Version 2.6.0 (Splatoon): Difference between revisions

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(→‎Abilities: Haunt)
m (→‎Abilities: also Haunt)
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** [[Tenacity]]: When active, the special gauge will fill 20% faster than normal.
** [[Tenacity]]: When active, the special gauge will fill 20% faster than normal.
** [[Comeback]]: The ability will now also apply the effect of [[Special Charge Up]].
** [[Comeback]]: The ability will now also apply the effect of [[Special Charge Up]].
** [[Haunt]]: The effects of [[Damage Up]], [[Defense Up]], and [[Run Speed Up]] will also be applied when the player with Haunt is marked by [[Point Sensor]] or [[Echolocator]].
** [[Haunt]]: The effects of [[Damage Up]], [[Defense Up]], and [[Run Speed Up]] will also be applied when the player with Haunt is marked by [[Point Sensor]], [[Echolocator]], or [[Haunt]].
** [[Recon]]:  
** [[Recon]]:  
*** After leaving the base, the effects will continue for 3.5 seconds.
*** After leaving the base, the effects will continue for 3.5 seconds.

Revision as of 22:51, 4 March 2016

Fuuuuuture!
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Template:Infobox version

Main article: Version history

Version 2.6.0 is an upcoming revision to Splatoon, coming into effect on March 9, 2016.[1]

It directly follows the Version 2.5.0 update.

Adjustments and Fixes

[2] [3]

Stages

Ranked Gameplay

  • In Ranked Battles:
    • Team sorting used to be random, but will now take into consideration weapons equipped by players.
    • It will now not be possible for the follow ranks to be matched together:
      • S+ and S
      • S and A+
      • A- and B+
      • B- and C+
    • This is due to changes in the time required to perform matchmaking, and is subject to change.
    • Decreased the amount of Rank Points lost if teams are made uneven by a connection error, resulting in defeat.

Abilities

Splatfest

  • The Vibe meter has been changed to a Splatfest Power meter.
    • Splatfest Power will be decided when Splatfest starts, and is based on factors such as Rank.
    • Splatfest Power will change based on the player's wins and loses of Splatfest matches.
    • The player with the highest Splatfest Power in a team will gain slightly bigger amount of points.
    • Players were previously matched up based on playstyle, but will now be matched up with players with similar Splatfest Power.
    • More Splatfest Power will be gained after a match if the opposing team had the higher average Splatfest Power.
    • Players in a team who chose "Continue" after a game will have the amount of consecutive games they have played displayed.

Other

  • Changed how the Killer Wail's aiming prediction is displayed.
  • When Super Jumping, the effects of Comeback sometimes experienced a delay and activated too late.
  • Adjustments have been made to make for a more pleasant gaming experience.

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