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

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I do for sure. between these two maps it was really obvious that certain weapons and strategies will work better than others and that the same strategy for one map won't work for another. seemed like rollers were the way to go on the outdoor rig level because there was so much more area to cover. on the other level I found that snipers (once there are more to choose from lol) and splattershots seemed to be the way to go because the map was smaller and skinnier so being able to snipe or shoot the other team was paramount.

That's funny. I had the opposite impression. The corridor-heavy layout in Warehouse seemed to favor rollers imo. They could cover entire pathways quickly and easily, and there were lots of obstructions and not many long lines of sight, allowing the rollers to sort of "hide" as they demolished corridors quickly and easily.

Rig on the other hand, had open spaces which seemed to allow the ranged weapons to more easily outmaneuver the rollers. Rig also had a bit more verticality, which again hurts the rollers disproportionately with the inability to easily paint the walls.
 
Except it's not just at spawn like I have been informed. The way it is Super Jump absolutely has to be easily accessible. Not that they couldn't do a Pikmin 3 like controller scheme with Wiimote+Nunchuk and GamePad. I'm a fan of GamePad so I don't honestly mind.

Hold one of the unused buttons to bring up a radial, tilt stick to select teammate, release button to SJ. Easy.
 
So weird listening to the Nintendo Voice Chat podcast right now and them talking about how there won't be many Japanese players online at all since this game is aimed towards the US specifically and maybe Europe. :-/

When playing I always got into sessions with at least one or two Japanese players, and at one point even up to 6 of them. Looks like it will be quite popular over there as well.

Did they mention that they're experts in Japanese culture?

Hold one of the unused buttons to bring up a radial, tilt stick to select teammate, release button to SJ. Easy.

Not feeling that.
 
Right now, when the game is fresh and new, I could probably play the same 2 maps all day.

And once new courses are released, I'm guessing they'll increase the number in rotation at any given time. I hope.

Yeah, "3-4 Maps Every 4 Hours" or "2 Maps Every 2 Hours" would work. Especially to give people a chance to see all maps throughout the day.
 
Except it's not just at spawn like I have been informed. The way it is Super Jump absolutely has to be easily accessible. Not that they couldn't do a Pikmin 3 like controller scheme with Wiimote+Nunchuk and GamePad. I'm a fan of GamePad so I don't honestly mind.

They could just allow it to provide more options. Sucks for those who can't instantly jump but they would choose it.

I too do not understand the hate for the GamePad. Thing is super light, but I guess I have long fingers.
 
I am having such a hard time with the twin stick controls. I would constantly get my crosshair/camera stuck looking down at the floor no matter what I did with the sensitivity. It is hard to explain, but it felt like I was snapping to points on y axis instead of drifting up and down. Any tips?
 
So weird listening to the Nintendo Voice Chat podcast right now and them talking about how there won't be many Japanese players online at all since this game is aimed towards the US specifically and maybe Europe. :-/

When playing I always got into sessions with at least one or two Japanese players, and at one point even up to 6 of them. Looks like it will be quite popular over there as well.

Well, this most recent session wasn't really at a good time for NA players, so I guess it was mostly European and Japanese players. There was usually around 2-4 Japanese players when I was playing.

Then again, it was a weird comment. I see a lot of players from Japan whenever playing MK8 or Smash Bros; I'm not expecting any different here.
 
It doesn't, though. Annoying people saying shit on voice chat is what would hurt the game. I am glad the game isn't designed around voice communication.
You've clearly never played a cooperative multiplayer game if you think voice chat would hurt the game. Nintendo should have put it in and just had the option to disable it. There's no good excuse about why they didn't include that basic feature.

Your two points here don't make sense, look down at your gamepad, there is a map that shows where your team is at all times assuming they're alive, and you can instantly warp to any if their locations by tapping on them. Looking at the same map also shows you quickly where you need to go, or who on your team is stuck in a fire fight and needs back up.

Yes the game would be nice with a voice chat option, but the gamepad gives you all the info you need and quickly lets you warp to allies with a touch to aid them or help them push or help them defend

I didn't know about the warping thing. I was wondering how people were doing that. The developers have put a lot of effort into making the gamepad worthwhile for this game, but it's almost conflicting at times. The map and some features are on your gamepad, but the action on the screen is so fast-paced that you really can't take your eyes off of the screen for even a second because you'll get roller'd. Having a minimap on the screen would be helpful, it's not like the UI is cluttered so adding a small thing wouldn't hurt. Plus I just prefer the other controllers to the gamepad.
 
Well, this most recent session wasn't really at a good time for NA players, so I guess it was mostly European and Japanese players. There was usually around 2-4 Japanese players when I was playing.

Then again, it was a weird comment. I see a lot of players from Japan whenever playing MK8 or Smash Bros; I'm not expecting any different here.

Plus, I was with a guy called Caleb and a Japanese guy for the full hour, so as long as people stick around, who cares where they are from?
 
Meaning that I'm sure there's a better way of doing it even without a GamePad. No need to be upset. In any case it is always going to be inferior as far as Super Jump is considered if you build a controller scheme without a GamePad.

It literally can't get any worse than looking away from the screen to do so already.
 
This game is all about how to effectively use your ink to traverse the map.

I was able to reach 1st place a consistent number of times just using the regular gun.

It's interesting also in that using your ink basically redesigns the layout and your movement options.
 
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True. I think in general it's better to play more passively than aggressive with the roller, instead of trying to kill just cover areas and rely on squid form a lot. That plan performs much worse in Walleye Warehouse because it's such an open area so it's pretty easy to get spotted, splatter shot would easily be my go to for that map.

I also don't even think super jump is as good on that map, as you can get to areas pretty fast via squid form.

I do a bit of both with the roller. I'm aggressive when I need to be. At the start of the match I'm pretty passive working my way around and covering much as possible but when you get to the center area or any large spots you gotta be aggressive to steal those areas so the other team can't gain more ground. Mixture of flicking and rolling can be good but watch your ink closely.

That is true about the warehouse though. More often my team would lose matches when rollers where on the team. My last match just moments ago had at least two to cover ground with and we barely won the match due to how open we were to the other players. I somehow in the last minute pulled through and killed all four enemy team members when they were closing in on our turf with my roller with good flicks and rolls, and we just barely passed them in ink coverage by 2%. It was a super close game and my proudest moment.
 
You've clearly never played a cooperative multiplayer game if you think voice chat would hurt the game. Nintendo should have put it in and just had the option to disable it. There's no good excuse about why they didn't include that basic feature.

Agreed. They could have even had it OFF by default, and locked behind parental control where applicable.

But to me the more egregious issue is no party system. Though I'd imagine BOTH of these design choices by Nintendo were based around "protecting" the poor children both from foul language but also from being stomped relentlessly by a coordinated team.

Sucks though, when online co-op was the #1 thing I had been looking forward to. August will help, but based on what we know how, probably won't completely fix the problem. Even so, still getting this day one. Demo was a ton of fun.
 
I am having such a hard time with the twin stick controls. I would constantly get my crosshair/camera stuck looking down at the floor no matter what I did with the sensitivity. It is hard to explain, but it felt like I was snapping to points on y axis instead of drifting up and down. Any tips?

Put your hands in their most comfortable position and snap the camera to neutral, then it only takes very slight movements to look up and down.
 
I would be able to get more use out of the gamepads map, too. Completely looking down during gameplay doesn't jive with me. Having it off to the side where I can glance at it would be ideal. And, I could do that with a different input method, such as the PROcontroller.

Eh? "Glancing down bad. Glancing to the side, good". What?
 
Yeah, so the Rollers were not as effective in 1 of the 2 maps on display, which is good.


Still, who can play the same 2 Maps for 2-4 Hours?
I posted this in another thread but there's a reason nuke town 24/7 exists. A lot of people are happy playing maps over and over again in every mp game I've played. Heck, league has one map that people play over and over again often with the same two or three champions.

Can you customize the hairstyle in the final game? Not liking the boy hairstyle at all.
No but there's hats.
 
I am not entirely sure the test fire has convinced me either way. I really want to know what those 28 or so levels of single player entails.

Also I want to know more about the 1v1 mp mode.

I think this gave a great taste but it afoul of happened a month or two ago with a follow up this weekend with more to it.

I liked both the motion and the regular controls, once I got the sensitivity set as high as I could handle.

Getting a feel for when you run out of ink is important and I got better and better. Remembering supers and grenades is key too.

Also I think balance on the team is most important which emphasizes not having the team mode from the rip is going to hurt.

Also does anyone else get the feeling that maybe they originally hadn't planned some of these extra modes and only started working on them after all the feedback they received from people playing at events etc?

I can honestly see Nintendo of Japan not giving this game a huge budget and probably thinking budget release like Captain Toad, but then realizing way in to development that the game might be more popular than anticipated and authorizing a lot more content etc to come. For some reason that seems more like Nintendos MO vs them just rushing the game out.

I think I may still wait for reviews unless I can find some amazing deal in the U.S. I would be more quick to bite at $40 or $50 at launch.
 
So you can keep playing the tutorial as long as you're in it when the hour ends.

gotta paint everything
Can you change weapon types to train some more with them? I didn't read any of the instructions last night since I rushed it to get to the MP games.
 
Has one of the developers mentioned anything about the box factory level being an homage to this Game & Watch games?

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Because every time the level loads, a huge nostalgia wave hits me in the face. :D
 
Is there a chance of the demo being offline later, before the game's release? I want more. :(
I'd imagine that there will be more demo chances over the next few weekends. We are still 3 weeks until release, and I can't see the app being completely useless until then.
 
Had fun with my time with the game. Favorite thing that happened was when I was using the roller I was chasing another guy with a roller from behind for god knows how long. In the end I squished him.
 
Is there a chance of the demo being offline later, before the game's release? I want more. :(

Not likely.

Agreed. They could have even had it OFF by default, and locked behind parental control where applicable.

But to me the more egregious issue is no party system. Though I'd imagine BOTH of these design choices by Nintendo were based around "protecting" the poor children both from foul language but also from being stomped relentlessly by a coordinated team.

Sucks though, when online co-op was the #1 thing I had been looking forward to. August will help, but based on what we know how, probably won't completely fix the problem. Even so, still getting this day one. Demo was a ton of fun.

Well at least party system is coming eventually. Voice chat will probably never be in the game.
 
It literally can't get any worse than looking away from the screen to do so already.

Sure it can. You just described how. I think something like mapping teammates to buttons and then pressing that button would super jump you coupled with on-screen map could work. Feels a bit hacky though.
 
Not feeling that.

It doesn't matter if you're feeling it. It would be quick and easy. As far back as E3 I came up with a similar scheme to allow for different controller options. Splatoon being limited to only the gamepad is shoehorning at it's finest. This game can be played on a traditional controller with nearly no drawbacks. Placing the ink nuke on the map would be the only slower part, and just barely. Gyro can already be disabled.

Btw I do enjoy using the gamepad, but options are good.

edit: ^ Yup, that's what I came up with too. It would work well.
 
Game is fun, but coming from years of playing WarHawk where you need hours upon hours of practice to achieve a kill, let alone mastering weapons and vehicles, Splatoon feels inevitably over-simplified. Maps are small and strategy feels sacrificed in favor of frantic close-up action. I don't know what can be the long term appeal. It's like playing Kirby Fighters after a Smash Bros. session.

Do we already know about final game content in regard to online modes, time limits (3 minutes is just too short) and maps number?
 
I'd imagine that there will be more demo chances over the next few weekends. We are still 3 weeks until release, and I can't see the app being completely useless until then.

It'll probably save your stats for when the game releases.
 
You've clearly never played a cooperative multiplayer game if you think voice chat would hurt the game. Nintendo should have put it in and just had the option to disable it. There's no good excuse about why they didn't include that basic feature.
People who communicate verbally with their team during gameplay will always have the advantage over players who cannot or refuse to talk to eachother. I want to look at my Japanese teammates as allies, not wastes of slots that I can't coordinate with.

I would have liked voice chat for the friend 4v4 mode. But I don't want that kind of thing in a global randoms setting.
 
One thong i hope they add is to give the sniper the ability to zoom. Maybe not like a full sniper, but like a 4x zoom would be sweet.

Nintendo, are you listening?

But for all the other class i think they are pretty fun. Cant wait to get it!
 
That's funny. I had the opposite impression. The corridor-heavy layout in Warehouse seemed to favor rollers imo. They could cover entire pathways quickly and easily, and there were lots of obstructions and not many long lines of sight, allowing the rollers to sort of "hide" as they demolished corridors quickly and easily.

Rig on the other hand, had open spaces which seemed to allow the ranged weapons to more easily outmaneuver the rollers. Rig also had a bit more verticality, which again hurts the rollers disproportionately with the inability to easily paint the walls.

I think this is more due to the fact that everyone has only played 2 hours at most and so far rollers seem to be the weapon of choice

also I don't think I saw anybody that was good with the sniper so I'm speculating there. I just think that with the thinner map and the strategically placed high points (crates and platforms) snipers will be able to set up shop and take care of a decent portion of the map.

also rollers need space to work. they seem OP now but they're really not. on the rig rollers have ample opportunity to not be around the action, just covering large areas with paint. in the warehouse yeah people were getting mowed over today but that'll change once more people learn how to deal with them.
 
Hold one of the unused buttons to bring up a radial, tilt stick to select teammate, release button to SJ. Easy.

Yup.

Im kind of tired hearing this game won't work without a gamepad.

Make it like respawning in battlefield, or setting bomb strikes in CoD. It's very easy. I don't like the gamepad and really don't want to be forced to use that thing.
 
Hold one of the unused buttons to bring up a radial, tilt stick to select teammate, release button to SJ. Easy.

When I super jump, I don't know nor care which teammate I'm jumping to, it's just that I'm jumping to a key point near where I want to be. Basing it on teammate identification isn't the right approach, here, the user needs to be able to tie it to a map location.
 
Sure it can. You just described how. I think something like mapping teammates to buttons and then pressing that button would super jump you coupled with on-screen map could work. Feels a bit hacky though.

My solution doesn't require any changes to the current game pad use, so it wouldn't affect you in any way while streamlining the game for more users.
 
You've clearly never played a cooperative multiplayer game if you think voice chat would hurt the game. Nintendo should have put it in and just had the option to disable it. There's no good excuse about why they didn't include that basic feature.



I didn't know about the warping thing. I was wondering how people were doing that. The developers have put a lot of effort into making the gamepad worthwhile for this game, but it's almost conflicting at times. The map and some features are on your gamepad, but the action on the screen is so fast-paced that you really can't take your eyes off of the screen for even a second because you'll get roller'd. Having a minimap on the screen would be helpful, it's not like the UI is cluttered so adding a small thing wouldn't hurt. Plus I just prefer the other controllers to the gamepad.

If you can't quickly glance down, figure out where you need to go/warp, then look back at the screen or if you die while glancing down because you didn't check your 6 having the map on screen wouldn't help any, you'd still be too slow to help the team or die.
 
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