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

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Man, finally fix my connection problems, but couldn't ever play the demo :( I thought it was the connection and it was my router all along. Lots of port fowarding had to be done. Oh well.
 
There is a variation of the Splatcharger with a scoop that zooms in on target in the full game. It was shown in the recent direct.

I know, but people were asking for a scope now and saying how much the sniper sucks. You dont really need it. I guess the best thing about the scope sniper is the extra range

Timestamped for sniper play from one of the devs. Such precise aim.
https://youtu.be/PjpcbDmDSEA?t=1h19s

Ohhh, so that's how you play with the sniper.
*takes notes*
 
Is there a link for proof of this? Because that's not what I got out of playing.

Gyro aim travels faster than stick aim permits, even with sensitivity at max. We're talking about a split-second difference, but in a game this fast, that's quite a difference.

I'd also equate this difference to playing fighters on arcade sticks vs pads, since there's more dexterity and precision (or at least there is for me) in the wrist than the thumb.

Personally I think a lot of the issues with the gamepad being required would be lessened if the gamepad was a bit smaller, thinner, and lighter.

A remodel definitely wouldn't hurt.
 
Wait what? I don't need to move anything since I don't use the tip of my thumb to click B.
Finger on the Y B with the tip of the thumb you press Y with the mid-top you press B.
So with ONE movement I have at my disposal both Y for centering the camera behind the character and B for jumping.

I think his point is that it's more your thumb having to move away from the stick. Although you could use your index finger for the stick instead, is that it?
 
Oh man, you gotta check this dev using the charge shot at about 1:00:00 or so. laying down these straight corridors of paint. It's really useful for going straight up vertical straight surfaces too! He even uses it to box in a roller and bait him into a 'nade.

If i just got better at twitch aiming.. definitely a weapon that needs practice.
 
Wait what? I don't need to move anything since I don't use the tip of my thumb to click B.
Finger on the Y B with the tip of the thumb you press Y with the mid-top you press B.
So with ONE movement I have at my disposal both Y for centering the camera behind the character and B for jumping.
Wait B! In my head I was thinking A because that makes sense. I can hit a and keep my thumb full on the stick. How do you reach Y and B without taking your finger off the stick?
 
wowowowow. really reevaluating the utility of the charge shot. I only tried it twice but I was way too focused on playing like a dude with a splattershot when I was using it
 
I've been able to play the three hours and i can't wait to play more.

Last night, in the first hour a was no very good, that was fun but i was fighting with the control. After a good sleep, in the second hours, everything was better, in the third hour i was a little better and i've begin using the map at my advantage for cover and i've use the super jump to help my team.

Can't wait to see the others map.
 
I think his point is that it's more your thumb having to move away from the stick. Although you could use your index finger for the stick instead, is that it?

Well, you need to move your thumb anyway even with X.
But no, I use my thumb to control the analog stick (thank god they didn't put commands on L3/R3 'cause I hate when I accidentally push it in a firefight thus unwillingly starting a melee action!)

It's the horizontal layout of Y and X for the commands I have a problem with, I'm used playing Nintendo games (or platformers/games with jumping in general) using my thumb covering the whole vertical layout of Y B and X A and the I use the tip of the thumb for the top buttons and the rest to hit the bottom ones, so I'm really used to having the jump button on the bottom.

Forget its analogs position and the controller model itself, this is just to give you an idea of how I place my thumb and use it to push both buttons at once without moving it:
CRW_15217-holding-two-hands-above.jpg
 
Definitely shows how vertical transversal should be a more important consideration for chargers since they can paint high walls easily. I'm still more impressed by the first charger video posted earlier though. Definitely a mark of a good player is how quickly and smoothly they move around the battlefield.

This guy is also pretty impressive in terms of movement.
https://youtu.be/PjpcbDmDSEA?t=1h19m19s
 
Watching that video it's clear the developers have a very very good understand of exactly how far the charger is shooting at all times, allowing them to cover territory faster than the gunners. They all have a pretty impressive aim too.
 
It seems that rollers are the easiest to use while chargers have a higher learning curve. Still want to give chargers a try in the full game.
 
Has there been any kind of statement from Nintendo since the end of the demo? Like it being a big success or them scheduling more demo periods in the coming weeks?
 
I cant wait for someone to make a gif of super jumping with the charger, start charging mid air, and splatter someone while landing
 
Timestamped for sniper play from one of the devs. Such precise aim.
https://youtu.be/PjpcbDmDSEA?t=1h19s
"First thing is always to make roads".
That's deep.

Wait what? I don't need to move anything since I don't use the tip of my thumb to click B.
Finger on the Y B with the tip of the thumb you press Y with the mid-top you press B.
So with ONE movement I have at my disposal both Y for centering the camera behind the character and B for jumping.

I'd be even ok with X for camera and A for jumping if I really had to (why?).

It's Y and X that I have big problem with.
Your thumb is on the control stick for your left and right panning. Why do you want to go all the way down to B to jump? X is right there, you can probably hit it with the joint of your thumb.
 
Definitely shows how vertical transversal should be a more important consideration for chargers since they can paint high walls easily. I'm still more impressed by the first charger video posted earlier though. Definitely a mark of a good player is how quickly and smoothly they move around the battlefield.

This guy is also pretty impressive in terms of movement.
https://youtu.be/PjpcbDmDSEA?t=1h19m19s

yeah the second video I just found impressive from an ink covering stand point. perfect lines for maximum ink coverage with a single shot.
 
You can't turn and jump at the same time if you have to take your finger off to hit b.

You can see the times on mobile in the link. Theyre at the end.
 
"First thing is always to make roads".
That's deep.


Your thumb is on the control stick for your left and right panning. Why do you want to go all the way down to B to jump? X is right there, you can probably hit it with the joint of your thumb.

Because I *don't* go all the way down at all, I do the same movement I'd do to hit X.
Can't explain it any better, even posted a pic. I'm ok with having X for camera and A for jump as well, a vertical layout and not an horizontal one (Y and X). Why? Coz preferences.

Bottom line is that there's no reason we shouldn't be able to fully customize the buttons, I don't see why is that so hard to grasp honestly.

You can't turn and jump at the same time if you have to take your finger off to hit b.

You can see the times on mobile in the link. Theyre at the end.

Yes you can, with the gyro.
 
I don't know maybe its me but I really don't see whats so impressive about this. He doesn't seem any more good than some of the better players I've seen.

He wasn't that impressive but people are writing off the Charger and Gyro as sucking. The 2nd and 3rd guys did much better with the Charger also. But of course there are better players, there will always be someone who is better.
 
Game played solidly here. Dual stick to me was a better way to roll but probably because it was more typical way of doing things. Good frame rate. All the classes seem to have decent plus and minus so they were good. Wish they would require certain classes...sometimes playing with all the same class was kind of weird but maybe that's intentional.

But sadly after three hours...with long breaks...the game just wasn't that fun for me. The overall game play, number of maps, roll out of DLC/capability makes this game an easy pass. To me if feels like it should be a 10-20 buck game or free to play like they have been doing on the 3ds and had some hearts or something to buy to make money with. It looks kind like a weird TF2 game why not let us buy hats?

Guess this leaves Xenoblades X as probably the last game (starting to think Zelda is going to NX, I do hope I am wrong) I will probably play on this console. I don't get the Mario maker thing...I can just play a mario game...I don't care to make levels. But I will wait to see what they show at E3 and I will keep an open mind.
 
What? Being forced to look away from the action to ascertain how the game is going is backwards game design - hell, being forced to look at a second screen to do any action is poor game design. It may take .2ms longer, but splitting the gamer's attention between screens is a horrible idea in a game as fast as Splatoon.
You keep trying to separate this as if this isn't a part of what makes splatoon different. The map is to see you're teammates, it's not just some radar functionality, it's showing your main objective. And everyone is looking at it, especially those going for the main objective, so it's not some optional advantage. Asking them to add a different scheme without the gamepad, is asking the devs to knowingly gimp the game for some, just for an archaic control scheme.
 
god the way the devs end every round is so cute

どっちかな?どっちかな?ほいいいいいいい~!
 
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