Nautilus 47 & 79: Analysis and Strategies


Enemy #1: "Where is that Nautilus at?"
*gets brutally splatted*
Enemy #2: "Where is that Nautilus at?"

Overview

The nautilus weapon family is a mid-range splatling with the ability to store a charge while swimming. The nautilus 47's kit consists of point sensor as sub and baller as special. The nautilus 79's kit consists of suction bombs as sub and inkjet as special.

Statistics

According to splatoonwiki.org, the nautilus family has
  • 74/100 range (about 3 testing range lines)
  • 37/100 charge speed (38 frames for one ring, 76 for full charge)
  • 70/100 mobility 
  • 3.33 seconds of holding the charge while submerged
  • 4 frame shot interval
  • 52 and 104 frame shooting duration (for one right and full charge, respectively)
  • 40 frame ink recovery cooldown
  • 3.6 degree shot deviation angle
The weapon classes as a "middleweight". For further (less relevant) statistics check splatoonwiki.org.

Analysis

The range on the nautilus is equal to that of most midline class weapons like the rapid blaster, splattershot pro and mini splatling among others.

Pros:
  • The nautilus' firing speed is, however, a lot better than most of these weapons, making it great as a midline slayer.
  • The nautilus aways shoots at its maximum range and damage, unlike other splatlings, that only do this when fully charged.
  • The nautilus paints extremely well.
  • The shot accuracy is better than the radical makes you think. The shots are more likely to hit than that of the splattershot pro at the same range.
Cons:
  • The "storing a charge" feature can be a liability, and requires practice to use properly. Specifically strafing is hard. The time to emerge and submerge out of and into the ink is long if you are in a pinch against a fast firing weapon. 
  • Charging takes relatively long, so it is recommended to go to a hidden spot to charge to avoid being a sitting duck.

Strategies and Recommendations

Both of the nautilus variants have potential, though in different fields. The 47 is more useful as a defensive, objective oriented weapon, since point sensors help locate the enemy and baller can capture a splat zone, or provide jumps in clam blitz. The 79 is more aggressive; suction bombs are great for pressure and the occational random splat, while the inkjet is an all-round killing machine (if used in the right hands).
Both weapons have great painting skills and paired with the good range can quickly paint a zone or secure the mid area of a map.
When I play either nautilus, I try to move around a lot, painting where necessary. I tend to be careful around enemies. I like surprise attacks for quick, unexpected splats or if I know what weapon I'm facing, try to out-range them.
Alternatively, sharking is a very good option. It can hold the charge for 3 seconds in the ink, so observing the opponent can be great to find the best opportunity to go in.

Personally, I like two different gear loadouts.
  1. About 2 to 3 mains of swim speed up, with whatever suits you. Since he weapons is mostly in the ink, swim speed can quickly get you near enough to enemies, and back out if need be. 
  2. Ninja squid, with potentially swim speed to compensate for the swim speed penalty. 
To fill up your slots, I like to use a little of ink recovery or ink saver main. You spend most of your time holding the charge and running out of ink means getting splatted with this weapon. A little main power up can also help to get one or two extra shots out and secure some splats. 

Matchups

The nautilus is great at taking out other mid-liners of equal range, and unsuspecting front-liners looking to push. 
Try to avoid backliners' line of sight and any sort of matchup in enemy territory. The nautilus does not like to get out of enemy ink, so do not push on your own, but paint the map for your team's front line to do the dirty work.

Best Maps and Modes

Because of the nautilus' excellent painting power and range, the weapon is very suitable for splat zones and rainmaker, since it can quickly paint a zone and lock down a rainmaker path. The nautilus 47 can use it's baller to get super jumps to an enemy clam basket, and scout out the enemy front line with the point sensors. Tower control is probably the worst mode for nautilus, yet it can still offer make for a great pressuring tool to slow down an enemy tower push.

Again, because the nautilus paints well, and likes to shark and observe, bigger maps are better. Maps like snapper canal, wahoo world among others are great. They are large, and have some open areas to make optimal use of the available range. Wahoo in particular has a lot of hiding spots in the form of corners, ledges and stage obstacles making sharking a great offensive tool.
On the other hand, we have maps with great height difference and larger open areas that can really hinder the usefulness. Think Blackbelly Skatepark, Moray Towers and Arowana Mall. It is hard to secure a splat from the large heights if you are at the tops or in the valleys, and are a target for aggressive opponents and backliners alike. 
Maps with grates, like Kelp Dome, are also unfavourable. The grates don't allow you to swim, which is arguably the think the nautilus benefits of the most. However, if you avoid going on the grates yourself, you can easily take out opponents who do traverse the metal. 

Final thoughts

This is one of my favourite weapons in the game. It makes for some very interesting gameplay and tactics. Surprising an opponents is extremely satisfying, especially since its range makes it really easy to take out an opponent who isn't looking in your direction. It also paints really well, which is good for your whole team. Having ink on the floor allows you and your team mates to swim around and pressures the opponent.


Comments

  1. Don't use Ninja Squid. You emit a glow when swimming with a partial or full charge

    ReplyDelete

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