tinyvalor

will never have the shoes

  • she/her

i realize it's outright paranoia to say this, but in splatoon 3 i get dc'ers on my team SO much more often than i get to win bc someone on the other team dc'd. naturally, the game cannot know if someone will dc in any given game, but when you dc you get a loss and people who remained in the game don't. but they can have wins stolen from them. thus

a lot of people i get teamed with dc -> i get matched with more dc'ers than not -> i get matched with people who have lowered win rates from dc'ing -> the game is teaming me up with people who have bad win rates for any reason whatsoever

tho one of those reasons would be "deprived of rightful wins from getting matched with dc'ers 1/3 of the time" so i probably am actually shit. if the game thinks it's right for me to lose all the time and i lose all the time then i'm not proving it wrong

realistically the truth is likely that this is a very wide skill bracket i get assigned matches in and i'm near the mid-lower end of it and lots of people are near the high end and still failing to break through to a rank where i wouldn't have to fight them


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in reply to @tinyvalor's post:

the only logical reason you could be paired with worse players on your side, fwiw, is if splatoon has lobby balancing (idk if it does) and you're consistently getting on the team with greater skill variety, to drag its average upwards

bad luck is real though.... :pensive: we humans are so so drawn to narrativizing things that happen more or less randomly

there's a kind of paradox where i lose a LOT of games where i get the most kills on the team. and not always because everyone had low numbers. the sensible assessment is that i was doing that at the cost of playing objectives properly or something, but that's even harder to really figure out what you did wrong

hmmmmm yeah tough to say. do you mean elims or actual final blows? i tend to have something like that as well maybe, but i'm a skirmisher type by nature so i participate in more kills than the average player in p much every game i think

the timing of kills also matters a lot right, like trading out at disadvantage is obviously bad but random picks that dont turn into more are similar & two kills lining up across your team at the same time is wayy more valuable. that's another thing thats kinda just luck outside of coordinated voice comms legitimate teams though. but there's some influence you can get on it by intuiting ally movements at least? usually i would just focus on deaths though, footage review on how to prevent deaths is like THE foundation of getting better at shooters imo

the way the game displays them doesn't tell you specifically unless you get first on final blows. numerically i would say i don't tend to die the most either, especially since i've been mostly playing a relatively long ranged weapon lately, haha. i definitely should do that more although a lot of my most "what" deaths feel like getting outsniped in improbable ways and i can usually ascribe others to "i missed a shot i needed to hit so they got close," "i was moving up in a risky spot," or "i actually got surrounded" in obvious and immediate ways

i think one of the really hard things to track is the team dynamic of what other people are doing, especially in terms of putting down paint to move and hold ground safely. that's one of the brutal parts of solo queue in general though, it feels like if you don't want to play something super "safe" (mostly top tiers or certain solid mid-range weapons that have good aim and time-to-kill-from-first-trigger-press* at medium range) it's easy to set yourself up to get into awkward matchups or teams full of short range weapons that have a really hard time winning if the enemy has one big gun in the back

*phrasing it this way because the charge-up weapons akin to sniper and tf2 heavy have the fastest absolute kill-times in terms of first hit to last hit but are generally much slower than other weapons if you don't have a charge at the time an encounter actually starts

oh yeah, i forget if there's any way to see this in game but in the app at least you can view match data and it'll show you assists in a next to elims, so you can know how it went there. and then yeah positioning per map is big for death analysis, aim is more or less just a matter of playing more but positioning and having exit strategies is big! not to overemphasize safe positioning though, you do have to have confidence in some positioning and take jabs. (metaphorically, of course, not... not actual fighting game jabs.)

team awareness is definitely tough lol. probably still a good idea to take a peek at the map every once in a while, but i have most of my intuition from Destiny where there's a LOT of info about what your allies are doing, and no battle music to cover up sound effects lol. i think in a hypothetical "allies are heavily shortrange and getting shredded by an opposing backline", that's where finding your opening to move up and jab at that backline can open the whole field up (although obviously it's also the responsibility of short range players to learn how to deal with an oppressive backline).

and yeah lol matchmaking for less flexible weapons can be so weird...i dont have any further insight there LOL, i always just played short range shooters like splashomatic and custom jr, and some dualies & octobrush (my original main haha)

have you ever read that one thesis about splatoon player roles? it's cool, fun read and widely applicable. that's where the "skirmisher" term i mention is from [edit: this one by flc https://docs.google.com/document/d/1t97IZrN0pI_ceUtJrB-8clapCp1P3oddyFzSQ2lGICg/edit ]