Splatlings and statistics nerd
snd.ink/autumnal
Splatoon 2: 325h
Destiny 2: 1329h
R6 Siege: 975h (main build) + 117h (test server)
Team Fortress 2: 778h
Borderlands 2 + TPS: ~about 500h between PS3, PS4, PSVita
if you add up all Call of Duty games it probably hits 500-100h but I can't track that
Splatoon 2: 325h
Destiny 2: 1329h
R6 Siege: 975h (main build) + 117h (test server)
Team Fortress 2: 778h
Borderlands 2 + TPS: ~about 500h between PS3, PS4, PSVita
if you add up all Call of Duty games it probably hits 500-100h but I can't track that
- Augments "augment" the state of a character as a status effect or additional ability
- Transformations remove normal movement/shooting/superjump
- Weapons replace your entire main weapon but don't fundamentally alter movement
- Augments "augment" the state of a character as a status effect or additional ability
- Transformations remove normal movement/shooting/superjump
- Weapons replace your entire main weapon but don't fundamentally alter movement
- The game tempo is soft limited by obj
- Specials that displace/protect tower are better
- Riding tower naturally gives more special
- AOE is better in general
#compsplatoon
- The game tempo is soft limited by obj
- Specials that displace/protect tower are better
- Riding tower naturally gives more special
- AOE is better in general
#compsplatoon
Increasing damage numbers on any of these feels extremely unstable for balance though, unless a gamewide rework of main weapons strength and TTK is what you're going for
Increasing damage numbers on any of these feels extremely unstable for balance though, unless a gamewide rework of main weapons strength and TTK is what you're going for