Up next in this multi-part analysis is a look at my performance with each weapon I used during the Splatfest. I’ll take a closer look at my Win to Loss ratio by each weapon and how well I did overall with them regardless of outcome of the game.
To get things started we’ll take a look at the number of games I used each weapon – this is necessary to help contextualise the rest of this analysis. Those weapons that have a high number of uses are much more likely to be reliable when making assumptions about how good or bad I was with the weapon as they are much less likely to be influenced by random chance. For example with the Krak-On Splat Roller, I can’t be 100% sure whether any of my results are definitely because I’m bad with the weapon, because with only 2 uses my performance could be as a result of a number of factors like: my team composition (what weapons my team mates were using); the enemies team composition (did I just get unlucky and fight against those weapon types that counter Roller weapons?); or whether I was just having a bad/off game. Weapons like the Sploosh-o-Matic are more likely to have the effects of those previously mentioned factors smoothed out simply by having a larger sample size – I’m much less likely to have uncomplimentary team composition every game for 21 games than I am for 2 games as an example.
Now let’s look at my Win to Loss ratio with each weapon:
Those weapons I did worst with (Blaster, Tentatek Splattershot and .52 Gal) are all weapons I used less than 5 times, so it’s hard to draw any concrete conclusions about whether I would have averaged out higher/lower with more games – but I can tell you that I did purposefully stop using these weapons because I felt completely useless with them (when we look at the next couple of charts we’ll see whether I actually was useless with them). The Tri-Slosher is the clear winner out of these – there are rumblings within the Splatoon 2 community that this weapon is overpowered so I’m not massively surprised by this outcome. Its large ink spread, ability to 2-hit kill from a decent range and lack of ‘RNG’ (it will always have the same ink spread every shot unlike other guns) mean it’s much easier to consistently do well with, which is most likely why I did so much better with it than other weapons over the course of the Splatfest. Of the weapons I used a lot of times (> 5 uses), the lowest win to loss ratio was with the Kelp Splat Charger, which as discussed in my previous post I got significantly (statistically speaking!) worse with throughout the Splatfest, overall losing a game for every game I won.
Mayo coloured bars are those weapons I did particularly poor with… Or you could think of it as the colour for the Krak-On Splat Roller, either works.
There’s one clear conclusion we can draw from these… I suck with the Krak-On Splat Roller. As you can see I definitely was not doing well with this weapon with the lowest average points, KDA and average number of kills (and highest average number of deaths). I stopped using that weapon with good reason! Even accounting for potential bad team compositions or enemy counters I don’t think I would have done any better, I was absolutely terrible with it.
Shooter weapons like the Splattershot and Sploosh-o-matic tended to be at the top of the average points overall, and as these weapons are generally recommended for Turf War it makes sense.
Despite my high win to loss ratio with the Tri-Slosher it ended up fairly middle of the pack for average points scored, being at the bottom of the group of weapons that I used frequently. However, it topped the average number of kills and was very close to the front of the pack with regards to KDA, potentially being why I won more games with it.
The other weapons I used less than 5 times also don’t seem to have performed particularly awfully. The .52 Gal was consistently at the bottom of the pack but was a country mile better than my performance with the Krak-On Splat Roller, and wasn’t too far from the rest of the pack, while the others were fairly spread out, with the Blaster even being the weapon with the 2nd most kills and 3rd highest KDA. The Blaster’s low point scores were its major downside, meaning I may be good with it, but it’s not particularly suited for Turf War so I may have been correct in swapping out from it.
The Splattershot maintained a top 3 position in each of these metrics, which is probably why it averaged out to a positive win to loss ratio too. Being the all-rounder weapon it fits in well here – especially as it was the first weapon I used a good amount in both Splatoon 1 and during the first week after Splatoon 2 was released. The lower sample size (9) makes it hard to properly compare it with my other most used weapons, so I may take a look at its distributions for each of these metrics in a future part to see if any high leverage points may have skewed the average heavily for this weapon.
So in conclusion, I should never ever use the Krak-On Splat Roller (without a good amount of practice) and I was right to only use it twice. I tended to do best with the Tri-Slosher, with high amounts of kills and a decent KDA. My most consistently good weapon seems to be the Splattershot, keeping top 3 positions across all the metrics I looked at (although its lower sample size means it’s less easily comparable with my other most used weapons).
That’s it for this part! I’ll be taking a deeper dive into some of the specifics I brought up within this part of the analysis and looking at how I performed when winning and losing in the next exciting (… ahem) installment of this analysis.