VistraNorrez
Member
Really enjoyed this. Planning on picking up Splatoon 2 now.
As said a good several times in the thread, this wasn't a beta test. It was a server test.Really stupid to have it at these times, never got to make any of them. Why couldn't they just have it for 3 days all day?
Really stupid to have it at these times, never got to make any of them. Why couldn't they just have it for 3 days all day?
As said a good several times in the thread, this wasn't a beta test. It was a server test.
Need to pike as many people into those hour slots as possible. If it leased the entire weekend, it spreads the server strain.
Does Splatoon have larger maps or more than 4x4?
Does anyone else think Splatoon is better with less weapons like this? I feel like the previous game suffered from having way too many options.
Like, fighting games feel more balanced with a smaller roster of characters. Having +50 characters in a game sort of dilutes it in my opinion.
But the same (again in my opinion) is true with Splatoon. Too many guns are in the first game and it sort of makes the experience a little less pure than when there's a small handful of choices.
I devilishly feel like weapon selection could get a little overwhelming in the first game since there were just so many combinations to think about. That probably bothered me more in the personal level of deciding what to user thank in an overall balance level done once I was in a game I didn't really think about it very much.
I definitely like not having to think about figuring out 3 gear slots and 12 perks to use though. I get that it's important to give the game that extra depth but I'd like to be able to pick clothes just based on style and not feel like I'm at a disadvantage for not min-maxing my stats.
Will our load outs be totally customizable in the final game? I wanted to try other guns out more, but I couldn't live without the curling grenade that came with the dualies.
Really? One is incredibly similar to a great map from Splatoon 1, and the gym map is cool with a lot of verticality and chokepoints. By the second test fire I found myself taking advantage of the environment to get the jump on enemies and splat them. Don't agree at all.I wasn't fond of the maps honestly.
Yea, the grip feels like the better control option. Separating the joycons looks cool in person, but I think it will require a couple more testfires to do fancy maneuvering and shooting with your Inkling. For me it will anyway.Playing with the joycons detached was horrible for me, my brain couldn't adjust to the fact that I don't have to move both at once for aiming, it was much better when I put them on the grip.
I ran into one during the first and second testfire hours, it's most likely some kind of placeholder for people who DC before the match startsHave you already talked about this?
https://www.youtube.com/watch?v=EYcAxHxKhQA
(people with sploosh-o-matics?)
wat?
Same here. I didn't see anyone wreck havoc on teams dodging around in the process.. . . I still don't like the dodge on Dualies that much.
That looks about right. It was interesting that of the two maps in the testfire that the bridge map is the only map in the Splatoon universe where someone has a large solid overhead crossing (i.e. no grating players can squid through) to hide under from missiles. Iirc, there was no stage structure in Splatoon outside of the spawn point to shield you from an Inkstrike.My specials ranking would be the following, based on what I remember now:
TentaMissiles > Inkjet > Stingray >= Splashdown
Enjoyed this more than any other competive game i played imo, Can't wait.
I totally overlooked the original Splatoon when it came out, but this game was fun as fuck. I'll definitely be picking this up day 1 now.
you can't aim with the gyro and stick simultaneously which pretty much negates the benefits of that setup.
Pretty sure you can in Zelda.
I think the game allows for enough depth without customization. Like Rocket League. There's endless strategy you can have as a team even without all the various types of rollouts.When the original game first came out, people were complaining about the limited options. After several bi-weekly updates however, the game modes, maps, weapons and gear expanded to the deep selection we currently have. I can understand the feeling of being overwhelmed, for people who jumped on in the latter portion of the game's life, or those who left and came back several months later.
However, having all these options is not a bad thing at all. In fact, due to the way weapon classes, sub weapons and specials work, Splatoon has this innate ability to offer a ridiculous amount of unigue play-styles - more so than most online shooters out there - by mix-matching so many elements. This ensures that everyone will be able to find the most comfortable load-out for their play-style. If that's too much, you do have to option to stick with the "starter" weapons, as nothing is added to your inventory until you purchase them. From there, you can focus on the type of gear that enhances the way YOU play.
Its all about you! That's really the key, and what makes Splatoon competitive play so appealing. There's no textbook solution for what options a person should pick. What's works for one person may not work for you. So there's no reason to feel like your selection is the "wrong way." So yeah, having options is great, and you are free to stick with the default items. They won't throw everything at you from day-1, so being there from the beginning may help with that feeling of being overwhelmed. Good luck!
Yup, you can only move the left stick, right stick must be untouched. It's a crude way to satisfy more motion control adverse people. Where as splatoon allows horizontal movement with gyro.when I play I notice that moving the stick overrides the gyro input
It also lacks very fine motion. Not sure if it's a hardware issue (low gyro resolution) or if it's just how the game implements the gyro (a minimum threshold for movement before it does anything, perhaps?) but trying to set a beacon on objects far in the distance is a bit of a pain.really surprised to see people praise botw's gyro implementation. I thought it was garbage. you can't aim with the gyro and stick simultaneously which pretty much negates the benefits of that setup. I can see how it could be more intuitive than Splatoon's at first but once you get a feel for gyro aiming botw's is way too restrictive.
edit: also the gyro sensitivity in botw is too low for me
It also lacks very fine motion. Not sure if it's a hardware issue (low gyro resolution) or if it's just how the game implements the gyro (a minimum threshold for movement before it does anything, perhaps?) but trying to set a beacon on objects far in the distance is a bit of a pain.
I totally overlooked the original Splatoon when it came out, but this game was fun as fuck. I'll definitely be picking this up day 1 now.
Same, shame i did game is pure fun just like Mario Kart Online. Well lesson learned also day 1!
the sensitivity of the gyro needs to be adjusted on map view. hopefully the devs don't overlook itIt also lacks very fine motion.
Have you already talked about this?
https://www.youtube.com/watch?v=EYcAxHxKhQA
(people with sploosh-o-matics?)
wat?
I played like shit last night. It's still the game I love but holy moley am I out of practice.
It's fun because the first thing I did in Zelda was change X and B because it felt weird and now I don't have this problem with Splatoon since B are jump in both : P.EDIT: Oh and also I hope they let us remap the Jump button from B to X. My muscle memory from Zelda still made me bring up the map all the time I wanted to jump. It was annoying
Also also I really thought I could use the right stick for horizontal and vertical movement in addition to gyro aiming. But it only uses the horizontal axis. And that's a bummer.
I mean, it still works, but using the right stick for vertical axis control as well as horizontal axis control worked in addition to gyro aiming was sooooooooo good in Zelda BotW.
Splatoon 2 feels like a step backwards in that regard.
Considering the person couldn't play and was booted out every time I assume it's just a glitch that would load in the wrong icon if someone jumped out too early.
Impressions
Netcode:
Seems solid so far. Against the few jp players I played it seems to hold up a bit better than Splatoon 1, though still felt iffy at times. Matchmaking overall was iffy as well for this first stresstest. I personally had no disconnects (apart from the moment my switch just totally stopped connecting to the internet once), but there were a lot of matches that ended with disconnecting players, leaving the game in a 3v4 or 2v4 state which completely ruins matches in this game. I'd say about 50% of my matches had disconnecting players.
- Definitely a lot less disconnecting players in later testfires. Overall I don't feel like the netcode changed at all over Splatoon 1. Still the same lag shenanigans against jp players, but overall perfectly serviceable.
Controls:
Played with the joycons + grip. Worked surprisingly well honestly. After Zelda I felt like the gyro was a bit iffy, but it's completely solid in here. I do feel the Pro controller is gonna play way better with this game as the buttons on the joycon feel to close together, I definitely pulled the map screen up a couple of times while I was in a panic situation. Gonna try handheld mode next hour, see how that plays out.
- Handheld mode works fine in my experience. My true surprise came when I tried the two seperate joycon configuration, which plays reminiscant of the good shooters on Wii with wiimote and nunchuk. Using gyro controls with the right joycon and basically pointing that thing like a actual gun to the screen works absolutely amazing. No doubt this will become the main way I'll be playing Splatoon 2 in the future, by far the best control method imo.
Gameplay:
Just your good old Splatoon, it honestly feels like the exact same game to me. I spend most of my time trying to figure out everything new so I don't have specific impressions for weapons yet. I will say I'm not a fan of how the new map screen works, just a bit too intrusive and the direction you have to press for a specific teammate is too subtle, makes me look to the map too long.
- Got used to the map screen, it's not that intrusive anymore. Still just feels like regular Splatoon, though the change of not having any specials with I-frames is a major improvement. As for the maps, Reef is a fine map, kinda disliked how cramped Fitness felt though I wouldn't call it bad. Overall I'm still in love with Splatoon's gameplay.
Graphics:
Not a big upgrade over Splatoon 1 and there's a weird filter over it, might just be AA or something. Disliked the washed out look it gave the game on my tv. I remember Splatoon looking more crisp. The new visual details in the maps and on the characters are nice though.
- I'd recommend everyone to jump into the Switch' setting and turn the RGB setting from automatic to full range. For some reason it automated to limited range which was the cause of the rather washed out look the game (and all other games) had on the tv. Silly how the switch' default settings can make your games look worse...
My specials ranking would be the following, based on what I remember now:
TentaMissiles > Inkjet > Stingray >= Splashdown
Eh, I can't in good faith agree with the Tenta Missiles being the best in the test fire. They're so easy to avoid and they don't cover that much area with ink, whereas the Inkjet is risky but much more consistent in getting kills and covering turf.
Stingray and Splashdown are worse than both though, I agree.
They posted an updated video and that's apparently exactly what it is. It goes to the 1st weapon in the list for disconnected players