I had a weird issue where my splatter would stop gooping the field. Like, I would be shooting and would see the ink shooting, but nothing happened when it hit the ground. This tended to happen right before I got kicked.
Now that you mention it, I did remember seeing people shooting on the ground, and their ink turned into mist and disappeared. That was weird.
I think it has to do with lag, I had a couple matches where the ink I shot didn't show up until a second or so.
Played the hour of the demo and thoroughly loved it. It's pure fun. It takes a bit to get used to. The gyro camera works well but I still need more time to get totally used to it. The strategies involved in the gameplay are numerous, which is exciting! But that also means that I definitely didn't do very well sometimes, or at least I know I could be a lot better. That's probably how most people felt today. (Or yesterday, as it were.)
Tried the Charger... once. I totally bombed with it. It might be a good weapon but it has a huge learning curve. Then the infamous roller. I'm not convinced that it's OP; I think it's just the easiest weapon to use and get used to. Time will tell if that is really true. Also, I wonder if all this feedback will actually lead to a nerf, or if they'll stand by their original balancing.
The two maps were Walleye Warehouse and Saltspray Rig. Both great maps, but I think I was better at the Rig. It was easier to remember the layout, or something.
The connection was great. I DC'd twice, the first time I had the weird thing of shooting ink but not actually shooting any ink. But besides those two disconnects everything went really smoothly. Virtually no lag or slowdown.
Seriously, a great game overall. I'm really hyped about it. Excited for Round 2. ^^
I wish there was a better way to see how much ink you have left. Most of the time I just thought "I've been shooting for a good 20 seconds, I'm probably pushing it..."
Well, the tank on your Inkling's back shows you how much you have, although I wasn't very good about paying attention to it ^^;;
The roller is definitely not OP lol. One of the matches my team was so much dominating that we actually covered the whole stage with our ink, and pushed back the other team so that we actually stood 2 feet away from their spawn point. The rollers just couldn't get out of the safe zone. They did try though, it just didn't really work out haha
I might try out the demo thing tomorrow, maybe...really hope they'll do a normal demo sometime before release. Like...the first few levels in story mode or something.
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I watched the Treehouse stream now that it's on YouTube and they showed one tactic I think not many thought of yet. You can super jump out of a sticky situation. Got two rollers approaching from left and right? Jump out of the way.
I watched the Treehouse stream now that it's on YouTube and they showed one tactic I think not many thought of yet. You can super jump out of a sticky situation. Got two rollers approaching from left and right? Jump out of the way.
Cool, still, I'm pretty sure there's a whole lot of tactics/ things we don't know about that are in the game, since you know, we just played for 1 hour
The roller is definitely not OP lol. One of the matches my team was so much dominating that we actually covered the whole stage with our ink, and pushed back the other team so that we actually stood 2 feet away from their spawn point. The rollers just couldn't get out of the safe zone. They did try though, it just didn't really work out haha
As someone who used the roller I definitely found myself in this position. Watching some other matches after playing it now, I definitely see the merits of the splatter gun in particular. The charged weapons I can also see the merits of. Really if you want to be a successful team the best team probably has an even mix. With everyone who plays knowing what their particular role in the team is.
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The roller is definitely not OP lol. One of the matches my team was so much dominating that we actually covered the whole stage with our ink, and pushed back the other team so that we actually stood 2 feet away from their spawn point. The rollers just couldn't get out of the safe zone. They did try though, it just didn't really work out haha
As someone who used the roller I definitely found myself in this position. Watching some other matches after playing it now, I definitely see the merits of the splatter gun in particular. The charged weapons I can also see the merits of. Really if you want to be a successful team the best team probably has an even mix. With everyone who plays knowing what their particular role in the team is.
Yeah, the only reason ppl say the roller is OP is because it's easy to use and therefore feels "better" in the first few sessions because chaos etc(Little mac anyone?). The chargers just have a higher learning curve and therefore you suck in the beginning. It's like starting out with Bowser in Mario Kart SNES, what do you expect.
It's fun watching people play Splatoon but I would like to play it too. I don't usually play anything online so I only have my phone's internet connection because that's good enough for everything else. I'm able to play online Mario Kart at times but Smash and apparently Splatoon are out of question. I wish they add more times when we can play once today is over. My summer vacation starts next week and I'll spend my summer with my family so I'll take my Wii U with me. It would be very nice to be able to try it out next weekend.
I watched the Treehouse stream now that it's on YouTube and they showed one tactic I think not many thought of yet. You can super jump out of a sticky situation. Got two rollers approaching from left and right? Jump out of the way.
I didn't play the demo yet, hoping to play it tonight. Rollers should be avoidable by moving up a wall as well. Also, from high points, rollers are pretty exposed.
I also read that you can continue to play the tutorial after the online hour has ended, as long as you stay within the tutorial.
Yeah, the only reason ppl say the roller is OP is because it's easy to use and therefore feels "better" in the first few sessions because chaos etc(Little mac anyone?). The chargers just have a higher learning curve and therefore you suck in the beginning. It's like starting out with Bowser in Mario Kart SNES, what do you expect.
Little Mac is exactly what I'd compare the Paint Roller to. He dominated early on because his power was high, he was easy to use, you need to actually have skill at reading the player to not get hit, and - most importantly - his moveset benefited greatly from For Glory being all flat stages. Play on anything with platforms, and Mac is sent home packing.
The Paint Roller is, no doubt, very good at Turf War. It could even prove overpowered, but only time will tell. But I just can't see people not learning its disadvantages and adapting to it. Not only that, but there's other game modes as well, and it would seem that in some of them, Rollers alone would be less than adequate.
Right... it's important to take advantage of the roller's weaknesses. I'm interested to try the splattershot again and see if I can focus on taking out the rollers from afar or from high ground.
I like how Splatoon is a paradox of creating matter from nothing. As you spray the battlefield with ink, then recharge your ink with that same ink, just to spray more ink 0_0 It's like water in Minecraft.
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