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

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I'd love it if I could have the Gamepad to the side of me and do that one action that way while doing everything else with a pro controller.
Have the map on screen and use a button combination, like hold L (currently not used) and use the DPad to select which teammate to jump to. You could assign each teammate to a fixed direction so for example L+DLeft would make you jump to "teammate A". A simple solution and you have enough time while respawning to check the map and get the correct key combo.
 
I didn't use gyro at all and I was almost never at a disadvantage. Won almost every round and was in the top 2 on the team. I do like the gyro though it's great, used it during the last session.

How long have we been playing the game again? Between 1 and 2 hours? I'm not sure if that's enough time for people to get to a level where even a smallest advantage matters (not that I think gyro gives only a small advantage). Not saying you can't do well with stick controls but it's objectively worse way to control if you get good with gyro+stick.
 
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Both teams are actually a raised platform and that center section is on a lower platform. If you were to try to get to the other teams respawn point you'll have to go the long way around. And even when you do make it, they can easily kill you. I was on a losing team once that had someone try to camp at my respawn point and they died incredibly fast with no chance of survival.
 
Tried all the weapons this time, roller is a lot of fun but snipers take 'em out too easy.

Though I personally couldn't do much with the sniper rifle... is there a way to pull up a scope? That might help.

Overall, this game is a blast to play.

One of the snipers in he full game has one. Look at the Splatoon Direct to see it in action.
 
Can I make an embarrassing admission?

The first time I used the roller it took me at least a minute of the game to realize that you had to hold the ink button to use it.

I could feel the shame overcome me when I wasn't helping my team.

Hey the demo is a learning experience, at least you know now than compared to only finding out in the full game.
 
also I think I see what Nintendo is going for with the limited maps. I think learning the maps and picking your weapons and perks accordingly is what's most important. seems the focus is on all of the customization options to change up how you approach and play the game.
And watch there be no way to save loadouts. And this only applies to Turf War.
 
Can I make an embarrassing admission?

The first time I used the roller it took me at least a minute of the game to realize that you had to hold the ink button to use it.

I could feel the shame overcome me when I wasn't helping my team.

Hahaha, don't feel bad. The first thing I did in my first match was squid jump into a bottomless pit.
 
It's a hit and run weapon, basically. If there's any enemies within your vicinity, you've got to be ready to move as soon as you take your shot.

The problem is that everything moves soo fast @_@

Then you are fucked no matter the weapon on your hands :P With the Charger you should utilize the way longer range compared to other weapons and build your game around it.

Maybe I should actually use it like a sniper then >.>
 
Both teams are actually a raised platform and that center section is on a lower platform. If you were to try to get to the other teams respawn point you'll have to go the long way around. And even when you do make it, they can easily kill you. I was on a losing team once that had someone try to camp at my respawn point and they died incredibly fast with no chance of survival.
There is no way up; the 3 exit points from camp lead to a drop-down; you're thinking of the other map.
 
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Well that was fun. Not convinced I’ll buy the game, though. Hoping that the other game modes will be mor fun, because Turf War feels quite lacking. Like, it’s possible to win by waiting until the last minute then running behind the opposing team to undo their work. The strict timer sort of ruins the mode, I guess.

But maybe I’ll warm up to it a bit more tonight. Hopefully fewer rollers then.
 
Yes. You can paint all the way to their spawn and attempt a spawn trap.
Splatter the walls and go squid up them.

Could you explain how/which walls?



My only other guess for how you might be able to make it up there is via the super jump to a teammate standing as close to that area as possible. I found out that if a teammate is standing under a raised platform and you super jump to them you will actually end up on the platform above them, so that might work here too. Of course testing that in the demo isn't exactly easy...
Sounds like an idea that could be working.

How about that one moving platform that picks you up on top of the crates bottom center and then moves left or right, I haven't followed where it went because it's just too damn slow. And it takes some timing to get onto it as well.

I believe it just stays at the middle of the map.
 
Dammit, I thought the second demo period was earlier than 7 am ET. I could've woken up for that! Oh well, I'll get the third one.
 
Both teams are actually a raised platform and that center section is on a lower platform. If you were to try to get to the other teams respawn point you'll have to go the long way around. And even when you do make it, they can easily kill you. I was on a losing team once that had someone try to camp at my respawn point anMd they died incredibly fast with no chance of survival.

You shouldn't be spawn camping, you should quickly ink their spawn then bail. This means someone on their team has to waste time reclaiming their starting spot which lets your team clean up the rest of the map.
 
Maybe I should actually use it like a sniper then >.>

I think it's actually quite the interesting weapon. It doesn't behave like traditional sniper either. It's biggest role is covering up area without moving. That said once you nail down your aim you can pull of some impressive kills. Another big point is utilizing corner. See an enemy with any other weapon than Charger? Go around corner and charge it up. Once they follow you it's easy to remove them from the play.
 
If the objective is to cover as much ground as possible then yes the roller has a huge advantage. One of my matches in SaltSpray rig I was 3-0 (3kills, 0 deaths). The key is my deaths, I was avoiding most altercations altogether and just covering as much land as possible, because I knew In most circumstances I'd probably lose without being sneaky. Looking at my map periodically and super jumping or getting to areas where some ground could be gained.

I think I did a lot better with roller in Salt spray Rig than in Warehouse got 1300 as highest game. Roller is pretty boring to use though, favourite weapon is still splatter shot.

But it doesn't. It has no range so it's pretty easy to take rollers out. I was laying the most ink on my team in most matches and I was using a splattershot.
 
I also had way more success with the splatter jr than I had with the roller for whatever reason.
I was surprised to find that too after all of the talk of the roller being overpowered. It's much better for splatting opponents. Granted I tried it out last and only got a few rounds in with it, but the Splattershot Jr. generally beat out someone coming at me with the roller due to the higher rate of fire. It was second worst to the Charger for covering ground, though.

Speaking of the Charger, my initial impression of it is that it's definitely underpowered. Or maybe I just didn't get the hang of it. Again, I admittedly didn't use it much but it didn't really have the range to make it viable for ground coverage or for splatting opponents. I'll give it another look when the final version comes out in a few weeks to see what upgrades can do for it though. It wouldn't be the first time that a weapon or skill just needed some patience and getting used to.

But overall the demo did not disappoint. I'm OK with the gyro controls but I might turn them off for this afternoon's demo (assuming I can make it... ). The rounds are short but sweet and just like Mario Kart races there's definitely a "oh just one more round..." feeling when each match concludes.
 
I think I'm just used to an analog stick or mouse-- when you aim, the camera stays there. With the gyroscope, you move the controller subtly to aim to the right let's say, then when you put it back into its neutral "comfy position", the camera yanks back to the left (of course-- since you've just moved the controller again). I was constantly trying to counteract that effect with either the right analog stick, or Y.

I just felt like I was wrestling with the camera the whole time versus playing with the game. Was very frustrating.

I suggest resting your forearms on your upper legs (assuming you are playing sitting up). I've never had the need to recalibrate, or have I needed to move the controller enough to where it leaves a "comfortable" position.
 
How about that one moving platform that picks you up on top of the crates bottom center and then moves left or right, I haven't followed where it went because it's just too damn slow. And it takes some timing to get onto it as well.

A platform that moves left or right? I don't remember that, I'll look into it in the next demo hour. The damn game gave me the warehouse like twice as much as the rig. =/
 
Just tried the demo for one hour, wasn't really that much interested in Splatoon before. I thought it was spectacularly good and fun: it's beautiful, original, well though, very fast, flows well, it's extremely fun and addictive, and I thought the controls were absolutely perfect.

I'll buy it day 1 and will preorder a male inkling amiibo.

Waving around? lol. what the hell are you doing?
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This. It became natural to me in a few seconds.
 
If the objective is to cover as much ground as possible then yes the roller has a huge advantage. One of my matches in SaltSpray rig I was 3-0 (3kills, 0 deaths). The key is my deaths, I was avoiding most altercations altogether and just covering as much land as possible, because I knew In most circumstances I'd probably lose without being sneaky. Looking at my map periodically and super jumping or getting to areas where some ground could be gained.

The theoretical flaw in that plan is whenever you're super jumping, you're going to an area that's occupied. I try and avoid doing that unless they do actually need support there, otherwise I trust them to do their business.
 
like, I was learning all kinds of strategies for both of the maps and A) there's still a ton more to learn, I feel and B) we have an extremely limited set of weapons to choose from and no clothing options. this game is going to really shine once we can all customize our inklings to our particular style of play combined with map and team strategies.

man I'm hyped right now
I can only hope the game doesn't get unbalanced with all the customizable clothing with slots and other nonsense. I don't think they'll fuck it up, but I'm just a little bit afraid. Still hyped as hell.
Can I make an embarrassing admission?

The first time I used the roller it took me at least a minute of the game to realize that you had to hold the ink button to use it.

I could feel the shame overcome me when I wasn't helping my team.

I didn't have that exactly, but I constantly would whip it at people and forget to hold the button down early on. In my brain it was ZL for rolling and ZR for whipping for a little bit for some reason. Eventually got use to it, but I still find it weird you need to whip first to roll I think? Or I'm just missing something.

I can't handle all this new roller is OP or other silly art. It's too good.
 
You shouldn't be spawn camping, you should quickly ink their spawn then bail. This means someone on their team has to waste time reclaiming their starting spot which lets your team clean up the rest of the map.

It's really impossible to camp for the most part and for those that try to do it can get punished for it by not helping the team enough in claiming territory or get flanked by multiple people. The game really keeps you in the action at all times and I love it!
 
This was so much fun!

Now I'm really convinced to get the game on day 1.
The only thing left to do, is to find an Inkling girl amiibo, since they seem to be sold out everywhere. >_>
 
anytime! I just figured that out today and it totally changes the game

Wow so okay. My game is going to look a lot different tonight. I think even without knowing that sometimes taking a break hiding the ink and figuring out the next move was better than just mindlessly running around.
 
Had a lot of fun in that hour, tried all 4 of the weapons and didn't have any connection problems :) If any of you came across Yazoo91 that was me and I apologise for how bad I was for the first half hour haha.

Already have the game pre-ordered anyway but glad it was so enjoyable. Even when my team got hammered I liked to see that I still did ok points wise. Looking forward to the last hour tonight!
 
I like how many complaints people have in this game can be fixed by


4) shoot the guy with the melee weapon before he gets close
Bit people are not complaining that the roller is too strong against other players,in fact,it's really easy to kill them...the fact is that they are too good at covering the whole place in paint
I know it's what they are for,but if that's the case they should be ineffective against enemies or something like that..since the charger has power but lacks speed,the shooter has movement but less paint covering,it makes sense for the roller to bebgood against the ground,but not muchnso against enemies
 
Controlling left/right camera movement with motion additionally to stick would be great as well. Other than that the game is great fun. I love it.
 
I believe it just stays at the middle of the map.

Seeing map again i'm pretty sure I was wrong, I thought you could from top. This is the map where all the action is top and bottom middle. I usually would stay near the enemy spawn because that's the most paintable with lots of action.
 
Anyone else think that the gyroscope controls are terrible?

Having not one, not two, but three inputs controlling camera rotation (right analog stick, gyroscope, and Y button, which you constantly have to use to "recalibrate", since you're waving your controller around to aim) is way too confusing for me.

I didn't feel the need to touch Y after I'd hit on a decent 'rest' position. For me it was simply stick for broad movements, gyro for fine movement. Worked great.
 
Was really fun; I played with the Splattershot for the first 15 minutes or so and did fairly well. Went to the roller next, and this definitely seems to be the easiest weapon to pick up and play. Finally tried the charger for almost the entire last half of the test session but just couldn't get a good grip on it. I wish it reached just a bit further, since there's definitely some high areas that would make for some good long range battles, but the ink falls just short of reaching.
 
Anyone else think that the gyroscope controls are terrible?

Having not one, not two, but three inputs controlling camera rotation (right analog stick, gyroscope, and Y button, which you constantly have to use to "recalibrate", since you're waving your controller around to aim) is way too confusing for me.

Next window I need to figure out how to switch to just using the right analog stick to aim. How well that works will probably determine whether I buy this.

You shouldn't be waving it around. You just tilt gently.

I never needed to press the Y button.
 
The theoretical flaw in that plan is whenever you're super jumping, you're going to an area that's occupied. I try and avoid doing that unless they do actually need support there, otherwise I trust them to do their business.
But if you see a couple of enemies close to you, and spot a line of your color expanding into the enemy base, tap that squid and go paint everything. You know the enemy aren't home since you just saw them.

It's such a good feeling that moment where you think: "But if they're all spawncamping then they're not... painting. GO!"
 
I think it's actually quite the interesting weapon. It doesn't behave like traditional sniper either. It's biggest role is covering up area without moving. That said once you nail down your aim you can pull of some impressive kills. Another big point is utilizing corner. See an enemy with any other weapon than Charger? Go around corner and charge it up. Once they follow you it's easy to remove them from the play.

Maybe I should give it more of a chance when the game launches then. I had a feeling that the charger would be one of the advantageous if used in the right hands.
 
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