This is a great guide for Shooter paint, but many weapons paint in very different ways from Shooters. The Reeflux, Sloshers, and Rollers for instances paint mainly in a large round shape a short distance ahead. Painting efficiency with these weapons looks very different, doubly so if they have a low fire rate. And Brellas and Chargers paint in a very consistent, often uniform line (except Bamboozler)
One thing I see new players do constantly-- and have seen for YEARS since the day Splatoon came out-- is looking down to paint. When ink is shot forward, it's a bit more of a spray pattern, but when you shoot it straight down, it's perfectly smooth and clean, so a lot of players will point down so that they won't miss a single dot of turf. Before anyone even starts to use this vid's techniques-- hell, before you even play _Turf War,_ you gotta be willing to let go of that desire to get everything perfectly covered.
What are your tips for determining - of the weapons in my weapon pool - what I should use for a given map/mode combo, outside of, "Reflect on what feels most comfortable?" I might feel comfortable with something now, but it could be that something else I play is better suited for what a map/mode asks of me, and I just don't realize it. "Consider what holes a team composition needs filled," is something I am also mindful of, too; though, I feel like the root question at hand is part of identifying what holes there are.
That is probably too complex a question for a RUclips comment. There are a few aspects of a weapon that are more advantageous on different maps or modes; AOE damage is great on Tower Control for flushing players off, painting is most important in Splat Zones and Turf War, Rainmaker requires you to be able to move faster than in other modes, and certain maps have level geometry that favors one playstyle over another, but there are so many variables that I just can't do them justice quickly. Maybe my Tier List video would be helpful?
@@SquidSchool I'll be sure to give it a rewatch! FWIW, the geometry aspect was the biggest thing I was asking about. Like, when picking a weapon, what are key things in a map that you let guide your choices? Two weapons I play are cJr and Splat Charger; in CB, for example, I figure Charger can do well on Hammerhead or Mahi Mahi due to good sight lines, but on Mako or Scorch, I'm unsure of which way to go because it's not as open. I also play Blob and Squiff; in something like SZ, I recognize Blob is better on a stage like Hagglefish, but on a stage like Eeltail, I sometimes wonder if sacrificing painting power is worth it because of how something like a Squiffer benefits from the layout of SZ Eel.
Something I do that I haven’t seen anyone talk about: throwing bombs to paint. Anytime you are in the ink you are regenerating ink in your tank. Anytime you have a full tank you are losing efficiency while in the ink, as you are in the ink for just movement, and not movement and ink recovery. So, whenever you have the chance throw a bomb if you have one to some unpainted turf. It takes a very short about of time for the paint it gives and by the time you get where you’re going you probably have a full ink tank. Works best with suction and splat bomb weapons, but burst bomb and auto bomb are good too
It would be really awesome if you could demonstrate some time how you use this technique in a battle. I assume you wouldn’t be painting such big rectangles in an actual match, so would be cool to see that technique used in the heat of a ranked battle for example!
It took me a very long time to realize that the dapple duelies paint better if you swing side to side slowly as you walk foward (rather than the improved rectangle method) because their range is so short and they let you walk fast.
Gem, you are a great teacher and don't let people make you think you are otherwise. You have the patience to teach from the very basic and have all into consideration how to explain the subject in a manner that everyone can understand. You really extended the subject and made it interesting to watch. You really are the teacher in this squid school.
I realize the channel was made likely before Octo expansion and this is just a joke: are Octokids not welcome at squid school?! You need to change the name!
this video is gorgeous beautiful amazing spectacular for shooters AND i can use me noggin to kind of apply this to other weapons!! but boy howdy i just picked up range blaster and its so fun but lol no paint. ofc painting is everyones job so i want to help but im much more lost on how to do this part well. i know you play blaster so it would be lovely if you could expand painting tips to at least this weapon class, if not more
Do you have any tips for getting better at squid rolling? I've practiced it recon and in the training room waiting for matches but the moment I get into an online battle it immediately melts out of my brain again.
How did you train your squid roll in training room? If u used the silver bot, don’t just practice with the bomb, practice with the shooter. But since u can’t change the gun in the training room, most of the practice you have to get from other weapons come from online game. I recommend to do that in Turf war or Splatfest day 1
Coincidentally, the techniques in this video are also the reason why the aerospray is just the worst. It may paint good, but everything else can paint almost as good if you use your noggin.
4:52 at this point, he is very right, there's some weapons which just makes the player act like a giant sprinkler, very good for specials but is the like of "hit and run" strategy* which only important thing is get early special. *(at this case the little puddles are like little hit as takes minimal time to paint it back, but VEEERY NOT RELIABLE AND VERY BAD control point, but regardless it still is and puddle to puddle creates a perimeters and perimeters are map control it's just starting little, make something happen and then finish the mess with optimal paint, and maybe a slosher could take advantage of lining those puddles for itself?)
This was very informative. You've earned yourself a sub. But I am wondering, How exactly does something like this translate when you use a Roller? I use the Flingza Roller almost exclusively mainly spamming overhead swings, with regular swings when I get close. Would you consider this efficient for what that Roller is?
Flingzas paint with their vertical flicks the vast majority of the time. That's really kind of their default playstyle, just painting for missiles with vertical flicks.
If you play splat dualies, you should always use your turret mode to paint because your paint output is way higher after a dodge roll and it makes up for the inefficient shape you're making. It's one of the best ways to farm crab tanks.
I'm not sure this is true. Yes you have a faster fire rate, but in dual reticle mode the shots will go to more different places, so your paint will be less likely to fall on something that's been painted already. Also, you lose some time dodge-rolling in turret mode, and you can't move to a new area while you're in turret mode, so once you're done with your circle, you have to dodge-roll away from what you've already painted or something and that takes time. I've been trying to speedrun special charge with the dualies in the lobby. My current fastest time was with dual reticle mode, and I've taken more attempts on turret mode trying and failing to beat it than it took on dual reticle mode to get it.
@@SquidSchool I went back and double checked and while it is definitely faster, there are few considerations I didn't account for. It doesn't end up being as much faster for charging special as I thought because of the time you have to spend dodge rolling. It uses up WAY more ink than regular painting (not a problem if you're planning to use special quickly, though). And lastly, the paint you get is very hard to swim through, making it pretty much useless for anyone who isn't a dualie. It's more likely that the best way to charge special is some hybrid between the two methods. And when painting for coverage you should definitely opt for standard firing mode entirely.
@@saltocorto If I get a chance I'll post my video because dual reticle was faster for me, couldn't figure out how to do it well enough on single reticle to beat it. But I'm pretty busy today so it won't be soon.
I like the videos, but many of them (especially this one) are just geared super toward shooters, and i wish you would do more general videos, like if you talking about this concept for other weapons more in this video
What about *where* to paint? E.g. On TC after an enemy pushes to final checkpoint, we stop them and regain tower. My whole team either sticks close to tower, or rushes to mid to try to start painting their way through the enemy side. However, I have stayed behind to cover enemy ink in our half of the map. Am I wasting my time? Am I helping to prevent them from pushing so easily again?
As long as you aren't spending too long getting every inch painted instead of participating in fights, recovering your base with ink is a smart idea. The only time I would not do it would be if my team comp has a special spammer weapon, as they would probably be greatful to have all that turf waiting just for them.
First, thanks for the vid! Second, some constructive criticism don't insult your audience by implying they waste time painting in the title when you could say "(how to) effectively paint and move (with a shooter)" Third, I wouldn't make the suggestion if I didn't think you're great at what you do, so thanks again!
in general go from top down in a line as needed. but from what i remember fron the top 500 video from this channel: if you know there are walls that are helpful to have painted just spend a second when you're running back in after bring splatted or something to get it painted up for later. it might save your life
Coincidentally, the techniques in this video are also the reason why the aerospray is just the worst. It may paint good, but everything else can paint almost as good if you use your noggin.
@@jomaq9233 Still bad. Long time to kill and accuracy so bad it can literally miss shots when you're in brofist range. In combat it's functionally a sploosh with less damage output.
People always either paint everything or paint nothing with no in-between
Hello, I an the in between. I paint sometimes which is half of everything and half of nothing.
The ones that paint everything are afraid of fighting 96% of the time
Ah, solo q
@@nairu807 Im one of yours
@@nairu807 I am of your kind
This is a great guide for Shooter paint, but many weapons paint in very different ways from Shooters. The Reeflux, Sloshers, and Rollers for instances paint mainly in a large round shape a short distance ahead. Painting efficiency with these weapons looks very different, doubly so if they have a low fire rate. And Brellas and Chargers paint in a very consistent, often uniform line (except Bamboozler)
Addition to this, Maybe giving some specific painting tips for certain weapon types would be a good idea I think.
One thing I see new players do constantly-- and have seen for YEARS since the day Splatoon came out-- is looking down to paint.
When ink is shot forward, it's a bit more of a spray pattern, but when you shoot it straight down, it's perfectly smooth and clean, so a lot of players will point down so that they won't miss a single dot of turf. Before anyone even starts to use this vid's techniques-- hell, before you even play _Turf War,_ you gotta be willing to let go of that desire to get everything perfectly covered.
6:20 is what that type of player should be doing
the thumbnails just keep getting better
What are your tips for determining - of the weapons in my weapon pool - what I should use for a given map/mode combo, outside of, "Reflect on what feels most comfortable?"
I might feel comfortable with something now, but it could be that something else I play is better suited for what a map/mode asks of me, and I just don't realize it.
"Consider what holes a team composition needs filled," is something I am also mindful of, too; though, I feel like the root question at hand is part of identifying what holes there are.
That is probably too complex a question for a RUclips comment. There are a few aspects of a weapon that are more advantageous on different maps or modes; AOE damage is great on Tower Control for flushing players off, painting is most important in Splat Zones and Turf War, Rainmaker requires you to be able to move faster than in other modes, and certain maps have level geometry that favors one playstyle over another, but there are so many variables that I just can't do them justice quickly. Maybe my Tier List video would be helpful?
@@SquidSchool I'll be sure to give it a rewatch! FWIW, the geometry aspect was the biggest thing I was asking about. Like, when picking a weapon, what are key things in a map that you let guide your choices?
Two weapons I play are cJr and Splat Charger; in CB, for example, I figure Charger can do well on Hammerhead or Mahi Mahi due to good sight lines, but on Mako or Scorch, I'm unsure of which way to go because it's not as open.
I also play Blob and Squiff; in something like SZ, I recognize Blob is better on a stage like Hagglefish, but on a stage like Eeltail, I sometimes wonder if sacrificing painting power is worth it because of how something like a Squiffer benefits from the layout of SZ Eel.
Something I do that I haven’t seen anyone talk about: throwing bombs to paint. Anytime you are in the ink you are regenerating ink in your tank. Anytime you have a full tank you are losing efficiency while in the ink, as you are in the ink for just movement, and not movement and ink recovery. So, whenever you have the chance throw a bomb if you have one to some unpainted turf. It takes a very short about of time for the paint it gives and by the time you get where you’re going you probably have a full ink tank. Works best with suction and splat bomb weapons, but burst bomb and auto bomb are good too
Your advice has helped me immensely. Thank you, Gem.
Gotta ring the bell on squid school
I'm a bit of a nooby and didn't know about the jumping painting strategy or painting rectangles diagonally. So this is really helpful.
The opening music is back! A Christmas miracle 😊
Me, watching as a range blaster main: 👁️👁️ ah yes
LOL two of us in here like mmm yes.....wouldn't it be nice to paint
ngl I have not heard of the diagonal technique near the end until now. glad to have learned something new
It would be really awesome if you could demonstrate some time how you use this technique in a battle. I assume you wouldn’t be painting such big rectangles in an actual match, so would be cool to see that technique used in the heat of a ranked battle for example!
Thanks! Gonna use this to pre-paint turf fast in Salmon Run
In other words, in the direction you go, go zigzag.
It took me a very long time to realize that the dapple duelies paint better if you swing side to side slowly as you walk foward (rather than the improved rectangle method) because their range is so short and they let you walk fast.
The thumbnail is goat
Gem, you are a great teacher and don't let people make you think you are otherwise. You have the patience to teach from the very basic and have all into consideration how to explain the subject in a manner that everyone can understand. You really extended the subject and made it interesting to watch. You really are the teacher in this squid school.
Gem forgot the music last time. Now he forgot to show up!
I realize the channel was made likely before Octo expansion and this is just a joke: are Octokids not welcome at squid school?! You need to change the name!
this video is gorgeous beautiful amazing spectacular for shooters AND i can use me noggin to kind of apply this to other weapons!! but boy howdy i just picked up range blaster and its so fun but lol no paint. ofc painting is everyones job so i want to help but im much more lost on how to do this part well. i know you play blaster so it would be lovely if you could expand painting tips to at least this weapon class, if not more
Do you have any tips for getting better at squid rolling? I've practiced it recon and in the training room waiting for matches but the moment I get into an online battle it immediately melts out of my brain again.
Use the copy machine & roll to survive its bombs until it's muscle memory
How did you train your squid roll in training room? If u used the silver bot, don’t just practice with the bomb, practice with the shooter. But since u can’t change the gun in the training room, most of the practice you have to get from other weapons come from online game. I recommend to do that in Turf war or Splatfest day 1
I would suggest using the squidroll often in salmon run. It is very useful, and it improve muscle memory.
Do it a ton unnecessarily in matches just to get use to it
Salmon Run helps a ton to get used to them
I think I naturally developed into all of those methods. I mean, I still crack under pressure, but did figure out most of this.
Pls make a tutorial for how to paint with buckets, swords, etc.
Thanks teach !
Any Turf War weapon tier list videos out there, because I don’t see any of them for some reason
Coincidentally, the techniques in this video are also the reason why the aerospray is just the worst. It may paint good, but everything else can paint almost as good if you use your noggin.
This is a great video. Good explanation
6:52 like Splat Zones
Wax on, wax off! Simple as that 😂
I miss total biscuit man
4:52 at this point, he is very right, there's some weapons which just makes the player act like a giant sprinkler, very good for specials but is the like of "hit and run" strategy* which only important thing is get early special.
*(at this case the little puddles are like little hit as takes minimal time to paint it back, but VEEERY NOT RELIABLE AND VERY BAD control point, but regardless it still is and puddle to puddle creates a perimeters and perimeters are map control it's just starting little, make something happen and then finish the mess with optimal paint, and maybe a slosher could take advantage of lining those puddles for itself?)
Thanks chief. Hopefully this helps me and the rest of team sweet tbh.
no amount of videos will break my 2100 x rank curse
Hey I got a free cameo since I happened to play Mario Kart 8 Deluxe at the time
This was very informative. You've earned yourself a sub. But I am wondering, How exactly does something like this translate when you use a Roller? I use the Flingza Roller almost exclusively mainly spamming overhead swings, with regular swings when I get close. Would you consider this efficient for what that Roller is?
Flingzas paint with their vertical flicks the vast majority of the time. That's really kind of their default playstyle, just painting for missiles with vertical flicks.
Ive almost always painted in arcs, its like wave aiming, but ive mostly played sploosh so i suppose i can get away with that more than other weapons
Any tips for when I, as a slayer weapon, should prioritize intentionally painting over objective?
Whenever you aren’t at the objective and on you’re way towards it. Thats when you paint
It's useful to get ur special for offense and defense
If you play splat dualies, you should always use your turret mode to paint because your paint output is way higher after a dodge roll and it makes up for the inefficient shape you're making. It's one of the best ways to farm crab tanks.
I'm not sure this is true. Yes you have a faster fire rate, but in dual reticle mode the shots will go to more different places, so your paint will be less likely to fall on something that's been painted already. Also, you lose some time dodge-rolling in turret mode, and you can't move to a new area while you're in turret mode, so once you're done with your circle, you have to dodge-roll away from what you've already painted or something and that takes time.
I've been trying to speedrun special charge with the dualies in the lobby. My current fastest time was with dual reticle mode, and I've taken more attempts on turret mode trying and failing to beat it than it took on dual reticle mode to get it.
@@SquidSchool I went back and double checked and while it is definitely faster, there are few considerations I didn't account for.
It doesn't end up being as much faster for charging special as I thought because of the time you have to spend dodge rolling. It uses up WAY more ink than regular painting (not a problem if you're planning to use special quickly, though). And lastly, the paint you get is very hard to swim through, making it pretty much useless for anyone who isn't a dualie.
It's more likely that the best way to charge special is some hybrid between the two methods. And when painting for coverage you should definitely opt for standard firing mode entirely.
@@saltocorto If I get a chance I'll post my video because dual reticle was faster for me, couldn't figure out how to do it well enough on single reticle to beat it. But I'm pretty busy today so it won't be soon.
I like the videos, but many of them (especially this one) are just geared super toward shooters, and i wish you would do more general videos, like if you talking about this concept for other weapons more in this video
What about *where* to paint? E.g. On TC after an enemy pushes to final checkpoint, we stop them and regain tower. My whole team either sticks close to tower, or rushes to mid to try to start painting their way through the enemy side. However, I have stayed behind to cover enemy ink in our half of the map. Am I wasting my time? Am I helping to prevent them from pushing so easily again?
As long as you aren't spending too long getting every inch painted instead of participating in fights, recovering your base with ink is a smart idea. The only time I would not do it would be if my team comp has a special spammer weapon, as they would probably be greatful to have all that turf waiting just for them.
you're really putting out some great videos recently Gem 😁
i just got really good headphones for christmas and the splashing in the intro thingy sound so bloody good its not funny
When will you make the next part of the what am I doing series? It has been a while since there has been much news it as far as I am aware
First, thanks for the vid! Second, some constructive criticism don't insult your audience by implying they waste time painting in the title when you could say "(how to) effectively paint and move (with a shooter)" Third, I wouldn't make the suggestion if I didn't think you're great at what you do, so thanks again!
How about painting walls?
in general go from top down in a line as needed. but from what i remember fron the top 500 video from this channel: if you know there are walls that are helpful to have painted just spend a second when you're running back in after bring splatted or something to get it painted up for later. it might save your life
Coincidentally, the techniques in this video are also the reason why the aerospray is just the worst. It may paint good, but everything else can paint almost as good if you use your noggin.
The aerospray does kinda blow most weapons out of the water in the painting department, but that doesn't make up for it being very weak at fighting.
@@SquidSchool what about in Turf War though?
@@jomaq9233 Still bad. Long time to kill and accuracy so bad it can literally miss shots when you're in brofist range. In combat it's functionally a sploosh with less damage output.