Splatoon | Spoiler Thread

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So when you say the playtime may or may not include sunken scrolls, do you mean the time it takes to collect them, or do they actually unlock hidden missions? Also, don't the "power eggs" collected in single player level up your weapons? Is there any other way to level them up, or another way to collect the power eggs?
 
So when you say it may or may not include sunken scrolls, do you mean the time it takes to collect them, or do they actually unlock hidden missions? Also, don't the "power eggs" collected in single player level up your weapons? Is there any other way to level them up, or another way to collect the power eggs?

Not sure, but if you want to, go ahead and ask him (4chan link, may not be safe for work): http://boards.4chan.org/v/thread/294499540
 
I don't really agree with that strategy. Just look at these two videos of the same match:

Andre created a rough path to get to the center area and covered territory while the others painted their way to the center area. You need a combination of the two. Have some rush in and some paint the areas closer to spawn.

Because they got their own area covered a good bit and controlled the center area early, they were easily able to enter the enemy's half of the map. Sure, one person managed to sneak by, but they would never be able to cover enough territory to make up for losing their half of the map.
I don't think this is a good example to look at. Pub stomps without a strategy being employed aren't helpful.

He also took a long time to get to the middle so I'm not sure why you're giving him props for that.
 
I know it's probably different for everyone on how they play the game, but I can't really take his analysis on anything seriously judging by how he played the roller and especially the charger in the video.

A more objective approach to testing would be more helpful.

Corey from Nintendo said it isn't OP and he knows everything.
 
Corey from Nintendo said it isn't OP and he knows everything.
Well it's quite obvious it isn't OP, so I probably don't need to hear someone say it to believe it.
i mean all strategy analysis is pretty tenuous at this stage in any case, it's early days yet
If this response was meant towards me, the problem I have with the vid is that it is going over the weapons which really all depends on one's proficiency to use them. He obviously was not proficient with the Splat Charger so he wrote it off saying the only thing it was good for was sniping.

As for map strategies, I don't think it is too far-fetched for people to create viable strategies for the maps we have seen so far. The objectives in this game aren't too complex. Team comp and loadouts do play a huge role in these strategies though.
 
I know it's probably different for everyone on how they play the game, but I can't really take his analysis on anything seriously judging by how he played the roller and especially the charger in the video.

A more objective approach to testing would be more helpful.

Yeah I agree, it was just fun to see someone analysing their own gameplay so early :)
 
The one thing I do agree on with the analysis in the video is that the Jr. was the best weapon.

The normal Splattershot covers a longer range, but doesn't fire as fast and it had by far the worst sub weapon and special weapon for the testfire. Ink Balloons are terrible, and being able to spam Ink Balloons is also terrible since they don't do that much damage, cover a smaller area and already have a lower ink cost, which spamming doesn't help with.

The Jr. is a decent enough gun on its own, but it had the best sub weapon and special weapon during the testfire. Ink Bombs are easier to use well than Ink Balloons and Suction Bombs. Bubblers basically let you win fights, counters other special weapons and can be shared with allies. The only problem is that the Bubbler doesn't directly contribute to kills or ink, but it can force other players to vacate or die to you and your allies' regular attacks anyway.

It looked like he was having some trouble getting the Charger to work right, he aimed it into the floor quite a bit from the clips he showed during that video.
 
Not sure if it has been shared, but here is the GamePad screen when you start the game up.

QGbw0Bd.jpg
 
Not sure if it has been shared, but here is the GamePad screen when you start the game up.

QGbw0Bd.jpg

This is cool. So I assume you can just click everything on there if you want instead of physically walking to each thing? This way the devs are having their cake and eating it too. People can have a straight up menu or actually treat it as a hub world.
 
And it shows how gear get new sub abilities. Your gear gain experience (1000 for all 3 here). Once filled up, this happens:
d2hD1fJ.gif


I checked each frame of the roulette, and these ones (13) appeared:
Ink Saver (Main)
Ink Saver (Sub)
Defense Up
Swim Speed Up
Damage Up
Special Duration Up
Special Charge Up
Quick Super Jump
Special Saver
Ink Recovery Up
Run Speed Up
Bomb Range Up
Quick Respawn

So the ones (11) that didn't appear are:
Ninja Squid
Stealth Jump
Ink Resistance Up
Tenacity
Opening Gambit
Last-Ditch Effort
Recon
Cold-Blooded
Haunt
Bomb Sniffer
Comeback

I'm gonna assume all possible sub abilities were in the roulette. That means PotionBleue is most likely correct about some abilities not being able to be sub abilities.

There's got to be a better way that these sub-abilities work. Fewer than 1 in 2000 gear items are going to have 3/3 desired sub-abilities. That's worse than shiny Pokemon odds and rerolling abilities seems to be a lot slower than hatching eggs.
 
There's got to be a better way that these sub-abilities work. Fewer than 1 in 2000 gear items are going to have 3/3 desired sub-abilities. That's worse than shiny Pokemon odds and rerolling abilities seems to be a lot slower than hatching eggs.
Didn't you know? Splatoon is a shopping simulator. You're going to have closets full of clothes.
 
Nate, any idea why there isn't Off Tv Play for singleplayer???

I mean, what's on the Gamepad screen when you play it???

Thanks.

I'll post a GamePad screen tomorrow. I think it's just a map, though.

This is cool. So I assume you can just click everything on there if you want instead of physically walking to each thing? This way the devs are having their cake and eating it too. People can have a straight up menu or actually treat it as a hub world.
You can click on all the big bubbles - Lobby, Octo, Weapons, and the clothing stuff - and be taken to them instantly. The tabs on the side will replace the map with their respective options - so Gear will display your current equipment with their perks. Stages will show which stages are available in each game mode at that time, and Options will show control sensitivity, motion control options, and colorblind mode.
 
There's got to be a better way that these sub-abilities work. Fewer than 1 in 2000 gear items are going to have 3/3 desired sub-abilities. That's worse than shiny Pokemon odds and rerolling abilities seems to be a lot slower than hatching eggs.
You can reroll subattributes with spyke I believe.

And they mentioned they have a lesser effect than the primary anyway. At a certain point it becomes semantics, and skill becomes more important.
 
You can click on all the big bubbles - Lobby, Octo, Weapons, and the clothing stuff - and be taken to them instantly. The tabs on the side will replace the map with their respective options - so Gear will display your current equipment with their perks. Stages will show which stages are available in each game mode at that time, and Options will show control sensitivity, motion control options, and colorblind mode.

Yeah that sounds great.
 
There's got to be a better way that these sub-abilities work. Fewer than 1 in 2000 gear items are going to have 3/3 desired sub-abilities. That's worse than shiny Pokemon odds and rerolling abilities seems to be a lot slower than hatching eggs.
Will it really be a big deal if you don't have 3/3 of the abilities you envision to be perfect setup? At a glance most abilities seem pretty useful and there probably aren't too many combinations that are straight up bad or OP. Should be easy enough to re-roll to get something you're ok with, and the longer it takes people to find their ideal setup, the better for the longevity of the game.
 
Will it really be a big deal if you don't have 3/3 of the abilities you envision to be perfect setup? At a glance most abilities seem pretty useful and there probably aren't too many combinations that are straight up bad or OP. Should be easy enough to re-roll to get something you're ok with, and the longer it takes people to find their ideal setup, the better for the longevity of the game.

I mean, yeah it is kind of a big deal. In fact, it's so unreasonable that I actually don't believe that's the way it will work. 1/2000 doesn't just take a long time to get. For most people, it's simply unattainable. Just having "ok" gear will never cut it in a competitive game.
 
Well it's quite obvious it isn't OP, so I probably don't need to hear someone say it to believe it.

If this response was meant towards me, the problem I have with the vid is that it is going over the weapons which really all depends on one's proficiency to use them. He obviously was not proficient with the Splat Charger so he wrote it off saying the only thing it was good for was sniping.

As for map strategies, I don't think it is too far-fetched for people to create viable strategies for the maps we have seen so far. The objectives in this game aren't too complex. Team comp and loadouts do play a huge role in these strategies though.

i'm just saying no plan survives contact with humanoid squid people wielding ink weapons
 
The one thing I do agree on with the analysis in the video is that the Jr. was the best weapon.

The normal Splattershot covers a longer range, but doesn't fire as fast and it had by far the worst sub weapon and special weapon for the testfire. Ink Balloons are terrible, and being able to spam Ink Balloons is also terrible since they don't do that much damage, cover a smaller area and already have a lower ink cost, which spamming doesn't help with.

The Jr. is a decent enough gun on its own, but it had the best sub weapon and special weapon during the testfire. Ink Bombs are easier to use well than Ink Balloons and Suction Bombs. Bubblers basically let you win fights, counters other special weapons and can be shared with allies. The only problem is that the Bubbler doesn't directly contribute to kills or ink, but it can force other players to vacate or die to you and your allies' regular attacks anyway.

It looked like he was having some trouble getting the Charger to work right, he aimed it into the floor quite a bit from the clips he showed during that video.

The Ink balloons were really ass, two balloon direct hits to kill. It's slower and covers less area than just firing your decent-ranged gun, even with the balloon rush! Not sure why that special/sub combination exists...

I mean, yeah it is kind of a big deal. In fact, it's so unreasonable that I actually don't believe that's the way it will work. 1/2000 doesn't just take a long time to get. For most people, it's simply unattainable. Just having "ok" gear will never cut it in a competitive game.

You must remember that the sub abilities aren't ALL activated at once. I can't remember but I think there's something like a maximum of 4 perks you bring in to a match at once, so of all your possible 9 subperks you only use one.

Which means that the only thing you really need to focus on is your main perk for each clothing item.
 
I don't quite understand how Spyke works, does he forge your gear with a set ability or does he just roll a new one?
 
You must remember that the sub abilities aren't ALL activated at once. I can't remember but I think there's something like a maximum of 4 perks you bring in to a match at once, so of all your possible 9 subperks you only use one.

Which means that the only thing you really need to focus on is your main perk for each clothing item.

You see, this is what I wanted to hear. I've been looking around trying to find out how gear abilities work, but nobody wants to go into specifics.

With that in mind, what DO we currently know?
 
I mean, yeah it is kind of a big deal. In fact, it's so unreasonable that I actually don't believe that's the way it will work. 1/2000 doesn't just take a long time to get. For most people, it's simply unattainable. Just having "ok" gear will never cut it in a competitive game.

So your definition of a competitive game is a competition about getting the best gear, rather than the player's skills? Sounds like a definition of a broken game to me.
 
You must remember that the sub abilities aren't ALL activated at once. I can't remember but I think there's something like a maximum of 4 perks you bring in to a match at once, so of all your possible 9 subperks you only use one.

Which means that the only thing you really need to focus on is your main perk for each clothing item.
That's nice. Where did you hear this?
 
So your definition of a competitive game is a competition about getting the best gear, rather than the player's skills? Sounds like a definition of a broken game to me.

Dude, there's no way you got that from what I said.
 
I mean, yeah it is kind of a big deal. In fact, it's so unreasonable that I actually don't believe that's the way it will work. 1/2000 doesn't just take a long time to get. For most people, it's simply unattainable. Just having "ok" gear will never cut it in a competitive game.
Why would only 1 combination be better than ok? Not like it's going to make a huge difference if you have a bit more running speed or recover your ink a bit faster. One isn't going to make you a top-tier player and the other leave you struggling.
 
You must remember that the sub abilities aren't ALL activated at once. I can't remember but I think there's something like a maximum of 4 perks you bring in to a match at once, so of all your possible 9 subperks you only use one.

Which means that the only thing you really need to focus on is your main perk for each clothing item.

That completely defeats the point of upgrading gear to have more subperk slots. If you only get one in a match it would make more sense to have the one you like the most on a piece of gear with 1 slot and the rest of your gear have no slots to guarantee you always have that perk. Plus, what's the point of making the subperks weaker if you only get one?
 
That's nice. Where did you hear this?

You see, this is what I wanted to hear. I've been looking around trying to find out how gear abilities work, but nobody wants to go into specifics.

With that in mind, what DO we currently know?

Actually I think I may have misunderstood the Direct! So I am probably wrong.

All we know now is that weapons can have 1 main ability and 3 sub abilities, depending on the star rating. We also know that you can either re-roll all abilities or add an extra sub ability to your gear, up to the maximum of 3.

Probably sub abilities have a significantly smaller effect. So people who are trying to maximise their gear (as the above poster mentioned a 1/2000 chance of getting the absolute best abilities) will probably take a long time to get the best 'loot' because gear abilities are randomly generated. Even harder if you want the best abilities AND the best loot. I guess that will just make finding the ultimate hat so much more satisfying.

The major focus should still be getting the main perks right, and minor perks are a bonus. Or just git gud and play the game :P

That completely defeats the point of upgrading gear to have more subperk slots. If you only get one in a match it would make more sense to have the one you like the most on a piece of gear with 1 slot and the rest of your gear have no slots to guarantee you always have that perk. Plus, what's the point of making the subperks weaker if you only get one?

Yeah I realised it was silly shortly after I posted it :P

edit: two more points:
* Not all of the known abilities can be equipped as sub abilities. I imagine some things like 'Ninja squid' can only be found as a main perk.
* We're not sure if the abilities stack. I think it's likely that they don't. So if you have 3 'speed up' abiltiies, it'll be the same as having one.
 
Corey from Nintendo said it isn't OP and he knows everything.
Well, I would imagine that Nintendo actually did do a lot of internal testing with people of various skill levels. I would actually not be surprised at all if the weapon with the highest point average among more skilled players in their testing wasn't even a roller. While the roller's good at neatly spreading ink, I feel that certain shooters are better at racking up points as long as you don't give a fuck about being neat and instead just focus on constantly moving and spraying.
 
I've found you usually get less points using the roller. It covers more ground, which is good for the overall situation of the match, but your own personal points accumulate slower.

The Aerospray MG is my favourite weapon so far.
 
Yeah I realised it was silly shortly after I posted it :P

edit: two more points:
* Not all of the known abilities can be equipped as sub abilities. I imagine some things like 'Ninja squid' can only be found as a main perk.
* We're not sure if the abilities stack. I think it's likely that they don't. So if you have 3 'speed up' abiltiies, it'll be the same as having one.

The digital manual says that subperks are weaker than main perks, and more than one of the same perk can be on a single piece of gear, so it's likely they do stack.

When you get splatted it the game shows you the perk loadout of the person that splatted you:
U0cMfWE.jpg


It shows all 12 perks. The person that splatted this player only has their 3 main perks and 5 empty subperk slots. The player has 3 perks. Both players have multiple of the same perk.
 
Ah nice. I wonder if anyone with the review copy could test whether the perks stack? This system is a whole lot more complex than I originally thought...
 
Ah nice. I wonder if anyone with the review copy could test whether the perks stack? This system is a whole lot more complex than I originally thought...
I thought it was confirmed that they stack but that they have diminishing returns.
 
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