Splatoon | Spoiler Thread

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wall painting is great. people tend not to repaint them so you can hide there if things get rough. also don't underestimate vertical movement and traversal

the upper area of saltspray rig for instance is a fantastic place to go wall-painting. all the boxes are paintable, the pipes leading in are paintable, two walls on each side leading into the arena are paintable. flanking opportunities are great. and when you squid mode when you're under fire most people shoot the ground and are surprised when you pop out of a wall.
 
wall painting is great. people tend not to repaint them so you can hide there if things get rough. also don't underestimate vertical movement and traversal

the upper area of saltspray rig for instance is a fantastic place to go wall-painting. all the boxes are paintable, the pipes leading in are paintable, two walls on each side leading into the arena are paintable. flanking opportunities are great. and when you squid mode when you're under fire most people shoot the ground and are surprised when you pop out of a wall.
Can you actually stay hidden on the walls? Thought that if you stopped moving you'd fall off.
But yeah, that's why I said "with no reason".
 
wall painting is great. people tend not to repaint them so you can hide there if things get rough. also don't underestimate vertical movement and traversal

the upper area of saltspray rig for instance is a fantastic place to go wall-painting. all the boxes are paintable, the pipes leading in are paintable, two walls on each side leading into the arena are paintable. flanking opportunities are great. and when you squid mode when you're under fire most people shoot the ground and are surprised when you pop out of a wall.
Oh wow, those are some great ideas. I used wall-painting to reach sniper perches, but I didn't think about using it to hide on the walls. :-O
 
I actually think this is like the first shooter ever where I won't be making any adjustments to the default controls. Usually I have to at least invert the Y-axis, but since gyro handles that well enough, I'm good to go. Turning speed, etc., all felt great in the Testfire. Bring it on!
 
I preferred the Gyro controls in the beta as using the right stick had some weird acceleration/snapping but my character was always looking down with how I hold the controller.
 
It has reached the point where I am searching "Splatoon" on YouTube and narrowing the results to "Today."

Thanks, everyone in this thread, for the upcoming info and posting the matches. Can't wait for this to come out!
Ha, I've been that way since Sunday.

I preferred the Gyro controls in the beta as using the right stick had some weird acceleration/snapping but my character was always looking down with how I hold the controller.

I had a similar issue, and it was mitigated by always remembering to have the controller at a certain height when I reset it.

Then again, considering I was apparently moving left-right wrong, I may need to adjust how I play the game a little.
 
Oh wow, those are some great ideas. I used wall-painting to reach sniper perches, but I didn't think about using it to hide on the walls. :-O

Say someone sees you and you disappear around a box. 9/10 times they'll try and run around the box, at which point you pop out of the top of the box and splat them.

This will probably change after about a week but I was splatting fools left right and centre who didn't realise that traversal is the key to this game
 
Say someone sees you and you disappear around a box. 9/10 times they'll try and run around the box, at which point you pop out of the top of the box and splat them.

This will probably change after about a week but I was splatting fools left right and centre who didn't realise that traversal is the key to this game
Man, I miss the Testfire already

Nintendo should give us special access for no particular reason

A Global GAF-fire
 
Exp gained is the same as points gained, right? Cause like, I was getting somewhere between 400-1200 points each match in the demo. That'd be about 10-20 games. Meaning people could definitely hit level 10 on day one.
 
I actually think this is like the first shooter ever where I won't be making any adjustments to the default controls. Usually I have to at least invert the Y-axis, but since gyro handles that well enough, I'm good to go. Turning speed, etc., all felt great in the Testfire. Bring it on!

Yep, I'm in the same boat. Felt natural with gyro controls.
 
I preferred the Gyro controls in the beta as using the right stick had some weird acceleration/snapping but my character was always looking down with how I hold the controller.

Press y.

Is there a level above 10?
Yes, highest I can remember seeing is 16. No clue what the cap is


You cant stay on walls without moving but if you have the invisibility perk you can swim unseen on the wall. The issue is seeing behind you. This is also where pressing back+y is necessary as you need to spin around quickly
 
Exp gained is the same as points gained, right? Cause like, I was getting somewhere between 400-1200 points each match in the demo. That'd be about 10-20 games. Meaning people could definitely hit level 10 on day one.

From going through reviewer's videos, yeah, points convert directly to experience points. I was hitting 1000 points pretty regularly in the test fire, so hopefully that stays the same :P

Also, out of curiosity, I went back through the direct to look at how the points for deciding your rank were allotted, and it looks like winning gives 10 points towards your rank, and hitting 100 rank points ups your rank. The next rank started with 30 points right after the rank up presumably so that you won't rank down immediately after ranking up. Timestamped proof. It doesn't seem like performance during the match matters, other than winning or losing, and I guess that is fine since teams get shuffled after every match so that it is hard to be carried to the top rank or dragged to the bottom rank by your team.
 
Exp gained is the same as points gained, right? Cause like, I was getting somewhere between 400-1200 points each match in the demo. That'd be about 10-20 games. Meaning people could definitely hit level 10 on day one.

Not if 45,200 total points is required for reaching level 10.
 
Assuming 1k points per match its a little over 2 hours of game time. I expect lobby and match making times to be shorter at launch so it should only take what 3 hours at most?
 
At launch is definitely the time to level up quick, before everyone gets good, and it becomes hard to get 1000-1300 points per match.
 
Assuming 1k points per match its a little over 2 hours of game time. I expect lobby and match making times to be shorter at launch so it should only take what 3 hours at most?

3hrs with a mix of wins/losses sounds fair. Most players won't be hitting 1k without getting the bonus 300 exp for winning.
 
3hrs with a mix of wins/losses sounds fair. Most players won't be hitting 1k without getting the bonus 300 exp for winning.
Yeah I know. Talking more about the players here. I'm not too worried about having to wait a day for ranked as I would like to test out the different weapons.
 
Well the game comes out on a Friday right? Even people who are horrible at shooting games should be able to consistently get over 600 points with the roller without the win bonus. A few hours on Friday and a few more on Saturday should be enough for even weaker players to reach level 10.

EDIT: Or at the minimum they'll get close enough and a lot of them will get hyped and grind out another hour or two.
 
Well the game comes out on a Friday right? Even people who are horrible at shooting games should be able to consistently get over 600 points with the roller without the win bonus. A few hours on Friday and a few more on Saturday should be enough for even weaker players to reach level 10.

I played matches tonight against people finishing with high 400 scores on the losing team. Regardless, the average player will hit Level 10 by the end of the first weekend without much concern.
 
On the press servers the majority of people are still under level 10. I've just reached it, but it took a while as it's taking a while to get a full lobby. Haven't managed to try ranked battle yet due to lack of people.

When I first started, I was getting around 400-500 points per game, plus a win bonus of 300 if my team won. Now I'm reliably getting 700-900 per game, plus win bonus. Depending on how good you are, it'll probably take around 60 matches to get to level 10.

You also learn that the priority is painting, not killing your opponents. They're just obstacles that give you a chance to create a splat and put someone out of action for a bit, but you risk putting yourself out of action at the same time. Lots of tactics involved here!
 
I know offTV is confirmed for singleplayer, but...can you play online OffTV? You'll only be using the gamepad so I don't know how the map/superjump stuff will work
 
Does the players display thing at the top of the screen get bigger or smaller depending on who's leading and then has the danger thing when a team is way behind? I never really paid any attention to it during the demo but watching a couple videos it seems to be a thing.

Yes. The leading team's squid icons get bigger the more in the lead they are. The other team's gets smaller and a "DANGER" symbol pops up if the leading team is dominating heavily.

So, I feel like this has probably been asked and answered multiple times, but I haven't really been following the news too closely because of finals. What is the local multiplayer like? Very limited is my assumption, seeing as the game uses the gamepad quite a bit.

Just watch: https://www.youtube.com/watch?v=ultggnZb4OE

How does color locked mode works?

Does it just leave two sets of colors or are you able to pick ones that best suit your color blindness?

You pick which ones work for you.

5-6 hours is pretty normal for a lot of games, so its not really a problem. For me it depends on if they do something that feels new with those hours, or if it is just a cuter thirdperson shooter with some plattforming. Is the level design cool? Are the bosses cool? Are the gameplay mechanics innovative? Varied? Etc. Stuff like that.

Nintendo EAD.

I preferred the Gyro controls in the beta as using the right stick had some weird acceleration/snapping but my character was always looking down with how I hold the controller.

That's why you press "Y." Be aware of your neutral position (which is whatever you want it to be).

Anyone know who the player in this? Absolutely the most amazing movement instincts I've seen yet.

That was a pre-recorded match that they showed during the hangout.

I know offTV is confirmed for singleplayer, but...can you play online OffTV? You'll only be using the gamepad so I don't know how the map/superjump stuff will work

Off-TV is not confirmed for singleplayer. There is no Off-TV Play in this game as far as we know.
 
Actually, the squid NA doesn't always indicate who is in the lead, at least for Splat Zones. You can see the player's team is in the lead, but it says danger. Seems to indicate who is controlling the pace of the match at the moment or something.
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Yea, the best possible time to get to lvl 10 is around 3 hours which is about 45 matches assuming the time it takes for a match to start is 1 minute and 3 minutes per match and you consistently get around 1,000+p per match.

Here are the amount of EXP required for each level.
I see, thanks. I think I figured it out.

(1->2) 700 > (2-3) 1,600 > (3->4) 2,600 > (4->5) 3,650 > (5->6) 4,800 > (6->7) 6,000 > (7->8) 7,250 > (8->9) 8,600 > (9->10) 10,000

That would mean 45,200 EXP in total is needed to reach lvl 10.
lvl10 -> lvl11 is 11,500 and lvl11 -> lvl12 is 13,100. You can see how the EXP level scaling works with math.
Those numbers look right.

I got greedy and wanted that extra kill. I focused on nothing but that incoming enemy.
Thanks.

I think everyone who knows about the enemy super jump icon will get greedy like that lol.
 
I actually think this is like the first shooter ever where I won't be making any adjustments to the default controls. Usually I have to at least invert the Y-axis, but since gyro handles that well enough, I'm good to go. Turning speed, etc., all felt great in the Testfire. Bring it on!

the only thing I did was up the camera sensitivity to about 3 so I could make smaller movements with my wrists
 
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