's become a staple of how the game works, and the game is designed and balanced around the ability to do this with bombs.

    • @NaSai
      @NaSai 4 หลายเดือนก่อน

      ​@@nmotschidontwannagivemyrea8932 bombs are meta and this only improves their viability by making them a constant and very lethal threat to splash wall/brella shielding and it makes them a must have in rainmaker comps for shield popping while every other sub type is less desirable so no the game is definitely not balanced around this.

  • @PlayerW.O.N.
    @PlayerW.O.N. 4 หลายเดือนก่อน

    So Nintendo is just being cheep with not only their systems and games but their online connections as well…great. Needless to say I’m disappointed

  • @Otohime457
    @Otohime457 4 หลายเดือนก่อน

    It’s broken bevause I just one shot it with splatana stamper

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน

      What if I told you you can just ignore the shield as a whole?

  • @purplesnowman98
    @purplesnowman98 4 หลายเดือนก่อน

    What are the tentatek and takoroka divisions?

    • @ducksgoquack5212
      @ducksgoquack5212 4 หลายเดือนก่อน +2

      It's X rank (battles?) and is there mostly to separate player base

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +1

      Yes, they are X Battle divisions. The game defaults you to Tentatek if you're in NA/EU and Takoroka if you're in AU/JP/Asia in general. You will only get matched with players in the same division.

    • @kylemsguy_
      @kylemsguy_ 4 หลายเดือนก่อน

      @@NorthWestWind What's your take on very high X power players who are unable to find similar skill level players in the Tentatek division? Sure SendouQ and scrims exists, but not being able to just drop into solo queue is a downside of Tentatek division.

    • @NorthWestWind
      @NorthWestWind  4 หลายเดือนก่อน +1

      I see the problem as kind of perpetual. More players in Takoroka, fewer players in Tentatek. The skill level in Tentatek keeps dropping since people are moving to Takoroka, and skillful players will just keep migrating to Takoroka. Ideally, if people stay in their region, they should not encounter the situation where there's a lack of skillful players.
      I could be completely wrong. I, myself, am not even a high level player, so maybe I have some misunderstanding here. If so, I apologize, but at least these are my thoughts.

    • @SnoFitzroy
      @SnoFitzroy 4 หลายเดือนก่อน

      @@NorthWestWind I see nothing wrong with this logic. If people would simply choose to not make the experience worse, then the experience would be better! Woah!

  • @NovaBlue242
    @NovaBlue242 4 หลายเดือนก่อน

    Summatia? Integrelle? What strange names.