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

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It means the game is balanced well. :)

Because everything has advantages and disadvantages.



In that fantasy scenario you were taken out and then I cleaned up your painted (straight in this scenario) path with my ink in two shots.

And before you did I was gone or hiding, or dead and running to paint somewhere else for the big points.

The reason we're so on your butt about this is because there is a counter for everything you're proposing here, just like you provide a counter strategy as well. This is called balance. The thing you said isn't there. That is all. :)

Except there isn't in this case, given the value painting has the roller is king. It may need skilled use but it is still king.

Calling for them to fix it when we didn't have access to some weapons, perks, and specials seems premature. It's cool if you want to wait off, but you're being super presumptuous in saying anything needs fixing based off that demo.

The point of the beta is to fix things. So I hope they fix the clear balancing issues (if even it's something only a few intelligent players can do). I do hope the game gets better, it has potential certainly.
 
"clear balancing issues"

lol, cmon man the demo was as balanced as could be. let's wait for the game to release before we start getting crazy.
 
It means the game is balanced well. :)

Because everything has advantages and disadvantages.



In that fantasy scenario you were taken out and then I cleaned up your painted (straight in this scenario) path with my ink in two shots.

And before you did I was gone or hiding, or dead and running to paint somewhere else for the big points.

The reason we're so on your butt about this is because there is a counter for everything you're proposing here, just like you provide a counter strategy as well. This is called balance. The thing you said isn't there. That is all. :)

Except there isn't in this case, given the value painting has the roller is king. It may need skilled use but it is still king.

Calling for them to fix it when we didn't have access to some weapons, perks, and specials seems premature. It's cool if you want to wait off, but you're being super presumptuous in saying anything needs fixing based off that demo.

The point of the beta is to fix things. So I hope they fix the clear balancing issues (if even it's something only a few intelligent players can do). I do hope the game gets better, it has potential certainly.

Just wait for the full game.

I will, and I hope they fix various obvious issues. That's what beta's are for, heck I'm not even complaining about lack of voice chat. I can see why it's an issue but it's not something I do.

"clear balancing issues"

lol, cmon man the demo was as balanced as could be. let's wait for the game to release before we start getting crazy.

I'd hope they use the beta to fix things before the game is released.
 
And before you did I was gone or hiding, or dead and running to paint somewhere else for the big points.



Except there isn't in this case, given the value painting has the roller is king. It may need skilled use but it is still king.



The point of the beta is to fix things. So I hope they fix the clear balancing issues (if even it's something only a few intelligent players can do). I do hope the game gets better, it has potential certainly.

What makes you think other players can't do the same things you can? What if a team of 4 splattershots is spread out over the whole map, where will you run off to then to paint? Rollers may be effective at painting but take them out and you can reclaim their spots in a matter of seconds.
 
Watching all the firetest videos, I was really worried about the weapons balance, particularly wrt to the rollers. Glad to hear they're a more of a novice's choice item.

Well, they do have their strengths, too. They just don't fare well in head-to-head confrontations unless the opponent can't aim or is running out of ink and has slow reflexes. Otherwise they are a great way to cover ground quickly and let you take out groups of opponents easily if you catch them off-guard.

I hope the game will have way more different ink colors. red and black will be great.

Zero chance for either of those. For fairly obvious reasons.

Video showing how OP the roller is

https://youtu.be/h-4iMk5CMew

Haha.
 
I'm watching videos of the test fire on YouTube and I have a question.

Can we change aiming up and down from motion to analog stick or are we stuck with motion in control?
 
z6JYd8g.gif

Squidgang, yo.
He seems like a chill guy to hang out with
I hope the game will have way more different ink colors. red and black will be great.
Red would look too much like blood. I'd love brown since it is a color I love, but there is the issue of it looking like
you know what
Also looks like you had the same idea I had having that turned into an avatar. Nice choice, beat me to it.

:P
you'retooslow.gif :P
 
I'm watching videos of the test fire on YouTube and I have a question.

Can we change aiming up and down from motion to analog stick or are we stuck with moth in control?

You can, but up/down sensitivity is higher than left/right sensitivity with no option to change so it feels awful.

Stick to the gamepad. It works great.
 
We've had 3 hours with the game, and we haven't even had access to all the weapons and perks. I think it's slightly too early to say that anything is unbalanced.
 
Video showing how OP the roller is

https://youtu.be/h-4iMk5CMew

Welp time to give up there is no way we could ever fight off the rollers, might as well just join them now. It's futile to resist them.

He seems like a chill guy to hang out with

Red would look too much like blood. I'd love brown since it is a color I love, but there is the issue of it looking like
you know what

you'retooslow.gif :P

Shouldn't have spent so much time trying to make it fancy lol. At least I can use it on the forum I go to hehe.
 
I could in almost every situation in which I was playing, I almost always had my path available behind me. If not and I died it was no biggie, just started at my base and painted from there.

jpEMHSJ.jpg

The areas in red contain the largest surface area on the map. The x's are the only exits. I don't understand what you aren't getting. Once a team sets up at the entrances they only need one player to paint the area while they stop you from ever getting in. The high ground around those two red areas also offers vision of the middle and side paths stopping you from painting them as well.
 
I think you guys are missing the underlying points Bending is saying. But first I should say I don't think the Roller is OP at all. It should be noted that his main point is that the Roller is OP in terms of inking the ground and gaining points in Turf War so saying you can splatter him is a bit pointless cause he will just avoid the confrontation. Basically, his playstyle is one where kills aren't important.

Though I don't think that playstyle will get far as more people get used to the game and it will definitely not work in modes outside of Turf War. Splattering people is probably the least important thing in Turf War. It can definitely help - 10 opponents killed is basically 30+ seconds the opposing team's total 12 minutes being used for respawning, but compared to other (2 revealed) modes, it is nothing.
FarJovialBull.gif


#TeamShooter #TeamCharger
lol
 
jpEMHSJ.jpg

The areas in red contain the largest surface area on the map. The x's are the only exits. I don't understand what you aren't getting. Once a team sets up at the entrances they only need one player to paint the area while they stop you from ever getting in. The high ground around those two red areas also offers vision of the middle and side paths stopping you from painting them as well.

To be fair, you forgot a lot of entries.

edit: or the option if squid jumping straight to another player who might've snuck past the defense. again: balance. it's clearly there. bendy is just ignoring it :D

moreentries62uev.jpg
 
I saw someone mention it earlier, but rollers are just the TF2 spies of Splatoon. If they were to have a spot on a "pro" team, I could see their jobs to just be to sniff out unclaimed/empty areas and remain unseen while the rest of the group uses them as a backup spawn. Once the paintbrush is out, and the charger is more widely adopted, the roller's "obvious" utility in this stress test will shrink to more choice than anything, with personal preference reigning out rather than being the objective choice.
 
How do you guys think the Dynamo Roller is going to mix things up?

It seems crazy that it can deflect enemy fire. I wonder what its weaknesses are?
 
For those thanking me: You're welcome, but I want to clarify it wasn't me who ripped the music :)
I loved salt spray rig

both of the maps really but I preferred the rig
I liked the Warehouse more at first, but by the third beta session I was liking Saltspray Rig more. Both maps are great, though.
 
Salty spray rig is the epitome of level design, you can just look at it and see how well it caters to the gameplay in countless ways.
 
To be fair, you forgot a lot of entries.

edit: or the option if squid jumping straight to another player who might've snuck past the defense. again: balance. it's clearly there. bendy is just ignoring it :D

moreentries62uev.jpg

Saltspray Rig is so fun. You can even ride the platform that crane is holding. I got on it once and sprayed everything like a mad man till I was out of ink.
 
Once a team sets up at the entrances they only need one player to paint the area while they stop you from ever getting in. The high ground around those two red areas also offers vision of the middle and side paths stopping you from painting them as well.

Yeah, that area on the right ended up being the key to most of the matches I played on that map. Whichever team controlled most of that section ended up winning pretty much every time. When you enter that pier, there are overpasses to the left and the right that can make it difficult for the other team to approach. I imagine a Splat Charger could just sit there and babysit for awhile if they wanted.
 
Dangit. looking at the pictures of the maps is making me go into withdrawals.

The rollers are OP -thing is very common when you start to play it seems. I had it too, but once you get more familiar with the game that feeling goes away. It's not that rollers are bad either - just that they arent as wtfpowerful as it seems at first.

if anything I feel the chargers are underwhelming right now, but I imagine that will also change with practice or realizations on how to more effectively use them.
 
Saltspray Rig is so fun. You can even ride the platform that crane is holding. I got on it once and sprayed everything like a mad man till I was out of ink.

Yea, I hopped on those boxes there a lot in the last session. A ton of possibilities on these maps.
 
really it's squid-form that's OP

but everyone has it

Rollers are so easy the more you play against them because they have one fatal flaw, rollers tend to not go into squid form half as much as every other class, the few that did, including me sometimes, is what really would make it overpowered, all of a sudden you realize that you have mobility aswell as amazing melee capabilities.
 
My first time on saltspray rig I thought we did pretty well, but when it came to the results screen I saw there was that whole big area on the right I never even noticed covered in the enemy team's ink. That was usually one of the first places I went to after that lol.

That actually led to one of my favorite moments playing the demo, I was there covering the place with ink and someone with a sniper was trying to take me out so I was constantly dodging behind stuff to block their shots in between spreading ink around. Little moments like that really sold me on the experience
 
I think my main issue with the game right now, is their decision to switch out maps every 4 hours. That is utterly ridiculous coming from a standard shooter mindset. I'm mildly relieved of this because half way through the test fire, I realized I hadn't even played on the second map yet. I attribute this to them constantly switching the teams and what side you were on. It helped I had no clue what the whole map looked like as well. I'm still worried because I played for little less than an hour, which is considerably less than how much I played even the Destiny Beta. Will see how this turns out in the long run, but I'm hoping with their promised continued support, maybe we can get them to push up the time or maybe it won't be an issue when the maps get more disparate in design.
 
Chargers shoot paths for the team, and suppress the enemy's mobility from range (also kills when they can afford the shot). Splattershots expand those paths and combat the enemy up front. Rollers complete the target objective and use their ally's ink paths (and the allies themselves, using the super jump) to move to new places to paint.

Rollers are strong.... when properly supported by other weapons.
 
Chargers shoot paths for the team, and suppress the enemy's mobility from range (also kills when they can afford the shot). Splattershots expand those paths and combat the enemy up front. Rollers complete the target objective and use their ally's ink paths (and the allies themselves, using the super jump) to move to new places to paint.

Rollers are strong.... when properly supported by other weapons.

Whenever I buffed a roller with my own bubble...it felt great.
 
I think my main issue with the game right now, is their decision to switch out maps every 4 hours. That is utterly ridiculous coming from a standard shooter mindset. I'm mildly relieved of this because half way through the test fire, I realized I hadn't even played on the second map yet. I attribute this to them constantly switching the teams and what side you were on. It helped I had no clue what the whole map looked like as well. I'm still worried because I played for little less than an hour, which is considerably less than how much I played even the Destiny Beta. Will see how this turns out in the long run, but I'm hoping with their promised continued support, maybe we can get them to push up the time or maybe it won't be an issue when the maps get more disparate in design.

Yeah I don't mind the random switching but 4 hours seems like way too long. My guess is it's meant to offset there only being five maps at launch
 
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