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

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Rollers are easy enough to kill, however your team really is fucked if it has no rollers since that is just the most efficient class to spread your color. I hope the game won't suffer from roller overkill, since everyone will be too afraid to end up in a team without one otherwise...

I noticed that too. All three teams I had, had at least one roller (the second had three!). It covers hella ground, but if the opposite team has enough snipers, they can turn the tide. Third round I played the other team had two snipers and were able to stop me several times with the roller. It can be balanced, but I didn't see too many people with the sniper so (I know it isn't called that, but I didn't bother with it either, so I forgot the name).
 
Surprised at how much fun that was.

With everyone being new...roller felt OP, but that won't last. Sniper was either way too difficult to learn in an hour, or underpowered, probably the first.

Maps were great. I preferred the warehouse though.

Gyro controls are going to take some getting used to. It was starting to feel more natural at the end of the first hour.
 
Verdict? A fucking blast!

Although thinking about it, they REALLY need to reconsider the 4 hour map swap system. That will make everything more repetitive than it already is. They need to bring it down to a regular map system.

Also it sounds like the roller complainers got steamrolled a bunch of times ;)

Splattershot is where it's at for me.
 
I got put on teams with a bunch of scrubs. the gyro controls are.. different.

Ended up switching to analog aiming immediately.

Surprisingly, Nintendo did a decent job of calibrating the Wii U gamepad analogs, as most outside developers do a shit job (IE: huge deadzones, etc)
 
When I played roller I stayed away from the fighting and just fucking painted everything. I got into fights when I could flank, but that was about it. Charging head on is dumb unless the other person doesn't know what they're doing.
 
I came to this conclusion after 5 matches of getting bodied, then switching to splattershot and winning the next 5 matches afterwards. I mean, I'm sure it will be better once I can fully customize my own sniper loadout, but the one provided pales in comparison to the other 3.

But who knows, maybe I'm just garbage at sniper.
I didn't use it long enough to be fair.

wrong. prop him up in the middle of the map on high ground to kill rollers and repaint the area the rollers take while everyone else does their business.
I just can't seem to aim with the thing really.
 
Was on the fence for this game, but after this demo.......

8nEtpDA.gif
 
Funny how many people immediately talk about "shitty" gyro control when in truth ya'll are just plain terrible. I was poppin suckas with it left and right, it's a pretty neat idea using it only for up/down aiming.

Jbird I saw you in there for a few matches, only gaffer I recognized.
 
Ignoring the dozens of connection problems, I absolutely loved that. The mechanics are great, the graphics are vibrant, it's fast, fluid, and the touchscreen works well. It's great being able to instantly get into the fray! Dug that you can turn off gyro aiming too. I'm all in, can't wait for launch and especially SP. I won 6 games in a row at one point!
 
I agree with making it more narrow, but the roller uses SO MUCH INK, it's not even funny.

The thing is, the solid path they make with the roller right behind them makes it too easy to recharge.

At least, that's what I did when I used it and it worked out fine. I was almost always covering ground and didn't need to arrow much about getting more ink.

It's literally a bulldozer if you face it head on close range haha

Glad that the stages have those areas where you need to jump or go up in general. Makes it easier to have the roller break from using their weapon and making them easy targets.

Anyone have any tips with the sniper weapon? I really want to get good with it, but didn't have much success this time. Will try it again at 4am lol.
Focus on taking out other players. Let your team worry about getting territory.

Unless your whole team is snipers then good luck lol
 
Fun stuff. Next round I'm going to lower the sensitivity (I turned off motion control as well) because I feel like my aim was all over the place.

Thought rollers were crazy good at first but then it became pretty easy to pick them off. But it is very possible to just use a roller near the end of the match in the back near their base and nobody notices you painting a good portion of the map.
 
On the eShop it says it supports U Pro controller but doesn't say what for. It says Classic Controller Pro is only for Battle adobo mode.
Thanks For checking it out for me. I'll probably still pick it up and try and get used to the Gamepad but I've literally used the Gamepad maybe 2 hours total since I got the Wii U(at launch) and most of that time's probably with Splatoon lol. So that'll be tough for me.

I finally found the page that mentions local multiplayer and yeah it's not clear what's supported when. Oh well, holding out hope for full on Pro Controller support but a fun game regardless of what you use.
 
wrong. prop him up in the middle of the map on high ground to kill rollers and repaint the area the rollers take while everyone else does their business.

Exactly.

Roller is a lot of fun to use, but the snipers were kicking our ass. And I couldn't get near 'em. This is definitely a game where I think a balanced team is best.
 
So which weapon did people do better with, splattershot or spjr?
I found the spjr to be more useful as since it's more concentrated it really kills and covers quickly. With the splattershot I found myself dying more often and the extra range isn't that great.
 
People were really having trouble with rollers? They cover a lot of area, but they're slow and easy to kill. We were up against 4 rollers and I kept jumping to teammates and killing them with the splattershot. Once you back them up, rollers are completely useless.

So it seems this game has a good bit of strategy to it as well. Being able to super jump to allies quickly even without dying changed so much for me lol.

Also, am I the only one that liked the motion controls more than the normal controls? I hated them at first and went to the sticks, but after accidentally resetting it, those motion controls grew on me and were pretty great. The stick felt too unwieldy in comparison.
 
I felt controls were great. I got used to Gyro immediately and it's pretty simple to use. Movement as squid is great and if you're quick you can retreat and counterattack pretty easily, especially against rollers.

Man, when the lobbies and stuff launch we'll have so much GAF fun.
 
Nothing like killing perched snipers with the killer whale. Yeah I guess rollers aren't really op but are very very easy to use.

But this demo did it's job day 0
 
I used the roller the whole hour, before people started whining about it too. Thing definitely isn't OP though, tbh it's more of a stealth weapon which also does wonders for covering territory. Thinking about serious team composition I think every team would do well to have 1 roller, but no more.

I think tomorrow I'll try out the sniper and see if I can find any good high ground to hide in.

Oh, and I'm honestly super impressed with Nintendo for zero lag throughout the entire hour. Good job.
 
I really only have one complaint, I found it hard to tell how far the non-roller guns shot. Maybe its something that'll come with time but its hard to judge if I'm aiming well or not. I think I overestimated the range of the splattergun by a lot when using it.

This is my biggest complaint as well.
 
Turning motion off changed it for the better. Playing the tutorial with it had me worrying for a bit they were mandatory.

After they were turned off, it was so much better. Really good fun, in fact.
 
Need to get more used to using the gamepad map. Noticed it was real time updated enough that you could tell what weapon enemy was coming near you based on how the ink was moving on the gamepad.
 
There's no reason whatsover the map can't just be a button that toggles.

The map needs to cover a full screen's worth of space, without actually blocking your main FOV. The map definitely needs to be there. By the end of the game I realized my main deficiencies were that

1) I wasn't watching the map closely enough to see which areas needed coverage
2) I wasn't checking where my teammates were going and where they were getting downed

A mini-map on the TV wouldn't have worked; it wouldn't have provided the right LOD for the entire map.

And a screen overlay wouldn't work, either, because at least when you're looking at the GamePad you can still catch flashes of color on the main screen.

Thing definitely isn't OP though, tbh it's more of a stealth weapon which also does wonders for covering territory. Thinking about serious team composition I think every team would do well to have 1 roller, but no more.

I'd say the main issue is precisely their ability to provide incredible floor coverage. If you're up against a team of 3-4 rollers while you only have 1, you need to be very on top of them to prevent them from covering the map before you can track them down. Literally any character can disappear into the ink, regardless of weapon, so any player can vanish and circle around your path before you actually find them.
 
That was fun, not amazing.

- I like gyro controls, I got used to them pretty quickly.
- The roller was good fun, but my favorite weapon was probably the splatter Jr. I was real bad with the sniper.
- The concept is great, you'll always have something to shoot even when no enemies are nearby.
- Didn't notice any lag whatsoever.
- 3 minutes seems very short. I think the time could be extended 2 minutes, especially if the two teams are relatively close.
- Game was fun, I hope it will have a lasting appeal. I know this is basically a stress test, but it felt like a game I could play for a couple of hours before stopping.
- I'm probably still day 1 as I found it for a decent price.
 
I enjoyed that. Had no connection issues whatsoever. Even without voice chat by the end of the hour some cohesive team maneuvering was starting to show up. I stuck with the charger for most of it - making long tracks and then squid forming to the end of it and sniping was great. You have to get the jump on rollers or your doomed though. And Gyro aiming is definitely going take some mastering. Day 1 for sure.
 
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