Out_Of_Ammo
Member
Man, I had like zero hype for this game before playing the demo. It's far more fun then I thought, this just went to a day 1 purchase for me.
You can still deactivate it in the options menu when you're not in a game![]()
This is your first session right. Makes sense cause everything you said is wrong.The game doesn't seem as mechanically sound as in though it would be...charger are useless,mainly because maps are too narrow and there are too many walls to obstruct aim...also a camping class in a game about gaming ground doesn't fit well...roller are too powerful... While there are some exceptions, usually it's the team with more rollers that wins...
Also the game suffers bigbtimenfrom the lack of voice chat,since you can in less than 30 seconds if the team doesn't move well and the enemy can paint without opposition.
Also didn't like the fact that some place are off limits no matter what you do.. They have this amazing mechanics of being able to swim through the paint and limit it by limiting it's usefulness.
Motion controls seem also unnecessary
Of course this is based on less than an hour of play,so it's subject to change
I found a video of everyone saying rollers are OP http://m.youtube.com/watch?v=l4UFQWKjy_I
Haha! For real, I love the foresight everyone has in competitive games to immediately know what is going to be OP.I found a video of everyone saying rollers are OP http://m.youtube.com/watch?v=l4UFQWKjy_I
I don't know. If seems like a mixed bag. I beat the scores of roller using teammates with the junior weapon a few times towards the end of the first hour last night.
Get to them quickly, and then it's not hard to out maneuver and splat them.
Or have one person on a team claim high ground and take out the rollers from range. There is a lot of potential for many strategies and dynamics.
I'll agree that the ink should probably run out slightly faster though.
Seems map dependent too. The warehouse is heavily corridor based favoring the roller a bit more while the rig is a little more open.
The gyro/stick combo will take some getting used to, but even in the one hour it was improving. Still using the stick more than I should be, and outright forgetting to use the gyro now and then. But that'll come.
The time flew by. ):
It's really so much fun, even moreso once you get the hang of the controls and some tactics. Bless that team member that goes around the spawn point at the start to cover that area with paint.
Deactivate which? The gyro or the right stick? If it's the former (making the right stick fully camera operational) then i'd definitely be interested in that.
Yeah playing the same two maps is boring. Hopefully different modes add to variety. 4 hours is insane though, then again there's only 5 maps on release.So yeah, I'm left with the same impression as the first hour: fun game but the 2 maps every 4 hours thing is a deal breaker alone. I'm bored of these two within an hour, the full game would be even worse in that regard.
Really hope they change that.
Someone killed me with it across the other side of the rig map. git gudThe Killer Wail is so fucking useless.