User:XarrotD/Data Explanation: Difference between revisions

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The Splatoon series features many intricate mechanics for all of its weapon classes. The mechanics generally do not change between games.


Multi-Class Mechanics

In this section are mechanics that are common throughout multiple weapon classes.

Projectile Trajectories

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Reason: Player velocity appears to affect initial projectile velocity, research into this needed

Every bullet type in the Splatoon series is a projectile, and most of them are affected by gravity. While one may assume this means that projectiles fire in a parabolic trajectory, this is not the case. Bullets have a system involving 3 distinct states which the shot undergoes throughout its lifespan.

Note that the trajectory of a bullet and its damage falloff are independent to each other.

Straight State

When a bullet is fired, it starts out in straight state. In this state, it travels straight at a constant velocity for a given number of frames, at which point it enters the next state. This state otherwise cannot be interrupted unless the bullet comes into contact with a player or surface.

Once the bullet exits straight state, its velocity is usually capped at a certain value that varies from weapon to weapon. This slowdown occurs before any calculations in other states are done. The bullets of some weapons, such as the Splattershot Nova and Ballpoint Splatling's long-range mode do not undergo any slowdown due to the value of their velocity caps being set higher than their initial velocity.

There is a misconception that damage reduction begins when a bullet stops traveling straight. As mentioned above, this is not the case. While a bullet could theoretically begin its damage falloff and stop traveling straight on the same frame, there are currently no weapons in the Splatoon series which fire bullets that function like this.

Brake State

After straight state ends, the bullet enters something known as brake state. In this state, projectiles begin to be affected by gravity and air resistance.