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

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I think I'm gonna wake up at 6 tomorrow for round 2

Also I kinda wonder if they'll have any other gamepad minigames besides the jumping one. I kinda doubt it but either way, nice to have a little something to kill the time. Despite the simplicity it's still satisfying and makes the waits go by like nothing

Splatoon: Believe The Hype

There are three others that will be unlocked through amiibo.
 
I played the full hour. Impressions:

-I tried the shooter and charger (sniper). I found the sniper way harder to deal with in tight scenario's, so I stuck to shooter. If anyone played against me (Hatch X), they would see that I usually owned. I've watched a lot about this game so I went in with a clear advantage. My team must have won 90% of the matches.

-Goddamn it's fun.

-Immediately turns gyro controls off. I like gyro controls, but not when it disabled Y-axis aiming. Why can't I have X-Axis and Y-axis aiming on the analog stick AND gyro? (like most other gyro aiming games?). If forces you to turn Gyro off to use the analog for y-axis which was really weird. Anyhoo, I turned gyro off, turned my sensitivity up, and it was fine.

-Got kicked out of about 10 matches. Quick to get back in. A few times in matches it gave me the 'communication sync settings' error or something, and a few times slowed down the framerate. I wondered why this happened.

-Don't get close to someone with the roller, or you dead

-A few times, one player on the team stopped playing or disconnected or something. In these instances where it became 4 VS 3, the 4 player team absolutely demolished. It's a huge disadvantage if one of the player's isn't trying or doing anything. I wonder if they have a way to solve this in the final release (replacing a disconnect with a bot player like in Mario Kart 8?). This was by my biggest concern

-I gotta say, playing the same two levels over-and-over might be bothersome. It was nice, but when the final game ships and with all the new levels coming this summer, it would have been nice to constantly switch it up

-Stealth is key to taking out the other team, which was incredibly satisfying

-If you get stuck in the other team's paint, you are basically done

-It really would help to have a varied team. If you are all using rollers or chargers, might kind of screw things up. Considering turf wars puts you on random teams, even if you get screwed for one map, the next match will switch it up. Would have helped to let you know the level, let you choose a load-out, and go from there (like Call of Duty).

-A couple of matches were tight. You can really turn things around the last second. It's easy to forget about a certain area and realize it's now covered in the team's paint. A few matches in the warehouse we were winning so badly the other team could barely get off their spawn point.

-Through all my concerns, most of the matches were really fun and really tight. It felt like a polished nintendo multiplayer game. It was exhilarating as hell. A lot of fun.
 
Being unable to switch classes except by quitting out and reentering matchmaking is unfortunate.

I'm the jerk who always chided my team in TF2 if we had more than 2 Snipers or Spies and had no Medics, so that felt wrong to be stuck in a class for the whole match

Agreed.
 
I hope Nintendo is up for the balancing and support this game will require over time. People will figure out how to take advantage of their design fairly quickly.

Wondering how long it will take for people to start cheating/hacking, and if Nintendo can respond quickly to those situations.
 
I enjoyed it for a bit, but I don't think it's a game that I could invest much time into. Granted, it was just a demo. I will say that once I got past the connection errors and actually played a few rounds, the framerate and connection were pretty impressive. I'll give it another go during its Saturday times.
 
That was very fun! I spent some time fooling around in the tutorial map, and immediately felt how pleasurable it was to shoot ink and move around. I got two online matches in, both times I used the roller. My teams lost by a big margin both times :-p Like, 25% vs 75%. I'm sold on it, it'll be a fun one to keep on playing, just like Mario Kart 8.
 
Me and another guy with the same name were destroying dudes but it didn't matter cause they had rollers and we had none. Game needs class changing or needs to ensure some kind of balance on teams. Seeing the rig and 4 rollers against 2 splattershots and 2 snipers is sad.
 
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Had a blast.
 
went immediately back to gyro after turning them off. its def something I can adjust to the same way the wii wheel became the only choice for kart.

very frantic and fun. well paced. won a few matches in first with last minute infiltrating and painting of base areas. still wrapping my head around it, but impressed by lack of performance issues.

I'll be up at 7 for round 2 and have to skip round 3
 
Was really fun, at first I was awful but as the matches went on and I got an idea of the strategy it got easier. Gyro will take some getting use to. Didn't realize you could turn it off. I love baiting a roller but then having my shield perk ready, just easy pickings.
 
Being unable to switch classes except by quitting out and reentering matchmaking is unfortunate.

I'm the jerk who always chided my team in TF2 if we had more than 2 Snipers or Spies and had no Medics, so that felt wrong to be stuck in a class for the whole match

That feels like a beta thing, but we'll see. It also feels like a dumb Nintendo thing.
 
Being unable to switch classes except by quitting out and reentering matchmaking is unfortunate.

I'm the jerk who always chided my team in TF2 if we had more than 2 Snipers or Spies and had no Medics, so that felt wrong to be stuck in a class for the whole match

Totally agree on this. It really feels like you should be able to change classes anytime ala TF2
 
The Roller isn't that OP at all. If I can kill multiple Rollers across like three games with the Splattershot up close with maybe one or two instances of dying at the same time as them then you can too. Again, just learn to target your ink at the ground they're walking on straight towards you, the ink will slow them down and you can freely shoot them before they get you. I had a lot of close calls doing it that way but it worked 95% of the time.

Of course, when the full game launches that tactic might not work. We'll see. We don't even have access to the other guns to know for sure if the Roller is *the* one. I can see maybe needing 1 roller per team but 4 rollers isn't going to be dominant a month after the game has been out. People just need time to learn to counter it and these one hour sessions aren't going to allow people enough time to figure it out.
 
Did it seem like Rollers aren't that good for covering walls?

This is what I thought would be the balancing factor around Rollers (as well as being easy kills), but they make up for it with speed covering the ground.

The Roller isn't that OP at all. If I can kill multiple Rollers ...

Rollers aren't about killing opponents. They're about painting, you know, the thing that contributes towards winning a match.
 
So yeah after that hour experience I have to say it's a bunch of fun and is showing a bunch of promise. The core game stuck with me enough and feels like it alone validates my choice to jump in on day one. I can't wait to get the full game and mess around with all of the other weapons, the perks and see more of the maps. With all the post-launch support, this game is definitely going to have some legs for me.

Some observations I found -

- The squid mechanic can be a lot more devious than I thought. The first time I got any significant standout "kill" was when I was surfing up a lane in Saltspray Rig while one of my team mates was in a skirmish with another opponent. He got Splatted and I popped right out to steal the surprise kill.
- Rollers have a low skill floor... but it's clear they also have a high skill ceiling. The Killer Wail is only good for providing the lack of enemy coverage that it really has. Other than that it's the slowest moving character and doesn't have enough options to deal with ranged tools. It also doesn't help that the other shooters have far superior grenades. It really makes sense to me now why you can't choose your subweapons. This is some good balancing on Nintendo's part.
- People need to stop treating the game as a death match. Honestly, I think part of the reason why I did better when I didn't concern myself with other players is because it specifically meant not having to concern myself with actually trying to kill rollers. It seemed fairly evident in my last game when I tried to actively avoid them. Counter-intuitively, the rollers probably benefit more from killing you than Splatshooters do.
 
The only matches I won were the ones that only had one roller max. Not enough time to try all the sensitivity levels to find the right one.

The Charger didn't work well for me, hard to hit people when they are zipping along and go in the ink as soon at the see the aiming laser on them. Also just too slow for me need to be in the action with fast weapons.

I tended to avoid combat though and cover ground which is pointless with the sniper. I'm not very confrontational, doing that I ended up in 2nd or 1st on the team.
 
The game needs voice chat and matchmakinwirh friends. August could turn this game into something truly special if done right.
 
That was fantastic. Was sad when I realized the hour was up 'cus the last match was hype. I was juking around people and getting a killstreak with the roller of all things. The roller is definitely the easiest to use but skilled shooters would just pick me off over and over sometimes. After a match or two I realized that I needed to be going in to squid form much more often. Didn't do much wall climbing either. Mastering the squid will be on the lesson plan tomorrow. Never really got a hang of the sniper.

I managed to spawn myself on a nest of bombs that instantly killed me when I landed which was pretty hilarious. A bunch of people seemingly spawn camped me when I tried to get to a teammate though it was probably coincidence.

At the very beginning I was getting error messages about the connections being max'd out, and I thought it'd end up being a disaster. Ended up getting a bunch of matches in so crisis averted.
 
Well I enjoyed that a lot aside from the stretch where I was placed in an infini-lobby and had to restart my system. After that most of the game ran fairly smoothly for a very-first stress test. Started slowly but once I got a slight grasp of the camera control and general ink conservation, things started going a lot better. I like using the main splattershot, but when it comes to fighting against other players it seems like I have a habit of overestimating its actual range. Really going to take some getting used to.

As far as the gyro-aiming goes, I had a...half-decent handle on it, but there's a lot of room for improvement (on my end). The real key to it is going to be proper use of the Y-centering and making sure you don't catch yourself holding the pad at an awkward angle when it happens. Definitely going to hit up the last session for at least a little bit, and looking forward to the main game now quite a bit. Matches are quick and frenetic, and the beauty of the turf mechanic is the way that you're constantly evaluating your tactics and there's always something for your mind to chew on, even if/when you aren't engaged in combat. Really good mix and I can see this fitting in really nicely with Smash Bros and Mario Kart as a great quick-hit "just a couple of rounds" thing.
 
Rollers actually get pretty decent range if you just splat it down over and over. Only saw 1 or 2 people doing it, but it's pretty hard to counter.
 
I was on a team where all 4 of us had rollers, lol. It was a little overpowered from my experience. And when two opposing ones collide both players die. At one point, three of us even collided as rollers and perished...
 
Being unable to switch classes except by quitting out and reentering matchmaking is unfortunate.

I'm the jerk who always chided my team in TF2 if we had more than 2 Snipers or Spies and had no Medics, so that felt wrong to be stuck in a class for the whole match

I'm not so convinced that games are lopsided if you have an overabundance or underabundance of a specific weapon class, but voice chat to adjust your strategy properly would help immensely.
However, with only 4 weapons we're probably getting a somewhat coarse look at the full game.

What I had hoped the substitute for voice chat, the d-pad command, was bloody useless. I hope, no expect, them to offer customization to it to offer a form of actual communication, and possibly switch between command sets.
 
Agreed, as long as you look at your map you can see what needs to be done.

The problem with that is, everyone on your team ends up in the same place and will be easy pickings for your opponent. Voice chat would allow someone to say they have that area covered or that they need cover, which then frees up the other two players to focus on another area.

This is exactly how I got bodied.
 
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