Splatoon is being spruced up with new content on a weekly basis, adding new stages and weapons to the mix. It's also had fairly regular software updates, and the next major set of changes will be implemented on 30th June with version 1.3.0. It'll fix some Splatfest issues from Japan - prior to the first Western event on 4th July - but also tweak some aspects of gameplay.
An official changelog outlines exactly what will be adjusted in the update - as with any tweaks to abilities and balancing, we suspect opinions will be mixed.
Splatfest:
- When there are more members on one team than the other and the match-making process takes too long, members from the same team will be able to battle each other
- Members will still receive Splatfest Points even when they battle against members of the same teamNote: Only the results from matches against the opposing team will be included in the overall Splatfest results
- Adjustments have been made to allow some players at random to participate as early as 5 minutes prior to the official start time of Splatfest in order to make for a more pleasant gaming experience
(Note: All players will be able to participate once the event begins)
- This adjustment was made to lighten the server load at the beginning of the Splatfest
- Adjustments have been made to the number of Super Sea Snails distributed to members of the losing team that have earned either of the top two Splatfest rank titles
Special Weapon Adjustments:
- Inkstrike: The amount of area covered will be more consistent regardless of where it lands
- Kraken: The amount of knockback is increased when taking damage from an opponent while using KrakenAbility Adjustments:
- Ninja Squid: Swim speed will be lowered when using this ability
- Stealth Jump: The amount of time it takes to Super Jump will be longer when using this ability
- Ink Resistance Up: The effects with respect to the amount of damage and speed when moving through enemy ink will be adjustedOther:
Other adjustments will be made to make for a more pleasant gaming experience
Do you like the sounds of these adjustments, or are you a Kraken fiend annoyed that you'll be slightly less deadly when rampaging around the map? Let us know!
[source en-americas-support.nintendo.com]
Comments 116
Oh, so we get detailed patch notes for Splatoon now, but not Smash Bros.? Thanks, I THINK.
I'm fine with the Kraken nerf, but it still isn't going to protect people from how I use the Kraken. All we really need now is maybe a small Aerospray nerf because those weapons pretty much dominate turf wars and they're still useful for ranked battles.
I don't like my inkstrike being nerfed. You can cover it up in a matter of seconds. That Kraken definitely needs to be nerfed though.
I'm cool with this. The Kraken is a bit OP'd
Wait... I don't understand the Kraken knockback thing. Whenever I get touched by one I die instantly, every time, no exceptions. Have I just been getting unlucky and not noticing that I'm supposed to be getting knocked back instead of instantly killed?
Man, I thought they were going to do something more. That ability is insane.
@Iggly That thing covers too much ground too fast. It needs to be nerfed somehow. No other weapon in Turf Wars can keep up.
@Arlo The knockback is supposed to be similar to the Bubbler special where you get pushed back if you get shot by your foe's ink. You can essentially avoid them easy if you have a good long-ranged rapid fire weapon.
@Iggly Ohhhh, I get it. The knockback is for the person using it. I read it wrong. Okay then, that's much better! I couldn't even tell I was doing anything to them when I shot them so I just stopped trying and starting running! Haha. But now I can actually defend myself. (It's still pretty OP though!)
@Iggly Exactly what I was thinking. Just make it go through ink a bit faster, I think.
They're buffing Inkstrike! YES
YESSS S # NERF the kraken 8-)
These changes seem good. The Kraken always seemed a bit too powerful
My only issue is the last second ink strike that covers up your territory after time is up.
As a fan of the Ninja Kraken I am a bit saddened that they are both being nerfed, but hey that's how games work these days. Personaly I dislike the bubble shields and those areo guns and would like some nerfing on those. Mabey next time.
What does "more consistent" mean for inkstrike? I hadn't noticed it being inconsistent...
Why can they not make detailed patch notes for Sm4sh again? Honestly this is how all patch notes should be laid out instead of "balance adjustments".
@Gerbwmu Noooo that's the most useful thing ABOUT Inkstrike! When you manage to launch it JUST before the timer is up and it covers more ink after the timer is the best!
@ThomasBW84 What is the Games Collection column for?
@Gerbwmu @TeeJay I'm pretty sure that ink that lands after time is up doesn't count (but I could be wrong)
@chardir Nope, it definitely does. I've turned a match around at the last seconds many a time using it.
Ugh, the Ninja Suit swim speed has been lowered. Just great.
I don't get why people are complaining about the Kraken, though. It's not the opponent's fault that you continue to rush into battle. Besides, you can hide, especially if you're a bit far away.
Well at least one competitive Nintendo game has a real changelog.......cough..........
@Pandaman My thoughts exactly. They feed us with details for Splatoon but with an even more intricate game like Smash we have to scour for changes outselves. It's stupid.
I'm ashamed to say I've used the Krak-on Splat Roller a lot in this game, it was the only weapon I could get good with to start off with but I have been trying out other weapons recently and the Inkbrush is another good weapon.
The Kraken's aren't hard to avoid, if you go into squid mode then they are easier to avoid because your hit box is smaller and you're much harder to see.
Also started loving the Ninja Squid ability recently and thought the speed wasn't much lower than a non-Ninja's swim speed, I guess my opinion there will change after the update.
Regarding the inkstrike, I've gotten used to the whole people firing off inkstrikes at the closing seconds of matches. I don't mind so much because why shouldn't it count, as long as they fire off the rocket before the timer is up?
Happy to see Kraken is being nerfed a bit.
"Ink Resistance Up: The effects with respect to the amount of damage and speed when moving through enemy ink will be adjusted"
So will Ink Resistance be increased or decreased?
The Kraken is really easy to avoid if they use it any distance away from you. I just use it as a "get me the heck out of here" tactic mostly. A-,A, and A+ players can almost always avoid the Kraken and they will melt you once it's over. I find it only useful to attack other rollers, especially the Dynamo Rollers. It can make snipers run and sometimes get them if they are too focused.
Glad to see the inkstrike buff. It just isn't consistent with how much area it covers. And that Kraken is just a bit OP, so I'm glad to see a little nerf.
Did they fix the controls (the aim/reticule stuff)...?
Basically; I think there needs to be an option to turn off the weird cursor-jumping/auto-aiming when you move the cursor roughly near an enemy (or dummy in the test room). It makes consistently tracking and following the precise position of the cursor near impossible; especially when you are moving around hectically and aiming at different things.
I say just make the cursor the cursor and don't do anything weird with it. End of.
Where I move it is where it goes, and stays, unless I decide otherwise—and the main ink arc/shot will basically always pass directly through the reticule of the cursor at some point in its trajectory, always at the same point and distance relative to the cursor regardless of where and what I'm aiming at. If I want to aim further I simply aim higher and the ink naturally goes further, in line with the cursor and passing through the aim reticule. If I aim lower it goes a shorter distance, in line with the cursor and passing through the aim reticule. No weird cursor jumping and no half auto-aiming, or other clunky stuff like that.
At least give me the option to turn it off.
Then you'd basically have a near perfect game imo.
I'm still gonna be a Krak-on Splat Roller enthusiast, either way. People generally don't even bother shooting me while in kraken form; they generally just run away (and some are quite good at it).
@TeeJay - that probably was against me.....nothing I hate worse then losing by fractions of a percent because an inkstrike lands after time is up. But I'd be happy if it was my team that benefited
As a someone who mainly uses the basic Roller (I find myself surprisingly efficient with the suction bomb sub-weapon), Krackens have often been a bothersome thing for me.
Their fast, last ages, transform immediately, and give little to no time to escape. I think I've only once managed to survive an enemy inkling using the Kracken against me, as somehow I managed to use the Roller to bounce the Kracken back until it ended.
I'm happy to hear that it's getting a nerf then, particularly at a time wherein I've encountered inklings who are using charger weapons which have the Kracken as their special. That was not a good encounter for me.
@Spoony_Tech Inkstrike will be better not worse. It's making sure that wherever you put it it does the same amount of coverage. At least that's the way I read it.
@Flopsy86 yep also if u charge and fire charger last second the ink is not on ground untill it falls so it counts even after time is over (same for bombs and all ink)
@Gerbwmu even ink in the air dropping down does that and bombs so why vant inkstrike do that (ink after time is over)
That's strange wording about the Inkstrike... if anything, the hitting after the clock runs out should be fixed. It should also be slightly more restricted in other ways, such as the ease of use or the amount of time it takes to launch.
The Kraken, on the other hand, doesn't really seem broken. Yes, it can be annoying, but it's no more annoying than the Inkstrike. Also, as others have mentioned, it's fairly easy to run from it in Squid Form.
The major things that should be nerfed are the fire rates on the Aerospray and .96 Gal. Going head-to-head with these can be extremely challenging unless you sneak up on them, and having two or three of them on one team can be pretty brutal to the other team. Oh, well, we're gonna keep playing regardless!
@Kirk there is no auto aim.
The cursor just goes closer to u if ur near the wall (looking at wall) so u can see where the ink goes.
U understanf that the accuracy is different from far away than from close. Thats why it moves.
@Miko08 - just an annoyance as the inkstrike covers far more ground then a bomb or shot. You could be up a healthy margin with seconds to go and have 2 inkstrikes wipeout a huge lead. But it is set up that way and I could take advantage of it too so I'm really only complaining to complain. The game is great regardless and my son won't stop playing it.
Not my beloved Ink Resistant shoes! Those are the staple of my getup...
I'm actually not a fan of these ability nerfs as I think the game is rather well-balanced. If anything, I think a few of the less effective abilities could have been buffed instead.
That sounds like some good edits. I'm really excited by how much care Nintendo's putting into this game. I hope it continues since I see this as a game that will be enjoyed for quite some time.
@Kirk I've actually appreciated the feature to which you're referring. I think aiming is incredibly accurate and well implemented in Splatoon.
@Miko08 I LOVE your pixel art squid girl avatar.
@Miko08 The cursor visibly jumps a relatively large distance whenever you move it near an enemy/dummy, and if it's not an auto-aim I don't know what to call it—but basically just let me turn that off. I want the cursor to follow the same 'path' it's on before it reaches the enemy/dummy and the same path it jumps back to after I pass the enemy/dummy; basically the one I'm aiming it on manually. I don't want it to suddenly shift a big chunk, onto roughly the centre of the enemy/dummy, without me actually moving the cursor their by intention.
The Kraken doesn't really bother me. It doesn't spread ink very well. I usually end up laughing at the kids who can't get any kills without going into Kraken mode.
@artofmana Well that's cool that you enjoy it but it basically brakes the game for me, in one of the ways I consider most important (the controls), and I'd at least like the option to turn if off and aim the same way I do in virtually ever other third person or even first person shooter out there, and have done for many years.
If they don't want to "fix" this "issue", as I see it, then at the very least give me the option to turn the weird cursor jumping, or auto-aiming or whatever it is, off in the settings.
I really don't see the issue with the Aerospray. (I'm a Splattershot Pro user myself.)
god I hate the kraken....
I hope if you've actually invested a lot of time playing for the losing team in Splatfest it's more sea snails rather than less that they're going to be giving than they were before. Everyone seems more concerned with picking the team they think will win rather the team they want to actually represent.
Glad for the kraken nerf, but ninja squid was one of my big advantages.
Dammit... I use both the ninja swim and the stealth jump >.<;
I'm not sure how much the ninja even needed the nerf (or maybe I'm not good at abusing it), but I can understand the stealth jump, I did a ton of bad surprises to the opponents by landing right behind them XD And indeed the "slower" jump is pretty much the same of the normal one right now ^_^;
Yes, i agree with those tweaks. All in the name of balance!
Ink strike will probably make a solid circle of ink rather than the broken circle it makes now. They are so easy to cover up as long as you don't get caught up in it.
What about all those *****s using bubbler to cakewalk duels? Surely they should have a larger Achilles heel?
I've always found the Aerospray more of a challenge to use (a good challenge, though). Whenever I switch to a longer-ranged weapon, I tend to do much better, because I don't have to go so far into enemy territory in order to ink around. Plus, I've taken out my fair share of Aerosprayers no problem. I think they're only so overused because short-ranged aggressive weapons are more dangerous and therefore so much more fun to use.
I love using the Ninja Squid, so I might have to use a different ability if it's nerfed too much.
Death to the kraken!
Damn, Ninja Squid and Stealth Jump were my secret weapons!
@Tender_Cutlet Bubblers already have the same weakness they are giving the Kraken
Don't mess with the kraken! LOL
So they've nerfed an easily avoidable special so it's even weaker? Does't seem fair.
Those are odd tweaks. I would say that the ink coverage and range of the splat on rollers are more bothersome than the Kraken ability. Gold Aero needs to be nerfed for Turf Wars for sure, the fire rate and ink efficiency with Inkstrike makes it unrivaled. I have used it with ink efficiency buff gear and couldn't believe how broken it is. Outside of Turf Wars the limited range makes the aero weapons less useful. The .96 Gallons should have reduced damage. I feel that they are a much better weapon than most charge weapons because it is a two hit kill without charging. The lower firing rate is still higher than the chargers when comparing damage.
@Miko08 @artofmana @Kirk
I agree with Kirk with the auto aim. I wish I could turn it off and aim/move the gamepad the way I wanted it. I don't want it automatically aim the reticule for me which then breaks my aiming "sensitivity". Although I am getting use to it except on intense firefights.
@PrincePeach92
But it's a death magnet if you missed "Kraking" your opponents. they'll just wait for you to turn back to squid/kid and splat you.
@PrincePeach92 The greatest weakness is that it is one of the most easily avoidable Specials.
Wow. Change logs for Splatoon but not Smash Bros. Thank you so much, Nintendo.
I have my own method on surviving Krakens--getting into squid form, slowly moving to a corner or even somewhere in the open, and hiding it out--as I found trying to run away is what kills me. I pretty much never die by Krakens now but I understand that they should be nerfed and should act similarly to the Bubbler.
I do notice most Ranked players tend to stick with that white t-shirt with the Ninja Squid ability and the colorful shoes with the Stealth Jump ability so a nerf there might bring more attention to other useful abilities. My personal favorite is Bomb Sniffer!
Unrelated, does anyone else have issues with the comment feature on Nintendo Life when you are replying from your phone?
I can hardly believe that when Nintendo releases update notes for Splatoon, people start complaining about Smash Bros. I guess some people just live off negativity.
@crimsontadpoles I've not used Ninja Squid myself. Doesn't it already reduce your swim speed somewhat?
Wait, the side effects noted on the abilities are already in effect! Are they increasing the drawback, or is it just to make clear that these skills have a negative side to them?
The Kraken nerf is a bit beyond me, as well: it's strong, sure, but the Kraken is slower than squid form, and actually using it effectively isn't that easy, since you either rush into enemy territory and become a free target when the effect wears off, or you just randomly dork around the battlefield for a few seconds going haywire.
@Splatburst Exactly. It basically overrides where you would naturally and intuitively aim, or expect the cursor to go on its normal path when you're moving it around to aim at things directly. It's the exact opposite of what I personally want. I don't like control being taken out of my hands and the cursor jumping around in big chunks at a time. If they were going to have a slight auto aim I'd rather they left the cursor itself alone and just made the shots hit stuff that's roughly in line with where the auto aim would take over. So just like in say Halo: CE, where you still have full control over the aiming reticule at all times but if you aim near enough to an enemy/player you'll get a wee bit of aim assistance with the bullets curving slightly towards the enemy/player you were aiming near enough to. This way it's still "helping" the less skilled players but not frustrating and visually confusing people like me by jumping the cursor around erratically when I'm just trying to aim at stuff properly.
@Kaze_Memaryu The patch comes into effect next and it's increasing the drawback for ninja squid and stealth jump.
@Dr_Corndog Yes I think Ninja Squid does reduce your speed already, though I don't really notice it. I also like using abilities to boost squid speed, so that compensates for it.
@chardir Haven't you noticed that whenever an inkstrike lands it is kind of blotchy around the edges, particularly when the target is not one flat surface? My guess is "more consistent" means more filled in (ie. a more complete circle). So yeah, this is a buff not a nerf.
Argh, no, I've been nerfed.
@Dr_Corndog You're on the internet. It's inevitable.
Well Kraken always seemed a bit OP from what I've seen either using it myself or losing against it.
@PrincePeach92
At least the bubble when you are in squid form and submerged in your ink, your bubble becomes invisible. So you could still hide from your opponents when they went into hiding.
I think the Kraken was okay as it was, but I use it mainly to get past the enemies front lines and cause havok back on their turf. So being invulnerable still is how I wanted it, even if I may not be able to take out anyone now could still work.
I still want to see more local two player modes, and or the ability to have a LAN game among a few Wii U's.
THANK GOD KRAKEN HAS BEEN NERFED
THANK YOU NINTENDO
Looking forward to these balances. Everyone uses the same setup now and it looks like they're tweaking the gear they use.
@darth2d2 I agree. It's not the special of the Krakon, it's the splash damage of the rollers, that should have been tweaked! Whoever decided on these tweaks must be a roller noob player, jump look up and splat. For me it's the most stupid style of play.
@RageSquidder There is a possibility that they may be working on nerfing certain weapons, considering how much people complain about the overpowered Aerosprays, Gals, etc... They may just release at a later time.
@Aromaiden Well, that's kinda overkill... thanks for the heads up, though!
I'm okay with these changes.
What I'm more interested in are the ambiguous "Other" changes mentioned at the end of the changelog. I wonder if damage output will be tweaked on more weapons than initially mentioned.
As for dealing with Krakens...I've never thought the Kraken was too OP cause they are fairly easy to run from. My strategy has always been to keep an eye out for a Kraken user (roller or otherwise...) who is sparkling. (It is always good policy to watch for sparkling players... if they are sparkling and haven't immediately used their specials, chances are they are up to unsavory shenannigans..) I never attempt to take a sparkling kraken player out... i rather bait them into using their special and just run away for its duration (then melt them, as has been said.. :3) That way they lose all the power they've built up instead of simply losing part of it from being splatted so they will have to work harder to build their meters back up again. Also, most aggressive Kraken users seem to experience a second or so of disorientation after shifting from one attack style to another for some reason, which leaves them open... usually.... -usually-.
I've been very foolish. I thought I've been using Ninja Squid the whole time, but I've actually been using Ninja Jump. At least that explains my poor performance recently.
Release the Kraken!....err I mean Nerf the Kraken!!!
@Kirk Actually, it isn't auto-aim. The reticule in Splatoon shows where your ink will land, if it WILL hit a surface. Keep an eye on the color of the middle of the reticule: if it's gray or colorless, it means your ink will begin its downward trajectory BEFORE it hits whatever you're aiming at. If the center of the reticule is red, it means your ink will hit whatever you're aiming at. The location of the reticule changes based on the distance between you and the target, and reflects exactly where the ink will land. The reason it seems to "jump" when you aim at an enemy is because the enemy is obstructing the path of the ink, and so the reticule location updates.
I actually think the reticule in Splatoon gives you a lot more information than a lot of other shooters It takes a little to get used to, but it's worth it.
BTW, I'm listening to the soundtrack to Star Trek II right now. RIP James Horner.
@buildz
Yeah, I agree with your ALL CAPS RESPONSE Kraken is broken, I'm glad they're trying to fix it. Now if they'd just nerf that stupid gold aerospray gun, I'd be really happy.
Why does Ninja Squid speed need lowering? If you have chosen this as your ABILITY, surely there should only be positives, not negatives? It's not like all abilities have negatives, just Ninja Squid (and stealth jump). Nonetheless, I'll still love this game
@Spoony_Tech they're not nerding the ink strike, they're making it more consistent, if anything that's better.
@OneBagTravel No, I haven't seen anyone else with a Power Mask (amiibo), Squidforce Tee (squidforce) or Blue Hi-Tops (Rockenburg)...
I sure hope that the knockback increase is very significant. The Kraken (and Bubbler, but less so) hurts the fun of the game for me when an enemy can get an easy ticket out a split second before death and maybe give you the splat instead. Each special has big flaws (Inkzooka's hugely vulnerable cooldown, Ink Strike's very situational use and startup, etc), while the Kraken and Bubbler are far less risky, with near instant startup time, no vulnerability until after, so much mobility with easy escaping, and can ruin gameplay flow when it's possible to get instantly shielded and/or cheaply splatted unless you take all proper precautions. Not hard to spam either, with not much needed but a trigger finger. This patch sounds like it could help, but they still won't stop feeling like the most fun-draining, anxiety-causing specials to me... the game would feel more free with them gone and not in 80% of my matches.
@Spoony_Tech I think it's more of a buff than a nerf.
@RainbowGazelle Agreed.
Good job Nintendo: nerf the special that's easy to counter but leave the bubbler which is twice as deadly alone... I still think that the bubbler should be banned in ranked.
Pretty solid adjustments I'd say.
@TeslaChippie How can I make this simple in terms of describing what the problem is...
Ok: Let's say you are standing still but moving your aim smoothly from left to right in one nice clean horizontal motion. So you're basically scanning the landscape, using your cursor as a point of reference of where you are currently aiming. Lets say you notice a bit of graffiti on the wall in front you, during this horizontal scanning motion, and you want to stop your aim precisely when its over the graffiti, in a second or so. It's going to be pretty easy to do so, right?
Now, let's say you're doing the exact same thing; only this time an enemy runs in front you while you're scanning across the landscape, and for maybe a second the cursor visibly jumps slightly downwards and inwards onscreen to show your ink trajectory is now going to hit the enemy—remember, you're still continuing your smooth horizontal motion during this—and once the enemy moves out of the way the cursor jumps back to where it was previously indicating, it's correct trajectory, but slightly further across the screen because you've still been continuing to move it horizontally during this time...
How hard is it going to be to know where that cursor is going to jump back to after the enemy moves out of the way and what's the likelihood you will have overshot the graffiti you were actually trying to aim for and stop on? How would you know when to stop moving the aim, if the cursor is showing its position relative to the enemy in front of you instead of just relative to where you yourself were aiming it in initially?
I mean watch this clip at the point I've marked, set it to 0.25 speed, and just look how much it's visually changing position on screen: https://youtu.be/d1HNY7mGqvw?t=288 How are you supposed to track it's motion accurately when it's changing so dramatically any time it moves roughly near an enemy?
Now, imagine that same scenario where the cursor doesn't visibly change position onscreen every time an enemy moves in front of you and then out of the way again... How much easier and more intuitive do you think it's going to be to track your position and stop on the graffiti, even if an enemy moves in front of you for a second or so?
Now, what if that graffiti is actually another enemy too, and it's this enemy specifically you're trying to aim for and shoot at, but the cursor keeps jumping relative to the trajectory of your ink that's affected as the other enemy passes closer in front of you.
Do you really want to be in a situation where you're potentially constantly over aiming or under aiming your shot because you can't track it smoothly and intuitively because of this visual jumping that it does on screen whenever an enemy moves in front of it?
How is this better than any other shooter where the cursor can be used as an accurate fixed point of reference, which doesn't jump around on screen based on what's moving in front of the player?
Like this https://www.youtube.com/watch?v=uLO6wHA1yOg (random example).
Surely just having a smooth and consistent cursor, which isn't jumping around all over the place, is far more intuitive and easy to follow visually and control, especially during hectic battle. The fact that in Splatoon it's ink, with a trajectory arc, makes no difference to how effective and intuitive the aiming cursor can/should be. I mean in the original Halo: CE the devs even accounted for this trajectory with their grenades, yet still used the same fixed point cursor, and it actually worked great.
THIS is the issue I have with Splatoon, and that's me even accepting for now that the cursor is actually doing what you think it is, and I think there should at least be the option to turn this off in the settings and use a more traditional type of cursor motion.
@Spoony_Tech it wasn't nerfed, it was buffed. I think. at the moment sometimes walls seem to get in the way and reduce ink coverage, despite the fact that the Inkstrike is coming down from above, and this is what it's going to fix, I hope.
@Kirk splatoon isn't a first person shooter so you're not shooting out of the screen per se. It's played third person and the cursor position is very informative. You can't have a fixed reticle in a third person game because when enemies are close your character will switch direction, shooting close at enemy then instantly turning to shoot in far ground then back etc. it would look and play stupid. Also something for you to consider it that the ink fires straight then drops straight down. You don't need to fire in an arch to compensate for distance. All that matters is whether or not the enemy is within the weapon's distance.
@beazlen1 None of this really matters, imo, if I can't simply and intuitively tell where the aim cursor itself is going to go or end up when enemies move around in front of it and then out of the way again. I'd rather the cursor was alway fixed relative to where I am pointing the screen and then the only thing I have to worry about is judging the arc of the ink I'm shooting; which would be pretty easy if everything else stays consistent. Or, if the cursor is going to try to indicate it's moving in relation to the arc of the weapon then actually indicate the arc too, for reference.
This isn't a first person shooter either: https://www.youtube.com/watch?v=lz_lURYnG1A but I don't see the cursor jumping around in this game beyond what the player is doing.
@aaronsullivan @LokiOakenshield @F4LLEND4RK @Calllack
Thanks everyone, I read it wrong and thought they were going to eliminate the extra spray that happens around the very outer edge.
@Kirk Hmm. You have a point; I would prefer the cursor stayed in the center of the screen. And I can't honestly the say that the current setup has never screwed me over...
That said, I find it's functional enough that I can still enjoy the multiplayer ^-^~
@Calllack I believe the overall volume of ink is going to be decreased in return for making it so that if any part of the inkstrike is out of bounds or hits a non-inkable object, it will fill more of the inkable surface in to compensate~
@TeslaChippie Yeah, that's probably true for most people.
It's just something that bugs me personally, it feels weird and off, and I think it would be great to at least have an option in the game that let people use a more traditional type of aiming setup too. To me it's kind of like having the vertical aiming in an fps set to inverted and not having an option to set it to the normal way. Personally, that would actually be pretty much a deal breaker for me, and although I can just casually mess around in Splatoon it's the same thing here imo.
It's not technically broken. It's just not the idea solution imo, and if it's going to break the norm then I think it would at least be nice to have the norm as an option for those people who prefer it. Like it has an option to turn off motion controls and just use analog sticks for those people who simply don't want to use motion controls.
@Kirk I guess I never encounter the issue much because I'm always either playing Turf War (in which case your "target" is really to big to miss ) or in ranked with a long distance weapon (dual squelcher ftw), and the reticule movement is much less dramatic at long ranges. I imagine it would be a little tougher for those using short range weapons (although that doesn't explain why those Aerospray masters keep splatting me left and right)
@TeslaChippie Indeed.
@Kirk so the Ink doesn't arc. It goes straight then drops straight down and covers the ground it passes over. It looks like it arcs because of the ink that drops short and covers the ground within the range of the weapon. You don't need to adjust your aim upwards for longer distances. Just point straight at them and shoot. If within range of the weapon the reticle goes red. Hope this helps.
@beazlen1 It doesn't help with the issue I have with the aim cursor visibly jumping around.
They should take all rollers out.
someone, call sakurai to teach him how to do patch notes!
No matter how you look at this game, it is completely awesome. For the first time in my life, I have to fight for playing time for a game with my wife. Not to mention my 7 year old wants to play it too. Huge success, and in my opinion, very innovative.
Thank God for the Kraken nerf, they're so damn annoying popping it at the last second. Maybe they can make the bubbler breakable with enough fire too, no more invincible freebe kills.
Splatoon Cover Plates for 3DS are now available at Nintendo UK online store if anyone is interested
If they're going to nerf anything it should be bubbler, not kraken. Bubblers are so lame, they're basically I Win buttons, or at the very least they take away all interactivity.
@Jazzer94 It'll eventually be part of a wider thing, but it's just a way for you to say where you are with a respective game. It'll be cool when the full features and details come out in the future
Can someone tell me. Are Nintendo unlocking stuff on the disc over the summer or are the updates downloaded to your WiiU? Like weapons and maps an stuff. Not stability updates.
@iphys considering a person from the losing team can only get up to 12 snails while a person from the winning team can get up to 24, I can see why you would want to win.
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