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

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The roller isn't OP. Just walk backwards and shoot them. Then take their territory.

I do wonder in the actual game whether a roller might become OP, if you have the capability of upgrading certain stats the late game might be different. I remember in CS 1.6 hackers seemed to steamroll everything in their path. How much you would be able to upgrade speed and range might be key late game
 
And I can splat over that whole path you just painted with 2 splat charger shots, for example. After picking you off from a safe distance.

So you pick me off and then use 2 charge shots to cut me path of retreat? Anyways, I assume you mean the other way and by the time you line up your second shot I'm gone, or moving elsewhere behind cover.

I can respect this.

But yeah, I think you just got lucky with your matchups, I used mostly the splatter and most opposing opponents had rollers, really good roller players that would sneak up on you and cover your escape route, and i could beat them most of the time just staying away from them, launching granades and aiming while jumping, they are beatable and not OP, I think the balance its looking fine.

Yeah, I saw that but like I noted the roller is for easy kills. If there is any challenge go elsewhere and paint, painting is where you get most points.
 
I wonder if a Roller with the stealth squid perk would be really good at assassinations.
Dive in ink, move behind enemy without causing ink ripples, pop up, and splat.
 
Rollers seeming OP was just a kneejerk reaction to many peoples first bite at the game. Admittedly mine aswell.

Once you get the hang of it beating rollers is pretty much as simple as firing while walking backwards.
 
At least with walleye warehouse, the higher platforms are not that tall. I was able to make a few kills with a flick of the roller.

Really what you want to do is keep your distance and fire while running backwards. Rollers got no range. If one sneaks up on you you can go into squid form to get enough distance.

The roller is easy mode and lots of fun ... after playing the charge shot first and switching to the roller, I too believed it to be overpowered.

Then I started playing with the splattershot ... and got destroyed by the rollers.

Then I actually learned how to play, and suddenly, the rollers no longer owned. That's not to say there aren't some skilled roller players, but, right now, I can't see it as OP when you have so many options to take them out quickly.

I was dominating with the splattershot. Not just kills but also laying the most ink. Rollers will be more like hard mode in the end. They're more of a non-combat class and need to be covered by classes with range.
 
Showed up on my Twitter:

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So awesome.

That's really nice. Could you give a link to the source post?
I'll include it in the fanart thread after.
 
Most points come from painting territory, if you run into a situation with a ranged weapon you can't win, then withdraw and paint somewhere else. With only 8 players and a big map, there is always somewhere else to paint.
You can't do that in most situations though. You're imagining escape routes that don't exist. In the warehouse video I posted the rollers couldn't get out if their base. They can't just go paint somewhere else. On the rig level the only places you can escape are the middle path and sides which offer very little area to paint compared to the top middle and bottom areas. The spots that you need to control to win the game don't have escape routes.

recorded a couple games from saturdays test fire:

https://www.youtube.com/watch?v=fu4xN8Z0cfg
Nice kills at 1:25 and 4:42.
 
I'll concede since I like where you point is going, but it still means I won't be getting the game anytime soon.

Just an FYI: I feel the Splatshot Jr. (SMG) loadout was better in the beta. I always finished first on my team with around 1500 pts and had a game where we won 88% to 11% and another 77% to 13% against teams with rollers when we had none, just Splatshot Jr. and a charger (in two different lobbies).

The bubble shield was a much better super, the SMG could easily beat rollers (just shoot at them a bit, dive into your ink and retreat a bit if it didn't kill, do it again) and has good range for vertical painting. There's pipes on Saltspray Rig right besides the elevators that you can climb (and so are more useful than waiting on the elevators) but you can't ink those in your colour if you have the roller.

Basically the roller is good to have on your team but 4 of them vs 4 splatshot jr. and the latter team will always win. It's preferable to have a good mix.
 
Really what you want to do is keep your distance and fire while running backwards. Rollers got no range. If one sneaks up on you you can go into squid form to get enough distance.

or paint the top of the crates and stay in squid form until you want to pop out to ink stuff
 
Does that mean that the roller is underpowered?

It means the game is balanced well. :)

Because everything has advantages and disadvantages.

So you pick me off and then use 2 charge shots to cut me path of retreat? Anyways, I assume you mean the other way and by the time you line up your second shot I'm gone, or moving elsewhere behind cover.

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.
 
So you pick me off and then use 2 charge shots to cut me path of retreat? Anyways, I assume you mean the other way and by the time you line up your second shot I'm gone, or moving elsewhere behind cover.



Yeah, I saw that but like I noted the roller is for easy kills. If there is any challenge go elsewhere and paint, painting is where you get most points.

I noticed some rollers do this, so what I do is actively hunt the rollers down, like its my job. Cover my own rollers and hunt the opposing team away, its easy to know where they are too, since the map shows the straight line they make. All I am saying is, once most people figure them out, it evens out.

But I am just saying all this as my experience, I understand how you feel and hopefully another chance to play it will convince you otherwise since I want to fight your badass OP roller =P
 
Eh, I think the rollers could run out of paint a little bit faster, but otherwise they seem balanced against good players. I had more wins during the third test, but it's impossible to tell with random match-ups how skilled everyone is. The only difficult matches I had were when my team had 4 rollers or someone disconnected.

Playing offensively with the roller is a lot of fun in the warehouse. You can quickly swim around a crate and bop someone who is trying to find you.

If the full game allows you to boost your running speed, then rollers might become OP in Turf War at least.
 
Rollers seeming OP was just a kneejerk reaction to many peoples first bite at the game. Admittedly mine aswell.

Once you get the hang of it beating rollers is pretty much as simple as firing while walking backwards.

yeah, once you realize that rollers have shit range and can never catch up to a player going backwards, you realize it's limitations
 
I wonder if a Roller with the stealth squid perk would be really good at assassinations.
Dive in ink, move behind enemy without causing ink ripples, pop up, and splat.
Sure but then you're not actively painting the ground as well as being in a situation where the enemy is surrounded by so much enemy ink seems unlikely.
 
The rollers are neither op or shit tier. Things don't need to be one extreme or the other. They're really good at covering a lot of ground in paint, which is how the game is won. However, they're not very mobile, and you'll lose vs someone who exploits your limitations. They seem reasonably balanced to me given the 3 hours I played.
 
You can't do that in most situations though. You're imagining escape routes that don't exist. In the warehouse video I posted the rollers couldn't get out if their base. They can't just go paint somewhere else. On the rig level the only places you can escape are the middle path and sides which offer very little area to paint compared to the top middle and bottom areas. The spots that you need to control to win the game don't have escape routes.

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.

Just an FYI: I feel the Splatshot Jr. (SMG) loadout was better in the beta. I always finished first on my team with around 1500 pts and had a game where we won 88% to 11% and another 77% to 13% against teams with rollers when we had none, just Splatshot Jr. and a charger (in two different lobbies).

The bubble shield was a much better super, the SMG could easily beat rollers (just shoot at them a bit, dive into your ink and retreat a bit if it didn't kill, do it again) and has good range for vertical painting. There's pipes on Saltspray Rig right besides the elevators that you can climb (and so are more useful than waiting on the elevators) but you can't ink those in your colour if you have the roller.

Basically the roller is good to have on your team but 4 of them vs 4 splatshot jr. and the latter team will always win. It's preferable to have a good mix.

Except the roller can kill you in your ink, got a bunch of kills that way. I did like the splattershot jr, second best of the weapons in my opinion.
 
Almost every single competitive online game has that one thing that seems really overpowered in the beginning, but quickly becomes either useless or perfectly balanced once players start getting the hang of the mechanics and how to counter it.

The roller is powerful early because it's very simple to use and you need time to learn how to counter it.
 
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Y'all got anymore of that Splatoon?

I only got to try it for a about half an hour during the final hour yesterday and I'm itching for more.

The limited demo was a cruel joke.
It worked for me.
 
Except the roller can kill you in your ink, got a bunch of kills that way. I did like the splattershot jr, second best of the weapons in my opinion.

Oh I know when you flank me that works but I meant if I see one coming I can pick it off easily and if I didn't well turning into squid form and going backwards means I go faster than the roller so I put some more distance between you and me.

Almost every single competitive online game has that one thing that seems really overpowered in the beginning, but quickly becomes either useless or perfectly balanced once players start getting the hang of the mechanics and how to counter it.

The roller is powerful early because it's very simple to use and you need time to learn how to counter it.

Like how I felt about the Charger and its lack of range (even at mid-range, just shooting paint with roller with a tap of the R button is even more effective than trying to get a few short shots in with the Charger).

But after a while of placing shots well to cut off the other team's mobility and trap them between well placed lines (as well as controlling verticality) it turns out it's not so bad. I still feel I'm better with the Jr. and the roller but when time goes on (as in, not just a couple of hours without much training) and new maps are added, the Charger might be my choice too. The skatepark in particular seems unfavourable to the roller with its lack of corridors and high towers.
 
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.

Not sure why that matters, but either way I respawn and go paint elsewhere since I know where you are.

I noticed some rollers do this, so what I do is actively hunt the rollers down, like its my job. Cover my own rollers and hunt the opposing team away, its easy to know where they are too, since the map shows the straight line they make. All I am saying is, once most people figure them out, it evens out.

But I am just saying all this as my experience, I understand how you feel and hopefully another chance to play it will convince you otherwise since I want to fight your badass OP roller =P

You would have been fun to play against, but my issue with balancing is how much painting is worth such that dying doesn't matter if you can paint vast swathes.

Oh I know when you flank me that works but I meant if I see one coming I can pick it off easily and if I didn't well turning into squid form and going backwards means I go faster than the roller so I put some more distance between you and me.

And as a roller I can see where you are looking, like I said paint and go for easy kills, any challenge then retreat and go elsewhere.
 
So are Rollers the "Grapplers" of Splatoon? That's what its sounding like given these conversations.

I don't think that grapplers are a great analogy. Beginning players tend to struggle with a grappler because of the additional option that character has in the command throw.

The roller doesn't have anything unusual in it's toolkit. I'd compare it more to an early player struggling vs a rushdown because they just don't know how to block effectively or how to gain an advantage out of a block. Dealing with a roller means sometimes you just need to accept that the winning play is being defensive and looking for your opening.
 
Not sure why that matters, but either way I respawn and go paint elsewhere since I know where you are.



You would have been fun to play against, but my issue with balancing is how much painting is worth such that dying doesn't matter if you can paint vast swathes.



And as a roller I can see where you are looking, like I said paint and go for easy kills, any challenge then retreat and go elsewhere.


But it's not like the splattershots were ineffective in painting... In fact, they could also paint large areas by shooting from high spots. The only one I felt was not as good for painting were the charge shots, but that could be because I found them harder to use.
 
And as a roller I can see where you are looking, like I said paint and go for easy kills, any challenge then retreat and go elsewhere.

True, that's how I played it as well but some are aggressive and will punish that by going after you and covering your territory on their way. Granted it didn't happen a lot in the beta so it's a moot point but many were new and not so good. That might change when the full game's out.
 
Not sure why that matters, but either way I respawn and go paint elsewhere since I know where you are.



You would have been fun to play against, but my issue with balancing is how much painting is worth such that dying doesn't matter if you can paint vast swathes.



And as a roller I can see where you are looking, like I said paint and go for easy kills, any challenge then retreat and go elsewhere.

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. :)
 
It means the game is balanced well. :)

Because everything has advantages and disadvantages.
Fair enough, i kinda ment it as a joke :) (i forgot to put a ":P" in my previous post). Some says that the roller has big advantages, while others make it sounds like its one of the worse weapons available hehe.

It must take a really long time to balanace out all of these things in games.
 
Fair enough, i kinda ment it as a joke :) (i forgot to put a ":P" in my previous post). Some says that the roller has big advantages, while others make it sounds like its one of the worse weapons available hehe.

It must take a really long time to balanace out all of these things in games.

For what it's worth, I read it as a jokey response.
 
I loved going against rollers. Extremely easy kills. They're way too easy to kite around and if you have the higher ground? Pfff. I stopped seeing as many rollers as the matches went on though.

Seeing three rollers running towards me, thinking they have an easy kill...and I just activate my shield and get three easy kills was the best part of the test for me.
 
Then there's nothing for me to play here. From my experience it very much is, that's why most the players in my matches had the roller.

Anyways, lover the idea and hope Nintendo makes it into an functual online shooter.

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.
 
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.
 
The skatepark in particular seems unfavourable to the roller with its lack of corridors and high towers.
I think in general once people start realizing how important high ground is, the roller's effectiveness will decrease. The roller is really powerful when people are just scrambling around on the ground level, won't take long for players to start using more wall-climbing and getting to elevated areas and then the roller user will have a harder time.
 
I can see having one roller player going at it to cover everything while the rest defend him and go in the offensive against the other players, not allowing them to do anything. And as you go on the offensive your ink is still covering the ground as well

We haven't even seen all the weapons yet. The burst fire gun alone would wreck a team trying to support a roller if utilized properly. Proper use of the charger was like seeing a unicorn, and don't forget the paint brush, the one weapon I was gonna pre-order for, which won't even show up at launch. Then you have all the augmented sets and variables in sub weapons.

I'm really mad I played the testfire now. Got finals all week, and all I can do is watch playlists of gameplay.

Yes exactly, I was the top scorer every match I had the roller, it's easy to splat the other players even. I hope they fix it though I won't be there at launch. I just did the same thing over and over for half a dozen matches, don't care that I was the top scorer and my team won, it became boring.



Learn to use the roller.



See above.
Just wait for the full game.

That person in white has got style.


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Squidgang, yo.
 
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