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
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”
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.
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
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
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)
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
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
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'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.
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 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 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.
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
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.
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 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
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!
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
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
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.
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
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
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
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"
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.
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.
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
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.
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
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.
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
Hey pika, idk if the question has already been answered but I wonder how cooler affects the the bloom effects on weapons ? Or does it not change at all ? Thanks for the video as always btw, take care !
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
What exactly do you mean at 11:15 min when you say "even if this value falls outside of the weapons normal deviation range"? Does that mean that a main weapon like Douser Dualies FF with a deviation of 2.5 ° on the ground and 8 ° when jumping can sometimes have an even higher deviation than 8 ° when jumping?
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.
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.
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.
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 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.
are you sure that reeflux isnt affected by weapon range manipulation? it's felt like when i charge hold, swim forward and fire, that my shots can hit just a little further than expected (PSHOO) and if that's the case, could a gootuber gain a little range in the same way because of how fast it can fire out of charge hold?
From my understanding of datamined parameters at least stringers shouldn't have any effect from it. If you're curious, the params are in the top link in the description. The amount of player momentum that carries over to projectiles is influenced by the "ZRate" parameter. The number given for that is the factor that player velocity is multiplied by before adding/subtracting it from the projectile. Most weapons have the default value of 2, while chargers/splatanas/stringers have no listed value for it at all. I assume that means it doesn't exist and is 0, and splatanas having no effect from my testing at least supports that. For all I know though there could be some internal value specifically for stringers that's default to the class and therefore doesn't need to be defined, but that could be a stretch. Stringer range can vary a lot with height/firing angle so it can be hard to test. Chargers for sure would not have any manipulation even if that's the case though, as they're the only main weapon class that has hardcoded ranges that the projectiles travel before despawning, so even if you could make them go faster it wouldn't change that. (Sorry if this is too nerdy LOL, I liked the question!)
@@pikadave465 not too nerdy! surprisingly and delightfully informative- merci beaucoup! PS- my favourite secret in this video was that each weapon has stat bars 😂 it's like how i dont see my own nose, i actually belly laughed when you pointed them out