@tessaract.gay
Competitive Splatoon player, but interior design and making videos bring me joy too! she/her π³οΈββ§οΈ | EST | 25+ β’ π Creator of @sunkenscrolls.ink β’ π Backline for @11ft8.ink β’ π Links at tessaract.gay β’ π¨ Icon by @glackattack.bsky.social
At the top of that page is a link to Pika's top JP/Western players, which has a variety of backline weapons
Also have some things on Sunken Scrolls, though admittedly have some resources in my backlog to add.
sunkenscrolls.ink/pages/weapons/
This is honestly the goal of my entire youtube channel - very few people make videos about backlines and I want to showcase them more.
Captioned thought process series:
www.youtube.com/playlist?lis...
Also those + decent tournament runs go on Sendou VODs:
sendou.ink/u/tessaract/...
11ft8.ink
We've updated our website! Roughly the same content, but with a fresh coat of paint.
Please enjoy finally getting to read Renzo's bio!
docs.google.com/spreadsheets...
via
sunkenscrolls.ink/pages/weapon...
Map design restricts a lot of what makes backlines healthier, as you're often funneled into chokepoints that benefit paint spam or easy snipes.
Going into S4, I want backline diversity that comes from reasonable main weapon power and well designed kits. Easier said than done though :/
I have some grievances with the charger class as a whole and still want for a pencil range nerf, but it's overall a healthy main weapon. Backlines should need to balance stability and going for kills ideally, not the current polarization of paint + chip or long range one shots
I don't think charger is necessarily unhealthy, and special/paint spam from other backlines is a balancing issue. Inkline needs 200p chumps and Heavy's paint buff feels excessive.
I'd like to see weapons like ballpoint, dousers, explo able to thrive - needing aggression to get good value
anyone have any idea who this could be and what they could be talking about? sounds really really awesome and cool and like a great opportunity for artists in the Splatoon communityβ¦
maybe anyone who makes Splatoon merch should check out @poplantis.com
as for liter - I watched the 40 minute video Chara put out and agree objectively. But it's just so incredibly unfun to fight? Bit hypocritical coming from a wellstring main, but it just checks every backline. Especially inkjet ballpoint :/
I don't even think screen is a bad special design, just a horrid implementation and refusal to fully correct accessibility issues. I wouldn't mind it back in S4 fully reworked
Altruistically it should be screen, but selfishly liter
The hammer quad can happen at almost any moment. Not any of these moments because they gave jet squelcher splashdown instead, but every other moment.
#splatoonclips
Southern Dad Rates Genderswapped Yaoi #bakudeku
Think I've seen y'all running crab edit a few times now in clips, what are your thoughts on it at a top level?
gonna get a lot of use outta this
After 11.0 it needed a hitbox increase and has always needed better tracking time on a direct. 5 seconds is pitiful, 8 to match sensor is much more reasonable.
When I played RPD I had a reticle I could use as a reference point, but on bulbz you have no reticle without charging first. I have to throw dart completely off my camera tilt and it feels horrible.
I'm not sure exactly how they'd fix this in S4 (if at all), but it does a lot for dart giving a first bad impression (on top of the low power level at launch). It's such a fun sub and it sucks to aim.
Maybe this wouldn't work - couldn't they allow it to be thrown straight from the camera's center then dynamically adjust the max range based on the angle?
Bombs already go less distances when thrown from looking up and dart has stupid range anyways
This is a very justified complaint in terms of how it feels to play, but part of me wonders if so much of dart's negative perception comes from this alone. After the 40 dmg/paint buffs its been good when paired with weapons like RPD or 96 Jallon
You always throw it in a straight line in 1st person (inkling POV) but then adjust based on a 3rd person camera.
The angle is still wonky and they could add a moving dot to every dart weapon's reticle.
(Time-stamped explanation in the video)
wail bow is widely considered the weakest kit. it's a little underrated, but hard to objectively beat inkline (crazy paint) or bulbz (can check common inkjet counters + combo with dart).
wail is nice for similar reasons to RPD, but it doesn't exert the same pressure as chumps on zone or inkjet
I don't get how either could result in extra frames though, but video encoding stuff is complicated and I won't pretend to understand it much beyond a surface level
I think I'm confusing VBR and CQP, the latter I use and apparently adjusts the "quantization parameter" and not bitrate? But it adjusts compression and thus indirectly bitrate per frame?
Regardless I don't think I've ever worked with strictly "VBR" media in DR before. Whole thing is confusing me
The difference is that hyperdive was built on a brush + tent pairing, while hypodive instead runs brush + tent. What's to confuse π¦
Since never, we go so slow we surprise ourselves.
(hypo- not hyper-)
You're getting past 5 arrows per second, a tent + vac, splash wall, and a kraken?
I knew people wouldn't understand π₯Ί
Coming out is hard and labels can be tricky to understand, but I hope you'll still support us all the same:
We're nΜΆoΜΆnΜΆbΜΆiΜΆnΜΆaΜΆrΜΆyΜΆ a hypodive comp. Good luck walking forward or damaging us π€
#highdivsplatoon