Splatoon Global Testfire Demo Schedule and Info Thread (https://youtu.be/l4UFQWKjy_I)

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Was totally worth it to battle it out for a while with the gyro controls. You can really zip your reticle around the screen and stop on a dime.

Two map limit is a bummer, but the strategy played out differently each game depending on the enemy's approach. I feel like the map aesthetic hardly matters when you're so focused on the dynamic game play.
 
That was awesome fun. I used the Splattershow Jr the entire time and owned the Roller users. Activating the shield just as they rushed towards me was so rewarding. That hour flew by. Can't wait to play the full game.

Yeah I was doing that with the Jr too. Also, if you hold down ZL while shooting, soon as you stop shooting you'll drop down into squid form. You'll come back up automatically if you start to shoot again. I tended to hold ZL most of the time to speedup movement.
 
I mean, the Roller is a melee weapon and a shotgun. Two things you stay the hell away from in shooters.

That and its a great balance of power weapon. You can just run away from everyone and make good progress for your team, or swing the tide of battle after your shooting buddies clear off the range threats and you make big paths.

I had great luck with jumping to a gunner who snuck behind enemy lines near the end of the fight and just making my way backwards
 
I can't see Nintendo possibly implementing the super jump for the Pro Controller in a way that's acceptably on par with how quickly and easily you can execute it with the touch screen. How would you pick where you land, exactly? And how would you even scope the map to chose a landing point?

I could see it working. Hit - to open map, then map your teammates to A, X, Y or something.
 
yeah, I didn't feel like the gyro controls were necessary with the roller at least. I played half my games with it on and the other half off, and it didn't really make a huge difference.
 
I mean, the Roller is a melee weapon and a shotgun. Two things you stay the hell away from in shooters.

You mean, two things you should generally walk towards to, amirite?

Because I'll fricking splat you if you come anywhere close to my beloved paint roller, bro! >:D
 
Welp, the servers went down on the minute.

Game is amazing. When you start out it's pretty much holy roller, but ones you get into it you quickly realize what the balance is between the weapons.

Had an insanely dominant match in that warehouse with 2 splatterguns, 1 roller and 1 sniper where the roller made sure the back and sides of the map was fully covered while the splatters made quick work of the enemies in the middle and forward while the sniper camping on the box in the middle covered them. At a certain point they could barely leave their spawn, absolute dominance, won with nearly 80%.

Had a similar dominant match on the open stage with 2 spatters and 2 rollers. The splatters went to the big platform in the back and after covering it to the middle to make sure the enemy team could never get to that platform in the back, while the rollers just kept busy covering the lower paths on the map making sure the back platform never became their main goal and just in general kept the enemies busy while the splatters could easily defend the middle by themselves.

Weapons are great. Splatter jr. is great in close combat but didn't fit my style. The big splattergun is amazing ones you get into the rhythm (shoot&dive, shoot&dive), no noob will kill you ever while using this solid gun. 1 or 2 Rollers are essentials when going for the win, splatters work great for covering too but having someone in the team that can cover edges without effort can really make a big difference as only enemy rollers are efficient enough to counter it fast. I do think people overestimate how good rollers are though since it's insanely easy to just get out of their way in combat. A good roller is one that stays out of combat. As for the sniper, I got mixed feelings, I like how it's hard to use, but its sole purpose seems to be a great support for other team mates and primarily effective if you have a good campspot. It's a good class but pretty much all matches where I got 2 or more snipers on my team seem to result in a loss as their coverage is absolutely poor inkwise and it's simply too tricky to use in close combat situations. Great weapon, wrong gamemode.

Running to bed now, only got 6 hours to sleep cause I don't want to miss the next test moment. :p
 
I'm torn on the gyro controls, on one hand I did find the added sensitivity useful, but on the other it left me forgetting I could even use the stick sometimes, leading to moments where I had people shooting me from behind and me desperately trying to swing the gamepad around when I could have just used the stick.

I'll try again tomorrow with the gyro disabled and see how that feels
 
Felt sucky to lose with teammates that didn't seem to get it, but overall I had fun. Liked the splattetshot junior the most I think. Gyro aiming never fully clicked, but I got better as I went. Still planning to grab it day one, but there's definitely a learning curve.
 
Demo was a lot of fun. I wanted to keep playing.
  • Didn't realize you could jump to a friendly position AT ANY TIME. Not just at spawn! That was cool.
Here's another thing you probably didn't know: While you prepare to superjump, I think you have invincibility frames. So jumping around to reenforce your buddies is encouraged, but abusing it means that the time you could've spend spraying the field with your ink is wasted on your "warp time".
 
Yea, gyro really seems useful for the Splattershot type weapons. I guess the snipers can use it for fast aiming, but I don't feel the gyro is stable enough.
So what's the difference between the splatter shot and splatter shot jnr?
Jr:
+ Faster fire rate
- Less power
- Less range
 
Went 7-0 in my last game with 1,200 points. I wasn't using gyro either because gyro is awful for this game. I was also using the Splattershot Jr.
 
Also the fact that you can see where the other team is going to land when jumping is hilarious.

Sorry that I rolled over you the instant you landed "Matthew"

Oh so that's what the circles on the ground was lol. Light blue paint ink looks so good, favourite colour.
 
I was surprised at how many people didn't seem to realize that they could swing the roller. I would have died way more if people just swung the damn thing instead of idiotically chasing me.

Yup. Ton of people playing the roller were awful with it.

Oh well, free kills.
 
People are really overblowing the roller.

Truth. I tried every weapon, and it's way too early to be calling balance issues (though the roller memes are kind of fun). Seems like I'm about a mid-level player (rarely first in rankings, but never last) and I found all them more than manageable. I could clean up with the Jr., Roller or Charger by the end.
 
if this game had voice chat i would spend 98% of the time telling people that it's a territory based game not a kill based game.

seriously almost every match i played had unclaimed territory all over both bases.
 
Tap ZR rather than hold I think.

Same with the charge shot. I didn't realize at first that you didn't need to have it completely charged to shoot. You can just repeatedly tap ZR to shoot, the range just sucks though in that case.

I didn't need to fully charge the sniper!?!? LOL, that will make it much better
 
That was fun! Though I'll need to get used to gyro controls. Why is there no X-axis reverse for the gyro? I know that sounds weird but my first instinct was to tilt the opposite direction. They should include gyro reverse for the X and Y axis. I wish we could do the tutorial offline to get a feel for the game and set up our controls, gyro sensitivity etc.

I think people are just really bad right now, that's why Roller is dominating. Don't forget Roller is specifically made to lay down the most ink. A player running around all match rolling paint will naturally get a lot of points, that's why they're at the top. I do have one problem with it though: I didn't hear any noise when a Roller sneaks up behind me. Next session I'll see if headphones work, maybe there is a noise but my tv speakers aren't good enough. I also was not looking at the map much, seeing a fat trail would be a dead giveaway that a roller is giving chase.

Splattershot was my go to weapon. I can shoot for days and it has enough range to deal with the pesky Rollers. The balloon grenades weren't too effective though.

The Splat Charger (is that right?) was the hardest to use because I'm not too accurate with the gyro yet. When I was controlling it well though it was really effective for taking out enemies long range with no drama. One shot and it's over. This is especially useful against Roller teams. ^^ Just stand on some crates and snipe. My ink coverage was the worst while using it, naturally.

I only used the Splattershot Jr. once so I can't really say much. It's got a shorter range than the Splattershot I guess? The timed Ink Grenade was pretty useful though.

As expected the Killer Wail Special is ridiculous. That was the only special I died to and it happened a lot. I swear one time after I respawned the enemies KW engaged faster and I wasn't able to get out of the way. Thinking about it, the majority of players I encounter were using the Roller which comes with the KW so that must be why I saw so many.

The maps seem decent enough, can't say anything bad yet. I played a whole lot of Walleye Warehouse though, lol. It seems like it's the default first map or something. I dunno.
 
How many of you actually played as a guy inkling? It seemed like girls everywhere.

Almost chose the girl instinctively as it's what we've seen most of since the game was announced and the design is cooler but eh, went with the guy because I figured I'd be one of the few.
 
Felt sucky to lose with teammates that didn't seem to get it, but overall I had fun. Liked the splattetshot junior the most I think. Gyro aiming never fully clicked, but I got better as I went. Still planning to grab it day one, but there's definitely a learning curve.

Oooh, this reminds me. I had a few matches where a fourth player just dropped out at the beginning and contribute 0 points. The teams that happened to lost every time. It seems like this game[mode] is going to be practically impossible to play with uneven teams
 
They are already rolling in.
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And this one I totally didn´t make and showed before.
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Excellent, while I disagree that rollers are OP.
I love me a damn fine meme.
 
Dude....the second to last match my team spawn camped the other team like hell. I felt sorry lol

Weird that the other team allowed that, because they are basically invincible when they spawn, as long as they remain on the platform. Furthermore, they can still shoot and deal damage. A pair tried to span camp on me, I just laughed and splat them both.
 
got one like this, .46% to .47% or something like that, weird.

Weird because it doesn't add up to 100%? It probably just tells you the percentage of the map that's covered, so you probably won't see too many matches that add up to exactly 100% unless every inch of that map is covered in ink.
 
I can't see Nintendo possibly implementing the super jump for the Pro Controller in a way that's acceptably on par with how quickly and easily you can execute it with the touch screen. How would you pick where you land, exactly? And how would you even scope the map to chose a landing point?
I already roughly described a system. I'll add more detail.
 
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