Quite a range then. I watched an SRB2DUDE video, where he revealed he had 0 and -1.5 for motion and sticks respectively. It kinda surprised me, as he's a super twitchy fast player, so I didn't expect average/muted sensitivity.
On a different topic, I'm really struggling to find the Sea Scroll on 'Please Mind the Gap' (the Splattling level in the the final world with all the moving platforms and gaps). I feel like I've looked everywhere - including the under the first section (where the Crusty Sean voucher is), but I can't find it. There's an empty square floating island that I assume you can super-jump to, but I can't find the launchpad.
I know there's a guide, but I'm after something a little less overt. Any clues/hints/tips?
@erv I find it fine, but I've realised I hold the joy con slightly different to the standard grip. I hold it with my lower fingers curved around it rather than gripped between my fingers and palm. That gives my thumb plenty of space to reach the face buttons and stick. It only works without a wrist strap. With the strap it's too wide to hold in just my fingers. I guess you'll need to experiment to work out what's comfortable for you.
@BLP_Software Oh man, that was evil! Normally the hiding positions are well hidden, but difficult to overlook if you really try, but that was just nasty.
Thanks, that's exactly the sort of clue I was hoping for. You've helped me out of quite a pickle.
Default controls have been fine for me. Increasing stick sensitivity might make some sense though.
I keep thinking this so I may as well say it: I would really like to have Camp Triggerfish back. When I think of Splatoon, I think of Splat Zones on that stage. If you're not familiar with it, there was a zone on each side of the gap in the middle of the stage, and to claim the one on the opponents' side you would have to either shoot across the gap, or go all the way around. Of course if you chose the former you would have to watch out for opponents doing the latter. It just worked really well and was a lot of fun.
I liked Splat Zones on the old Port Mackerel as well, but it looks like it now just has one big zone in the middle instead of the two far-apart ones, which is a bit disappointing.
@Zyrac The SplatZone stages this time around are definitely much safer. Most of them are either 1 zone stages or 2 zones that are much closer together.
So after my long rant about why the Dynamo has changed and I hate it, I'm doing just fine with it. Same thing with the Stingray a while back. >.>
In fact, I find I'm eating my words a lot with this game. So... no one listen to a word I say.
@BLP_Software Well, I've had a lot more success with it ever since I learned that you turn faster by over-aiming. I've gotten a few splats out of it in well-placed spots, and chased many a sniper off his/her high point.
@BLP_Software I think that's the trick. For most of the other weapons the more you spam the attack button, the more you win, but the String Ray definitely requires more subtlety. I've taken out with it a few times recently too.
Anyway, I've just completed the single-player! I won't go into too many spoilers, but thought it was really good overall. There were more breaks from strict linearity, more puzzle-like elements (the overworld in particular), more dynamic platforming courtesy off grind rails and bounce pads etc., more challenge, more length, more variety in the form of weapons, more wit (I really liked the dialogue/monologue), and just generally more imagination throughout the whole thing. I suppose in the first game, simply the act of shooting your ink and swimming in it was imaginative enough, but I feel they really stepped things up a notch this time.
I think it's a really brilliant addition to what's really an online shooter. I know I didn't exactly storm through it, but I really enjoyed dipping between the single player, competitive , and co-op modes and getting a taste of each at a time. Having three fundamentally different ways to play the game really made it feel like a much more rounded package than the original.
Does anyone know if there's any reward for getting all the scrolls and Sardinium? I'm pretty sure I've just completed both, but there's been no obvious 'WELL DONE YOU'RE FANTASTIC' message. And those are my favourite sort of messages.
@BLP_Software I've tried the Goo Tuber as well, and wasn't impressed. The thing is, while playing charger, I never found myself wishing my charge-holding time was longer.
But if I'm ever playing online and start getting caught completely by surprise from charge shots hiding in the ink, I'll be sure to change my tone. Cuz that's scary.
@Nicolai Yeah these new weapon calsses like the Tuber and Dualies are cool but in some ways impractical. I dont think that longer charge time for the Tuber is needed to balance its long charge store because its range is already iffy.
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No matter what weapon I try, I keep going back to the Tri-slosher. (And the Octobrush, for a select few maps on certain game modes) Even though I'm decent with aiming from a distance, I find just flinging huge amounts of ink at people from close range is a way more reliable way to get kills for me. I hope it's just down to my inexperience at the game, because as much as I like the Tri-slosher, I want to use some other weapons and not be mediocre at them.
I was somewhat joking, but yeah, the Tri-Slosher is just an all around really reliable weapon.
For those who have Splat 1, how much did the buckets change between that and Splat 2? Snipers and Rollers had some pretty large changes, but from what I heard the buckets have not changed at all.
@-Green-@KirbyTheVampire I find no shame in it. The Tri has lots of merits outside of it's wide hitbox, namely it's incredible ink efficiency and slosher-trademark lobbing. Besides, I love the fact that this game has competent weapons that don't require pinpoint aiming (Tri, Splat Jr, Brush) because it makes it more friendly and inclusive to those that don't have it, and it puts the focus of the game on strategy and ambush.
Besides, It's not always just spamming the trigger at close range, I'm also trying to be slippery by dodging in and out of ink, predicting where my opponent will be (short-term and long-term), deciding where I'm most useful, planning invasions into enemy territory, etc, just like any other weapon. And aim still comes in handy if you want to maximize the Tri's range. @-Green- Yeah, I noticed no difference at all.
@Nicolai I was mostly joking about the dirty part, but I wouldn't be surprised if Ink Armor gets readjusted in the future. Maybe I'm salty, but that's the general impression I've gathered so far.
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