One related topic that probably deserves it's own video is when to check your map and what to look for. I know a lot of players don't check their map at all, and many only check it while dead. I myself definitely don't check it as often as i should. I played a lot of splatoon 1 and mostly skipped 2 so I never quite got used to not just being able to physically glance down at the screen in my hands when I needed to.
Well 45 degrees gets mostly the same distance as parallel to the ground, in fact it makes it land nearly the exact same place as if you had aimed straight. The difference is that it can hit over ledges and takes slightly longer to land if you aim it up so it depends what you need
For both exploshers and stringers shooting straight ahead will cover the most distance, however arcing your shots will let you hit over things like cover and ledges
Tri-stringer has the same arc as normal bullets, yeah (aiming higher still gives you less distance). But sometimes that's a good thing, since you might want to hit a closer target and there's cover blocking a direct shot
I think the biggest problem is "not seeing where the enemy is." it's seeing them, but not registering they are there because you tunneled into doing something
Another good point is that if you're playing a weapon with a slow fire rate like range blaster or explo you can look around in between your shots because your reticle doesn't have to be on something the whole time you're shooting at it
You under estimate me Gem, the problem is BOTH total lack of map awareness AND never having control over the camera! If you can keep a secret, thats not all!
can you or have you done a video on how to make the most of reviewing your own replays as an individual player, and as a team. Been playing splatoon casually since the beginning and just formed a competetive team so a video tutorial on this subject would be so beneficial to us.
I've been using the Dark Tetra's to practice camera movement and snapping for 180s, and it's making this a lot easier for me to understand what I need to do.
Sharking definitely works at a higher level, so I'm not sure exactly what's being referred to here, but defensive painting makes it a lot harder to pull off.
@@RiahGreen Sharking was part of why foil squeezer was so nasty in S2. Those things would set up at max range from a common e-liter position and ambush the e-liter when it thought it had paint control far enough around it to be safe. There wasn't much that weapon couldn't do, but that was a very useful aspect of it for sure.
Appreciate the map and mode chosen for the example, very easy to follow. Having more focus for how/where to look is worth thinking about-if anything, I think I have issues wildly looking around too much and not necessarily parsing what I’m seeing. Still integrating safe map-checking into my play via turf and low-level ranked as well, but it’s so helpful. Thanks for the vid!
5:55 Don't know if it's just bugged for me, but the video card for defensive painting you mentioned isn't showing up (edit) - Has now been fixed, the video card is in there!
Something I like about the Brella class, for as bad as they are, is that if you have your shield up, that prevents them from painting your feet, so you can keep your camera on them. To a lesser extent, you can also dodge with the Dualies, but you still have to turn your camera to face them, but it will paint your feet anyway.
When retreating I usually just keep watching behind me and rely on map knowledge to go where I want, is movement faster when you face towards where you are swimming?
This is something I definitely need to work on. I'm slowly getting better at backing out. . .I've always looked forward. . .learning the camera angles will be a chore and a half but worth it.
I think that sloshers (of all kinds) can benefit from this video's advice especially, as it not only helps with movement and positioning in the way that it would help a shooter/other, but the advice can also be incorporated in aiming techniques when you or the enemy is using cover. For Stringers and Exploshers, shooting over cover won't typically have you looking at that harsh of an angle, but they also need to be careful about how they use their camera. Like Gem said about looking upward at certain angles, although a regular shooter shouldn't be doing it, sloshers and stringers have to deal with the information disadvantage in order to fire shots over nearby cover. But you don't need to be constantly looking upward. Much like that movement where you fire one shot of ink, swim forward, and repeat, you should be alternating between where you need to look for info and where need to look for aim. If you can't see over the cover, you'll be checking the area around you so that you know when you're about to be pinched (and even when looking over cover, you should still be trying not to get pinched). So please listen to Gem about using the camera! Because if you don't, you'll be forced to sacrifice a lot of information in order to use your zoning advantages. (See Gem's short about Zoning for more info.)
Also, keep in mind that your own personal FOV (Not what’s onscreen) is generally *the width of your thumb and pinky extended to the sides with a fully outstretched arm*
Gem i really enjoy all of the tips you have given me but I also have a question. I really like using the undercover brella as a supportive scrimisher but I was wondering if there was any other weapons with a similar playstyle I should try out.
I wish I could use motion controls, but the setup I use is not reliable for the controls. It also doesn't help that the Pro Controller I use is WIRED. "Giving my own Two Cents" Timestamps 02:52 None 02:51 One 04:05 Motion Sickness and I are... complicated. 05:00 WHOA. 07:25 Speaking of Sidenotes, I never noticed that the Clams themselves MOVE a little in place when not collected. 11:35 I probably had or have more moments that I can count of me not using my information to its fullest.
Motion control would also be hard for me to use bc of my current situation and I don't feel like making changes to the furniture for one game. I will never play chargers because of that. My adhd hands shake a lot too and I would have to focus on having my hands up all the time. But also I don't like how you have to choose between 2 sets of controls. Sticks are janky but I prefer them over having horizontal be stick only but with ice physics and only vertical having the motion control. I would want to choose motion for both axes, adjust their sensitivity separately and also have stick controls for both axes, with adjustable sensitivity and camera deceleration. Sure it would be complicated but it would be customizable and easier to get used to. Maybe the problem is that not all controllers have sideways motion detection but I'm pretty sure joy-cons do have it.
Not related to the video but I just want to say it. Kraken shouldn’t be invincible. It should have enough health so that one player wouldn’t be able to take it down, but a team of players may be able to. This would also let other specials fight the Kraken and maybe even lead to Kraken duels. Idk idc I’m tired goodnight ✌️
@@RiahGreen I use sticks because im forced to play on a Switch lite and the constant screen movement attempting motion controls makes me feel more blind then playing on sticks
One related topic that probably deserves it's own video is when to check your map and what to look for. I know a lot of players don't check their map at all, and many only check it while dead. I myself definitely don't check it as often as i should. I played a lot of splatoon 1 and mostly skipped 2 so I never quite got used to not just being able to physically glance down at the screen in my hands when I needed to.
I usually only use my map when I suspect someone is trying to flank or when i need to make sure no one is around
this is the thing i miss most about the wii u
also targeting inkstrike on the tiny screen
yes! i play explosher, and a LOT of the info i get in coordinated play is from the map because doing 35 damage reveals someone on the map :)
i feel like he's talked about this before in other videos
Wadsm (GER, formerly BackSquids and Ethereal) made a video about how to use the map back when the game came out. Just search for "wadsm map".
“The optimal angle to fire for distance is not 45°”
tri-stringer mains:
Well 45 degrees gets mostly the same distance as parallel to the ground, in fact it makes it land nearly the exact same place as if you had aimed straight. The difference is that it can hit over ledges and takes slightly longer to land if you aim it up so it depends what you need
we are very much superior
For both exploshers and stringers shooting straight ahead will cover the most distance, however arcing your shots will let you hit over things like cover and ledges
Tri-stringer has the same arc as normal bullets, yeah (aiming higher still gives you less distance). But sometimes that's a good thing, since you might want to hit a closer target and there's cover blocking a direct shot
I think the biggest problem is "not seeing where the enemy is." it's seeing them, but not registering they are there because you tunneled into doing something
I know exactly what you mean. I'm a victim to this ALOT!
Thank you gem for teaching me how to look at the bad guys instead of at my feet for 20 mins :)
If that's all you got out of it, you aren't passing the quiz tomorrow
@@SquidSchool sheesh
Pro tip: Put your camera in front of enemy shots so Lakitu blocks the damage!
"You're targets are all going to be at eye level"
_cries in salmon run_
I appreciate all the information but also the moment of you going “Aaaaaah! A splatling!” is just oddly silly and I love it
May or may not be informed by personal experience, I plead the 5th
“I don’t like scary people; get out of here” this is also dating advice
Another good point is that if you're playing a weapon with a slow fire rate like range blaster or explo you can look around in between your shots because your reticle doesn't have to be on something the whole time you're shooting at it
I don't like scary people either. So relatable honestly😂
Gem always sneaking larger life lessons into the Splatoon lessons
You under estimate me Gem, the problem is BOTH total lack of map awareness AND never having control over the camera! If you can keep a secret, thats not all!
Lmao. What other problems you have in the game?
can you or have you done a video on how to make the most of reviewing your own replays as an individual player, and as a team. Been playing splatoon casually since the beginning and just formed a competetive team so a video tutorial on this subject would be so beneficial to us.
I've been using the Dark Tetra's to practice camera movement and snapping for 180s, and it's making this a lot easier for me to understand what I need to do.
Amazing! This explains why you said that sharking doesn't really work at higher levels of play much more than "once one enemy sees you they all do"
Sharking definitely works at a higher level, so I'm not sure exactly what's being referred to here, but defensive painting makes it a lot harder to pull off.
@@SquidSchool I think it's a combo of misremembering and misconstruing.
@@RiahGreen Sharking was part of why foil squeezer was so nasty in S2. Those things would set up at max range from a common e-liter position and ambush the e-liter when it thought it had paint control far enough around it to be safe. There wasn't much that weapon couldn't do, but that was a very useful aspect of it for sure.
@@SquidSchool That's super neat! I can see how a long range 3 shot kill on a shooter could lead to very unique sharking positions.
"how many can I see now?"
"Ritz welcomes you...!"
Amazing ad placement Gem
RUclipsrs don't choose their ad placements; the robots do
@@SquidSchool oh ok, I thought you could customize the ad placement. Still it was funny to me lol
Appreciate the map and mode chosen for the example, very easy to follow. Having more focus for how/where to look is worth thinking about-if anything, I think I have issues wildly looking around too much and not necessarily parsing what I’m seeing. Still integrating safe map-checking into my play via turf and low-level ranked as well, but it’s so helpful. Thanks for the vid!
5:55 Don't know if it's just bugged for me, but the video card for defensive painting you mentioned isn't showing up
(edit) - Has now been fixed, the video card is in there!
looks like Gem forgot to put the card in
You should do this in Clam Blitz more often I cannot take my eyes off those clams while you walk around
Something I like about the Brella class, for as bad as they are, is that if you have your shield up, that prevents them from painting your feet, so you can keep your camera on them. To a lesser extent, you can also dodge with the Dualies, but you still have to turn your camera to face them, but it will paint your feet anyway.
When retreating I usually just keep watching behind me and rely on map knowledge to go where I want, is movement faster when you face towards where you are swimming?
This is something I definitely need to work on. I'm slowly getting better at backing out. . .I've always looked forward. . .learning the camera angles will be a chore and a half but worth it.
I think that sloshers (of all kinds) can benefit from this video's advice especially, as it not only helps with movement and positioning in the way that it would help a shooter/other, but the advice can also be incorporated in aiming techniques when you or the enemy is using cover. For Stringers and Exploshers, shooting over cover won't typically have you looking at that harsh of an angle, but they also need to be careful about how they use their camera.
Like Gem said about looking upward at certain angles, although a regular shooter shouldn't be doing it, sloshers and stringers have to deal with the information disadvantage in order to fire shots over nearby cover. But you don't need to be constantly looking upward. Much like that movement where you fire one shot of ink, swim forward, and repeat, you should be alternating between where you need to look for info and where need to look for aim. If you can't see over the cover, you'll be checking the area around you so that you know when you're about to be pinched (and even when looking over cover, you should still be trying not to get pinched). So please listen to Gem about using the camera! Because if you don't, you'll be forced to sacrifice a lot of information in order to use your zoning advantages. (See Gem's short about Zoning for more info.)
Great dating advice once again Gem
I’m really wondering, does anyone remember the Zink Mini Splatling?
It's used sometimes on museum tower in competitive play
Also, keep in mind that your own personal FOV (Not what’s onscreen) is generally *the width of your thumb and pinky extended to the sides with a fully outstretched arm*
How avoid an inkbrush ambush?
Gem i really enjoy all of the tips you have given me but I also have a question.
I really like using the undercover brella as a supportive scrimisher but I was wondering if there was any other weapons with a similar playstyle I should try out.
I love the intros
I wish I could use motion controls, but the setup I use is not reliable for the controls. It also doesn't help that the Pro Controller I use is WIRED.
"Giving my own Two Cents" Timestamps
02:52 None
02:51 One
04:05 Motion Sickness and I are... complicated.
05:00 WHOA.
07:25 Speaking of Sidenotes, I never noticed that the Clams themselves MOVE a little in place when not collected.
11:35 I probably had or have more moments that I can count of me not using my information to its fullest.
Motion control would also be hard for me to use bc of my current situation and I don't feel like making changes to the furniture for one game. I will never play chargers because of that. My adhd hands shake a lot too and I would have to focus on having my hands up all the time. But also I don't like how you have to choose between 2 sets of controls. Sticks are janky but I prefer them over having horizontal be stick only but with ice physics and only vertical having the motion control. I would want to choose motion for both axes, adjust their sensitivity separately and also have stick controls for both axes, with adjustable sensitivity and camera deceleration. Sure it would be complicated but it would be customizable and easier to get used to. Maybe the problem is that not all controllers have sideways motion detection but I'm pretty sure joy-cons do have it.
Thank you for the tips
Not related to the video but I just want to say it. Kraken shouldn’t be invincible. It should have enough health so that one player wouldn’t be able to take it down, but a team of players may be able to. This would also let other specials fight the Kraken and maybe even lead to Kraken duels. Idk idc I’m tired goodnight ✌️
Sobs in sticks
Just Learn motion dude
Cry even harder sticks user
@@RiahGreen I use sticks because im forced to play on a Switch lite and the constant screen movement attempting motion controls makes me feel more blind then playing on sticks
yaoi takeover!!
Did you accidentally post the april fools video early?
🤔 I seem to find this video very familiar...
Is this dating advice
7th
29th
1st
YOU
Congrats!
3rd