FLC likes to explain to beginners too. I don’t speak Japanese but FLC said once that Japan has a culture of helping new players improve but that western players don’t want more competition so they keep all their strategies and opinions secret. Jared from Jackpot says a lot of good information when he’s commentating tournaments and sometimes when he’s streaming but he doesn’t make videos so you have to catch it live. Chara has good info that’s more specific like this on his second channel Shadowind only just started making Splatoon 3 videos (he used to in 2) but he annotates his gameplay vods with explanations of why he does something or why it was a mistake. You might find good advice from Overwatch coaches too. Something Gem said in this video is a really old team shooter term that I’ve never heard him really explain. He said the open area was a “kill box” which I have heard explained by overwatch coaches. Might be worth your time as long as they are not talking about specific hero abilities
I feel like the most unused thing is the story mode element of inkkable walls that require a squid surge to jump over an uninkable section and fully climb because that would be useful in certain situations where it's still slows down players and makes them more audible but still gives the movement options
(I'm going to continue this thought as a comet reply so it's not a wall of text) It would add the ability to ink the walls of the one-way drop after truck but it would still slow down the player enough that it wouldn't be a easy for the enemy to sneak up and it won't be easy to retreat, but still possible. It would also allow for more walls to be inkable in every map because it gives a risk versus reward for going on that wall My favorite example of this being used in the game is the tutorial at the beginning of the game where you can skip a large section of the tutorial just by inking a wall squid surging and then wall jumping I feel like more of those movement elements were added in to multiplayer maps. The maps could be greatly benefited. It's not like Nintendo isn't aware of those movement techniques because they're used all over the story mode and even used in the lobby area in some sections and even like I stated before in the TUTORIAL which many new players don't even notice So it's only there for people who start a new game which doesn't happen a lot (or for people who explore)
For anybody who read All of that, sorry for not including punctuation properly or maybe misspelled words. I'm using the voice to text feature on my phone because I do not feel like typing all this text out on the crappy keyboard.
I'm sure they did, but rework implies not changing the fundamentals of mincemeat, which are inherently terrible. they should've replaced mincemeat outright, of course, but they didn't
I just don't understand how they didn't make the obvious change of just making the left paintable. If they didn't want to do that for some reason they could have put a sheet of plywood lying against the front of the truck. If they still don't want to do that they could have (and this is my favorite) tucked a little block in the side that you can squid surge off of and get up with. Honestly did they even look at the problem?
I may be wrong but I believe Nintendo said they wanted to keep the core aspects of certain maps when they were doing the mahi rework. The issue is that the core parts of some maps are the issue, and this is very true for mincemeat
A really major note I didn't see you touch on with Clam Blitz is the mini ramp/block in front of the enemy grate allows you to do a swimming jump-throw to get a power clam into the basket at a distance. My team was able to get a couple of knockouts thanks to throws from there. As with all jumps you can get shot out of the air during it, but you can hide behind the ramp for cover until you get an opportunity. Throwing the ball to the top of that area before snaking up there either from the usual route or going behind and up the new ramp seems to be the best way of keeping them from telling exactly when you'll make your move.
While its not huge, pencil can no longer cap zone in 1 charge, bc now its wider. While using pencil i did feel on zones that the positions i Normaly took werent as strong (but still strong), but there was some added positions that are useful for certain game states
It looks like the design philosophy for reworks is to make the stage less cramped, so i hope undertow and eeltail get rewroked next because being cramped is the biggest problem with them
There are actually a couple more things i would like to point out about the changes that are marginally better: The nub you were looking at at around 8:50 is a place you can jump and actually score a football from. Also it's on rainmaker which means that you can trade walking on the bridge for jumping, not that much better but hey, we take those. On tower, if you have the pole base painted and none of the actual tower, a squid surge will get you to the top, making it probably the best (and only) good use case for it.
Something not mentioned in the CB section is you can now reliably sewer-slide (yay YT auto censor) in a power clam off the left ramp. This is by no means a GOOD way to push, but almost every other map had a way to do this and if you start looking for it you'll see this is what prevents 100-100 overtimes from happening a lot of the time on other maps when both teams are playing overly defensive. You can also kraken in from the that point as well but since you can more easily do that from the right not that worth pointing out. TLDR; the left ramp is a fairly huge gamechanger for casuals/solo/open enjoyers/low power gang, not so much for comp or teamplay
A couple things you didn't mention are that the zone is substantially smaller than it used to be (no idea if this is good or bad yet) and also that there's now a checkpoint jump on left RM checkpoint. Still hard to get to that checkpoint (although it's possible to entirely jump over the grate bridge now) but in theory the route from there to goal is actually very fast. Not sure if it matters.
@@mikul958Zone is shorter and wider, but the fact that it is more of a square now means that Reefslider automatically caps zone with 0 SPU, and you can stop it on the block to do so, meaning you don't even get splatted for it if the enemy team can't shoot behind that block at the moment.
left checkpoint on rainmaker is definitely a more viable option now you can use the little ramp to jump across without needing to walk on grates, as well as the pole meaning you can grab rain faster. way less time wasted so more opportunities to use left side
8:46 The ramp also allows to directly jump onto play without having to walk over the grates. You don't need to use the wall squid roll anymore to get faster there, you can jump over the grates now. I think this is a pretty good and rather big change.
I know a lot of ppl aren’t big fans of the Mincemeat rework but tbh I kinda like it. I do wish the side areas opened up a bit more to create flank routes but I do like some of the changes
It's about as good as you can make a map like Mincemeat without fundamentally changing its design, which isnt the intent of the reworks from what we've seen
outside of tower control, the stage has gone from bad to playably bad. Which is about what I was expecting, because that's about where Mahi's rework was for me. I feel like it'll probably show up in zones only maplists as a counterpick option, and potentially Rainmaker in all modes if they're particularly desperate for more rain maps, but that's about it.
They made a bad map into a mediocre map hooray! (Like honestly all they had to do was make the walls next to the trucks inkable and the map would be improved dramatically and also have the platform to the right of the trucks connect to the far right section that basically has no purpose)
hi im here to say that im pretty sure that that one rainmaker spot by the right checkpoint is actually awful for stalling, i think its really hard to contest a rainmaker there
Hilariously right after watching this video I turned on the game and my very first match was mincemeat clam blitz and we KO'd. I still agree with your points, but I thought it was funny
I REALLY dont want to be negative, hateful, spiteful or whatever but What the heck are the devs behind this patch specifically doing? Are they literally ignoring ALL feedback or?
Mincemeat requires teamwork and fails to reward special spam. Since many people like to blame the game for “bad teammates” or “having to use special spam to break stalls”, people like to spend a lot of time discussing Mincemeat that could be better spent on introspection about their own playstyle.
"too bad kid, you're stuck at that sleepover" will forever be what i hear when i die trying to escape
mincemeat pole will never be superior to wahoo pole
At least the pole isn't completely out of place in mincemeat
Who could forget the Poles and Goals update
This is what I like about Gem, he explains what is wrong with maps and how to fix it as opposed to many people just saying "map bad" 30 times.
FLC likes to explain to beginners too. I don’t speak Japanese but FLC said once that Japan has a culture of helping new players improve but that western players don’t want more competition so they keep all their strategies and opinions secret.
Jared from Jackpot says a lot of good information when he’s commentating tournaments and sometimes when he’s streaming but he doesn’t make videos so you have to catch it live.
Chara has good info that’s more specific like this on his second channel
Shadowind only just started making Splatoon 3 videos (he used to in 2) but he annotates his gameplay vods with explanations of why he does something or why it was a mistake.
You might find good advice from Overwatch coaches too. Something Gem said in this video is a really old team shooter term that I’ve never heard him really explain. He said the open area was a “kill box” which I have heard explained by overwatch coaches. Might be worth your time as long as they are not talking about specific hero abilities
I feel like the most unused thing is the story mode element of inkkable walls that require a squid surge to jump over an uninkable section and fully climb because that would be useful in certain situations where it's still slows down players and makes them more audible but still gives the movement options
(I'm going to continue this thought as a comet reply so it's not a wall of text)
It would add the ability to ink the walls of the one-way drop after truck but it would still slow down the player enough that it wouldn't be a easy for the enemy to sneak up and it won't be easy to retreat, but still possible. It would also allow for more walls to be inkable in every map because it gives a risk versus reward for going on that wall My favorite example of this being used in the game is the tutorial at the beginning of the game where you can skip a large section of the tutorial just by inking a wall squid surging and then wall jumping I feel like more of those movement elements were added in to multiplayer maps. The maps could be greatly benefited. It's not like Nintendo isn't aware of those movement techniques because they're used all over the story mode and even used in the lobby area in some sections and even like I stated before in the TUTORIAL which many new players don't even notice So it's only there for people who start a new game which doesn't happen a lot (or for people who explore)
For anybody who read All of that, sorry for not including punctuation properly or maybe misspelled words. I'm using the voice to text feature on my phone because I do not feel like typing all this text out on the crappy keyboard.
This rework is just that picture of Bart with the cake that says "You tried", except I'm not actually sure they did
I'm sure they did, but rework implies not changing the fundamentals of mincemeat, which are inherently terrible. they should've replaced mincemeat outright, of course, but they didn't
@@squidduTrueeee, the fundamentals of the map really are just "What if one backliner could watch literally the whole map?"
I just don't understand how they didn't make the obvious change of just making the left paintable. If they didn't want to do that for some reason they could have put a sheet of plywood lying against the front of the truck. If they still don't want to do that they could have (and this is my favorite) tucked a little block in the side that you can squid surge off of and get up with.
Honestly did they even look at the problem?
These are the Splatoon 3 devs, they don’t look at anything.
fr, I wasn’t getting my hopes up too high for the rework but I thought that that change would’ve been obvious
@@platy4700not cool
I may be wrong but I believe Nintendo said they wanted to keep the core aspects of certain maps when they were doing the mahi rework. The issue is that the core parts of some maps are the issue, and this is very true for mincemeat
Yay! Now instead of 8 minute clam blitz matches where no one scores, it’ll be 7 minutes and 30 seconds when no one scores!
TECHNICALLY it's better, SOMETHING was changed.
I think.
A really major note I didn't see you touch on with Clam Blitz is the mini ramp/block in front of the enemy grate allows you to do a swimming jump-throw to get a power clam into the basket at a distance. My team was able to get a couple of knockouts thanks to throws from there. As with all jumps you can get shot out of the air during it, but you can hide behind the ramp for cover until you get an opportunity. Throwing the ball to the top of that area before snaking up there either from the usual route or going behind and up the new ramp seems to be the best way of keeping them from telling exactly when you'll make your move.
I wanted to comment that too. That's a really good improvement which he didn't notice/address
Splatoon fandom: we want more routes and less one way drops!
Splatoon devs: POLE
While its not huge, pencil can no longer cap zone in 1 charge, bc now its wider. While using pencil i did feel on zones that the positions i Normaly took werent as strong (but still strong), but there was some added positions that are useful for certain game states
Correction, it can cap in 1 charge, but its much harder. You hsve to get the end of shots in zone bc those paint more and space the shots rlly well
in exchange slider now insta caps with no spu
@@Cobalon it did that before anyways im p sure
Cool, it was a dumpster fire, now it's just a dumpster. They simply put the fire out. How impressive
It is the best map to compare to a dumpster, since its theme is literally a place filled with scrap.
as a tenta brella player the "tenta brella players put your hands back down" got me lmao
"tenta brella players put your hand back down"
I have never been called out like that so fast my god
The Patrick meme got me😂
It looks like the design philosophy for reworks is to make the stage less cramped, so i hope undertow and eeltail get rewroked next because being cramped is the biggest problem with them
There are actually a couple more things i would like to point out about the changes that are marginally better:
The nub you were looking at at around 8:50 is a place you can jump and actually score a football from. Also it's on rainmaker which means that you can trade walking on the bridge for jumping, not that much better but hey, we take those.
On tower, if you have the pole base painted and none of the actual tower, a squid surge will get you to the top, making it probably the best (and only) good use case for it.
Something not mentioned in the CB section is you can now reliably sewer-slide (yay YT auto censor) in a power clam off the left ramp. This is by no means a GOOD way to push, but almost every other map had a way to do this and if you start looking for it you'll see this is what prevents 100-100 overtimes from happening a lot of the time on other maps when both teams are playing overly defensive. You can also kraken in from the that point as well but since you can more easily do that from the right not that worth pointing out.
TLDR; the left ramp is a fairly huge gamechanger for casuals/solo/open enjoyers/low power gang, not so much for comp or teamplay
A couple things you didn't mention are that the zone is substantially smaller than it used to be (no idea if this is good or bad yet) and also that there's now a checkpoint jump on left RM checkpoint. Still hard to get to that checkpoint (although it's possible to entirely jump over the grate bridge now) but in theory the route from there to goal is actually very fast. Not sure if it matters.
That jump was actually always there, it's just much easier now
The zone isn’t smaller, mid just got wider
@@mikul958Zone is shorter and wider, but the fact that it is more of a square now means that Reefslider automatically caps zone with 0 SPU, and you can stop it on the block to do so, meaning you don't even get splatted for it if the enemy team can't shoot behind that block at the moment.
@@MizunoKetsuban yeah you're right. also i have never been to left check on mincemeat in my entire life i don't think so i didn't know lmao
@@mikul958 zone can be capped with a single slider now. not sure if it's smaller or just changed shape
left checkpoint on rainmaker is definitely a more viable option now you can use the little ramp to jump across without needing to walk on grates, as well as the pole meaning you can grab rain faster. way less time wasted so more opportunities to use left side
8:46
The ramp also allows to directly jump onto play without having to walk over the grates. You don't need to use the wall squid roll anymore to get faster there, you can jump over the grates now. I think this is a pretty good and rather big change.
I know a lot of ppl aren’t big fans of the Mincemeat rework but tbh I kinda like it. I do wish the side areas opened up a bit more to create flank routes but I do like some of the changes
As a tenta brella player, I did put my hand up when he asked why you would want to get up on mid quicker
mincemeat is obviously S-tier all modes are super viable and it is perfect
the grate-est map of all time
wait they added crableg, dammit
im sorry but it seems your brain seems to have left, hopefully you can get it back
The pole
It's about as good as you can make a map like Mincemeat without fundamentally changing its design, which isnt the intent of the reworks from what we've seen
outside of tower control, the stage has gone from bad to playably bad. Which is about what I was expecting, because that's about where Mahi's rework was for me. I feel like it'll probably show up in zones only maplists as a counterpick option, and potentially Rainmaker in all modes if they're particularly desperate for more rain maps, but that's about it.
The pole they added to the Splat Zones version of the map is dumb. Outside of that, it's a fine redesign.
Clams looks so fun !!! (im a 96 gal deco main)
8:43 - You forgot that you can actually score the clam by jumping from that ledge now. You're not required to cross the bridge all the way anymore..
I miss the car poles already rip
Definitely got called out when I raised my hand to get to mid quicker 😂 ⛺☂️
They made a bad map into a mediocre map hooray! (Like honestly all they had to do was make the walls next to the trucks inkable and the map would be improved dramatically and also have the platform to the right of the trucks connect to the far right section that basically has no purpose)
only good thing about this patch for me is i discovered i really enjoy playing forge pro and my casual main; inkbrush, got better
I played turf war in this map AGAINST FOUR WAVE BREAKER ELITER, there are 3 perch spots on either side.
I felt physically ill when I saw that tower control choke point before the goal
IMO it’s never been the worst.
That title would go to Bluefin
nope. bluefin is much better than this map
@@TaxeAndStuff I said in my opinion.
I hate Bluefin.
The funny thing is, you can go to splat zones and see how much wider it is
Clams is playable now I guess
Not sure if it counts, but my team and I got a ko last night for the very first time on mincemeat
hi im here to say that im pretty sure that that one rainmaker spot by the right checkpoint is actually awful for stalling, i think its really hard to contest a rainmaker there
the infamous pole…
Did Nintendo say whether the changes were specifically for clam blitz?
Hilariously right after watching this video I turned on the game and my very first match was mincemeat clam blitz and we KO'd. I still agree with your points, but I thought it was funny
why did they remove the car towers blocking the sniper's nest..
2:32 lol. Im Tentek shot mean
That explanation of defense was actually disgusting no wonder why people loved the rework💀
we tried so HARD and got so FAR but in the ENNNNNDDD it doesnt even maaaatTerrrrr
I REALLY dont want to be negative, hateful, spiteful or whatever but
What the heck are the devs behind this patch specifically doing? Are they literally ignoring ALL feedback or?
Nintendo has made it very clear for a long time but they despise their own fan base
I'm fully convinced they didn't even try
The zone is smaller and there is now a block in the middle. They just made the zone waaaay more cheese-able with reefslider smh.
"Yippee.o_o"
Pole level design
Verdict, Mincemeat after the rework is now better, but it’s still mostly bad.
The devs just don’t understand this game or care about it
or you people just have competitive brainrot and cant appreciate the game any other way than it being ideal for competitive play.
@@anonnigiri9301 this affects casual players too dummy
@@anonnigiri9301Its not even fun for casual play! Inkable walls are fun
@@tacenda3250 for you! i dont even care about inkable walls
Mincemeat requires teamwork and fails to reward special spam. Since many people like to blame the game for “bad teammates” or “having to use special spam to break stalls”, people like to spend a lot of time discussing Mincemeat that could be better spent on introspection about their own playstyle.
As a Frontline Player, I despise Backliners no offense.
They really just don't want any free wall-climbing like somehow you have an advantage swimming up a wall over a person at the top pre-firing you