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I think the map would be better if just hitting a direction on the d-pad launched the jump. Having to hold the direction and then press jump is just too much to ask in a panic and the whole process feels sluggish.
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# ? Mar 26, 2017 07:42 |
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# ? May 28, 2024 07:08 |
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Just to check, how many hours until the next one? We just had daylight savings in Britain e: ok pretty sure it's 4
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# ? Mar 26, 2017 08:03 |
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yo, squiddy... still alive? i like the death laser its like im in ace combat
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# ? Mar 26, 2017 09:24 |
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New loss music really is so much better Gettin The Reef way more times than the other one. Classic Splatoon issue persists
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# ? Mar 26, 2017 12:21 |
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Having played with it some more, I think the Stingray is my favorite of the new Specials. You can use it from relative safety and it has monstrous range, and in general, I think it's just an improved version of Killer Wail. As of the Testfire, I can pretty consistently get one or two kills from it, usually through walls and from an outrageous distance. I imagine that'll change when I'm actually playing with properly matched players, though. I'm probably gonna stick with the basic splat charger kit (again) when the game comes out.
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# ? Mar 26, 2017 13:24 |
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Yeah I'm bad at chargers but the Stingray is pretty fuckin awesome
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# ? Mar 26, 2017 13:44 |
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I take back what I said about the Tenta Missiles. Managed to get the hang of them after a few matches of trying, and found the best way to use them; Super-Jump back to the Spawn first so you can lock onto every goddamn thing in the map . The best part of Splatoon 2 though? Nintendo took that general belief that hiding in ink made your tank recharge faster and actually put it in the game .
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# ? Mar 26, 2017 13:45 |
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Modus Pwnens posted:I think the map would be better if just hitting a direction on the d-pad launched the jump. Having to hold the direction and then press jump is just too much to ask in a panic and the whole process feels sluggish. Like you can hold a direction and hit jump, or you can motion your thing over a team mates thing and hit jump to do it as well. I never bothered super jumping using the former, but did the latter a bunch.
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# ? Mar 26, 2017 14:28 |
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Neddy Seagoon posted:The best part of Splatoon 2 though? Nintendo took that general belief that hiding in ink made your tank recharge faster and actually put it in the game . Wasn't this true in the original?
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# ? Mar 26, 2017 14:39 |
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Crawfish posted:So we all realise that you can motion control in that map to super jump right? what
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# ? Mar 26, 2017 14:39 |
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Hell yeah, works so much better than using the D-pad. You don't even have to be that accurate.
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# ? Mar 26, 2017 14:58 |
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Neddy Seagoon posted:The best part of Splatoon 2 though? Nintendo took that general belief that hiding in ink made your tank recharge faster and actually put it in the game . This was a key feature of Splatoon 1 how did you fall under the impression it was only a belief E: do you mean specifically staying still/slow in ink? Dr Cheeto fucked around with this message at 15:10 on Mar 26, 2017 |
# ? Mar 26, 2017 15:08 |
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Yeah I'm really confused by this whole thing too
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# ? Mar 26, 2017 15:14 |
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Escobarbarian posted:Hell yeah, works so much better than using the D-pad. You don't even have to be that accurate. In the original there was a single dedicated "button" to jump to spawn which you could hit without taking your eyes of the action. You now have to press three buttons (or two and aim) while blinding yourself. It's a significant weakening of the ability. This may be intentional though, or even good. We'll see.
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# ? Mar 26, 2017 15:49 |
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Dr Cheeto posted:This was a key feature of Splatoon 1 how did you fall under the impression it was only a belief Yes I do. I could've sworn it was debunked at some point as being no different from just running around. The Bloop posted:In the original there was a single dedicated "button" to jump to spawn which you could hit without taking your eyes of the action. You now have to press three buttons (or two and aim) while blinding yourself. No, it's definitely worse. They should've dropped having to press A to confirm if you select via D-Pad.
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# ? Mar 26, 2017 15:55 |
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Neddy Seagoon posted:Yes I do. I could've sworn it was debunked at some point as being no different from just running around. Sorry, I had never heard that one. I've never noticed ink recharge change so long as I was in my team's ink.
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# ? Mar 26, 2017 16:05 |
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I wish the multiplayer maps had some of the weird mechanics from single player like the pipes and inflatable sponges. Even just some moving platforms would be cool
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# ? Mar 26, 2017 16:11 |
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You don't recharge ink at all from running around? Huh? Also jump to spawn thing is a good point but I never did that really so eh. I really do find the aiming with gyroscope very easy.
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# ? Mar 26, 2017 16:17 |
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Did I miss something or do the new maps make some pretty large areas around the spawn points inaccessible to enemy players? I get not wanting to allow players to spawn camp on blowout matches, but it seems like the inaccessible areas are pretty big. I imagine you could fly up into them temporarily with the ink jet, but you'd eventually get pulled back to where you launched it.
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# ? Mar 26, 2017 16:28 |
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Escobarbarian posted:You don't recharge ink at all from running around? Huh? You do but its such a small amount that it only matters when you're completely empty, so you can shoot enough to dive into and recharge faster.
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# ? Mar 26, 2017 16:41 |
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GI_Clutch posted:Did I miss something or do the new maps make some pretty large areas around the spawn points inaccessible to enemy players? I get not wanting to allow players to spawn camp on blowout matches, but it seems like the inaccessible areas are pretty big. I imagine you could fly up into them temporarily with the ink jet, but you'd eventually get pulled back to where you launched it. I mean, being on the receiving end of a spawn camp is incredibly frustrating, so I imagine that for a demo they wouldn't have maps where you could do that. Though I noticed that these maps are not ver vertical in general. There are very few splat-able and thus climbable walls.
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# ? Mar 26, 2017 16:47 |
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inferis posted:I wish the multiplayer maps had some of the weird mechanics from single player like the pipes and inflatable sponges. Even just some moving platforms would be cool I think in one of the trailers I saw a multiplayer map with the "rails" or "ziplines" or whatever where you slide along a stream of ink suspended in the air.
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# ? Mar 26, 2017 16:58 |
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GI_Clutch posted:Did I miss something or do the new maps make some pretty large areas around the spawn points inaccessible to enemy players? I get not wanting to allow players to spawn camp on blowout matches, but it seems like the inaccessible areas are pretty big. I imagine you could fly up into them temporarily with the ink jet, but you'd eventually get pulled back to where you launched it. The Reef has a big inaccessible zone, yeah, but Musselforge actually has a backdoor that gets you almost all the way to enemy spawn:
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# ? Mar 26, 2017 17:15 |
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inferis posted:I wish the multiplayer maps had some of the weird mechanics from single player like the pipes and inflatable sponges. Even just some moving platforms would be cool The original trailer for 2 showed maps with those, but they kept the more complicated maps for a later release in the first game. So I would say expert see some eventually.
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# ? Mar 26, 2017 17:22 |
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A test fire, but instead of shooting we all just customize inklings for an hour. I'd play.
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# ? Mar 26, 2017 19:41 |
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Did they change how sub weapons work in Splatoon 2 or they still ink-based? It's the only real thing I hate about the game. Be it 80%, 90% 95% I never seem to ever have enough ink to use my worthless mine and when I do it doesn't even use that much ink, so what the gently caress?
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# ? Mar 26, 2017 21:57 |
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It's ink based, and there's a little line on your tank indicating how much ink you need to use your sub weapon.
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# ? Mar 26, 2017 22:02 |
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I'm pretty sure I'm gonna continue barely ever using sub weapons due to them bleeding your tank dry tbh
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# ? Mar 26, 2017 22:49 |
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Dr Cheeto posted:It's ink based, and there's a little line on your tank indicating how much ink you need to use your sub weapon. That is much more visible now cause in the original I barely noticed it 99% of the time. and no the sub weapons pack a punch so they're going to be made for limited use.
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# ? Mar 26, 2017 22:49 |
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In Splatoon 1 there's also a light on top of the tank indicating that you're ready to toss out your sub but I can't recall seeing it in the Splatoon 2 Testfire. Not to say it isn't there, I just didn't notice if it was or was not.
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# ? Mar 26, 2017 22:52 |
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Jimbot posted:Did they change how sub weapons work in Splatoon 2 or they still ink-based? It's the only real thing I hate about the game. Be it 80%, 90% 95% I never seem to ever have enough ink to use my worthless mine and when I do it doesn't even use that much ink, so what the gently caress? I'm glad it's like this since I'm annoyed by grenades enough already.
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# ? Mar 26, 2017 22:55 |
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Hey charger squids, did the base model from the test fire feel more like the squiffer to you?
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# ? Mar 27, 2017 03:34 |
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yes it did.
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# ? Mar 27, 2017 07:01 |
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Jonas Albrecht posted:Hey charger squids, did the base model from the test fire feel more like the squiffer to you? It looked like one, but it felt like a regular splat charger, in my opinion. Definitely not squiffer range or charge time.
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# ? Mar 27, 2017 08:41 |
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Escobarbarian posted:I'm pretty sure I'm gonna continue barely ever using sub weapons due to them bleeding your tank dry tbh Suction Bombs own, at least in Ranked.. Really useful in Tower Control and also for breaking the Rainmaker's shield.
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# ? Mar 27, 2017 18:40 |
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Deltron 3030 posted:Suction Bombs own, at least in Ranked.. Really useful in Tower Control and also for breaking the Rainmaker's shield. I was always a fan of the rovers that you could send down a lane and just swim in their wake. I didn't get a chance to play testfire over the weekend but I hope the curling bombs are remotely as good, though I imagine they must be slower to account for the bouncing.
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# ? Mar 27, 2017 19:09 |
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Nephzinho posted:I was always a fan of the rovers that you could send down a lane and just swim in their wake. I didn't get a chance to play testfire over the weekend but I hope the curling bombs are remotely as good, though I imagine they must be slower to account for the bouncing. They seemed to move at around the same speed to me.
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# ? Mar 27, 2017 19:13 |
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Nephzinho posted:I was always a fan of the rovers that you could send down a lane and just swim in their wake. I didn't get a chance to play testfire over the weekend but I hope the curling bombs are remotely as good, though I imagine they must be slower to account for the bouncing. The speed is fine, they absolutely move fast enough to swim behind. Instead, their tradeoffs relative to the old seekers are (1) they don't home in, and (2) their explosion is timer-based rather than contact-based.
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# ? Mar 27, 2017 19:17 |
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Supercar Gautier posted:The speed is fine, they absolutely move fast enough to swim behind. Instead, their tradeoffs relative to the old seekers are (1) they don't home in, and (2) their explosion is timer-based rather than contact-based. But in other ways they're better than seekers because they will go in a straight line (or predictable bank shot) rather than veering off to follow someone. For added utility, those two maps had a number of great spots to bank one off and clear out a nest in a little "room" where people liked to lurk. I think it's an even tradeoff. I'm imagining a bomb rush of curling bombs being like green shells in Mario Kart making a deathzone
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# ? Mar 27, 2017 19:27 |
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# ? May 28, 2024 07:08 |
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Supercar Gautier posted:The speed is fine, they absolutely move fast enough to swim behind. Instead, their tradeoffs relative to the old seekers are (1) they don't home in, and (2) their explosion is timer-based rather than contact-based. Hmm the Curling Bombs don't blow up on contact with an enemy? I knew there was a timer element but kinda figured it was contact and timer, whichever comes first.
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# ? Mar 27, 2017 19:28 |