Competitive:Nautilus 79: Difference between revisions

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Revision as of 03:58, 19 May 2021

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Unofficial!
This article discusses content that is not part of the official Splatoon series canon but is part of the community or competitive gaming space.
For information about the Nautilus 79, see Nautilus 79.

Splatoon 2

Nautilus 79

Nautilus 79

Abbreviations Nautilus, Naut
Sub S2 Weapon Sub Suction Bomb.png Suction Bomb
Special S2 Weapon Special Inkjet.png Inkjet
Base damage 32
Base duration
Ink consumption 15% (Full charge)
Special points 180p
Special depletion
Role Slayer[1]/Anchor Flex
Strengths Ability to store any charge, can recharge while firing, high DPS and bullet velocity
Weaknesses Very low mobility while charging, short range compared to other splatlings, dependent on map control

The Nautilus 79, like its silver counterpart, the Nautilus 47, is a unique splatling with its defining trait being able to store any amount of charge for an extended time, similarly to a Goo Tuber.

Use

When playing competitively for kills and Ranked battles the most effective strategy for the Nautilus 79 is to play a shark style. You will want Swim Speed Up to get around quickly. You must remember that you can store a charge because the Nautilus 79 does not wield very good range. If you store the charge however, you can sneak up on opponents and take them by surprise. Suction Bombs can be used in a similar fashion to Splat Bombs, with a few differences:

  • They can attach to surfaces, which both allows more room for error when aiming and enables the planting of craftier traps, such as underneath a grate.
  • They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb, so plant Suction Bombs earlier than usual.
  • They inflict more damage from a direct hit (220 HP) and have a larger overall radius of damage (80 DU).
  • They can be thrown to lead a push into a Splat Zone or any other important area of the stage, such as the opponents' street or platform.
  • They can also flush out opposing anchors from perches and clear other critical areas, such as the Tower.[2]
  • They can also be used to poke at and zone out opponents during the neutral phase, stall an opponent's push, or provide space to escape.
  • A Suction Bomb can damage or destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
    • Any opponents caught within the Suction Bomb's explosion will get damaged or splatted.[3]
    • It will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles, while still detonating on contact.[4]
  • An opponent's Splashdown or Booyah Bomb will defuse any Suction Bombs it touches, so hold off throwing them until after the special weapon finishes.

If piloted properly, the Inkjet can pressure opponents – particularly anchors – more directly than most other slayer's special weapons, such as Tenta Missiles:

  • Upon activation, its launching point is marked for all players – teammates and opponents – to see and, as of Version 3.2.0, also indicates when its user will return via super jump, allowing an opponent to camp or shark there. Therefore, it is advised to launch the Inkjet from a less visible and better-protected area.
    • Drop Roller allows its user to better dodge either a potential Inkjet punish or a simple super jump punish, providing a safer landing.
    • Specials are also free ink reloads, allowing the Fresh Squiffer user to drop a Suction Bomb upon landing after the special ends.
  • Its movement speed is determined by both the Fresh Squiffer's strafing speed and the number of Run Speed Up ability points equipped.
  • It is also possible to morph into squid/octopus form and swim (in friendly ink) while the special is active. This provides some key benefits:
    • Morphing will halt the jets to enable the pilot to descend, making them a less predictable target.
    • Swimming is faster than flying, enabling an Inkjet pilot to activate the special at a farther distance from opponents and more quickly pursue them.
  • Its altitude depends on the elevation of the surface it is hovering above, enabling it to either fly very high over an elevated structure, such as the glass roof in Shellendorf Institute, or hover high enough to challenge an opponent on a perch.
    • However, the Inkjet cannot achieve thrust off of grates or mesh, causing its pilot to merely walk on them. Avoid hovering over them to maintain altitude.
    • Pressing the B button will provide a temporary extra thrust. Mastery of both boosting and descending (see above) is necessary for Inkjet pilots to become less predictable for long-ranged opponents to track and pick off.
  • Its mobility enables it to reach areas that are otherwise not easily accessible — or even inaccessible, such as over the glass enclosures in Kelp Dome.
  • The Inkjet's cannon fires long-ranged, Rainmaker-like bursts of ink that splat opponents in one direct hit or two to four indirect hits:
    • Lead the Inkjet's shots to compensate for their slightly slower travel speed, especially when positioned farther from an intended target.
    • Its splash damage can splat opponents positioned behind obstacles, varying from 30 to 50 damage; the closer the shot to the opponent, the more damage it deals.
  • If an Inkjet falls out of bounds, such as into the water, its pilot will land back onto the location of launch — or the most previous point of solid ground. Therefore, the Inkjet can save a player from an out-of-bounds splat in a pinch. You can also use this to your advantage. When being pressured by the enemy team, going into water can save you from being splatted.

Synergy

Countermeasures

  • Since approaching a Nautilus head-on results in quickly being shredded by its high bullet velocity, flanking it is the safer option.
  • A long-ranged weapon, such as a charger or most splatlings, can attack a Nautilus from long distance with impunity. However, once the Nautilus gets close, the tables are turned, as it can outdraw its less mobile, slower firing opponent.
  • The Nautilus user requires friendly ink to function. Since it lacks range when compared to other splatlings, it needs to use its unique held charge mechanic to swim up and get into range to fire. Maintaining map control and painting over areas will hinder its ability to get picks.
  • When pursuing an opposing Nautilus 79, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner or under a grate.

Gear abilities

Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.

S2 Ability Main Power Up.png Main Power Up

Recommended to use 1 main and 1 sub. This increases the duration of firing in a burst. This amount of Main Power Up provides a burst of just over 2 seconds (2.03 seconds)

S2 Ability Run Speed Up.png Run Speed Up

Recommended to use around 1 main and 1-2 subs. this improves your strafing speed when firing making you less vulnerable.

S2 Ability Ninja Squid.png Ninja Squid

Not recommended. Ninja Squid does not hide the glow from a held charge, lowering the usefulness of no ripples. [5]

References

  1. YouTube "Splatoon 2 - Weapon Roles and Playstyles (Classifying every Weapon)" by Wadsm
  2. YouTube "Splatoon 2 North American Open September 2020 - Finals - Part 3" Game 5, Burstie (FTWin) throws a Suction Bomb onto the Tower, splatting Jared (Starburst) and forcing Ice and Ant (Starburst) to reposition themselves
  3. YouTube "How To Get Good Using The N-Zap 8X?! (+ Handcam) | Splatoon 2" by ThatSrb2DUDE, formerly of Team Olive
  4. YouTube "Qualifier Finals Part 2 | Splatoon 2 North America Inkling Open 2019" Game 2, Ross (ɪик Sigma) splats Arashi (Lowkey) with a Fizzy Bomb thrown onto bubbles launched by Astrocities (ɪик Sigma)
  5. Lean's Loadout Database - Useage of abilities in Ranked modes