How to Beat Chargers and Long Range in Splatoon 3
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- Опубліковано 15 гру 2024
- It's hard to play against backline weapons. How do I get the drop on them? Find out in this video!
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You fool.. I am a tri stringer main! (which I guess is a charger lol?) and I will use these strategies in reverse to benefit me!!!! You have given me unlimited power
Really it’s a charger/explosher hybrid. Way harder to hit directs with than a a charger but you don’t have a laser giving you away to make up for it.
@@ShadamAran also you can snipe behind walls muahahahahah
@@ShadamAran and you can spam partial charged arrows to do constant area denial if your opponents a hiding behind an obstacle. ☠️
@@ShadamAran oh the amount of times I offed an unsuspecting squid🥲✨️god what I would have given to see their reaction
As a eliter main, I shall use this to my advantage as well
My toxic trait is that I’ll run at a charger with the thought process of “they won’t hit me”
When I play dualies, this is what I live for. When I play charger, this makes me want to kick something when it actually works.
Playing as Dualies main thinking everytime that "they won't catch me rollin fast enough"
WWI lookin brain
This is so me. I'm like "If I were in this scenario I wouldn't hit this shot."
I mean, if I was the charger you probably wouldn't get hit
As an E-liter main with 800 hours here are some tips: if you see a laser from a charger on you, don't move for a few seconds, do not use your squid roll or Dualie roll when running at a charger and most importantly do not flank them :)
Also if you're using a roller don't fling, and roll at them in a straight predictable line
@@Wolf-px9jx exactly, how could I have forgotten?!
Wait is fling and charge good? It sounds like a recipe for getting splatted as a roller 😂
Been a charger main since S1, and I can back this up as true. I hate it when people do these things.
So basically let the charger do whatever they want and everyone else suffers
As a charger main, i have a great tip on how to um.. not get splatted by us!! What you want to do is stand completely still and stare at us, by doing this you assert your dominance and we wont splat you!! Just trust me on this
Actually I dont even splat people that does that... truly effective
Scares me when I'm using explosher, really hard to hit 😔
As a fellow charger main, I must say that if you do this it’s nearly impossible to hit you!
You forgot something, as they stand still, they must hold their sub. I am always paralysed by fear from that. 😰
What if I use a Kraken? :)
Allright I feel I should pitch in as well for some tips against my weapon specifically!
To preface, I am a Hydra main since 1, and have used the weapon consistently in every game now, and I know about every thing it can do.
1. Do not run up on a Hydra with a direct line of sight after it's done shooting, Hydra on a very partial charge has more range that a splattershot pro, and splats faster too. My recommendation is to keep out of it's full charge long range and move arounf that to an uncomfortable position away from the line of sight of the rest of your team so the Hydra has to choose who is a more pressing threat.
2. Don't stand still behind cover waiting like against a charger, there is one key difference for Hydra and that is it can drop it's shots on you, and due to how damaging hydra shots are, it's only a fast 4-5 shot splat usually. I recommend shifting around and even changing which cover you are behind in that case.
3. Hydra can choose to play way closer and more flank-y than you'd expect for a back line weapon, a lot of Hydra play is surprise flanks to attempt to destabilize teams, always keep tabs on a Hydra player, if you don't know where they are, keep eyes on your flanks and odd spots, they may be attempting something.
4. Throw bombs! Seriously this works well for all back lines like chargers, but especially for Hydra given how slow it is while moving, auto bomb and torpedo are especially oppressive for a Hydra player as they are a heavy weapon.
Yeah there’s counterplay for everything. There have only been a few times I have truly felt oppressed by backline weapons. Lots of newcomers in sploon 3 still learning how to get the jump on backliners. Still tho, good luck when we know what we’re doing ;)
Worth mentioning a decent blaster player can be a backline’s worst nightmare.
As a charger main I have great respect for hydra players, because they are so hard to counter and are probably pretty frustrating due to their low mobility. Hydra is an insanely good weapon when played correctly.
@@pokaay3163 Honestly, the laughable mobility really helped me when I first picked up a Splatling. It has very clear weaknesses which are easier to learn how to play around than most Weapon types.
Also, I don't mind being flanked too often. Probably because I did everything _except_ fight fair back in Splatoon 2:
- I mained Aerospray PG and the Sploosh-O-Missile, wearing the Golden Toothpick for insult to injury: "You're skilled enough to beat Inner Agent 3 in a one-on-one fight, and THIS is what you do with that power?!" I think I've learned to accept getting flanked after doing it to so many people...
- I main the Hydra Splatling because mowing down enemies is fun! If my enemies take me down, that's respectable...and if they don't? I get a laugh out of whatever they _tried_ to get away with!
- Explosher is a nice change of pace when I want to roleplay as an artillery cannon. It bullies slower Weapons from a distance (Chargers, mostly) and is not so great against mobile targets due to the travel time of the shots. It's not like Splatoon 3 introduced any way to reverse directions on a dime, though, so it's probably fine! :'D
As a new hydra main (played it a lil in Splat1, fell out of it in Splat2, came back in full swing for Splat3), can confirm the bombs thing. I despise bombs with every fiber of my being. Just don’t try fizzy bombs unless you have cover to stand behind, because Hydra’s got enough DPS to kill you before you finish the first shake.
as a hydra main well i better watch out
🤝
🤝
Ive been head hunting you guys. Will literally throw the match to frag you guys lol.
@@carlos41519 that's how I get most of my kills lmao
same here dude
As a Hydra Splatling user, nothing scares me more than a player that is in my face and moving too quickly. Especially if they are a blaster user.
god i had no idea hitbox was bigger in ink vs standing up, thank you. this will help in tower control vs charger
You'd be surprised how much of a difference it makes. I am a charger main myself and love to bait people into going into squid or human form depending on the obstacle they are standing behind and which hit box benefits me the most for hitting them.
I've seen other chargers also baiting that. On top of that try not to hide behind a block for too long when the charger player is watching you. We know some very tight peaks where we can hit people even when just a few pixel are not behind the cover xD
(so yes in some positions you can get shot despite standing behind a wall)
"Avoid line of sight as much as possible"
Me, an E-liter:
"Impossible. No movement goes unseen"
Bro when people try to sit in the ink to hide but you literally saw them hide-
@@novinovi- ikr
Kraken: **Exists**
fr one time i was playing tower control, saw this roller dude try to flank me from behind, i saw them coming and was like “nuh uh uh” i was awarded first splat that day
As a gootuber main. I would like to ad that it can 1 shot at 65% charge. I've gotten way too many people with that fact when they rush up to me after a shot.
And our close range quick shot game is surprisingly deadly too, assuming you do a partial charge and then start tap shooting. I wouldn’t say I main tuber but I pick it up from time to time to make squiffer dudes look silly.
Torpedo indirect + tap is a kill too
@@Gremblebemble why u hating on squiffy this way :(
Oh no it’s a good weapon and I don’t have anything against the people that use it but I think we can all agree at least a little that tuber is harder to use? I don’t know but my idea is if you can play tuber you can definitely play squiffer with a bit of adaptation, similar idea different concept.
ayyy fellow gootuber main, I mained it in splat 2 but the kit they gave it in 3 is so trash I was forced to return to e-liter..
As a Splatling main, I can say, that the point with pushing when they missed their charge doesn't work often. Heavy charges really fast, so it can still kill you, Ballpoint can 1. refill its charge at any given time, so it's hard to know when it's actually charging and 2. has a short range mode and a fast charge, so it can also punish these peeks. And lastly hydra has a Booyah Bomb, which it can use as a panic button. Also even hydra with it's 2.5sec charge time can punish aggressive peeks if they r too slow.
Splatlings suffer against bombs, displacement specials and chargers. If your weapon fits any of those 3 criteria, it can kill a splatling no problem.
@@DPRK_Best_Korea Yes correct.
also, DON'T RUSH A SPLATLING IN A STRAIGHT LINE! as a splatting main, the number of guys who do this is staggering. Splatling's huge advantage is the fact it has a stupid low ttk and can kill on a quarter charge. if you're charging straight at them, even in ink, they're still just gonna got BRRRR and you're suddenly back at spawn. Heavy is HELLA versitile and can play WAY aggressive, same with Ballpoint, which chargers have a hard time dealing with if they are caught in their range.
@@lupvirga You forgot Hydra bro. Hydra can also go super aggressive with its range, kill time and Booyah Bomb. Also if a charger misses when in range of a Hydra Splatling, they are dead. But yeah this legit happened not just once in S+ in Splat 2 that someone just pushed me while going in a stright line.
I think this rule applies to Chargers more than Splatlings. Splatlings are less vulnerable to getting punished between shots.
Me: plays like normal
Also me when I get splatted by a charger: fuuuuuuuuuu
This is why missiles is in the game
As a Splash-o-matic main, chargers unfortunate enough to end up on the ground are my favorite kind. Other than that, I welcome the challenge.
As someone who also balances 4 accounts and uses chargers on one of them, please stand still and look towards the laser, say your choice of catch phrase and wait for the "flash".
When the ink vac was shown off, I was so exited to use it, and I then found out that it was on two of my favorite weapons! Charger and Tenta-brella (which, oddly enough, can counter eachother)
As a squeezer main, having splash wall is heaven when going for the kill, also squeezer has quite a big range so it's kills easier than most shooters
A man of culture.
unless the Hydra has Object shredder , Then you're pretty much Screwed
@@jimmystevenson1680 you can just move to safety, and by the you would have slowed closed into hydra and killed them, squeezer is really versatile
One thing to note is that while you can squid roll to avoid chargers, if they react to that and shoot you mid roll you are probably dying anyway as they deal enough damage to kill you through the armor
Squidroll gives you the equivalent of 200 hp if not more, e-liter only does 180, so you'd have to be damaged already to die to a charger mid squid roll
@@Wolf-px9jx dude, if you took ANY damage, that's a death.
@@Wolf-px9jx Eliter kill’s through squid roll
@@TheAtomicDonut Only if your damaged or you land on their ink after the roll, so no
@@Wolf-px9jx Ive never had a problem killing though squid rolls, nobody has ever deflected a shot unless it’s partially charged
As a heavy splattling/eliter main, I'd like to add:
Bombs and displacement specials are *especially* devastating to splattlings. Combine a charge time with an inability to store charge, and the splattling is forced to lose out on time they could be charging or even firing. Chargeres, in decent condition, can avoid this risk due to their ability to hold a charge. They can escape a bomb and still snipe you immediately after. And don't get too cozy around cover. Some chargers are very bold and can back it up; quickly relocating with a stored charge to snipe you around a corner. Some will even pull trick shots if the scenario calls for it (or if they wanna flex) so don't ever assume you're safe just because you aren't in direct line of sight
As a Trislosher main, my favorite thing is going right up to walls, looking up at the ledge, and hitting their feet with the tip of my ink. It's kinda funny and very satisfying when I kill them :]
some map are designed for horrible 1 lane choke points, so flank routes are mostly impossible, so just make sure you never play bad maps
As a charger main, I both love and hate this, because on one hand more players will know how better to deal with backlines, but also, if people keep calling them unfair, and impossible to deal with, I've got somewhere to send them
They're definitely NOT unfair! They're a high skill weapon and its simply rewarding for players that learn to play them well... I am not one of those skilled players, unfortunately😂
As a fellow charger main I plan on using these tactics on other charger mains
@@sethfeldpausch4337 I hate to burst your bubble, as an ex-sniper they are not high skill weapons. They are skill floor weapons. They follow the same rule of aim and shoot for the fastest victory without most of what requires skill.
They eliminate everything other then landing that first shot. I abandoned these weapons when I got consistently good with them because they are easy compared to other weapons.
@@Buglin_Burger7878 Nah chargers are easily one of if not the hardest weapon class.
You aren't telling you they're easier to pick up than the likes of shooters, sloshers or blasters where you can literally just pick up play them and find success. Chargers are a much bigger commitment than most weapons in the game.
Sure you can make the argument that every weapon follows the same rule of aim and shoot but anyone with common sense could see that it's not a black and white concept and that you're being very disingenuous.
Chargers are punished very hard for missing and require a much bigger understanding of the map and awareness than most weapons.
@@subthescrub3063 Keep telling yourself that bud.
It does feel nice as a wiper main to able to pressure and punish chargers and other long rangers
I've played roller and splatling-class weapons since the 1st game - these tips helped me get the jump on a couple Chargers in turf war! I would like to note that I agree on your statement that these are fundamental strategies - once you start factoring in games being up to 8 players, team composition, game mode.. A lot to keep in mind. Nonetheless, I've found these tips at least somewhat applicable to most engagements (as a roller player, forcing a turf advance with a blaster/direct damage-dealer to mop the kill has been effective.)
Whichever team they're on, I find the nuances Chargers bring to Splatoon exciting. Due to their long-range nature each mistake from either player can be massive, often creating this dance of death to either get in on the charger or maintain distance from the aggressor. It's a wonderful feeling to have one on my back as a Roller player - those guardian angels with their spot-on precision can make or break games, if you're willing to pay attention and play alongside - they're just as vulnerable up close as an exposed Roller is to a Charger, the difference is often who's supporting whom.
as a charger main who often tries to protect teammates, rollers like you are appreciated so much! I can handle the long range engagements, but its awesome when I see someone overextending into me only to see my roller teammate steamroll them on their way to mid xD
Here's a suggestion, try dynamo out. It has more range than most battle chargers and can hit other chargers behind walls
A few “easy to implement” anti backliner tips:
1. Trizooka obliterates them.
2. Most backliners suck at painting their spots quickly, so just inking their position stalls them out for a few seconds unless they’re Ballpoint/Jet.
3. Don’t dodge roll into the range of the charger, they can punish the endlag. This goes double for tetras.
4. If you have curlings, throw them into the backliner’s range and there is a high chance they will waste time covering the trail out of fear.
4. Fear? all they have to do is hit the line right behind it to basically stop the surprise tactic. because either they kill you if you're right behind it or cut off the route to expose you. If nether happens then it's clear. there's nothing scary about them.
@@lupvirga The point isn't to surprise them, its to make them waste their time while you focus on taking out their team.
@@Saltience that's horrible logic, cause they can still see the map. unless they have a scope they're not at a vision disadvantage.
A bit of advice, coming from someone who mostly runs backlines-
To add onto what other are saying about rushing down, be VERY careful with rushing down Tri-Stringers. I've killed more frontlines rushing me down than from a snipe. Try using bombs, torpedoes, etc. to get the player on the run, then rush in
As someone who has a friend who plays Chargers, the main tip I would have is to make sure they can’t impact the game as much. For example, if I use a zipcaster behind a charger, they would have to be forced to be focused on me, meaning they’ll give up controlling mid, allowing your teammates to push in without the charger applying pressure to them. It even increases your odds if another opponent focuses on one person, meaning it’ll leave your teammates in a 3v2 fight.
torpedos. Either they run away, or you force them to waste a shot.
the tower tip was actually so helpful ty
Chargers in splatoon 3 are so brutal.
i don't remember them being this horrifically oppressive in 2. the map design in 3 is so bad; if a charger or hydra shows up, you just can't have fun, period
As a kind-of Tri-Stringer main you should definitely use the tower pole to protect yourself!!!!!!1!1!1!1! I promise it will go well for you and end in your victory, satisfaction guaranteed 😍😍😍
Tell me they're OP without telling me they're OP.
As someone who’s learning the charger, if someone charges at me- I kinda panic. It depends on the type of player, if they know how to play charger well, they’ll splat ya. If not, they’ll likely panic and back away or you’ll splat them instead
(charger watching this video undercover to see what ppl are trying to get away with)
Everyone forgot in 2 that N’Zap 89 had pretty good anti-charger stuff. I loved that thing!
I moved to the slosher because of those tactics!
“So, basically, respect the sight line bro”
~_~ what about the other 3 enemy gamers that like to go everywhere the charger can hit you
Charger mains got one joke: "stand still guys hur hur!"
Tent walking through an open space and sniping the charger be like:🗿🗿🗿
As an N’Zap main I would say to make every charger you see regret existing. If you annoy them with enough auto bomb SURPRISE MOTHER HECKER MY GUN CAN ACTUALLY KILL YOU!!! Combos they might switch to another weapon. So in conclusion everyone should switch to N’zap and make sure to make chargers hate playing. I’m totally not saying this to make more people play N’zap
If you have splashdown, don't use it because it increases the charger's accuracy dramatically.
Good video! I think another good tip is to try using a charger yourself (or any backline for that matter) I think it'll help give you a good idea of how they can be countered
I now learned that they can be countered by just swimming straight at them through their line of sight because they have terrible aim and won't be able to kill anyway, thanks for the tip!
@@Mijzelffan It highlights the reticle when people are in paint, can't count the amount of times someone's done this to me, especially with ninja squid and I just spin my cursor around till I see the reticle light up and let go for a free kill lol
@@Wolf-px9jx I'm just incredibly bad with chargers lol, I can't even beat the timed hero mode missions that require one. That makes the mistakes I make while playing one unrepresentative for actual charger players
@@Mijzelffan Just takes time and practice c: also lower sens is really good for starting out. I probably was a less than ideal teammate for around 20-30 turf war matches before I made noticeable impacts for my team. Didn't even touch ranked until I had 100 turfwar wins with charger out of fear of being a burden
My most annoying thing is that I played Chargers in Splat 1 and 2. So I should know they work. Yet I still get killed
My own personal tip is pretty much to use my teammates as bait and then carefully maneuver around to try and flank them.
I play backline often when I'm trying to play seriously, and I hate turf war and clam blitz for it, they are SO unpredictable, the enemies could be wherever the heck they want and that is so annoying, but yeah, rushing them unprepared is a good strat or flanking them too, cuz it forces them to prioritize you or move from their position, using bombs is also very effective, avoid moving in predictable lines and do not try and rush them without places to go because you will end up splatted, also, if you see a charger on top, shoot upwards and leave the fall ink do the rest, they won't be able to reach you often unless they jump, you can also punish easily a charger if they are being too aggressive or if they haven't seen you
Fantastic video! It really does feel like going from Splatoon 2 to Splatoon 3 we have an entire "generation" I guess of people who didn't play the first game, and aren't used to having to deal with strong chargers and other backlines without the immediate "you have to move now" button of Splat 2's special weapons.
just remember don't lose the game by focusing them and not the objective
Thank you, now I know how to defend myself better as a backliner ahahah
E-liter here. IF we have seen you and you are trying to flank from behind - you have already been mentally noted.... it's a TRAP
as a hydra splatling main, the main thing that makes my life hell is AUTOBOMBS. Other kinds of bombs are not that threatening cause i can back away while it explodes and get right back to the action without missing a beat, but autobombs not only don't explode immediately, but you can't charge any shots while its tailing you without risking an unfortunate splat. If you have a weapon with them, or an ally with one, let them know to use them to flush them out. This also applies to E-Liter, but generally the faster they can charge the less reliable autobomb will be.
as a hydra main in training, long range has been a matchup i've struggled with since the testfire, in the past, i've always just used a weapon with ink wall, namely bento scope in 1 and heavy deco in 2, hopefully these tips will help that until a mythical hydra/ink wall/tacticooler set comes out and coco starts to fly... anyways, thanks, and time to start trying to get squid rolls down in memory
Eliter main here, dont challenge, i usually find myself in 2 way situations, chargers have to be aware OF EVERYTHING AROUND THEM and usually, we keep charges in case of pinches. Find myself usually getting off and away due to that
Nothing it more satisfying than harassing a Charger with a Brella!
Me, a chad Brella main, spent a solid minute harassing a virgin Charger user by going full headless chicken! Neither one of use killed each other, it was like watching a Matrix fight! Lol
I did get killed by a Booya Bomb though, but it was fun!
"Chad" 🥱 get real
As a charger main, I love going against other charger users when I'm not using it as I know how to counter and annoy the Woomy out of them XD
Tryhard
Someone who is a very paranoid person at splatoon and deathly afraid of chargers all these tips are just changing my life
I’m a tri stringer and I just use thermal ink so I can know where they are and shoot over their cover.
watching this as a long ranger so i can learn how to beat people trying to beat me beating them
zipcaster is honestly pretty underrated. No, its not an instakill type of special (usually lol) but ive gotten several wipeouts by zipcasting behind their team, especially on maps where the maps are 'long' rather than square.
And even if they catch you, their backs are turned against a rapidly approaching friendly team.
@@MK-gb7ht not if they shoot you while you're zipping to them, you'd be surprise how many Zipcasters i've caught trying to do flanking and i kill them before they can atempt.
Woah, I was expecting basic tips but this video is legit!! Thank you so much!
Ink brush main here, as someone who LOVES hunting down chargers, I can confirm that this is good advice
How to beat long rangers (simple): 1. Sneak up on them 2. Change up your movement to prevent getting splatted and 3. Land your shots the first time so they don’t get a second chance
As someone who uses brush a lot, this could be helpful.
As a dapple main take these tips:
Roll
Roll
Roll
Oh you can’t roll? Too bad do it anyways
Thank you, I'm on a quest to make Charger's lives P A I N and I find this helpful!
As an eliter main with too many hours, I've ran into many other types of long range players and can usually tell if someone can aim or not
1. If you want to play risky or are in a pinch the best way to approach is to move erratically by sub strafing(or if you're using a brush, running side to side will work too), squid rolls have a predictable path and can be hit
Usually you'll be able to figure out how much risk you can take from that encounter, and will be able to hop from cover to cover more easily
However, if you're playing against a really good player, best thing to do is stay out of their range and rotate around the map to get to areas out of their control, eventually you'll find an opportunity where they're focused on someone/ something else to get them
2. Here's a specific tip, if you're climbing a wall in order to splat a charger, you are very very vulnerable if they can store a charge. I find players think their safe and they can get me when I'm on a high platform (like scorch gorge and inkblot mid) when in reality their movement is limited so they're rather easy to hit
Only do this approach when you're certain they have their attention focused somewhere else or they're using a scoped charger
When someone is swimming up to my perch I usually just leave a bomb at the top and back up. Sometimes I'll fire a shot over their head first to make them think that I need to charge and am not paying attention, just to manipulate their timing. I guess this might not work as well for an e-liter, but it's amazing how often it works with a splat charger.
If you’ve never used a Jet Squelcher I would recommend it. It’s range and kill time demands that it should be respected like a charger/splatting of sorts. And it’s a vanilla way to learn how a backline moves. Except you have less of a weakness against bombs since you have the choice to poke through choke points to secure a kill if the enemy team is not focused on you, or retreating easily with your main weapon. Not to mention how well synergized Vacuum is on the kit. Sounds like a Splatoon weapon ad.
bombs aren't a big of a threat if you IMEDIATELY go into ink with a splatling. The issue is tunnel vision. if you just throw a bomb at a splatting, they'll quickly reposition to splat you from another angle (again, they don't need a full charge, a quarter charge will usually kill with a heavy). instead, trap them in ink THEN throw the bomb/do it while they're focusing on a target/targets. as a splatling main, this is how you deal with even chargers.
Standing on the tower also makes the tower move faster so chargers are really bad on defense in that mode imo. But when played offensively on tower they become scary
I've been trying lots more long range weapons in 3 than in 1 or 2 and can confirm that these tips work. Unpredictable movement and approaching from strange angles are the bane of my trash aim existence.
Torpedoes are good on anything that attacks slow, like dynamo, tent, .96, explo, glooga, etc but especially chargers because they have to not only turn their attention away from everyone but also spend their precious shot on it, or run away/take the damage
as a charger main who has been playing since splat 1,, I would say the best weapons for countering chargers are chargers themselves, splatlings, other backliners, etc. following that would be weapons that take advantage of terrain to kill enemies e.g. sloshers and blasters, since they have a weapon as such that they can move unpredictably and don't need line of sight to splat u. squid roll is great! splash wall is not as good as u think if u're playing against a good charger- it's actually pretty slow to throw out, and ur wide open to be shot while throwing it, so be careful if u do use it to gain an advantage. never use crab tank,,,, they're so slow and easy to hit lololol. just getting in close to a charger isn't going to cut it, they'll still easily splat u given they know what they're doing: you should squid hop quickly from side to side, squid roll when u can, take advantage of terrain, cover and rightpeeking, etc. flanking and sharking are rlly great tactics for getting the jump on them too, but only if they haven't spotted u, of course. trizooka, tenta missiles and big bubbler are probably the most annoying specials to me,, big bubbler especially bc u have to get in close to splat the ppl in there. these are all tips mainly for 1v1ing a charger,, but really that's a poor decision in most matchups. u should hit chargers while they're distracted, and avoid/work around them until then, unless they're playing too aggressively. 2v1 is the best way to go,, chargers only have one shot, after all
I have never been a charger guy but the tri stringer do have me camping. Can't blame charger players, it's extremely fun
I played splatoon 2 for 255 hours and did not know how to fight chargers, it was just in turf and i just went with it. But now in 3, the most chargers I'll see is like 2 counting me with my bamboozler.
“Squid form has a larger hit box than human form” FETCHING WHAT
at least in terms of how wide it is! You're wider and flatter in squid form, but you don't care about how tall you are behind the tower pole
i am an eliter scope main with about 3K hours of experience. id say that sniping is hard, very hard because i have to have such tight defense. timing, patience, and being sneaky about my shots are extremely important. i have to practice right peeking so often because shots come down to hitting pixels in an extremely small gap. having to micromanage everything in a single match and just my positioning is pretty overwhelming lol so im sure these strats would destroy me.
5:35 I had no idea about this you just earned a sub
very useful input! however id like to ask for some tips on how to actually make e-liter users miserable. i dont mean hard countering them in game or whatever, i mean actively making their lives worse every second theyre stuck in a match against me. i want them to regret every decision theyve ever made. i want to channel negative emotions towards them so strongly that their controller starts drifting in response.
does anyone have tips for that? any advice is welcome :)
My strategy was: if you can't beat em become one of them
Me and my autobombs in our way to ruin chargers full career
Here's the faster way to say it
Find cover always
Move at the right timing
And move not in a straight line basically make your self hard to hit
And know when it's time to go back and heal
Short answer: You can't. Unfortunately, a poorly designed weapon is difficult to play against in poorly designed maps.
4:43 That tip is universal!
I hate skilled chargers with a passion. They vex me to no end and I call them cowards as most of them won't come over and fight like a Inking/Octoling!!
As an E-liter 4k Main. Thank you for the warnings. 😜
you know, here's the problem. these tips are helpful, but it doesnt fix the underlying issue with specifically chargers: they one shot. that fact alone makes dealing with them specifically bullshit, because, even though you can make their shots more difficult, as a weapon class, it still has the majority of the power in just about any situation. even in close range after you've approached, the charger as a weapon isnt at much of a disadvantage. this isnt nearly as much the case with splatlings, bevause splatlings have to charge for longer, rely on a much smaller amount of shots, and have an actual time to kill instead of easy one shots. splatling have a distinct disadvantage in close range, as long as they havent already charged when an enemy enters their own effective range, on top of having only barely longer range than the average weapon.
Rollers and most blasters can also one shot. Stringer's can too. The ability to one shot is more common than you think. Im learning backline, and flanking is a pain for chargers to deal with. Even if I win against the flanker, that's time your team can overrun my position. And to on tap you, I gotta hit you, way harder when I have to flip around more the 90 degrees. If you give a charger time, it will win, don't give it time and struggles hard. I used to eat chargers in two with red daps all the time. Splatlings did better, but still struggled to hit the guy right behind them quick enough to win the trade. The major counterplay is getting to them either via cover or a path they or their team is ignoring.
@@minasegazi4000 I'm aware there's a lot of one shots. however, rollers have the major disadvantage, compared to chargers, of having a shorter effective range than 95% of weapons. chargers dont have that weakness, and dont have much of any others. even the charge time isnt all that bad. as for landing that shit, yeah obviously it takes a good amount of skill to use, but this isnt about the skill of the weapon class, this is about the weapon class behaviourly. looking at the possibilities if a charger, even a flank isnt all that disadvantageous a scenario. and to double down against this strategy, flanking at all is realistically almost impossible without being seen, which is the only way you maintain a good advantage enterring a 1v1 against a charger. map design simply makes seeing people moving your direction beyond easy. to put more nails in the coffin, a charger has 3 other teammates. if we're talking about a coordinated team, they can easily pull back to get a splat on you, which is never a positive trade for wasting enemy time. and in an uncoordinated setting, it's likely your team isnt coordinated either, which means relying on your team to take advantage of you wasting the chargers time is far from reliable. even if we assume the absolute best against a charger, it takes significantly more time, effort, and coordination to take down a charger than any other weapon type, which is objectively unfair. regarding "giving a charger time" it's the rare map where a charger cant be setup in an advantageous position where they can be approached without the charger having knowledge of where you are, and that charge even on an E-liter doesnt take long enough to get heavily punished for missing or being unprepared. even worse, the 2 long range chargers have good defensive options, most specifically in their specials, but their subs help them greatly too. this is something splatlings dont have as much of without a prooer tradeoff, and when they do they still have to contend with the fact they have way less range and require more charge time and even better strategizing in order to mitigate their close range vulnerability. hell, chargers even paint targets behind cover with much more reliability, frankly more reliable (even if not technically more efficient) paint. no matter how you slice it, the long range chargers are bullshit and need a major rework, it isnt balanced at all. you mentioned blasters and, well, their one shots are poor from a player interaction standpoint as well, but they lack other advantages the chargers have, though also have their own of course. blasters could do with a small change as well
Uh, you have no idea what you're talking about, a splatling can splat with a quarter charge, They're DEADLY if the player can give themselves the time to rev. true, SOMETIMES you can beat a Splatling in close quarters, but, aproching them is still just as dangerous as a charger if not more so. What makes less dangerous is at ranges, no matter how accurate they are, they STILL have to tag you more then once, while a charger only needs one shot.
@@lupvirga I know a splatling can still kill you on quarter charge. however, doing so is gambling and trusting you can land those shots, cuz you're fucked if you dont. however, needing to charge at all puts splatling at a disadvantage. and conpared to chargers, splatlings have a MUCH shorter range, only outdistancing most weapons by about 1 line in the training area, which is a much easier gap to close when you know they've finished shooting. it also isnt a one shot, which gives you as a player more ability to react to a situation based on knowledge that you're being shot instead of gambling against a chargers skill. you can even see the projectiles in advance. even a splatlings paint is less oppressive than a chargers, being pretty spotty without a little time. oh and splatlings (except the nautilus, which has a shorter range) cant hold a charge, unlike your friendly neighborhood charger. a well used sub weapon can force a splatling to drop their charge, giving you an easy window to approach them and putting them at a larger disadvantage. oh and the fact you can reach them with a sub at all is still better than facing a charger, most of which are well beyond the default range of a sub, and even if you can reach them they can hold a charge, then pop out and shoot you before the laser is even visible.
WHAT DO I DO IF IM A HEAVY MAIN???? Im mid line to backline but i still have shorter range than most backliners and I still gotta charge my shit :(
really good advice! i hope the algo brings you more views, very well deserved
As a guy who did pick up chargers again. This is very true
2:58 squid game ! ! !
As a Jet Main since Splatoon 2, I can vouch that most don’t know how to deal with me or severely underestimated my range since Jets aren’t that popular. Another big thing for Splatoon 3 is that aiming in general feels better. Armor aside, I used to average 4-5 kills a match. Now I average 6-7 kills because my shots are more accurate. I even hit a personal record of 17 kills on Turf War and Tower Control. The best I did in Splatoon 2 was 11.
Tip for the Jet, we can’t one-shot and the gun is on the slower end. You get hit, you have 3 to 4 shots to retreat. Jets are also horrible in close-range since it takes 4-5 shots to kill. Meaning once you get in close, especially with a mid-range weapon you win.
I've veen running a lot of swim speed so I have a fighting chance at closer range. Faster jukes + the ability to kite them has been nice.
You don't. They have no counter.
What if the charger luterally never misses a shot because they are a japanese player with 3,000 hours and have a 333 golden scale badge so being in their sight for even a fraction of a second isnt viable
This weapon class is so unhealthy for the game the Devs need to do map reworks aka giving us flanks again
As a Custom Jet Squelcher main, sometimes an Ink Storm helps with dealing chargers. In some cases, a charger would get splatted when using a scope under the ink storm. Mostly, they swim out of the way. Also a Custom Jet Squelcher is useful against chargers because you can easily attack them where they can't target you. But if you want to defeat a Jet Squelcher main, I would recommend going close because me as a Jet Squelcher main panics on ither weapons closing in on me
What i do is use the jet squelcher and throw angle shooter. If theyre behind a wall its got plenty of reach for very accessible splash damage and ink vacuum forces them to wait or run away. I double angle shotted a nautilus person and they ended up going close to me, done (idk how good they were but it worked that time)
another good thing about getting angle shooter on them is it also gives their location to nearby teammates if you land a direct hit, leaves a reasonably risky choice of either staying put anyway or running back from you teammates (forced reposition if your partners put hasty reaction in them)
I'm having the opposite issue, I can't even use Chargers properly and I'm also bad at environmental awareness so people keep sneaking up on me
As I heavy splatling main I can already answer this question: very easily, Just get a little closer and we can't do anything.
Unless it's ballpoint
As another heavy main, you have a few options for rushdowns like this:
1. Run away. Learn to recognize situations that are winnable, 50-50, and unwinnable. Anticipate them early and reposition in advance. Squid Jump if you are way out of position
2. Prioritize cutting off approaches first. Drop sprinklers or fire on enemy paint that would allow an approach.
3. Find cover and hold your charge. Try to catch them committing.
4. Attempt a duel if you absolutely must. Do some early jukes with sub strafing then try to nail them with a partial charge. Practice partial charges on training room dummies to learn the timing for a single deadly burst. You are at a disadvantage in most close range duels if you're caught flat footed, but sometimes you can pull it off.
@@LeahLuciB you only need a quarter charge with heavy and Ballpoint. that alone makes them halla good. If you know this, you'll never be at a disadvantage in a frantic brawl. A lot of movement tips you can use as the more mobile class can actually be used to make you both hard to target and super deadly. but yes, knowing when to back off is SUPER important. as giving you more time to shoot is always a good thing.
I love sniping and basically guys when we are aiming at someone else we are sitting ducks
I feel like i have an easier time dealing with long rangers as a range blaster and squeezer main.
Noooo don't give away our secrets! Haha in all honesty good video!
I'm a splatling main (I switch between hydra and heavy), and I honestly struggle to deal with chargers, as I feel like we're arch-enemies. Every single god-damn game I play with a charger on the opposing team is like torture, even when I'm using cover to poke them. I just can't challenge them properly, especially if they're locked onto me the whole game. I will say, though, it's really satisfying getting a surprise kill on a charger player knowing you have a slower kill time.
neat video, some criticism is that the visuals could be tightened up to illustrate your point better by either slowing down the video, pausing, or bringing up a minimap to draw extremely simplified examples of the concept
Long tips against higher ranked chargers: they know where you will be going depending on what the game mode is. Things like tacticooler and clams are usually collected as fast as possible, so that’s an incredibly easy way of taking a chargers bait, so try not to do stereotypical stuff around a charger. They usually position themselves in places that are hard to reach but have good observation of the objective. The tower control trick doesn’t work as well as you’d think it does. Most chargers already have tons of experience with ppl hiding behind the tower, so they will just change position to be able to snipe. Plus the splat charger users usually just throw a bomb on one side to reposition you on the other and then snipe you. E-liters can put mines there as well. Some chargers jump away when you approach them, some will attempt fighting back, but some will try to attempt to trick you into leaving on your own. When you climb up to their high spot, they can leave a bomb/place a mine and then go down a wall and stick there. Attackers usually think the charger is trying to run away so they chase them down, not knowing they’re on the wall. As soon as you get down, they will climb back up and regain their safe position and attempt at your assassination. Always check walls and never go in a straight line when facing a charger. They know how to be hard to shoot/find.
and are usually crack shots because their weapons are VERY unforgiving for if they miss.
1.Dont play when some shitty map like mincemeat is in rotation
2.practice squeezer
3.kill the enemy frontline and rush e-liter with your teammate (that why people complain that matchmaking suck in this dog game cause people dont know when to stall and wait for teammate to spawn or when to push. I dont fucking care if i have clueless teammate in turf or open but it always make me furious when i saw dumbass bloblober player in my 2200+ x power match in Takaroka or people that played nautilus like a fucking hydra and stay behind all game)
4.just play charger yourself. In this game you need to play a lot to gitgud. (Understand how to play weapon, map etc.)
Undercover main here! Anything that isn’t a squiffer is easy pickings for Undercover, due to being able to shield a full charge while shooting
Squiffer is a strange one to fight, due to its charge being short and not slowed down by jumping, so mobility is of high importance when fighting one
Haven’t fought a Bamboo yet, so I don’t know, but imma assume that will also be its own can of worms