It would be so cool if Sheldon had this assistant in the back of the shop that could teach you all of these advanced mechanics, but in a way that’s understandable for newer players. This game has so many layers of depth in its design but some new players can boil it down to “bro these people are hacking why don’t my shots ever hit”
I mean the game doesn't even tell you how to super jump... I remember actually not knowing that when I was still a noob and was super confused on how people were doing it I remember thinking it was connected to the beacon in some way so I didn't pay it any mind until I tried beacon
So I knew about all of these things, but I hadn't realized that the momentum - weapon range correlation affected *almost every single* main weapon, not just Sloshers.
That Sub throwing tech is also applicable to throwing Golden Eggs in Salmon Run!! I know for a dang fact I’ve saved a handful of my games by doing a well timed Squid Roll to get lots of velocity for the Egg to be thrown into the basket.
Yeah, jumping forward while throwing (no need to squid roll) is a huge help on giant tornado waves. It makes throwing eggs onto the bow of the Marooner's Bay ship possible from MUCH farther away, usually saving an entire egg throw.
Oh yeah, I actually discovered you can get the most range from hitting A first and quickly rolling your thumb over to B so you launch the egg at the very start of your jump where you have the most momentum. edit for further explanation: Hit A first because then you can jump during the tossing animation before the egg becomes a separate object to you as there is a small delay between hitting A and the egg actually launching which is being exploited here.
Also, for shot RNG if you are submerged in ink and start firing, you get a decreased spread to start compared to just standing. This can be helpful for weapons like the Splattershot Jr. that otherwise have very inconsistent kill times.
Correction: they are speed clases, not weight classes. Internally they are referred to as Fast, Slow, and the medium one is just the default. Words like "light" and "heavy" are used internally to refer to different things, namely specific main weapons. But a weapon being "heavy" internally does not mean it will be in the slow weapon type. For example, mint decavitator and 96 gal are "saber_heavy" and "shooter_heavy" internally, but are not part of the slow weight class. likewise, the rapid blaster is "blaster_light" but is not a "lightweight" weapon. the only weapons where the internal names line up are wiper (saber_lite or saber_light depending on context, the devs used both somewhat interchangably if I'm remembering correctly), clash (blaster_lightshort), and dynamo (roller_heavy). all other instances do not correlate (EDIT: quotation marks around "lightweight")
@@TCEvie yuh but like I think most viewers of pika Dave would know that the file names are named that. What I’m saying is like there can be names of weapons that say heavy but just be medium weight because it’s only “heavy”compared to the other in the same weapon class. And again, starting your comment with correction still sounds like your taking a lot of authority(which we now know you do have, but usually we wouldn’t) and that just sounds, ya know, ballsy. Unless, of course, they are literally called speed classes in the files lol. Edit: am dumb and didn’t read first part of comment gonna kms lol.
@@TCEvie and people might prefer to say “lightweight” and “heavyweight” instead anyway because it just might sound better (like more professional, or because of the weapons it does correlate with just makes someone wanna say it) in more people’s opinions compared to “fast” or “slow”weapons (I didn’t do a poll I’m just saying)
While I knew about almost everything in this video, I had no clue that momentum effected projectiles at all! I sort of subconsciously had noticed it about bombs, but I didn't know it effected weapons. It explains why I feel so much less accurate with blasters when retreating sometimes!
another good weapon to demonstrate the player velocity being added to projectile velocity is the bloblobber. since it fires 4 projectiles at once, you can literally hear the difference between moving forward while firing and moving backward while firing and it's staggering
7:31 for those who don't know this range-momentum mechanic also affects your shot velocity and accuracy!! velocity and range are tied together as a stat, and since inaccurate shots are fired like a cone (the most inaccurate point of your shot is at the end when it touches the ground, and when shots are fired they all start from the same point (your weapon) regardless of how inaccurate they are), then having forward momentum when shooting will actually make your shots more accurate and vice versa
About shot deviation- saying that your shot has a X% chance to deviate is slightly incorrect but it's a useful offhand way of saying it because the actual formula is like x^(log(0.5)b) lol
Great vid! I kind of knew about most of these, but velocity influencing main weapon range is completely brand new! I was always so confused my tri-slosher and range blaster always seemed to shoot slightly further than expected when chasing you down. You save me many rag filled matches, thank you 😌👍
I am a tri-stringer main and I've picked up that you don't have to fully charge the weapon to instantly splat (if aimed right) the charge gauge indicates how far you shoot the projectiles.
Haven’t watched this yet but if it isn’t mentioned I’d like to mention that the Dodge roll that the Dualies have also allows you to get on top of short ledges, and almost teleports you to the ground if you’re in the air
I've known of these for a while; especially the momentum/velocity range shift (anyone who's beaten Inner Agent 3 will have cleared the one level that makes you fight this mechanic the most) and to some extent "bloom", though for "bloom" I didn't realize that it had such a significant impact on *all* weapons since only the Squeezers even bothered to acknowledge its existence.
This video felt like a nice check for my knowledge, I already knew the majority of these though, the only one I didnt know was attack range getting physically bigger when moving in, but also I exclusively play stringers, so it'd make sense that I never naturally encountered that
I literally had no idea about the range manipulation even though I use it all the time. I thought it was my brain thinking something happens when I do it even though nothing is happening but I thought wrong.
I actually found out about the momentum mechanic during salmon run. It was a tornado wave on gone fission hyrdroplant, and I was the one putting the eggs directly in the basket. I noticed that not all of the eggs were landing in the basket, despite me throwing them from the exact same position. After a few more throws, I observed that the eggs went in if I squidrolled, but fell short when I shot while standing still. I experimented more while queing for the next match (the range blaster was currently in rotation) and discovered the same thing applied to weapons.
I really wish there was a way for them to explain some of these mechanics and more in game. Them making Judd teach us and force us to use all of the subs and specials is a great start but they could fs add onto it (kinda like how Spyke/Murch constantly remind us abt the fact that scrubbing the Fest Tee is less gold than scrubbing other gear for example)
I knew all of them and did some tests with the movement afecting the range of some weapons or subs many times in the past but knowing how and why they work is still interesting. Not having the numbers of all the weapons shown in a spread sheet when talking about them is a missed oprtunity, especialy for bloom and ink recovery cooldowns.
other things splatoon doesn't tell you is that the splatanas have meele damage, where if you hit an opponent in close range you will deal the damage of the swing + the damage of splatana itself. and also the weird thing of ink walls being thrown further when looking down
forgot to add each damage of the meele of each splatana: splatana Wiper: 15.0 (small rage of meele hit) splatana Stamper: 20.0 (big range of meele hit) splatana Decavitator: 30.0 (slightly bigger than stampers range of meele hit) these damages can be seen if you hit one of the practice dummies when standing next to them but not enough to hit them with the ink swing of the splatana
Rollers do as well. On a roll the Carbon will only do 70 at most. The Carbon's flick however is both a melee and a range, if anywhere within it's first range value, the flicked ink will do 100 damage, enough to directly splat. The roller itself will also do that 100 damage in melee if they are close enough for the Roller to strike their hitbox first.
I knew everything but the momentum affecting range. It answered my question of "how did I get hit? I was out of their range" I always do when I go up against a good blaster player.
Deviation is one of the main reasons I still play Splatoon, since I do not feel comfortable with weapons of few shots. In this case, you have to add the variable of the opponents moving, the trajectory arch, tilt controllers. I come to realize that you have better chances to hit a target (whether static or moving, while using the Splattershot Jr for instance) if you are aiming slightly to the left or right of the X mark, or at least it works for me (I recall that, when using Grizzco Stringer in Salmon Run, the most powerful arrow is not the one in the center, but the ones next to it). Eventually, oneself performs jumps to get out of the range from opponents shots, and admittedly, it's fun to do so. Nice secrets and hints, thanks.
I have been playing this series since the first game and I already knew pretty much all of these just by playing by myself, but it's nice to see them all laid out like this. It really is a shame that the game doesn't go very thoroughly into these hidden mechanics.
huh, I almost knew everything in this vid. only thing I didnt know was player velocity’s impact on main weapon shots. explains quite a few things throughout my time playing the game
I primarily play Salmon Run, that forward movement momentum has saved me countless games and teammates through egg and bomb throws. But I had no idea it worked in the opposite direction as well! So I gotta thank you for helping me realize why my Blaster shots randomly suck. It's the one thing I didn't know, so I'm going to see if it makes killing Maws easier
10:00 At this moment I learned that the devs hate Nova even more than I thought they did, holy shit why? Those other weapons make sense to have high base spread (dousers has the turret mode with perfect accuracy + insane range and damage and splatlings all fire extremely rapidly), but nova being in this group is so bad it's hard to put into words. Just for reference, this high base spread means that if you were to fire at someone and perfectly line up all 5 of your shots, there's a 59% chance that at least one of them will randomly miss. Nova is the only shooter in the entire game with standing accuracy this bad (even aerospray only has a 48% chance of missing any of it's first 5 shots). Not only does this mean that Nova has the second slowest kill time of any shooter on paper at 30 frames, in practice you have less than a 50% chance of getting that 5 shot kill no matter what you do. Doesn't matter if you conserve accuracy or run intensify or avoid jumping, Nova is so wildly inaccurate that it statistically may as well be at least 6 shots to kill.
The speed depending on your weapon easily clicked for me especially if you remember that decided to add that mechanic to baller in S2, but the weapon reticle one is the most interesting one to me with how you can change your aim
8:36 THATS WHY I DIE TO TRI SLOSHER PLAYERS SO FAR AWAY WHEN FIGHTING WITH SHOT OR EVEN FORGE PRO (using some run speed up and holding foward while spamming right trigger really rewards their simple playstyle). I have about 2k spread between s2 and s3 (more in s3 at 1.2k), I've sorta noticed how movement changes bomb trajectory too but being more aware of it now I know it is an actual mechanic. I would watch your other videos too, this one was well explained and your gameplay did a good job highlighting the thing you were currently explaining.
This is heavily helpful however I have known this since Wii U and the whole weight light mechanic was added in the middle half of Wii U as early on every weapon and the same base default swim speed.
I knew all of these but even though I did I didn't always know the specifics like with the rng for example, so even I as a top player learned something from this video. It was very well explained and well made, though with the momentum of the subs it also applies when moving sideways which you didn't really show but apart from that small detail it was a really good video!
Super duper helpful video I remember it took me forever to learn about whiting frames I guess I intuitively knew but I didn't actually process that subs were affected by movement speed/your own velocity I didn't know about the main weapon range thing Level cap tournaments so legally your the goat
on the topic of bloom, similar to the splash o matic (but worse) the splattershot nova is a unique case the nova has no accuracy decay BUT it starts out at the maximum spread so it's always just as inaccurate no matter how long you've been firing
White ink, i already knew this but never like thought about it lol Special ink, i use flingza so screen and all is useful to just chuck at the enemy or use a suction bomb before Mobility, ik it yep Velocity, had no idea when u back up the cursor goes back but i think i was subconsciously aware of it lol (and i main a roller so i shouldve known this) Bloom, i just did it already bc i knew it got worse but not to that much of a degree lol I love this video! Great job!!! (Also id love to see that vid sometime in the future :]) One u didnt add which certain begginers wont know charge weapons while in the air charge slower
1:39 The bars point out the strengths and weaknesses of the weapon compared the other weapons in the same class. I think on the wiki we use the bars on the ground to check range. Lmao. Having numbers would make it so much easier to tell what outranges what.
For a really, really weird, weapon-specific mechanic that absolutely no one talks about: Splatanas pierce enemies with their projectiles, but only if you miss the center of a shot. You paint behind players better and do more collateral damage if you shoot your verticals to barely clip their head, and your horizontals very slightly off to the side. Absolutely no one ever talks about this, but the effect is pretty significant. The precision required is ridiculous, though. You can at least try to do it in Salmon Run for better ranged AoE.
A super good video though!! While I agree a lot of things could be better explained, many of these I do think are better learned through experience than being flat out told. I think figuring out the weight, deviation, and velocity of a weapon's shots is something that should be learned through experience. On the other hand, I think it would be nice if it actually told me the weight class of a weapon, and something not added here is that I think the game should be more specific about what abilities like Sub Power and Special Power are actually doing. For example, Ink Mines don't just get wider, they get TALLER too and i've taken advantage of that to hit people above me on stages like Scorch Gorge. I didn't learn anything new mechanically but watching you play DID teach me some new cheeky squid roll jumps ;P
Everything except the momentum of yourself affecting your range is something I knew about. Which makes sense since I play the Swords in this game, lmao
I tried to find what was the most spammable sub weapon (if you optimize sub saver and ink recovery). From what I found, it's ink mine just because it has no white ink frames and a good sub saver class. The problem is that ink mine is the only sub weapon with a longer throw time than the others, so running around placing mines everywhere gets you killed instantly.
Honestly it would be nice to have a more in-depth into the weapons and shot spread and stuff for sure. Some might not be interested in it but I would xD
Ink Mines and Beakons actually do have 0 white ink frames, while chargers and stringers have white ink frames. I will come to your defense on chargers and stringers though because they use a default value not listed in the parameters and it's shorter then the amount of time it takes to display the ink tank visual. This discrepancy would mainly only matter for trying to calculate how long you need before recharging a certain amount of ink (and frame capture is gonna be a lot more accurate and easy then a calculation anyway). Big fan of your videos and excited to see what you drop next!
Really? I know mines and beakons have no white ink frames listed in the params, but I assume that just means that they have some kind of default value as there is an albeit quick visual for white ink that does go down after using them such as in my clip. My original script had me saying they had no white ink for them at all, but when I was getting those clips and saw that I changed it since I wasn't certain of that anymore. That's interesting for chargers/stringers though, I figured since they also don't have any listed that it's just that the indicator vanishes once the actual shooting action is complete, but if it's just an incredibly short duration then I suppose the same effect is achieved regardless lol. Also ty!
@@pikadave465 oh wait the whit ink indicator is going down while you can see the ink recovering?? What is this? Now I'm wondering how reliable this indicator is. I'm gonna do some testing lmao I might have been wrong.
OK I did some testing on Custom E-Liter with 35AP of sub saver and 22AP of Ink Recovery and I'm fairly certain beakons are 0 and chargers are not. I did tristringer with 2 mains of sub saver to test it too, and it's also more then 0. This is def something I probably should've tested this in depth before to be more sure so thanks for providing a reason. I'm guessing the white ink visual is only able to drain so fast and thus it can't catch up before ink starts recovering? Maybe a visual bug because it is literally 0? idk but I'm confident those 2 subs are literally 0 down time. edit: should have been clear I was testing when the sub light came on with certain combinations
I actually new about most here. I even knew about how momentum affects range. However, to my surprise. I did not know that it affected the blaster class at all. Which is quite sad as that is the class I mainly play, and have the most hours on to not notice at all.
Cool video, had no idea about the range changes with velocity, even as a blaster player!! But since you brought up both terms, I have to ask about a pet peeve of mine: why on earth has “white ink frames” stuck as the primary term?? I find it so much less clear and intuitive than “ink recovery cooldown/lag.” The latter name is so much more self-explanatory, while “white ink” doesn’t tell you anything- especially considering the HUD indicator is gray? Idk I wish everyone would just use the term that makes so much more sense, for the sake of new players especially
To my knowledge at least "white ink" came about as a community term early on in Splatoon 1, and I don't think proper datamining/mechanics research became bigger/more accessible within the scene until Splatoon 2 and onwards. Things either found or that become more common knowledge from that point have had more proper terms for them. I could be remembering things wrong though, stuff blends together after being here for so long lmao. I agree that it's not the best label for it though, I imagine it's mostly stuck around due to veteran players calling it that + it being faster to say compared to "ink recovery cooldown"
I knew about all of these, but my question was how, haha Like the velocity thing, came naturally to me in salmon run where i would run up and throw the bomb for flyfish. And then if i would run away the other direction i would barely miss.
This has been a question I've had for years honestly and I have no definitive way of testing it lmao. Aero would be the only case where jumping deviation is lower than the potential maximum so they would've had to consider it specifically when coding how bloom properly works. I only have access to the parameter values that the game uses for each weapon (same page I linked in the description), not anything with the raw code of the game, so it would take someone with much more knowledge and resources to answer that. Not that it's a very important question but it's just funny lol
it's kind of unfortunate that I more or less knew everything that you mentioned in this video I was really hoping that I would learn some special secret stuff that like the pros know to really help me push myself forward
I do understand that both Squeezer tap fire and Splash have no shot deviation... but so does H-3. Its shots won't deviate, even while jumping and it has been like that for a while.
The range manipulation in Inkbrush seems to effectively nerf it while going forward, at least from my experience. Your shots become further apart, and because Inkbrush has inconsistent projectiles, you get really poor accuracy on hits, even with the three blobs. Walking backwards makes it easier to hit the shot too. (Inkbrush needs more range, why is it the lowest in game, while the sploosh has both a higher dps and range (it’s also a three shot where brush needs 4, generally 5 due to weird functioning fall off) Sploosh has a value of 12, while inkbrush has 5 (it had 10 in S1)
It would be so cool if Sheldon had this assistant in the back of the shop that could teach you all of these advanced mechanics, but in a way that’s understandable for newer players. This game has so many layers of depth in its design but some new players can boil it down to “bro these people are hacking why don’t my shots ever hit”
like agent 8! just how it was mentioned in Splatoon 2 final fest
@@elnic_kai?
@@SimoneBellomonteSheldon wanted agent 8 as an assistant
@@murtazachoudhary7399 Is that mentreioned in 1 of the documents or collectreibleshrel in the gameshrel levelshre?
Or Donny or Shelly will have grown up and run the shop, with Sheldon providing the more advanced knowledge
Splatoon has always lacked information and proper accessibility settings. I'm glad that I know all of the info in this video.
I mean the game doesn't even tell you how to super jump... I remember actually not knowing that when I was still a noob and was super confused on how people were doing it I remember thinking it was connected to the beacon in some way so I didn't pay it any mind until I tried beacon
@@dragonslayer3552 Lmao thats kinda funny.
So I knew about all of these things, but I hadn't realized that the momentum - weapon range correlation affected *almost every single* main weapon, not just Sloshers.
Not almost, literally every single one. Even chargers, though you wouldn't easily notice it on those.
Same!!
Ive had so many fights where i felt my shots shouldve connected, thinking about it i was often turned away from my opponents, good to know this now
That Sub throwing tech is also applicable to throwing Golden Eggs in Salmon Run!!
I know for a dang fact I’ve saved a handful of my games by doing a well timed Squid Roll to get lots of velocity for the Egg to be thrown into the basket.
dang no wonder i keep missing my marooners bay shots from low ground to high
Yeah, jumping forward while throwing (no need to squid roll) is a huge help on giant tornado waves. It makes throwing eggs onto the bow of the Marooner's Bay ship possible from MUCH farther away, usually saving an entire egg throw.
Oh yeah, I actually discovered you can get the most range from hitting A first and quickly rolling your thumb over to B so you launch the egg at the very start of your jump where you have the most momentum.
edit for further explanation: Hit A first because then you can jump during the tossing animation before the egg becomes a separate object to you as there is a small delay between hitting A and the egg actually launching which is being exploited here.
Also, for shot RNG if you are submerged in ink and start firing, you get a decreased spread to start compared to just standing. This can be helpful for weapons like the Splattershot Jr. that otherwise have very inconsistent kill times.
Nice tip! Reminds me of how the .96 gal has basically no rng on it's first shot if i'm not mistaken
As a splat Jr main, I can attest
Nice video! I’ve been playing since 2015 and I had no idea some main weapon projectiles were affected by player momentum
Wow. Now I know why ink Recovery up felt so much more effective when using the wellspring!
The Aerospray shot deviation... it's something all budding Aero users need to learn practically ASAP.
Correction: they are speed clases, not weight classes. Internally they are referred to as Fast, Slow, and the medium one is just the default.
Words like "light" and "heavy" are used internally to refer to different things, namely specific main weapons. But a weapon being "heavy" internally does not mean it will be in the slow weapon type. For example, mint decavitator and 96 gal are "saber_heavy" and "shooter_heavy" internally, but are not part of the slow weight class. likewise, the rapid blaster is "blaster_light" but is not a "lightweight" weapon.
the only weapons where the internal names line up are wiper (saber_lite or saber_light depending on context, the devs used both somewhat interchangably if I'm remembering correctly), clash (blaster_lightshort), and dynamo (roller_heavy). all other instances do not correlate
(EDIT: quotation marks around "lightweight")
bro is so ballsy to go out there and say " *Correction* " like damn.
@@macaroni8 I'm a dataminer and modder.
@@TCEvie yuh but like I think most viewers of pika Dave would know that the file names are named that. What I’m saying is like there can be names of weapons that say heavy but just be medium weight because it’s only “heavy”compared to the other in the same weapon class. And again, starting your comment with correction still sounds like your taking a lot of authority(which we now know you do have, but usually we wouldn’t) and that just sounds, ya know, ballsy. Unless, of course, they are literally called speed classes in the files lol.
Edit: am dumb and didn’t read first part of comment gonna kms lol.
@@TCEvie and people might prefer to say “lightweight” and “heavyweight” instead anyway because it just might sound better (like more professional, or because of the weapons it does correlate with just makes someone wanna say it) in more people’s opinions compared to “fast” or “slow”weapons (I didn’t do a poll I’m just saying)
@@macaroni8 They are literally called speed classes in the files.
This is copy pasted directly from the hydra splatling's file;
WeaponSpeedType: Slow
Still remember pre-patch Range having insane range after a super jump since it carries the projectile momentum over.
While I knew about almost everything in this video, I had no clue that momentum effected projectiles at all! I sort of subconsciously had noticed it about bombs, but I didn't know it effected weapons. It explains why I feel so much less accurate with blasters when retreating sometimes!
another good weapon to demonstrate the player velocity being added to projectile velocity is the bloblobber. since it fires 4 projectiles at once, you can literally hear the difference between moving forward while firing and moving backward while firing and it's staggering
7:31 for those who don't know this range-momentum mechanic also affects your shot velocity and accuracy!! velocity and range are tied together as a stat, and since inaccurate shots are fired like a cone (the most inaccurate point of your shot is at the end when it touches the ground, and when shots are fired they all start from the same point (your weapon) regardless of how inaccurate they are), then having forward momentum when shooting will actually make your shots more accurate and vice versa
About shot deviation- saying that your shot has a X% chance to deviate is slightly incorrect but it's a useful offhand way of saying it because the actual formula is like x^(log(0.5)b) lol
Great vid!
I kind of knew about most of these, but velocity influencing main weapon range is completely brand new! I was always so confused my tri-slosher and range blaster always seemed to shoot slightly further than expected when chasing you down.
You save me many rag filled matches, thank you 😌👍
I'm sending this to my friends who only got this game a few months ago, I'd love to see more stuff like this in the future :3
I am a tri-stringer main and I've picked up that you don't have to fully charge the weapon to instantly splat (if aimed right) the charge gauge indicates how far you shoot the projectiles.
Haven’t watched this yet but if it isn’t mentioned I’d like to mention that the Dodge roll that the Dualies have also allows you to get on top of short ledges, and almost teleports you to the ground if you’re in the air
would love the in depth vid about weapon mechanics! very cool video ty
I've known of these for a while; especially the momentum/velocity range shift (anyone who's beaten Inner Agent 3 will have cleared the one level that makes you fight this mechanic the most) and to some extent "bloom", though for "bloom" I didn't realize that it had such a significant impact on *all* weapons since only the Squeezers even bothered to acknowledge its existence.
This video felt like a nice check for my knowledge, I already knew the majority of these though, the only one I didnt know was attack range getting physically bigger when moving in, but also I exclusively play stringers, so it'd make sense that I never naturally encountered that
i actually had no idea your player velocity affected projectiles other than subs thats insane?? and kind of a bit silly???
I already knew that weapons had rng the longer they fired, but didn't know the specifics and how it resets. Very good video
I literally had no idea about the range manipulation even though I use it all the time. I thought it was my brain thinking something happens when I do it even though nothing is happening but I thought wrong.
Totally want that in depth video!! Sounds absolutely awesome!
Amazing video! I’d love to see more!! Fall-Off damage and bullet trajectory is a topic I’d love to understand more
I actually found out about the momentum mechanic during salmon run. It was a tornado wave on gone fission hyrdroplant, and I was the one putting the eggs directly in the basket. I noticed that not all of the eggs were landing in the basket, despite me throwing them from the exact same position. After a few more throws, I observed that the eggs went in if I squidrolled, but fell short when I shot while standing still. I experimented more while queing for the next match (the range blaster was currently in rotation) and discovered the same thing applied to weapons.
I really wish there was a way for them to explain some of these mechanics and more in game. Them making Judd teach us and force us to use all of the subs and specials is a great start but they could fs add onto it (kinda like how Spyke/Murch constantly remind us abt the fact that scrubbing the Fest Tee is less gold than scrubbing other gear for example)
I can’t believe I never noticed how player velocity effects weapon range, that difference is HUGE! Thank you for making this!
Jumping can also increase the range of your subs or thrown eggs in SR
I’d be down for that next video!
Love how even though the video has all three stringers in the thumbnail, 3/5 secret mechanics don't apply to them at all
I really like that it doesn't explain everything..lets you figure out things on your own - Reminds me of the classic NES days -
I knew all of them and did some tests with the movement afecting the range of some weapons or subs many times in the past but knowing how and why they work is still interesting.
Not having the numbers of all the weapons shown in a spread sheet when talking about them is a missed oprtunity, especialy for bloom and ink recovery cooldowns.
other things splatoon doesn't tell you is that the splatanas have meele damage, where if you hit an opponent in close range you will deal the damage of the swing + the damage of splatana itself. and also the weird thing of ink walls being thrown further when looking down
forgot to add each damage of the meele of each splatana:
splatana Wiper: 15.0 (small rage of meele hit)
splatana Stamper: 20.0 (big range of meele hit)
splatana Decavitator: 30.0 (slightly bigger than stampers range of meele hit)
these damages can be seen if you hit one of the practice dummies when standing next to them but not enough to hit them with the ink swing of the splatana
Rollers do as well. On a roll the Carbon will only do 70 at most. The Carbon's flick however is both a melee and a range, if anywhere within it's first range value, the flicked ink will do 100 damage, enough to directly splat. The roller itself will also do that 100 damage in melee if they are close enough for the Roller to strike their hitbox first.
Somehow I managed to play through the entire lifespans of S2 and S3 without learning that momentum affects the main weapon until now. Good stuff!
11:03 You‘ve been invited to play!
I knew everything but the momentum affecting range. It answered my question of "how did I get hit? I was out of their range" I always do when I go up against a good blaster player.
I knew all of them except the main weapon range manipulation, although i noticed it many times
< - Has played splatoon for 4 years and did not know about action cooldown/white ink
Deviation is one of the main reasons I still play Splatoon, since I do not feel comfortable with weapons of few shots. In this case, you have to add the variable of the opponents moving, the trajectory arch, tilt controllers. I come to realize that you have better chances to hit a target (whether static or moving, while using the Splattershot Jr for instance) if you are aiming slightly to the left or right of the X mark, or at least it works for me (I recall that, when using Grizzco Stringer in Salmon Run, the most powerful arrow is not the one in the center, but the ones next to it). Eventually, oneself performs jumps to get out of the range from opponents shots, and admittedly, it's fun to do so. Nice secrets and hints, thanks.
i like how succinct this video is, and the nice music choice.
I have been playing this series since the first game and I already knew pretty much all of these just by playing by myself, but it's nice to see them all laid out like this. It really is a shame that the game doesn't go very thoroughly into these hidden mechanics.
The video idea mentioned at the end sounds fun :3
huh, I almost knew everything in this vid. only thing I didnt know was player velocity’s impact on main weapon shots. explains quite a few things throughout my time playing the game
I primarily play Salmon Run, that forward movement momentum has saved me countless games and teammates through egg and bomb throws. But I had no idea it worked in the opposite direction as well!
So I gotta thank you for helping me realize why my Blaster shots randomly suck. It's the one thing I didn't know, so I'm going to see if it makes killing Maws easier
Excellent and well detailed video! These are the type of tips/mechanics I wish the game itself would delve more into.
“splatoon has weapons” real
10:00 At this moment I learned that the devs hate Nova even more than I thought they did, holy shit why? Those other weapons make sense to have high base spread (dousers has the turret mode with perfect accuracy + insane range and damage and splatlings all fire extremely rapidly), but nova being in this group is so bad it's hard to put into words.
Just for reference, this high base spread means that if you were to fire at someone and perfectly line up all 5 of your shots, there's a 59% chance that at least one of them will randomly miss. Nova is the only shooter in the entire game with standing accuracy this bad (even aerospray only has a 48% chance of missing any of it's first 5 shots). Not only does this mean that Nova has the second slowest kill time of any shooter on paper at 30 frames, in practice you have less than a 50% chance of getting that 5 shot kill no matter what you do. Doesn't matter if you conserve accuracy or run intensify or avoid jumping, Nova is so wildly inaccurate that it statistically may as well be at least 6 shots to kill.
Nice video! I would love to learn more about these hidden mechanics :D
woahhh, you are super underrated! yesterday i was playing with friends and someone kept spamming FOUR AUTOBOMBS AT ONCE. it was crazy
The momentum effecting the main shots distance would explain how i hit once with the brush, then just whiff everything else while mashing away.
As a Salmon Run player, holding forward as you throw bombs is an essential tech. Many basket trickshots are only possible with a forward Egg Throw
The speed depending on your weapon easily clicked for me especially if you remember that decided to add that mechanic to baller in S2, but the weapon reticle one is the most interesting one to me with how you can change your aim
I knew most of this, but I enjoyed the breakdown. Good stuff.
I would love that bullet video
thanks for the informative video! :D i would love to hear more about the fundamental weapon mechanics
I knew about the momentum boost for subs but didn't realize it applies to some mains. As a roller main I have some lobbing to do 😄
pikadave465, cool video it was really entertaining
defenately need to remember that range manipulation thing
The rng and the range change for Splatlings from splatoon 2 to 3 was enough to make search for a new main
very helpful! and nice pokemon revolution music :)
8:36 THATS WHY I DIE TO TRI SLOSHER PLAYERS SO FAR AWAY WHEN FIGHTING WITH SHOT OR EVEN FORGE PRO
(using some run speed up and holding foward while spamming right trigger really rewards their simple playstyle).
I have about 2k spread between s2 and s3 (more in s3 at 1.2k), I've sorta noticed how movement changes bomb trajectory too but being more aware of it now I know it is an actual mechanic.
I would watch your other videos too, this one was well explained and your gameplay did a good job highlighting the thing you were currently explaining.
Id love to see that video on how every weapon works. I believe i understand most weapons, but being arked with more knowledge never hurt!
Woah, i knew that momentum thing applied to subs and blob, but didnt realize it applied to a lot of other weapons as well!
Amazing video ^^
Yes I'd love to have more content similar to this!! Truely goated!
This is heavily helpful however I have known this since Wii U and the whole weight light mechanic was added in the middle half of Wii U as early on every weapon and the same base default swim speed.
I knew all of these but even though I did I didn't always know the specifics like with the rng for example, so even I as a top player learned something from this video. It was very well explained and well made, though with the momentum of the subs it also applies when moving sideways which you didn't really show but apart from that small detail it was a really good video!
Super duper helpful video I remember it took me forever to learn about whiting frames
I guess I intuitively knew but I didn't actually process that subs were affected by movement speed/your own velocity
I didn't know about the main weapon range thing
Level cap tournaments so legally your the goat
on the topic of bloom, similar to the splash o matic (but worse) the splattershot nova is a unique case
the nova has no accuracy decay BUT it starts out at the maximum spread so it's always just as inaccurate no matter how long you've been firing
White ink, i already knew this but never like thought about it lol
Special ink, i use flingza so screen and all is useful to just chuck at the enemy or use a suction bomb before
Mobility, ik it yep
Velocity, had no idea when u back up the cursor goes back but i think i was subconsciously aware of it lol (and i main a roller so i shouldve known this)
Bloom, i just did it already bc i knew it got worse but not to that much of a degree lol
I love this video! Great job!!! (Also id love to see that vid sometime in the future :])
One u didnt add which certain begginers wont know charge weapons while in the air charge slower
1:39 The bars point out the strengths and weaknesses of the weapon compared the other weapons in the same class. I think on the wiki we use the bars on the ground to check range. Lmao. Having numbers would make it so much easier to tell what outranges what.
I've used blasters for about two years and I've never noticed the range changes!
Great video! Much needed resource and very well made
For a really, really weird, weapon-specific mechanic that absolutely no one talks about: Splatanas pierce enemies with their projectiles, but only if you miss the center of a shot. You paint behind players better and do more collateral damage if you shoot your verticals to barely clip their head, and your horizontals very slightly off to the side. Absolutely no one ever talks about this, but the effect is pretty significant. The precision required is ridiculous, though. You can at least try to do it in Salmon Run for better ranged AoE.
A super good video though!! While I agree a lot of things could be better explained, many of these I do think are better learned through experience than being flat out told.
I think figuring out the weight, deviation, and velocity of a weapon's shots is something that should be learned through experience. On the other hand, I think it would be nice if it actually told me the weight class of a weapon, and something not added here is that I think the game should be more specific about what abilities like Sub Power and Special Power are actually doing. For example, Ink Mines don't just get wider, they get TALLER too and i've taken advantage of that to hit people above me on stages like Scorch Gorge.
I didn't learn anything new mechanically but watching you play DID teach me some new cheeky squid roll jumps ;P
I'd love that original video idea
Everything except the momentum of yourself affecting your range is something I knew about. Which makes sense since I play the Swords in this game, lmao
I tried to find what was the most spammable sub weapon (if you optimize sub saver and ink recovery). From what I found, it's ink mine just because it has no white ink frames and a good sub saver class. The problem is that ink mine is the only sub weapon with a longer throw time than the others, so running around placing mines everywhere gets you killed instantly.
Also, dart has a really bad sub saver class so ink recovery is much better for it (if you want to spam dart for some reason).
Honestly it would be nice to have a more in-depth into the weapons and shot spread and stuff for sure. Some might not be interested in it but I would xD
YES PLEASE make the other video and if you need awesome Splatoon-y intro and exit music HMU ✌🏼✌🏼
Specially, in salmon run, there are weapons I can do more than people think the Grizz slosher which compares through armor
Ink Mines and Beakons actually do have 0 white ink frames, while chargers and stringers have white ink frames. I will come to your defense on chargers and stringers though because they use a default value not listed in the parameters and it's shorter then the amount of time it takes to display the ink tank visual. This discrepancy would mainly only matter for trying to calculate how long you need before recharging a certain amount of ink (and frame capture is gonna be a lot more accurate and easy then a calculation anyway).
Big fan of your videos and excited to see what you drop next!
Really? I know mines and beakons have no white ink frames listed in the params, but I assume that just means that they have some kind of default value as there is an albeit quick visual for white ink that does go down after using them such as in my clip. My original script had me saying they had no white ink for them at all, but when I was getting those clips and saw that I changed it since I wasn't certain of that anymore.
That's interesting for chargers/stringers though, I figured since they also don't have any listed that it's just that the indicator vanishes once the actual shooting action is complete, but if it's just an incredibly short duration then I suppose the same effect is achieved regardless lol. Also ty!
@@pikadave465 oh wait the whit ink indicator is going down while you can see the ink recovering?? What is this? Now I'm wondering how reliable this indicator is. I'm gonna do some testing lmao I might have been wrong.
OK I did some testing on Custom E-Liter with 35AP of sub saver and 22AP of Ink Recovery and I'm fairly certain beakons are 0 and chargers are not. I did tristringer with 2 mains of sub saver to test it too, and it's also more then 0.
This is def something I probably should've tested this in depth before to be more sure so thanks for providing a reason. I'm guessing the white ink visual is only able to drain so fast and thus it can't catch up before ink starts recovering? Maybe a visual bug because it is literally 0? idk but I'm confident those 2 subs are literally 0 down time.
edit: should have been clear I was testing when the sub light came on with certain combinations
@@Shado_Chimera yo what about egg throws 👀
The only thing I didn't know is that the momentum applied to projectiles like the blaster projectile. I figured it was just exclusive to subs.
Honestly as someone who got really into Splatoon in the later half of 2 I'm kinda shocked I never knew the range manipulation thing
Played competatively for years and never knew the velocity shifting affected main weapons
I have 875 hrs on sp3 and thus video showed me something new
CUSTOM ROBO MENTIONED
surprisingly i knew all of these, despite having
I actually new about most here. I even knew about how momentum affects range. However, to my surprise. I did not know that it affected the blaster class at all. Which is quite sad as that is the class I mainly play, and have the most hours on to not notice at all.
Cool video, had no idea about the range changes with velocity, even as a blaster player!! But since you brought up both terms, I have to ask about a pet peeve of mine: why on earth has “white ink frames” stuck as the primary term?? I find it so much less clear and intuitive than “ink recovery cooldown/lag.” The latter name is so much more self-explanatory, while “white ink” doesn’t tell you anything- especially considering the HUD indicator is gray? Idk I wish everyone would just use the term that makes so much more sense, for the sake of new players especially
To my knowledge at least "white ink" came about as a community term early on in Splatoon 1, and I don't think proper datamining/mechanics research became bigger/more accessible within the scene until Splatoon 2 and onwards. Things either found or that become more common knowledge from that point have had more proper terms for them. I could be remembering things wrong though, stuff blends together after being here for so long lmao. I agree that it's not the best label for it though, I imagine it's mostly stuck around due to veteran players calling it that + it being faster to say compared to "ink recovery cooldown"
I knew about all of these, but my question was how, haha
Like the velocity thing, came naturally to me in salmon run where i would run up and throw the bomb for flyfish. And then if i would run away the other direction i would barely miss.
11:10 im assuming it only sets your deviation to 40% if its already lower than 40% so aerosprays dont become more accurate while jumping?
New strat for the 5 aerospray comp players
This has been a question I've had for years honestly and I have no definitive way of testing it lmao. Aero would be the only case where jumping deviation is lower than the potential maximum so they would've had to consider it specifically when coding how bloom properly works. I only have access to the parameter values that the game uses for each weapon (same page I linked in the description), not anything with the raw code of the game, so it would take someone with much more knowledge and resources to answer that. Not that it's a very important question but it's just funny lol
it's kind of unfortunate that I more or less knew everything that you mentioned in this video I was really hoping that I would learn some special secret stuff that like the pros know to really help me push myself forward
Good video.
I do understand that both Squeezer tap fire and Splash have no shot deviation... but so does H-3. Its shots won't deviate, even while jumping and it has been like that for a while.
I knew about all of these by just looking, I didn't even play much and last time I played was a year ago
The range manipulation in Inkbrush seems to effectively nerf it while going forward, at least from my experience. Your shots become further apart, and because Inkbrush has inconsistent projectiles, you get really poor accuracy on hits, even with the three blobs.
Walking backwards makes it easier to hit the shot too. (Inkbrush needs more range, why is it the lowest in game, while the sploosh has both a higher dps and range (it’s also a three shot where brush needs 4, generally 5 due to weird functioning fall off) Sploosh has a value of 12, while inkbrush has 5 (it had 10 in S1)
something major they don't tell us about is that the splat charger can hold a charge if you want to swim for a bit and pop out
But Sheldon does tell us that lol
I didn't know heavy weapons not only have slow attack rate but also affect normal running speed as well, no wonder those weapons feel "heavy" to use.