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ARMS Global Testpunch Thread: Let's see if this has LEGS

Splatoon 1 may just be one of my favourite games of all time bar none but I'm loving the absolute hell out of ARMS. Splatoon 2 was my most anticipated game by a landslide but ARMS might have it beaten now. Either way the next two months are going to be a one-two punch combo of online goodness, from Nintendo no less.
This is me right here. Splatoon 1 is what got me interested in shooters again, so much so, that at one point I immediately bought a steam controller and r6 seige just to use gyro controls. Spla2n won't have what made the original great so i was only really excited by the control options. But ARMS, whew, it's all really want right now. I've been waiting for this months pay day to grab a switch and MK8, but now, I'm just gonna grab ARMS and some extra joycons.
 
This is me right here. Splatoon 1 is what got me interested in shooters again, so much so, that at one point I immediately bought a steam controller and r6 seige just to use gyro controls. Spla2n won't have what made the original great so i was only really excited by the control options. But ARMS, whew, it's all really want right now. I've been waiting for this months pay day to grab a switch and MK8, but now, I'm just gonna grab ARMS and some extra joycons.
Wait, what will Splatoon 2 be missing that made the original great? Only sacrifice I see so far is the lack of a persistent map you can tap with your finger.

The new gyro-based on-screen map might work well... once I wrap my head around it.
 
Wait, what will Splatoon 2 be missing that made the original great? Only sacrifice I see so far is the lack of a persistent map you can tap with your finger.

The new gyro-based on-screen map might work well... once I wrap my head around it.

I think he meant in the sense it being new to him I believe.
 
I imagine every splitscreen arrangement you can do on the TV, you can also do in tabletop mode. After all, you can start in 4P splitscreen on the TV, and if you remove it from the dock, it will still continue on the handheld...
 
Wait, what will Splatoon 2 be missing that made the original great? Only sacrifice I see so far is the lack of a persistent map you can tap with your finger.

The new gyro-based on-screen map might work well... once I wrap my head around it.
The whole point of the game was the map. No other game has a map that allows real time knowledge of almost all of the opponents movements and actions. In fact, I used the map to paint while looking for other spots to head to, it's that's accurate. This also allows your team to always know where to go with out you saying a word. As soon as you're splatted, everyone knows where it happened and which way the killer is going. This also affects the accessibility of the game, allowing for a whole new generation of shooter fans to rise out of a fan base that critics assumed needed Mario slapped all over it to be that successful.

In spla2n, that is all regulated to a couple button presses. This seems like nothing to us, but to that first group, that learned to play by tapping the screen to help someone or get to a teammate, this is a skill check/gap. Instead of looking down and using the real time map at any time, they now have to choose when to use it. This is a big thing as games are super short, so every moment that you're hiding in ink, is a moment lost. On top of this, now, you can't just just tap and go, you have to hold and select and then go, which means waiting to see if they're going to die and you're not just about to drop and die yourself, or maybe they die and now you're​ either switching to someone else, which means actually switching to them, making sure it's safe, then jumping. So most aren't going to do that, they're only going to check when they die, and if they're "good" they may not check it at all. Which means for awhile the prevailing meta will be played like CoD where people just rush from kill to kill instead of actually looking for and battling over spots, which will affect the map and game flow overall.

It's just a completely different game, which is what makes the port talk hurt all the more. They could call it Splatoon and call it a reboot for the switch and I wouldn't​ disagree. It's like JSR to JSRF, same series, different games completely because of the loss of the base mechanic.
 
so many scrubs trying to get away with doing nothing but throwing

I know, there was one guy at the lobby that had Ninjara and that was all he did. Grab grab grab. So after loosing twice to that, the third time I basically blocked punched all his grabs and won. It's a good way to have different strategies depending on the person playing.

I loved the test punch, and the boss fights were epic. So great. I may buy this, and i may actually play a lot of online :)
 
What do you guys think is the more unique IP from Nintendo:
ARMS or Splatoon???
I like Splatoon better but I'd give it to ARMS.
Simple looking gameplay made ultra tactical and complex by its hook.

As far as uniqueness goes I'd say Splatoon just for it's eccentric OST.

The whole point of the game was the map.

Yeah...I'll just have to agree to disagree with that. Tbh I always thought the gamepad stuff was pretty minor but to each their own.

edit: If I loved the gamepad for anything in Splatoon it was the Miiverse drawings.
 
Two quick tips:

- In the warm-up room, it's tempting to punch out the targets, but you can also use this as an opportunity to practice your block accuracy and timing. Blocking on demand is perhaps the action that is likeliest to cause an erroneous input in the heat of the moment, especially with motion controls. In the last Testpunch session I used the warm-up room to get comfortable with the timings of stringing another action into a block: dash into block, jump into block, punch/retract into a block. It doesn't take long, it teaches you all the delays before your character is able to block, and it will save you a lot of control frustration if you are having trouble activating the block consistently.

- If you activate your rush/special against an opponent who tries to evade it—and I'm certainly facing a lot of opponents who know how to do that by now, by jumping/dashing to the side—don't just flail. Stop, strafe to match them, then resume your punching before the rush subsides. You can still catch them this way, and it's better to get half the hits in than none at all.

The whole point of the game was the map. No other game has a map that allows real time knowledge of almost all of the opponents movements and actions. In fact, I used the map to paint while looking for other spots to head to, it's that's accurate. This also allows your team to always know where to go with out you saying a word. As soon as you're splatted, everyone knows where it happened and which way the killer is going. This also affects the accessibility of the game, allowing for a whole new generation of shooter fans to rise out of a fan base that critics assumed needed Mario slapped all over it to be that successful.

In spla2n, that is all regulated to a couple button presses. This seems like nothing to us, but to that first group, that learned to play by tapping the screen to help someone or get to a teammate, this is a skill check/gap. Instead of looking down and using the real time map at any time, they now have to choose when to use it. This is a big thing as games are super short, so every moment that you're hiding in ink, is a moment lost. On top of this, now, you can't just just tap and go, you have to hold and select and then go, which means waiting to see if they're going to die and you're not just about to drop and die yourself, or maybe they die and now you're​ either switching to someone else, which means actually switching to them, making sure it's safe, then jumping. So most aren't going to do that, they're only going to check when they die, and if they're "good" they may not check it at all. Which means for awhile the prevailing meta will be played like CoD where people just rush from kill to kill instead of actually looking for and battling over spots, which will affect the map and game flow overall.

It's just a completely different game, which is what makes the port talk hurt all the more. They could call it Splatoon and call it a reboot for the switch and I wouldn't​ disagree. It's like JSR to JSRF, same series, different games completely because of the loss of the base mechanic.

I'm in full agreement with this and have been since the moment I got my hands on Splatoon 2: I love the game, and I'll probably wind up playing more of it than the original because of the superior comfort/battery of independent Joy-Cons, but I sorely miss the GamePad map. Its absence highlights just how thoroughly the original Splatoon was designed around pushing the GamePad as something unique, crucial, and irreplaceable.

One critical thing that a map overlay toggle can't hope to replicate about the dedicated GamePad map is this: the sense of "burn-in" where, even if you don't look at the map all that often, you're always aware of its size, scale, and orientation in your hands. There is no mental adjustment at all to orient yourself in the stage geography, as it only takes a few glances to habituate your mind to the stage layout on the map as a kind of static entity: when you look down, you already parse the frame of the stage as a familiar background that stays in place, and what you really read from it are the changes—changes in ink or territory or teammate positioning. It's possible to get used to the new overlay as you get more comfortable with the new stages, I think, and understand how everything is laid out on the ground. But it's not the same thing as the GamePad, where the map taught you the stages.
 
My main issue with the map in Splatoon 2 (from my admittedly very limited playtime) was I legitimately had a hard locating where I was on the map when I pulled it up. Maybe I wasn't looking at it right, but I think the lack of continuity (as in, the lack of it always being displayed in my lap, just a glance away) made me lose track of where I was on the map in relation to everything else.
 
Did standard controls this whole test punch

They work

Technically

But motion is way better

I disagree. Standard controls are a godsend and I wouldn't be playing this game if they weren't a thing. Had to replay the tutorial and was almost losing to the AI with it (granted I've only played an hour with motion controls in total). Once I switched to standard controls I wasted the puny CPU and scored 94 points in my lobby eventually.

I'm very happy that standard controls work so well in this game I also had literally no learning curve last week when I tried them, while I almost gave up playing the game completely after half an hour with with motion controls in my very first testpunch.
 
I disagree. Standard controls are a godsend and I wouldn't be playing this game if they weren't a thing. Had to replay the tutorial and was almost losing to the AI with it (granted I've only played an hour with motion controls in total). Once I switched to standard controls I wasted the puny CPU and scored 94 points in my lobby eventually.

I'm very happy that standard controls work so well in this game I also had literally no learning curve last week when I tried them, while I almost gave up playing the game completely after half an hour with with motion controls in my very first testpunch.

Learning new things is hard isn't it.
 
Yeah...I'll just have to agree to disagree with that. Tbh I always thought the gamepad stuff was pretty minor but to each their own.

Disagree? The map coverage was what determined the winning team in turf war, and the current state of the map showed where you could travel fast/safe, etc?
 
that feel when you have 2 events juuuuust exactly timed for when the next 2 testpunch slots hit

Feels bad man.
 
I disagree. Standard controls are a godsend and I wouldn't be playing this game if they weren't a thing. Had to replay the tutorial and was almost losing to the AI with it (granted I've only played an hour with motion controls in total). Once I switched to standard controls I wasted the puny CPU and scored 94 points in my lobby eventually.

I'm very happy that standard controls work so well in this game I also had literally no learning curve last week when I tried them, while I almost gave up playing the game completely after half an hour with with motion controls in my very first testpunch.

Didnt know the Pro controller worked so well, i have 2 Switches and both have huge issues with the left Joycon so i had to send them back for repair/exchange.
I will try Pro controller for sure now. I like the game and concept but then the joycon must work perfectly and without disconnect.
 
Going motion controls only in two hours. With pro controls, curving punches doesn't flow as well in the heat of the match compared to warm-up.
 
The exploit still works, it kicks you out sooner though AND you have to restart the game after you've been kicked -.-

I tried of Twintelle and now I understand her a bit more, she is not nearly as fast as Ribbon Girl but the Air Hover and Charge is pretty good, as Ribbon Girl can't charge punch in the air but has to touch the ground first. Twintelle doesn't seem to have an as good dodge though.

With a Ninjara abusing air dodging, I found myself punching just before he reappears and it was done for him.

Yeah, he wasn't nearly as strong as I thought he was last weekend, didn't really have a problem with other Ninjaras using Ribbon Gril myself. Also the Spark Arm seems to be my favorite one yet, it's not so strong BUT it stuns the enemy when charged and then you can grab them easily without any resistance and even if they get out of the stun fast enough it's often too late.
 
Learning new things is hard isn't it.

I'm old! I don't want new, frustrating things in my life if things of the past work perfectly fine(and you really have to give Nintendo credit for the way they implemented the classic controls, they were incredibly intuitive from the get go). Also in the heat of a battle I tend to make wrong movements with the motion controls and it goes downhill from there, while with classic controls I can compose myself much better :P

Didnt know the Pro controller worked so well, i have 2 Switches and both have huge issues with the left Joycon so i had to send them back for repair/exchange.
I will try Pro controller for sure now. I like the game and concept but then the joycon must work perfectly and without disconnect.

I played with the joycon grip tonight but I will try the Pro Controller now(as it finally has arrived after 1 month of waiting lol). The Blocking with the Analogue Stick seems to be a bit harder on the Pro Controller than with the Joycongrip BUT the input itself is much better, love this Controller, I'd say it's the best I've ever had and I tried about 100 so far. -Only the D-Pad seems a bit wonky, when trying Puyu Puyu Tetris it sometimes registered down or up even though I wasn't pushing there, perhaps I need to get used to it more.

Next testpunch is already at arms reach:

t1496491200z4.png
 
Disagree? The map coverage was what determined the winning team in turf war, and the current state of the map showed where you could travel fast/safe, etc?

High level gamepad play
DsBoss didn't ink until he's in the enemy base, signals for help, and I jump to him.
Some actual players praising Gamepad implementation for a game and in Neogaf none the less? Should play the lottery today.

What atrocious was talking about got me interested, has anyone done an analysis of what the Gampead implementation brought to the game?

On topic ARMS:

Is there any advantage of doing the Grand Prix in co op? i ask because seen the comment about unlocking the different arms seems too "grindy" for some. So can co op help a bit there?
 
I think Splatoon as a new franchise was a confluence of great ideas (movement system integration with primary action, character design choice, use of modern fashion) that just worked together in cohesion so well that it can only seem like a stroke of genius. ARMS doesn't feel as inspired in that same way to me, but it does nail down the use of Joycons in a unique way that can't be replicated by other controllers.

The map thing is a huge deal in Splatoon as it informs you of people's strategy, but I don't think losing the gamepad totally negates it at a high level. Once people are familiar enough with the new game, they can probably bring up the map really quickly in most situations and get similar functionality out of it.
 
Okay before I begin this time I gotta know...
How do I choose alts?

Going in with the motion this time , how long can I last before giving up?
 
First time using Master Mummy and he's a bit of a beast isn't he?

I really enjoy the game, but I sometimes find the block manoeuvre doesn't seem to work when I want it to. So many times I'm convinced I'm going to block the super move, but alas, never works.
 
Hey guys, this is my first try and I'm having such a hard time with the motion controls: how exactly are you supposed to controle your punches trajectories? Can't find a proper tutorial and feeling super stupid :(
Game seems great though.
 
Last week I could only play portable. This week is trying both motion and the pro controller.

Game looks beautiful on the KS8000 and plays awesome with the pro.

I'm not a fan of motion at all and started doing significantly better when I switched to the pro
 
Hey guys, this is my first try and I'm having such a hard time with the motion controls: how exactly are you supposed to controle your punches trajectories? Can't find a proper tutorial and feeling super stupid :(
Game seems great though.

Tbh there isn't much time and motion controls have a learning curve, you should just try normal controls for now

Keep in mind different arms curve differently
 
Hey guys, this is my first try and I'm having such a hard time with the motion controls: how exactly are you supposed to controle your punches trajectories? Can't find a proper tutorial and feeling super stupid :(
Game seems great though.
A lot of people hold the controllers wrong when using the motion controls. I have no idea if you are or aren't, but check the OP to make sure you're holding them correctly. Your thumbs should be at rest on the small L R triggers.
 
I just don't get why people try it with double dragons. They basically just leave themselves open to be constantly grabbed the entire match..

Edit: Headlok winning by default when time runs out is BS.
 
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