Tricolor Is AMAZING And Broken, Let's Talk About It

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Tricolor is a very strange and good and bad mode at the exact same time.

#Splatoon #Splatoon3 #ProChara
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Im pretty sure tricolour aims to solve three problems: having a deeper casual mode for splatfest, having three teams without needing more players in a service already optimised for 8 and maintaining the balance between the three teams to reward skill

milesbrewis
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The game does tell you that the timer goes down on Tricolor if you fail to get the signal. But the way it tells you is to go to the registration board and hit - to bring up Splatfest info, then select Tricolor... which most people won't do because they've already played Splatoon 2 and know how Splatfests work.

connormcnulty
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I really want them to put it in private battles ASAP. I'd love to see something like tournaments where both teams play one round on attack and one on defense, and the team with the best score on defense gets the point. Either that, or a Counter Strike/Valorant style thing where first team to a certain amount of points with a lead of 2 wins.

Lucyfers
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I do want Tricolor to be a main mode because here's the thing - Tricolor was the only thing I gave a crap about in Splatfests. That and the night stages are legitimately cool to be in. If they can do some tweaks to it that'd be great, but as it stands Tricolor has a lot of potential and I really want it to reach that full potential. Within time I'm optimistic it'll be a better Turf War.

chaosflash
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I feel like the point was supposed to be that it gave the losing teams in a splatfest a chance to catch up by putting the winning team into a more tough situation, but they chose to simply make it a splatfest exclusive game mode with 0 reason to be locked off instead of rebalancing the mode to work better with the original intention.

thwindow
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The game actually does tell you that multiple attempts to take the signal make it easier. It's in the mode rules.

celestialspark
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I think a big misconception is assuming the attacking teams are on the same team. Yes, they want ONE of the attacking teams to win, but they also want to BE that attacking team. You get less clout and it doesn’t count toward the actual win count for splatfest results, there’s absolutely zero way that Nintendo doesn’t want the two attacking team to attack each other for the ultra signal too. Yes, this will sometimes cause both teams to lose, but this is a competitive mode only in the sense that it’s literally a competition, expecting anything less than getting backstabbed for splatfest points is foolish. I feel this is less a problem with the mode itself and more the mindset going in. Winning is your objective, but winning for you OWN TEAM takes higher priority.

silverslash
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I actually love the way that the ultra signal affects clout gain, because it adds a lot more stake to defending them. And while I understand the argument that the attacking teams work together, it's still not wholly true. Because a victory from the other attacking team nets slightly less clout than your own victory, so there is a slight incentive to fight back against them as well, "same team" or not. So while being able to play tricolor outside of splatfests would be great (and needs to happen after they're over), tricolor's connection to clout adds an interesting dynamic that wouldn't be present so much separate from the splatfests.

zenzangzong
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I like that they finally added a proper asymmetrical game mode, out of anything I've wanted Splatoon to have, a proper asymmetrical game mode has been the biggest one, and it's nice to see that it's there, as an option

lula
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3:00 I really appreciate the visual aid for what you mentioned. Quality content 👌

VeraGamingNetwork
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I do find the whole "attacking teams can attack each other thing" interesting.

It is true that both attacking teams are working together and both win equally when either has the most turf. But what makes it interesting is that which team grabs the ultra signal is NOT equal. The team that grabs it gets clout exclusively for their own team. And considering the ultimate point of Splatfests is to get the most clout for your own team, that's important. So when you're an attacking team and the other team grabs the Ultra Signal, you have a decision to make. You can let them have it, increasing the odds that you both win, but allowing that other team to get even more clout than your team. Or you can take the greedy route and stop them, hoping your team will get the extra points.

What decision is worth making is arguable and depends on each team's positions at the time. If your team is currently in 3rd at halftime, you're playing Tricolor attacking with the 2nd place team, and they grab the Ultra Signal, do you allow it? Letting them grab it will help you against the 1st place team, but it will further the 2nd place team's lead against your own. But if you stop them, your team might be able to get it later to increase your lead on both teams, but you run the risk of neither of you grabbing it and letting the 1st place team further their lead. Which is worth it?

I think this sort of thing makes it more interesting than if both attacking teams simply could not attack each other.

EclipseKirby
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The 2 attackers aren't strictly on the same team... the true winning team gets more points to the point that if the defenders are being crushed, it is worth going for the other attackers

pikapower
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Another issue with Tricolor is just... The devs won't get much data on it because it's so rarely available. Work on it is going to be very slow.

PoppySis
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Fun fact: the sprinklers of doom CHARGE YOUR SPECIAL (if you grabbed it)

lightlemur
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I will say this about Tri Color, whatever changes they did to the towers really does show. There were times when we took over both towers, and still lost, and vice versa. Id be defending, both teams or one team has all towers, and we came out on top.

This wasnt a thing last time tri color was here. It was an automatic loss if you lost a tower while defending, and a big advantage if you were attacking

thatdudeEd
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I'm actually glad they switched it up so that you can be on either the defending or the attacking teams. It makes the mode feel a lot less rigid.

esmooth
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The idea of 3-color Splatoon got me so excited, it was something I dreamed of since Splatoon was announced, and I was disappointed when I found out it was a 2v4v2 instead of 4v4v4 or 3v3v3.

I know there is concern that the Switch couldn't handle anymore than 8 players, but 3v3v3 is only one extra player, surely if it can handle the likes of Salmon Run, 16 Ice Climbers in Smash, or 12 players in Mario Kart 8, there would be some sort of technical wizardry to make 9 total Splatoon players run smooth enough to work

tacosunbirth
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I posted this in the recent Dude video, but I'll repeat it here.
"I love the balanced match making during splatfest. Every time I was on the Attacking Team for this tri-colored, I was locked in spawn with my team mate. And even if we broke out, we got sent back 10 seconds later.
I was on Team Sweet, and yes we won. But after a few hours of Tri-colored, I abandoned it and went back to playing Open and Salmon Run."

Bigspn
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I think the way tricolor works rn needs some brainstorming. Playing around the Ultra signal sucks imo, being made to either zerg it nonstop or (fruitlessly) defend it really takes away from what could have been a really entertaining simple 3v3v3 turf war mode. Personally I wish the signal could be recaptured by any team but would have a function other than sprinklers, maybe opening up alternate routes from spawn? Or having a wave breaker effect go off in certain areas? Send Squeegees from the Singleplayer mode to target enemy team ink in certain areas? Theres a lot that could be done and im just not as sold on it in its current state as I would've hoped to be by now.

warlic
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My 2 cents on the 3v3v3. I don't think we can assume the servers are configured to actually support that many players if they are active. Just because you can add 2 players in spectator mode (on top of the original 8) does not mean that suddenly the servers can handle those players adding more paint, interacting with objects, etc. There's a good chance they'd be chugging trying to keep up.

There's also a lot of interface changes they'd need to make for 3v3v3. They'd need to change the length and animation of the game start and victory animations (those are only set up to have 4 players per side on it), theyd have to change the music to line up with that animation, the mini map interface showing other players gear would have to be reworked, the interface at the top of the screen that shows which players have weapons/which are alive would need to be reworked, + other stuff I'm not thinking of I'm sure. I'm assuming they kept it 8 players and still basically 2 teams of 4 to avoid needing to fix all of these things

Not saying they couldn't successfully pull off 3v3v3 but it's not as simple as "all you have to do is take tricolor and add another player (and change the spawns)"

flatstanley
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