Turf war is especially egregious in Splatoon 3 because the maps are so small you can paint a large section of the map in under 10 seconds.
@xpdev03 ай бұрын
MAINLY Brinewater Springs, where it's so small you can paint it in only a couple seconds and camp on the other teams side, worse than Moray
@diddly_dude4 ай бұрын
the thing is, turf is probably my favorite mode in s2, but i hate it in s3, this i feel is because the spawn area has less ground overall and only has a small portion that the enemy team cant get to (on most maps)
@riotwryy4 ай бұрын
yeah the spawn camping problem can be completely solved with better map design. splatoon 3 already has a partial solution with being able to aim your spawn instead of the whole team sharing a singular spawn point, but its the routes out of spawn that make it easy to get rolled. the other team should have to choose between guarding one route or another, or spreading their players too thin. unfortunately the maps are so cramped they can often watch every flank at the same time.
@WizardLeon4 ай бұрын
I just hope Splatoon 4 is better
@V01D_1N_TH3_L1GHT3 ай бұрын
same i always do anarchy battle now
@Larscast874 ай бұрын
As someone who mostly plays turf war, I can tell turf war basically just a casual mode rather than a competitive mode. It allows you to roam through the maps without having to focus on a specific objective and it's also way more relaxing to play than anarchy.
@strawberrymilk6074 ай бұрын
It depends on the matchmaking... sometimes the other team has a top 500 X rank player 🥲
@Larscast874 ай бұрын
@@strawberrymilk607 lmao true, the matchmaking is so unbalanced in turf war. I got so many occasions where X rank players with 5 star weapon badges are in the same lobby as new players that don't even have a banner
@fnaffoxy19874 ай бұрын
@@Larscast87 What matchmaking? With Turf War, as far as I'm aware, the game cares only about getting enough players to start a match. This is obviously different in the Ranked modes.
@murmirr3 ай бұрын
except nearly all turf war maps take out the movement options of their anarchy counterparts, to discourage 'spawncamping'. but it doesn't matter, because it just happens anyway, but it's basecamping, because all routes out of base are like splatoon 1 urchin underpass. two or three narrow hallways into mid. too many maps have no going back, one way drops into mid out of your spawn, so it actually promotes FAR more aggressive play than anarchy. because instead of focusing on a set objective, you're focused on killing everyone so they can't paint.
@Henradley4 ай бұрын
Sometimes I'm too stoned to play ranked but still wanna Splat, that's when Turf War makes the most sense and fun to me lol
@JSplattt4 ай бұрын
I just qualified for Nintendo live at Sydney and 80% of the qualifier was purely turf war (because it’s an Nintendo tournament) and I’ll be honest, I really enjoyed learning competitive turf! It’s so different from all the other modes and really tests team communication and synergy for when ur using specials and taking fights, I think comp turf is just misunderstood and although it’s definitely not perfect is still interesting and fun in its own way
@snax3874 ай бұрын
you truly dont have to spend almost 2 minutes painting spawn. for the most part, it is far more valuable to help capture the centre and paint as you go than having the rest of your team fight in a 3 vs 4. im not defending turf war, though, i think the 30 second rule makes it frustrating - there should be more regular battle modes instead of JUST turf war
@ハーパーサム4 ай бұрын
Watch the world championships.
@SerialBull4 ай бұрын
He’s not saying you have to paint spawn at the start, it’s just optimal at top level turf war play (hence why the community doesn’t do them that much)
@snax3874 ай бұрын
@@ハーパーサム im referring to general play, as the creator appears to be focusing on the casual experience
@fruitynyanko73164 ай бұрын
I paint spawn when i die
@onewingedakira4 ай бұрын
So i wasn't focusing on the casual experience. I am long time competitive player so i have no idea what the casual experience is. I was attempting to look at the flaws inherent to the design of the mode itself
@dean94724 ай бұрын
I quite enjoy a nice calm and relaxing painting spawn for the first minute, there's a reason powerwash simulator got so popular, and this is the same, except I'm spreading the mess instead of cleaning it. But for me, that first minute painting spawn is more than that, because if I finish up and notice the other team got really aggressive and are trying to steamroll my team, you can bet I will NOT stop them in the second minute. Let them think they have a huge advantage, it's all a mindgame, and in that last minute I come out guns blazing and hope to turn it around. And a bonus here is they often have a worse painted spawn because they overextended for 2 minutes, and now have to waste valuable time at the end of the game turfing it giving time for my team to reclaim mid. "The 30 second rule" can be as much a strat as a problem. I will say though, Turf NEEDS larger maps with more routes to be fun. And so many maps in 3 just aren't fun for turf. Having a central deathpit works for zones, and having a single path is fine in TC and RM, but having no freedom in turf makes some maps really boring to play. Personally I think the RM or Clams layouts are better geared for turf than the zones layouts we tend to get.
@m4rcyonstation933 ай бұрын
> Having a central deathpit works for zones, and having a single path is fine in TC and RM NO IT DOESN'T IT STILL SUCKS THERE DW (im a carbon/wiper player)
@Dj.D254 ай бұрын
I remember when playing Splatoon 1 Turf War, spawn camping was unlikely to happen unless someone disconnected. Or if you played on certain maps like Port Mackerel, where escaping from spawn was very difficult. Or it could also be that I was always playing with Japanese players who were generally better than American players? I remember when playing Splatfests, the players in my region were clearly not as skilled, especially on the popular Splatfest choice and it often was frustrating. In Splatoon 1, I don't recall needing to get to the middle of the map as soon as possible to establish control. In Splatoon 2 and 3, that felt more important. I did get annoyed when I saw teammates stay too long at spawn needing to cover every bit of the floor when me and the rest of the team could use that one players help in stopping our opponents.
@PrincessNicEssus4 ай бұрын
Noticed you painting every tiny bit of your spawn. Instead paint on your way out to mid. Mathematician said if you paint your opponent’s ink it’s equivalent to painting 3x more. The time you’re wasting finding and covering those tiny pieces you could instead have painted a large section of the enemy’s ink. The worst part is forcing your teammates to play 3v4 which is frustrating, irritating and def not being a team player.
@ninjacrafter22154 ай бұрын
I feel like, for the most part, a lot of people have a fundamental misunderstanding of what turf war is trying to be. Whereas the ranked modes are all about being a test of skill and team coordination, turf war is meant to be a much more relaxed experience, akin to something like Mario Party, or Smash Bros. with items on. Turf war is THE casual mode, and I think going into the game with the mindset of having to win the game is just the wrong approach. While I understand that, for a lot of people, winning is how they have fun with the game, I simply don’t think that this is the mode for them. As such, I believe calling turf war an inherently flawed gamemode is, in itself, a flawed statement coming from a biased perspective. On the contrary, I do think the idea of adding an ultra signal mode to the game could be fun, though I don’t think it should completely replace the current turf war system. The reason I think turf war is great is that the premise is extremely simple, and as such, allows for the game to be very approachable by a wide audience. Whenever I’m playing with people who might not play the game as much as I do, I know that I can explain turf war to them in a single sentence, and, regardless of their skill level, everyone will still be able to feel like they’re contributing to the game.
@VGF802 ай бұрын
The issue is that during splatfest, you have no option but to play turf wars, especially a problem if you're a solo player on pro matches which uses skill based matchmaking. I think ultra signals in pro matches should be a thing.
@LuddyFish_4 ай бұрын
IMO, Turf War hasn't felt as egregious in the other two games compared to S3, and I do not believe it's correlated to the general skill of players going up. I think this all ties into map design. Flanks: Flounder Heights in S1 allows you to climb anywhere into mid. There is nothing stopping from climbing on the far left or right side (except if you try and go past mid, but even then). S3 forces you more or less to stay on your side of centre. The wall that you can climb onto the enemy's side is so narrow, that the enemies know that that is the only path you can come from. Spatial Area: S1 generally had maps where it was very easy to paint over (specifically in spawn) and be done with it. It meant you could spend more time in mid where there was more area to paint. S1 Moray Towers for example you could just roll down the slopes with a roller and call it a day. S3 Sturgeon Shipyard spawn is so wide that it would take forever for a roller to just roll across spawn. Repetition: Maybe my memory has faded but each S1 map had a unique identity and played differently. Just the little gimmicks added some flavour and allowed certain weapons to thrive more than others, such as Flounder Heights being disadvantageous to chargers while being advantageous to sloshers. S3 maps nearly all feel the same when you play. There is little variance, even in game to game. S1 Piranha Pit, you could start by going to paint the left side, or rush the right side into the annoying basin. Eeltail Alley tries to offer different paths with a bridge and underneath, but the two paths still feel conjoined. Don't get me wrong, there are some problems with Turf War that have existed since S1 and they should absolutely be fixed, but there are some "indirect" changes that have made the mode feel a lot worse.
@gabrielboudjema40764 ай бұрын
This isn't that bad until you realize the whole marketing part of this games is AROUND TURF WAR.
@mizuthebunny4 ай бұрын
In defense of Turf War, the mode is great for when you just want to play the game casually without having to worry about objectives or needing to make big pushes, or anything reminiscent of Anarchy Battle stress. Screwing around for 3 minutes is perfectly fine, nobody's going to judge you if you don't play ranked. We could all use a bit of stress free splatoon, right?
@TheNelman3 ай бұрын
The great thing about turf war is that it works best as a playground mode. One where you enjoy the act of playing the game without much concern for playing to an objective. Not until the very end at least. If you ever played TF2, you'd be familiar with how much fun you can have without ever trying to win in any optimal manner.
@potatojuiceultra4 ай бұрын
As flawed as turf war is, I really don't want to see it change. When I first got into Splatoon, I was so confused by the rules of the ranked modes. Where do the penalty points in zones come from, what does breaking through a tower checkpoint gain you, what does the timer on the rainmaker mean, how does clam blitz work at all, basically it took me a while to understand what was actually going on. But turf war required basically zero explanation. The only significant point of contention i can think of is the fact that painting walls doesn't count towards score. I really can't think of a more intuitive mode to have as a starting point for new players. Plus, turf war is still a fun mode. Its nowhere near as fun as ranked modes, but I am totally fine with playing it in Splatfests or to try out a new weapon. It is ok for a flawed but fun mode to exist in the game. Like, a lot of challenges would be really stupid as main modes, but I still think they are fun additions. I think the actual biggest problem with turf war is that it gets so much more focus than the other modes. I think the advertising should describe Turf War as a beginner friendly mode and spend more time talking about ranked. Before I got the game, I was only vaguely aware that there were even other modes. There is a theory that Splatoon 3's map design is so bad to force interaction in Turf War, and if that's true I really don't like that the devs let the ranked maps be affected by the mode that should be the least important.
@MeloniestNeon4 ай бұрын
I think that first point is more of an issue with how Splatoon SUCKS at tutorials, like they have these teensy little expository blurbs if you press a near hidden button prompt on ranked modes, and you can't even read them if that mode isn't in rotation. If the game had a proper tutorial for all the modes and completing that let you into ranked vs. reaching some arbitrary level 10, I think Turf could safely change to a slightly more complex and better designed mode.
@dynamorolleruser3 ай бұрын
The only reason I hate turf war is because if you use a weapon with low paint output, your basically throwing.
@crazyshark10164 ай бұрын
While I do think that the Ultra Signal would be a good wrinkle to Turf War, adding some complicated objective sort of defeats the point. Splatoon sucks at explaining its rules but Turf War is super intuitive. Imagine you're picking this game up for the first time, the clock says you've got 2 minutes left and then the game just suddenly ends with you somehow losing. Turf War has it's problems and is a bad competitive mode, but as an introductory or very casual mode it works. If you actually want to fix Turf War, you've got to fix the things surrounding it. Map design, matchmaking, and Ranked lockout are the real evils here. Maps with less chokepoints and more routes out of spawn that opponents can't access would make spawncamping easier to break, with actual skill-based matchmaking making that less common. Then, lower the Ranked requirement to Level 5 or so. That way, people who care about a more competitive mode can get a move on. Is Turf War perfect? No. But I feel like changing it to be essentially Ranked Lite defeats the entire point of its existence and, at least for me personally, would make the game less fun overall.
@magicloaf_p4 ай бұрын
If team “Future” wins in the grand fest, we’ll stay with awful claustrophobic stages like the ones in splatoon 3
@anonymoususer91974 ай бұрын
What exactly makes you think that. It wasn't confirmed that the grand fest has any say in future games and previous splatfests have had little impact on actually play styles the most it influenced is some map aesthetics and the design and music of deep cut and splatsville. It's impacted the story mode and dlc far more than anything else in the games before. Like chill out
@fireyocean81294 ай бұрын
I don't really like the idea of fixing Turf War's problems by just adding a gimmick, since it's supposed to be the beginner mode that teaches you how to play the game. I think a better idea to fix the spawncamping and last 30 seconds issues (that I'm surprised I haven't seen proposed by others) is to give each team a 1 minute timer. If you put the enemy team in danger, their timer starts ticking down. If their timer reaches 0, then you win. If neither team can get the timers to 0, then whoever made their enemy's timer lower is declared the winner. And if neither team somehow gets to danger, then I guess wins can be determined the old fashion way. Either way, this not only ensures that most of the match actually matters and it's easier to determine the winner by skill, but also that they'll be prepared for the ranked modes having a knockout feature.
@RitterDerHaselnuss4 ай бұрын
I kinda like that actually. Have to admit that i don't know for 100% when the danger thingy triggers but if it only does on very Big Paint differences i'd be fine with that. Just Not Something like "1 Team has over 50% of The Map covered No Matter how much thé Other has" if it's that then this wouldn't Work i think
@fireyocean81294 ай бұрын
@@RitterDerHaselnuss Danger appears when one team has a 10% lead over the other. Which doesn't sound like a lot, but from personal experience, that means you getting out of mid and starting to take control of the enemy team's base. And if they don't win that team fight, that lead can snowball quick.
@lor82622 ай бұрын
Something comonly debated is if you should paint turff in te begining or as you respawn and i find painting s you respawn not only helps wuth the flow of the game but also with the speed of fights as not only do you get into fights faster oeaving sections unpainted gives you an easy way to build up your specieal before you join the fight. It couldbe agrued that painting spawn i.deitly puts you st a dsadvantage as it robs you and your teamtws of lots of risk free special chrge and punishes you more if someone akes it into your base early on as that time painnting all in the beging can be quickly undone.
@TheYosh-32102 ай бұрын
I don’t think painting spawn at the start of the match is good, because you should keep some uninked turf to get specials later to help in fights
@Lucyfers4 ай бұрын
I see some arguments in the comments about Turf War not being "supposed" to be for the players who like to tryhard and win, and it shouldn't be chamged, and to that I raise you... The mere existence of Splatfests, and the fact that Nintendo themselves keep putting the damn mode in all their COMPETITIVE events. If it was truly just a mode for people to mess around in and not worry about winning, neither of these facts would be true. Great video btw :) perfectly highlights the issues with the mode. Personally I'd be fine with keeping the mode unchanged for the newer people and the players who enjoy it, as long as the people who DON'T like it can entirely avoid it unlike the situations I mentioned.
@anonymoususer91974 ай бұрын
I mean splatfests are silly arguments in their universe and ours. I wouldn't put so much weight on them even the final tests and upcoming grand fest lol
@onewingedakira4 ай бұрын
tyty. I do agree that if could just avoid the mode for the rest of my life it wouldn't need changing. the only thing it would really need is good matchmaking so spawn camping doesn't become an issue
@qwerwert27393 ай бұрын
Turf is such an unfun mode that splatfests become times where I actively avoid playing the game :/
@Harmony-s7b3 ай бұрын
in my opinion it's fun. i remeber my first time playing splatoon it was so fun. even though i kept losing for some reason :p
@SharKolos47434 ай бұрын
What i would do for turf is have the scoring system the same as the ranked modes. Lets say you get a good push and paint 60% of the map, you keep that score and the enemies have to paint more than 60% of the map to win. Another thing i would do is have the whole map immediately painted 50/50. That way you don't have to paint base.
@m4rcyonstation933 ай бұрын
tbh if i wanted to make competitive turf war i would just make splat zones
@xpdev03 ай бұрын
Imagine playing Turf War in Brinewater
@MeloniestNeon4 ай бұрын
I've had a pretty simple (albeit very large) rework idea since seeing the cool Tricolor graphic of the turf war bar always being at the top of the screen. What if, like Splatzones, the more turf your team had in their color, the closer to an arbitrary "tipping point" the bar would get, before fully going into your team's control? Obviously this couldn't paint the whole map all at once like a giant splatzone, that would not only make the problem 100 times worse, but it'd also probably like, crash the game or something. Instead, I think having a permanent timer that ticks down like in Zones when your team has, say, 60% of the current paint on the map (not the total map percentage, that'd be a LONG time before you start gaining points, and some matches just never break a near 50-50 split), you begin gaining permanent points towards your score. If you get to 100 points, you win early in a knockout, and if the enemy team takes the map control back from you, it works like Zones in that you stop gaining points until you take control back, or lose it to the enemy team in which case they start gaining points. This would fix the two biggest issues with the game; having to paint spawn, and the lack of a knockout mechanic. Instead of being forced to paint spawn, you now only need to keep control of the vast majority of the map, rather than just having all of the map painted. This also allows painting your spawn to be a comeback mechanic, where you not only get to farm specials on respawn, but you also get to effect the objective from a safe distance. You can still paint spawn at the start of the match, obviously, but it's nowhere near as mandatory, and it actually has strategy surrounding it. Secondly, the knockout mechanic prevents spawncamping from going on too long, while also giving you a visual of how well you're doing, and keeping Turf War's 3 minutes and "Now or never" feeling a lot more impactful, as you still CAN make a comeback if you play well enough.
@leewalker82074 ай бұрын
Between 1.59 and 0.30 remaining on the clock, if a team holds at least a 40% advantage for 15 uninterrupted seconds it's a KO. They could create new badges for number of turf KOs
@jarotaro4 ай бұрын
I’m a freak w/ 1000+ hours in just turf war, might make a video as to why I find it so pleasantly playable
@normanred92124 ай бұрын
The surface level major problems with ALL mp modes in Splatoon 3 are primarily due to the map designs and sizes, the overpowered weapons and specials they KEEP making stronger, and the movement speed of the Player is much faster than previous games. The list is MUCH bigger but those are the anchors in the flesh
@MegaManNeo3 ай бұрын
I played turf almost exclusively in S2. In S3 I played it for like two months (excluding fests) until my best friend convinced me to play Ranked. It isn't the best mode but is still the best for casual fun and to play with friends on different skill levels. The 30 seconds thing however is an issue that also plagues Splatfests.
@Noteturtle904 ай бұрын
The problems with Turf War are fundamentally linked to how the mode works and is designed. If you make the team with the most paint on the map gain points over time, that's just a map-wide splat zone game. Turf War is (in universe) based on the Great Turf War. How did the Inklings win? Well, the Octos dominated for a while, made a careless mistake and then lost. Ever since splatoon 1, it is in Turf War's DESIGN to make comebacks in the last 30sec after the enemy makes a mistake. How I would fix it: Fix 1: Turf War is all about paint, but in the end the paint put down in the last 30 seconds matters. So what if it didn't? What if the amount of paint put out total was what mattered? So, I'm not too familar with how much paint is put out per turf war game, so if a team paints something along the lines of 3000p, they get a KO. Not a ridiculous amount, but not too easy to get either. I think the spawn camping issues are a symptom of the map design in general, but if you want to, but a beakon or something at mid so that you can escape it, and if the enemy really wants to spawn camp you, they have to spread their team thin. Fix 2: For this fix, I would place emphasis on fighting for mid by having multiple inactive Sprinkler of Dooms (from tricolor, yes that's its official name) where you have to deal 1000 damage to it to convert it to your ink color, topping off with a small but deadly explosion (think splat bomb size here). Like the Rainmaker shield, this should incentivise players to fight others and defend their Sprinklers. If all the Sprinklers have been controlled for 30 seconds, the game is ended early with a KO, as they earn points slowly when they control a Sprinkler. Maybe there are 5 sprinklers, and every one gives you 2 points every 5 seconds. First team to 100 points wins!
@thesecondtonysoprano4 ай бұрын
While I agree with most of the points in this video, I don't agree that Turf needs "fixing", nor do I agree it is a bad mode. In fact, I think it's a very well-designed mode. Turf War is almost the perfect mode for new players, as it gives players the best online environment to hone their skills due to the fact that simply shooting anything that isn't painted is still playing the objective (this means newer players can still feel like they matter in a match even if they don't get many kills). Also, the lack of a ranking system or skill-based matchmaking is great for casuals who just want to chill while playing Splatoon. Of course you didn't like Turf War; you're a top 500 player. It's like a Chess Grandmaster playing Tic Tac Toe w/ their 6-year-old cousin. I don't think Turf needs fixing; I just think it would be nice to be able to access Ranked modes from the start. This would mean players who are new (or just like Turf) can start out playing the more casual modes, while comp players can immediately play the modes they actually want to play.
I rather play turf war in splatoon 2 than splatoon 3 it’s bc splatoon 2 had a spawn and the painted is less ok then splatoon 3 is more open sqawn that’s why I play splatoon 2 turf war
@anonnigiri93012 ай бұрын
nah even with all these reasons i still like turf war a lot. its fun regardless of all the points named in this video. and yes, i have played anarchy.
@KSCK99323 күн бұрын
I was 10 second pushed once. We had them at almost their spawn, got wiped, and they won at 60-70% points or something if my (admittedly poor) memory serves me well.
@illkeyLive3 ай бұрын
then just... ignore the objective?? you said it yourself, rushing mid was more entertaining. it's a casual mode, you can play it like a 3 minute party-mode/deathmatch if you wish
@kyka_theartist3 ай бұрын
I play turfwar only, I really hate Anarchy which is ok.. not everyone needs to like the same modes!!! :D
@8tober3 ай бұрын
You should try anarchy out tho! It might feel a little dounting to start playing it, but when you get into it it'll overshadow turf war completely. Also winning in anarchy feels way more rewarding. But yk im not the boss of you, play whatever you have the most fun with!
@kyka_theartist3 ай бұрын
@@8tober I sometimes play anarchyyy, it just isn't for me at all :c
@Red-shrimps3 ай бұрын
“Probs call the police”bro almost made me pop a vessel 💀
@Thejerryclan4 ай бұрын
Underrated KZbinr
@demonicdude13283 ай бұрын
I feel like tricolor turf war is far superior to normal turf war since it has an actual objective players can play around instead of just spawn camping and capturing a signal gives you an advantage for the rest of the match.
@I_Still_Exist4 ай бұрын
I heard this in another video about the topic, I can't remember which one, but it proposed setting some percentage of paint as a knockout for Turf War. So... Let's say your team covers 70% (arbitrary number) of the map in your turf. In normal Turf War, this would usually result in you spawncamping the enemy team. However, with the new rules, you would instead get a knockout at 70%. This mitigates the spawncamping issue where the match will still last for another minute or so without the spawncamped team being able to do anything, and it may provide more incentive to interact throughout the battle in the hopes of getting that winning push.
@qwertyqwertperson2 ай бұрын
if one player gets 15 kills then the match ends early and that team wins
@slyllamademon26524 ай бұрын
They should add objectives that help you turf to this mode. Tricolor does this and it makes it more fun.
@WizardLeon4 ай бұрын
Another way I thought of would be to make kills count along side the turf inked but I feel like mini ultra signal could work too
@willoesd24494 ай бұрын
I can really only enjoy turf war when it’s on the dlc maps or sturgeon shipyard and museum.
@andawesome69814 ай бұрын
I really wouldn't mind turf war, the problem is that i'm forced to play it during splatfests (This also makes grandfest a LOT less hype for me)
@OriginalBoondocksXVIII3 ай бұрын
Completely share this opinion. The fact that S3 didn't find a way to combine all modes under an umbrella for Splatfests is disappointing, and is the reason that I only usually pick a team and get those gacha shells in the lead up to the actual event.
@dougalw18 күн бұрын
I think the problem is when competitive players try to play it. They search for how to optimise their gameplay to ensure a win. Turf war is about having fun, and whether thats trying to get as many kills as possible or just relaxing and painting it's still fine to do so as the matches in reality have no consequences
@sleeplessarcher4 ай бұрын
While I understand where you’re coming from and do agree that Turf has a lot of problems, I think that Turf is fine as it is. As some others have mentioned in this same comment section, competitive TW can be extremely fun when in coordinated settings (look at Clam Blitz, people agree it’s hell in solo but fun in coordinated play) and is also just a great ‘turn your brain off’ mode. Focusing on just painting the map means even dogwater players can feel like they’re contributing toward a greater cause, and the low stakes environment allows more experienced players to either relax and not focus on being 100% (to unwind or de-stress) while also giving room for said players to try new weapons or gear load outs without punishment. The static 3 minute timer can also inspire different strategies and/or tactics mid-match since the match doesn’t end after one really bad flub. Again, I do think the mode has problems. But I also think it’s fine as it is and serves its purpose well
@Murphystation4 ай бұрын
Turf war is just casual mode. It has issues but still good.
@Boomtendo4tw4 ай бұрын
Good ideas. Maybe make only the middle of the map count towards winning as well. Make it a larger zones mode so you don't have to waste your time painting in your side of the map
@Sickmmaner4 ай бұрын
Wouldn't that just be Splat Zones?
@macaroni83 ай бұрын
Okay, but THANK GOD for turf war that tacticooler exists. okay, idc what you say about it in ranked, "why is it necessary blah blah blah" i agree with some "tac bad " arguments, but turf war benifits so much from tac becasue the last 30 seconds dont matter as much becasue of QR. the meta in splat 2 was "things that can stay alive and paint" (thanks chara) but know you dont need to stay alive (as much) bc you just respawn with max QR. so turf is not as f'd. I actually think it sucks in casual because the 30 second rule isnt saved by tacticooler bc u aint gonna get it every match and even if you do, usually your teamate is not gonna be a top 500 who can actually stay alive with tac. and give it to you consistently.
@octoguygmod4 ай бұрын
I only play turf war 💀 Maybe that's why i'm not as into the game as I want to be
@2KStrife114 ай бұрын
There’s nothing wrong with Turf war. The point is to turf with depth. People who rely on kills are why u lose turf
@EverythingInMyBrain4 ай бұрын
The final score should be an average of the percent of turf covered by a team at the game’s end and the maximum percent the team had at any point during the match. Also if a team take over 85% of the map the game should end early.
@Darksencevious4 ай бұрын
it usually depends on the weapon im using.
@tristanjinx3 ай бұрын
I literally just use turf war to gain abilities on my gear 😂
@Paradigm_74 ай бұрын
For me Splatoon 2 lobbies were less sweaty than Splatoon 3 lobbies which is why I prefer Splatoon 2
@Cuttlefishyt4 ай бұрын
You’re underrated
@Luxius_84 ай бұрын
#BringBackBalloonBattles
@gierasole2 ай бұрын
so turf war is more difficult since you can get points taken away? i enjoy turf war because i like painting the map and interacting with other players in a casual setting, i can also lock in and go for a lockout if i really want to
@greenxclips17333 ай бұрын
It only works on big maps
@Renulph4 ай бұрын
I don't think you need to get every corner of spawn at all unless you're doing competitive Koshier-tier turf. These players are often so bad in the regular lobbies you could leave huge swathes of your base unpainted and still win.
@goawaygosh3 ай бұрын
Players optimising the fun out of a game mode yet again lol
@diamondmaster26464 ай бұрын
I played turf war today cause my friend was doing it
@jhamaricalhoun3324 ай бұрын
Case and point this man played Turf War like he was a sweaty competitive gamer and completely misses the point of what it is!
@PloobyHoober23394 ай бұрын
Why didn't you just make a new s2 save on the same user and get ranked that way?
@onewingedakira4 ай бұрын
because that would've been too easy (I didn't know I could do that)
@PloobyHoober23394 ай бұрын
Watched later into the video, sorry lol
@TiziOssidiano4 ай бұрын
Splatoon bad. Got it. i’ll sell my Wii U game
@desmondruhling4 ай бұрын
I think the problem is that you take turf war too seriously. You’re not supposed to care whether you win or lose, you’re not supposed to play optimally. I see turf war as a playground where you get to mess around with splatoon weapons for three minutes. When you view it from that lens, the game is fun.
@TedzillaIsVeryCool4 ай бұрын
I think Turf War is already good enough as the main mode of the game. It’s relaxing, as others have mentioned, but with the lucky matchmaking that you can get around level 30, spawn camping is rare and easy to get around, especially with Ninja Squid. Also, ranked can be stressful because there’s usually almost no chance for a comeback if the other team is in the lead, as they’ll spend their time stopping you from increasing your points instead of increasing their own points or just go for the knockout. Turf War’s set time limit allows for winning against even tougher players if you can just paint more. There’s also no risk of losing rank because of an unlucky moment or a cheater. I stand firm that Turf War is the main mode of the game and the intended mode to play for fun and in tournaments.
@alpha_02774 ай бұрын
I don't like this video, so I will debunk it point by point (turf war isn't good, but it's not that bad): - *turf war is boring because you need to paint the base* - no I don't think you need to paint the base with this much precision unless you are playing at a very high level tournament. From my understanding, painting the base is the meta, and this comes back to my opinion on using meta, you don't need to use it, that's a fucking game just have fun, most of the time you'll still win (also ngl I wasn't aware that people started painting like that, I don't think this was a thing back then, weird) - *knockout and spawnkilling* - skill issue nah to be real this kinda is a problem but I think it's more the map than the mode itself. however maybe if you got spawnkilled it's because you made a mistake that and that made you loose the game, like not being in the game for 1 and a half minutes, while your teammates who aren't good at fighting were fighting - *the 30 second rule* - if only the last second count why do you get spawnkilled the whole game and can't come back, you can come back, just kill them all, and maybe do that again 3 times to counter, maybe if you didn't paint every piece of the floor you would have specials to come back. - *how I'd fix turf war* - this one isn't a "debunk" I just wanna talk about my idea for fixing turf war. So, you know how the grand festival theme is time thing... *Great turf war please nintendo I beg you.* It would have WAY bigger stages split into 4 map sized part, the map sectors will have way more path and overall better map design, and when you kill the enemy team and wipeout, you set up a great weapon (either octo weapons or the terrifing shit inklings had) and severly ink the sector and basically splat everybody in that zone, it is still possible to fight these but that would be very hard, and you still need to ink the other sectors, ideally you would have 4 teams but that's probably hard to make. I think that fixes everything, you don't need to paint that much this is very fight oriented, map is better so no spawnkilling, you can wipeout only 4 times so turbo no spawnkilling, the whole game matters because you can make one big early play, and if you come back after loosing 4 battles that is the ultimate W, I took way too long writing this and am now very tired(I need sleep), I probably went too hard on this gamemode concept I don't even understand it anymore, this is way to complex and I am way to tired to think about about the different ways to balance certain strategies. I had more stuff to say but forgot
@existencehurts79304 ай бұрын
lol cringe
@FireGlitch4 ай бұрын
since when rightfully complaining about being spawn killed is a "skill issue"
@milliemoo51354 ай бұрын
Why is it for everything i like there is a video detailing how and why it sucks