Setting the Board with Squid Beakons | Splatoon 3 Guide

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when playing Splatoon your primary focus at essentially all times is around positioning even if you don't realize it having turf control of an area is strong for you and your team because it lets you use that position easily while restricting your opponent's access to it winning your fights is important because it lets you maintain your current position if you're defending it and take space from your opponent if you're pushing as such sub weapons and weapons in general are commonly analyzed for how well and in what ways they're able to assist in this position in game sub weapons can help with dealing damage and painting to tip engagements in your favor that could be disruptive to the enemy and reinforce your defenses they can gather information for you to help you make better quicker decisions overall and more essentially every sub weapon contributes to these ideas in some way to assist you and your team in particular fights to keep or create space and positions except for one while most sub weapons are intended to create advantages on a micro scale one sub weapon functions on a much larger macro scale not doing much to help in individual engagements but instead playing into the big picture of the entire stage and matches a hole that's right today we're talking about the squid Beacon hello I'm Pika a high-level Splatoon coach and competitive player and welcome back once again to our utility Guide Series where we go over all of the properties and uses for every sub weapon in the game that is not considered a bomb if you missed either of the first two episodes covering toxic mist and angle shooter there'll be a link to a new playlist for the series down below with beacons being so unique there's only so much that could be said before breaking down all the subs mechanics first so let's just get right into those even those who have played Splatoon for a long time and think they know how beacons work should still pay close attention to this segment since while the main idea behind beacons and how to use them is rather straightforward the sub's functionality was drastically changed over the course of Splatoon 2 after several significant Buffs that have carried over they might have either missed or might not fully understand since the game doesn't really explain them well to you also this guide is being made as a version 4.0 so if any significant balance changes are made to Beacon after this that are relevant to content covered here that will be listed at the top of the description to get started now we got a deployo beacon first beacons cost 75 percent of your ink tank to place by default giving them the most expensive ink cost for any sub in the game using a beacon will place it directly underneath your current position meaning you cannot throw it and you cannot Place one while you're off of the ground once a beacon is placed an icon will appear on your mini-map that you can select and you'll super jump to the Beacon's location just like with teammates all players in the match can see where beacons are placed on the map even your opponents though of course only you and your teammates can actually super jump to your team's beacons beacons also have a set number of uses or jumps that they can receive before they automatically break upon the jumper landing on the ground this number of uses always starts at two and is shown on the map by the number of dots visible above the beacon icon there will be two dots from the beacon is first placed when one person jumps in that number Falls to one if another teammate jumps into that same Beacon the second charge will be used up and the beacon will break something to keep in mind here though is that this multi-use mechanic only applies to your teammates since any time a player with a beacon weapon equipped super jumps to a beacon in it will always instantly break regardless if it has one or two uses shown as remaining this means that you will always destroy your own Beacon when you use it and so will any teammate who also has a beacon weapon equipped even if they're jumping to one that isn't their own this isn't a big deal since you can simply replace that Beacon right as you land most of the time but it is something to keep in mind next let's talk about beacons directly as objects beacons have no form of timer attached to them so they'll remain in play indefinitely until they're either used up by super jumps or broken by opponents like most placeable objects beacons have a set amount of health and can be damaged by enemy fire beacons have 120 HP making them slightly more bulky than players with their 100 at least in theory the reason I say this is that we need to keep in mind damage multipliers see essentially every object you can damage in the game has uniquely assigned damage multiplier values that make it receive different amounts of damage from certain attacks than players do beacons receive normal damage from most basic firing weapons like Shooters and splatlings but they take enough damage to be instantly broken by normally non-lethal hits from weapons like sultanas blasters and sloshers beacons will also be instantly broken by any form of melee hitbox or contact damage like being run over by a brush roller umbrella Shield or specials like crab tank and Kraken another form of damage multiplier is the ability object Shredder which multiplies all outgoing damage by its users against objects not based on the damage sourced this time but rather based on the object receiving the damage for beacons object header multiplies its users damage against them by 10 which is insane there's no need to do calculations with a damage multiplier this big just know that this means beacons will be instantly breakable from any source of damage that hits them if the attacker is wearing object Shredder a few more quick notes on Beacon as an object each Beacon user can only have up to three of their own beacons active on the map at one time if you attempt to place down another Beacon when you already have three on the ground you'll still place a new one however the beacon has been down for the longest time before then will be automatically broken at the same time also when you jump to a beacon normally your super jump marker will be hidden even if if you don't have stealth jump equipped so enemies have no indication other than to look into the sky to know whether or not you're on your way that is at least until they break the beacon itself since if you jump to a beacon and then it gets broken by an enemy while you're still in flight they can then see your jump indicator where that Beacon once was while you're looking at your map preparing to jump to a beacon pay some extra attention to the area around it since beacons have another completely separate mechanic to them related to the map that they didn't originally any enemies within a certain distance from a beacon will have their location revealed to you exclusively on the map with a little squid or octo icon appearing in the same way as it does when an enemy is damaged there's no indication of this outside the map no point sensor effect or thermalink effect or anything you only get this extra information through your map the best approximation for the radius from the beacon that they'll be revealed like this is about the same range as a slosher has and all directions surrounding the beacon and it even works through walls so it covers a pretty respectable area last of the mechanics to cover are the effects of sub power up and thankfully this one's pretty simple sub PowerUp effectively grants a boosted amount of the quick super jump ability for any player who super jumps to your beacons for example three sub slots worth of sub power up on your beacons effectively give an extra one main and one sub worth of quick super jump to speed up any jumps to any of your beacons in this case 9 ability points of sub power up are translating to an extra 13 ability points of quick super jump there's no consistent conversion here for how much effective quicksuper jump you get for any given amount of sub power so resources like the sendu.ink gear analyzer Orleans game parameter dock are your best references if you're really curious about the numbers Behind These and I'll link both of those resources Below in my opinion it's definitely worth running some sub power up on your beacons for how much it'll speed up your team as a whole anything from just a sub or two to about a main slot will do just fine told you you'd be surprised by how much there was to cover there now that we've fully grasped how beacons work we can get into how to use them like I mentioned before the general idea behind beacons is rather simple and they play directly into the positioning discussion that I started this video off with super jumping and General is a core feature of the Splatoon series and plays a big part in keeping the gameplay fast paced generally super jumping is balanced by how punishable it can be by your opponents if you choose to jump to a teammate who's in danger or how you can't super jump at all if your whole team wipes out at once and there's no one left outside of your spawn to even be worth jumping to beacons are designed to let your team abuse super jumping as much as possible and minimize the risks by giving you three super jump spots if you're choosing to work with completely independent of your teammates themselves you can drop a beacon on one side of the map then move elsewhere and your teammates can still jump to where you were before without you actually having to be there directly to host those super jumps also since beacons last indefinitely even if their user gets splatted if your whole team gets wiped out but you had beacons active on the map and the other team doesn't bother to clear them out you can still super jump back in and keep on fighting right away and due to Beacon's ability to reveal a nearby enemies on the map you can usually tell before committing to a super jump rather or not that Beacon you're flying to will actually be safe or if there's an opponent watching and waiting to trap you on the other side these uses combined make it so beacons can keep your team persistent and flexible in their positioning even when things go wrong basically beacons make it so after you take a position once your whole team could get instant access to it again whenever they'd like without a teammate actually needing to be there to hold that position at all times smart opponents will keep an eye on their maps to seek out and Destroy beacons that you might place down but doing that comes at a cost to them too not only can you actively see them doing that on the map like we've discussed but actually committing to breaking your beacons can take them a pretty long time especially if you place your beacons in safe and spread out locations let's say you place down three beacons spread out across the map then your team gets wiped out and all sent back to spawn now the other team has a choice do they take the time to clear out all of your beacons before they push forward or do they ignore the beacons and try to quickly push and capitalize off their advantage in either case your team gets a response option to play off of if they don't break your beacons they can just jump right back into the map and keep fighting or even flank behind them if they push ahead of your beacons and Into Your Spawn and if they do break your beacons that means at least 1 one of them had to spend several seconds running around the map like crazy locating all the beacons and being sure no one jumped into them after they got broken this slows down that player or players significantly meaning that your team likely all respond long before the other team actually gets all their players pushed forward enough to take over your spawn to begin with giving your team plenty of time to take strong defensive positions and Stage your retake beacons being able to always provide your team with quick positioning options is what makes them so strong for offensive play Styles and team compositions in the current roster of Beacon weapons as of this video consists entirely of Ratty aggressive weapons like neosploosh and crack on roller aggressively leaning supports like the custom dually squelcher antenna brella and hybrid sitting right in the middle like dapple Dooley and the spultana wiper Deco these weapons use beacons well on their own with how they want to stay on the move and be hard to pin down being mobile enough to keep replacing beacons in various locations around the map as they keep moving and keeping the chaos going on forever I want to give special attention to the dapple Duallys as a wonderful supportive Beacon user this not only does it share these aggressive qualities of the main weapon but also come comes with the tactic cooler special Tactical Air pairs brilliantly with beacons since both this sub and special share the common goal of keeping their teams as resilient as possible beacons provide quick repositioning options even after a respawn and tactical or boost your movement speed outright but more importantly reduces any respawn penalties drastically with this near instant respawn time and full special saver effects having both tactic cooler and beacons means your team can go in with truly unhinged aggression and take essentially any risk that you want without facing any consequences who cares if your team runs into a disadvantaged fight and it goes poorly for you if you get to respawn right away and to super jump right back into a safe position where you just were not only that but tacticaler also provides you with a load of quick super jump meaning if you choose to jump to a beacon before you get splatted and you have the buff active your jump to that Beacon will be essentially instantaneous I want to explore a bit more of the idea of jumping into beacons and scenarios that aren't directly off of respawns people usually associate super jumping with coming off of Spawn since it's when you're most often separated from the main action you're able to perform a Super Jump at any time begins being able to serve as an easy rebound after you lose a fight and respond is great with enough awareness you can also use them to escape risky situations entirely before they go south you'll sometimes see players jump back to their spawn point when they feel threatened so that they can stay alive and keep their current special charge especially more defensive weapons this idea seems nice in theory but usually ends up happening is that since you jumped all the way back to your spawn you effectively got removed from the match for so long that's as if he got spotted anyway minus the special charge aspect if your team has beacons preemptively set up and safe and Powerful defensive positions you and your teammates can choose to jump back to those beacons early when you're about to enter a defensive situation to still stay alive while also staying relevant to the match by immediately appearing in an influential position although all current Beacon weapons in the game are aggressive like we've discussed and would usually prefer to see a fight through to its conclusion there are Still Moments where this can be useful for them most notably though this way of using beacons to defensively reset your position works best with long range weapons and if old Splatoon games are anything to go by it's only a matter of time before we get some long range options the beacons again standouts for this from the past are weapons like Splatoon 2's ballpoint sputling Nouveau and the custom e-leader from both Splatoon 1 and 2. and regardless of if these exact weapons get beacons again something like them most likely will due to their long range and overall lower Mobility compared to other Beacon weapons currently weapons like these appreciate the option to immediately return to a strong defensive position that they can dominate the match from at any moment that they need this lets them play more Loosely and flexibly overall since they can easily return to their safer and more standard position on demand for those familiar with valorant think of this like chamber and now his teleport anchor lets him play op far more aggressively than most characters can also regardless of kids remember that this is a team game at the end of the day any backline weapon can leverage beacons from their teammates in this same way if they're aware of it you just need to set down the beacons for them once again though I want you to not just take things from me take it from other players who are frankly a lot better at using these soap weapons I'm talking about than I myself am this is gameplay from Red Shell a very high level player you might recognize them from teams like Tempest or duck gang from the recent Nintendo open events and he's an absolute Mastermind with beacons and has been for a long time I'll show Rochelle's Twitter on screen and also have a link down in the description he gave me two replays to work with and ought to highlight a moment from each of them in this first one this is Museum clams he had just gone down to what Retro's been doing this entire game is keeping a beacon on the top right flank always available so as we see if we start playing this show that as retro responds he's gonna jump into that Beacon right away on top right and it's gonna be very quick because he has a lot of sub power equipped which is nice and as soon as he lands he gets to replace the beacon first of all and then drop directly behind this paraclim person since they had no idea about the Flank In time he gets us to overwhelm this person and clean up the kill before they can really react but what happens here right as he gets this kill in the slash Deco is that they managed to throw off an ankle shooter and get to Mark him right before they go down and now retell's in a bit of a tough spot because he's stuck in this corner here without too much ink around him and his location is known it's a pretty risky place to be he can try to escape over this box but be pretty visible and overall quite risky so what he does instead of trying to swim out or fight his way out especially as his zipcaster comes in so he re jumps back to that Beacon he just came from and just resets his position entirely and now that he has it reset you can do this option once again he jumps right back into mid with very little fear goes through even more fights gets some damage pulls a lot of attention over it's another big detail a lot of the opponent starts to look at him and he's installing a lot of time and as soon as three of them appeared and gets cornered again jumps right back out resets once again stays alive stalled plenty of his time for his teammates to react and his overall draw a lot of attention to himself again also what we see here is as soon as he lands he gets to fire the missiles for free because he's just defended up here it's a very far away position they can't do much to stop him and I guess it dropped down and with the help of the information from his missiles and just also line aside from where it just was up high he gets a very easy kill on the Stamper as well and just what a beautiful showing this was just jumping into the same Beacon over and over again but each time for a different use and each time just staying alive in situations that he otherwise absolutely should not have the other thing I want to show you is how retro places his beacons and where first gets to see jump through the speaking off of a respawn and actually before anything else get to see him jump back to a further back Beacon like we saw before to stay alive through all of these specials just really cool to see but Ellie has done this the opponent has burned their specials he's close to missiles these get to zones first so it's not gonna be too much to focus on beacons right now but instead of just focusing on these fights because like we've mentioned before because don't actually help that much in fights directly they're mostly about setting up the map for after the fact to keep a stronger hold he does get to drop one beacon on the way in here right after he fires off these missiles he knows he has a moment of free time here now so notice that this Beacon is both far to the side so it's hard for opponents to reach and it's behind cover here so this one's very safe again opponents to come all the way far right on the map here all the way close to spawn to actually deal with this Beacon is likely to be very safe to use again later but also it was during a moment that he knows he doesn't have to fight people he just missiled he sees where all of them are he knows no one's nearby he gets to place his beak and safely recover ink safely before it's needed again later again now with missiles out with zoning to be flipped it's gonna be a big focus on our main weapon right now just get kills get Space get the zone and then it won't be until after fights are settled here that Beacon start to go down again and just like that he gets three kills guess go have some fun in the spawn realize a little too far away and decides to back up and now that again all of them are coming off respawn he has a lot of map control he knows he can chill for now now we get to see a beacon placed here again behind cover kind of in the open it doesn't last long and immediately gets shot it was attempted to put behind cover and also just bought a bit of time here as well it's gonna keep messing around keep doing wiper things until the game ends again this is just beacons are usually placed off to the side behind cover they're pretty difficult to reach buttons have to go out of the way to break them and in general beacons are just being placed at times that red shell knows he's not about to fight and now for one last Quick Clip I actually want to show my own gameplay this is me playing big swig on fonder Heights so I'm not actually playing a beacon weapon myself but a teammate of mine is you see that they set up this beacon in the far right side and like we said before you can use beacons to see people on the map nearby so I do here is I keep flashing my map open to see people climbing up this wall because this map reveal Works through walls it doesn't need line of sight so I can see where these people trying to climb this wall are coming from and because big Swig plays so well around elevation around walls and can hit a lot of falloff shots and enemies on the other side I used this information to guide where I'm sending my flicks you see that keep writing down damage on these people until I get one kill and scare the other person to where they jump away and Retreat and basically just win this entire fight off of this information alone as we've seen through all of this Beacon usage inherently leaves plenty of room for creativity with just how far in advance you can set them up and plan things out with them as always though there's a bit more room for some out of the box thinking even in this case to wrap things up let's rapid fire our way through a few more creative Beacon tricks we've been talking about using beacons to super jump from one location to the other the beacons also unlock an interesting possibility super jumping to your current location this might sound pointless and most of the time it absolutely is but it can have its moments for example you can place a beacon directly on the tower in tower control and super jump to it while your riding Tower to stall out the duration of specials like buoyah bomb that would normally Force you off Tower entirely instead Landing right back on it when the special is over and keeping your push going also it's extremely silly and rarely actually works but it's possible to super jump to a beacon in order to reach an enemy high above you that you normally can't this is best with weapons I could kill in one shot like 10 umbrella or wiper Deco again it's funny and stupid and not a super serious strategy but it makes for some great moments if you can actually pull it off another trick if you want to call it that is playing off beacons themselves not necessarily actually using them since opponents are incentivized to break any beacons that they see people will shoot beacons that they see reflexively without thinking much about it we can punish this Habit in certain situations by putting a beacon out in the open intentionally waiting for enemies to shoot it they're getting an ambush on them while they're distracted by that Beacon this shouldn't be a go-to strategy but if you see that your opponent focuses heavily on clearing out your beacons this could be a way to beat them and further develop mind games around the way you're using your beacons and that's that I'm honestly really surprised with how long this guide ended up being I was thinking surely there's nothing that's going to be English reader for a long time I had so much fun with that there's so much stuff to go over but it turns out beacons are so nuanced so I had so much to dive into here as well by the way I'm trying something new with this outro usually I script them a little bit and basically just go over it at the same time as I record the rest of the script but this time I waited until after editing to just sort of give a more authentic reaction to the rest of the video and just thoughts and all of it and all that so let me know what you think about it also just want to say a massive thank you to everyone who gave clips for this video as well when I asked for them because I definitely could not have gotten all these cool clips about Beacon myself I don't really played Beacon weapons that much currently so massive thinks especially to Red Shell for those clips I got to analyze and just talk all sorts about it was really fun also thanks to shiny for the custom leader Collision Splatoon 2 and Shadow for the funny tent clip because I definitely needed that be sure to check out all of them they're all great players and chill people have their Twitters Linked In the description as well as on the screen at the time their Clips were shown and now with the first three videos of the series done I'm through with the list of all the subs I really wanted to cover missed angle shooter and Beacon are all the some of my favorites I think there's a lot of really cool stuff to talk about with them but I absolutely still do want to get to every sub weapon eventually basically what I'm saying though is let me know which sub you want to see next I could probably say the most on like Point sensor and ink mine currently but I've been seeing a lot of requests for sprinkler in the comments and even some people asking me to cover curling bombs it doesn't really function like other bombs so you know just let me know what you want to see next again aside from that just want to say thank you for all the support on this series and just in general on YouTube it's been absolutely wild but especially this utility Series has been absolutely popping off and it's been such a joy to make so again just thank you so much and that's it for me for now so thanks for watching and have a good one [Music] foreign
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Channel: pikadave465
Views: 14,648
Rating: undefined out of 5
Keywords: splatoon 3, splatoon, splatoon pika, splatoon pikadave, pikadave465, cherry limeade, splatoon cherry limeade, competitive splatoon, guide, splatoon guide, competitive, comp splatoon, splatoon competitive, splatoon comp, splatoon teams, beakon, squid beakon, beakon guide, beacon, beakons, how to use beakons, how to use squid beakons, splatana wiper deco, dapple dualies, cds, custom dualie squelchers, tenta brella, sploosh neo, sploosh o matic neo
Id: aiZINOz3VEc
Channel Id: undefined
Length: 20min 18sec (1218 seconds)
Published: Fri Jul 14 2023
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