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Splatoon 2 Testfire Thread: This is a port...able game now

I dominated again in the second testfire. This time I turned motion controls on.

It was weird at first, but eventually I got used to it.
A few times my character was aiming up too high after I spawned/superjumped, and I definitely don't have the muscle memory to move my controller in the heat of battle to fix such a disorienting issue, or to press Y.

The jump seems really low and I'm still not sure what it's used for. If there's a sprint button, I've yet to find it, though I desperately want it.

I also wish there was healthbars on enemies simply so I can learn whether I'm doing the right thing during firefights. Sometimes it seems like folks are taking more shots than usual, and I can't tell if I'm missing, if their invincible, or if they're just sponging better than others.


Halfway through I switched (snap) from my trusty Dual pistols to the first rifle (spattershot?). It seemed to have longer range and a bigger ink tank, but the range is still lower than what I expect from shooters. I'm going to have to get used to the paint physics.

I'm also not sure when/how to use your secondary grenade weapon. Sometimes it's there and other times it doesn't work. It also doesn't seem to kill well, and just distracts me from shooting folks.

I have a long way to go, which is good because otherwise I might get bored of winning but such large margins.

There's a line on your tank, and you need at least that much ink to throw your secondary weapon.

Different guns balance range, rate of fire, and ink levels too, while all seeming well balanced. I loved the splattershot pro in the original, which had a decent range and decent rate of fire. Listen for the 'thwack' sound to know you're hitting your opponents. It won't take many shots with any weapon to put them down.
 
Took me a while to get used to the Dualies. Ended up using them the way I would play other shooters, flank the enemy, take out the troops, and then go for the objective. I love the secondary special it has, since not only can it be used to potentially detect/splat enemies, but it's great at the beginning of matches and when there's lots of enemy ink because you can just swim behind it perfectly to gain distance and refill your ink
 
The fact that there's all new specials is enough to justify it as a sequel to me, tbh. That's a complete reset of the meta basically, since a lot of popular weapons are intrinsically linked to their special.

Rest in fucking pieces bubbler and kraken

Kraken I didn't mind as much, but yes, the bubbler can fuck right off.
 
Yeah, regional matchmaking makes me think I'm actually decent.
Then I notice I never encountered any Japanese.

Yeah so far I feel like I've only come across 2 people that knew how the game is supposed to be played out of both of the test fires. Had a lot of 80% wins :l
 
i'll be honest i almost never looked at the map in splatoon

what? Look at the map to quickly see where your mates are, if opponents are sensed and general idea where they're approaching from, if spawn towers were up, objective point in splat zones/other ranked modes etc.. Hella useful. Hopefully they can make it like a hold down x to have the map opened, not just toggle. And a transparent map on top corner of screen
 
This second time was much better. Adjusted to a good sensitivity. Got used to the new roller flick. even got the COVETED superjump splatdown kills.
 
I dominated again in the second testfire. This time I turned motion controls on.

It was weird at first, but eventually I got used to it.
A few times my character was aiming up too high after I spawned/superjumped, and I definitely don't have the muscle memory to move my controller in the heat of battle to fix such a disorienting issue, or to press Y.

The jump seems really low and I'm still not sure what it's used for. If there's a sprint button, I've yet to find it, though I desperately want it.

I also wish there was healthbars on enemies simply so I can learn whether I'm doing the right thing during firefights. Sometimes it seems like folks are taking more shots than usual, and I can't tell if I'm missing, if their invincible, or if they're just sponging better than others.


Halfway through I switched (snap) from my trusty Dual pistols to the first rifle (spattershot?). It seemed to have longer range and a bigger ink tank, but the range is still lower than what I expect from shooters. I'm going to have to get used to the paint physics.

I'm also not sure when/how to use your secondary grenade weapon. Sometimes it's there and other times it doesn't work. It also doesn't seem to kill well, and just distracts me from shooting folks.

I have a long way to go, which is good because otherwise I might get bored of winning but such large margins.

Edit: I'd like maps that could take advantage of swimming on and up walls. And more paintable surfaces. And a higher jump.

Regarding the four bolded points:
1. The "sprint," such as it is, would be your squid form aka ZL. You move through your own ink as a squid much faster than you can normally run. The full game contains gear with abilities that can buff kid-running and kid-swimming speeds, as well, if you want to be really fast.
2. Shots do suffer from a bit of damage fall-off so if you're tagging people at the very outer edge of your attack range it may take longer to get a kill. Alternatively, different weapons have different attack powers too, so keep that in mind too.
3. Sub-weapons deplete your ink tank, the same that drains as you fire your main weapon. Thankfully in this game they added an extra line while you're refilling ink that can denote when you have enough to use a sub (this was always present on the character model but that's tough to count on in the heat of a match). Most any subweapon uses up at least 50% of your ink maximum, aside from the Splattershot's Burst Bombs. Those same bombs also don't do enough damage to one-hit, so they're better either for initiation or follow-up from regular shots if you're looking to use them to secure kills.
4. There will definitely be more vertical maps. The first game had them as well, and one of those maps is already confirmed to return.
 
Splatoon is still awesome. Hope they have more in store to differentiate it from the original. Felt pretty similar except a good bit slower (though that may be due to not having my old gear?).
 
Never played any Splatoon before today but liking it a lot. Got rocked early and often but picked up some experience and tricks so I ended the last few matches much stronger. Can't wait for more tomorrow!
 
Which is why I hardly jumped in the first game. Growing on Nintendo, B is always jump to me.
I don't have a problem with B to jump in other games, it's what I most associate jump with.
But I've conditioned myself to pressing X on Donation for years, so it's hard to break it.
 
Splatoon is still fun!

Small comments:

- Roller: Similar to old one but with a new jump attack. Honestly prefer the old jump attack, but maybe I just need to find a good use for this one. Special looks cool but doesn't add much variety to the moveset.

- Duelies: Fucking awesome. Practically didn't use the dodge but it seems like a good option. Jetpack special is damn good.

- Charger: Similar to old one too. Didn't manage to use the new store charge function properly. Special sucks bad. It'd be probably be good in a stage like Moray or something.

Didn't use the regular gun.

- Overall gameplay: Pretty much the same from Splatoon 1. Have to get used to jump button and map...
 
It's a very simple game with simple controls. After playing fps games most of my life a game like this is easy to be instantly good at. It's really the same for any fps/tps style game I play.

Analog only users in S+ ranks are like unicorns. It's very difficult to outplay gyro players. You may be instantly good (though you said great) with your years of experience, but you will be at a disadvantage against people at and even below your skill level just by way having access to skill shots, better maneuvering, quicker tracking (especially with the new duelies), sub weapon trick shots, bunny hopping, peeking, etc.

It's worth the hour or so it takes to get used to if you decide to jump in, and that's not just my opinion that's a consensus from people who played Splatoon for hundreds, even thousands of hours at the highest level.

If you are enjoying it, please don't be so dismissive of it's depth and skill ceiling - there's a lot of jelly in these donuts.
 
I kept looking down at my joycon while playing, i'll admit. It took a bit of getting used to to learn how to look at the gamepad without getting got, so it'll take some time to learn how to watch the map.
 
what? Look at the map to quickly see where your mates are, if opponents are sensed and general idea where they're approaching from, if spawn towers were up, objective point in splat zones/other ranked modes etc.. Hella useful. Hopefully they can make it like a hold down x to have the map opened, not just toggle. And a transparent map on top corner of screen

i almost never needed to. I'd see the general shape of paint layout from superjumping and work based on that.

i'd only really look down at spawn or if i was deep in safe territory. too chaotic otherwise to have attention pulled from the big screen
 
I missed out on Splatoon, but this one is a lot of fun. Definitely picking it up on release day ...hopefully will be able to spend more time with it this weekend!
 
Felt like every match I was involved in ended up as a shut-out for one side or another. Frequently ended matches with 2-3 people on one side having made 0 splats. Was a bit concerned that players who'd never tried the previous game might have been left with a negative impression of the game. Probably would've helped if the testfire had allowed for some basic matchmaking. Doesn't even have to try and match us based on the results of each game, could've just asked players after they selected their weapon to indicate if they were a kid or a squid.
 
One of the things I do like about the new specials we've seen so far is that it's not this panic button that people can use to get a OHKO move that comes out in like 1-3 frames or something stupid.

I think this is a change for the better.

This is true. Now there is a real decision to make about how long to bank a full metre before setting up a play, whereas in the first game (at least up to the middle ranks, where I was) there was never a reason not to impulsively dump an Inkstrike as soon as you had one ready. And there is also more room for counterplay; just over the two sessions today I've already seen players start to figure this out.
 
Hmm, if I get the chance, I'll give gyro another try tomorrow. I thought perhaps losing my y-axis control for the right stick was the problem, but it pretty much came down to me moving the controller either too far to the point that I had to constantly reset. Maybe I need to use the right stick for side to side movement more and decrease my tilt sensitivity?

It seems like a pain in the ass to learn considering I did just fine with stick controls in S1, but I'd really like to see what everyone else sees in gyro controls. Hope it's at least fun.
 
Analog only users in S+ ranks are like unicorns. It's very difficult to outplay gyro players. You may be instantly good (though you said great) with your years of experience, but you will be at a disadvantage against people at and even below your skill level just by way having access to skill shots, better maneuvering, quicker tracking (especially with the new duelies), sub weapon trick shots, bunny hopping, peeking, etc.

It's worth the hour or so it takes to get used to if you decide to jump in, and that's not just my opinion that's a consensus from people who played Splatoon for hundreds, even thousands of hours at the highest level.

If you are enjoying it, please don't be so dismissive of it's depth and skill ceiling - there's a lot of jelly in these donuts.

Pretty much and this someone who majority played Turf War with only a little rank. The players in the Test Fire are noobs compared to the more skilled players, especially the Japanese. I got away with stuff that would have gotten me killed against people who knew what they were doing.

Calling Splatoon simple based on this Test Fire is like calling Smash Bros. a simple party game.
 
- Roller: Similar to old one but with a new jump attack. Honestly prefer the old jump attack, but maybe I just need to find a good use for this one. Special looks cool but doesn't add much variety to the moveset.

- Overall gameplay: Pretty much the same from Splatoon 1. Have to get used to jump button and map...

yeah. Roller almost feels somewhat weak with the changed jump attack and it's alt weapons

I'm so used to having the map on the controller. i still sometimes look down for it
 
I gotta say not having to look down at the gamepad for the map and for jumping to teammates is a blessing. Doesn't take me out of the moment. It's gonna take a while to get used to pressing B to jump, however.
 
My second impression is that three of the four specials need significant buffs. Only the jetpack really works. Splatdown needs more range, the missiles need *much* more speed, the Ray Gun also needs better speed (should really just be a fiercer version of the Splatling).
 
This is true. Now there is a real decision to make about how long to bank a full metre before setting up a play, whereas in the first game (at least up to the middle ranks, where I was) there was never a reason not to impulsively dump an Inkstrike as soon as you had one ready. And there is also more room for counterplay; just over the two sessions today I've already seen players start to figure this out.

Eh, if you got an inkstrike in the back stretch of a match, there was absolutely a reason to save it until the last second. So long as you got the shot off before time ran out, it counts. So it was a great way of wiping out a bunch of the other teams turf in a way they couldn't do much about.

Watching the map come up and see it look like your team had lost, only for your inkstrike to hit and flip the match was always a great moment.

The hoverpack special is aces though. I really need to get a feel for how much to lead that shot though.

My second impression is that three of the four specials need significant buffs. Only the jetpack really works. Splatdown needs more range, the missiles need *much* more speed, the Ray Gun also needs better speed (should really just be a fiercer version of the Splatling).

The missiles seemed more useful to me for the fact they tag enemy players while they are chasing them down, more than the actual damage the missiles themselves can do. So yeah, that ink could do with being a bit more deadlier, or hitting a wider area perhaps.
 
is there anyway to taunt in this game?

directional buttons/dpad is for the boo yeahs and such.

lots of disconnects but was able to play 3 full games.
I feel like I am playing Splatoon Deluxe (with harder controls) and not Splatoon 2. Hopefully the final games will have more new modes, guns, etc..
yeah it does feel like splatoon deluxe. I mean have ti wait and see for full game but off the jump doesn't seem very different, which isn't necessarily a bad thing

Did the demo show people how to swim up walls because that was a very simple and useful tactic that many either did not know of or forgot while I was playing.

splashdown is a dumb fucking super lol
https://clips.twitch.tv/AssiduousEnergeticSnailKappaWealth

it really doesn't need i-frames the entire startup animation

It's quite op, no bubbler but yeah.. Splattershot special is garbage lol
 
My 3rd fave weapon type, just how much ass you hauled with it was awesome too

Truly majestic

493.gif
 
People are going too easy on the Gyro saying "it'll take few matches to learn it", it'll take that time just to not feel weird as fuck, and most likely many hours to make it feel even little natural, but even after one hour I can say that yeah I feel how it "helps" with aiming a lot, feels far from natural but I played 6 matches with it then switched back to analog Charger and it definitely felt like a downgrade after that.
Just play what you find most fun though, ain't that serious.
wipes sweat
 
I guess I just don't like splatoon. I tried the test fire on wiiu and now this one. Too bad. Maybe a proper lobby/in game chat would make it a better experience but man... it just doesn't seem that good. I guess different strokes for different folks.
 
My second impression is that three of the four specials need significant buffs. Only the jetpack really works. Splatdown needs more range, the missiles need *much* more speed, the Ray Gun also needs better speed (should really just be a fiercer version of the Splatling).

I'm guessing echolocator isn't coming back and this is the replacement we're getting since you can see everyone you tagged until the missiles strike the ground. Not nearly as effective at tracking as echolocator, but that seems to be how all the new specials work. They all feel slower and harder to use.
 
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