Out of interest has anyone tried Splatoon in handheld mode yet? Might give it a go in the final test fire. Bit worried that I might have to use stick aiming for it to be practical. (And for me not to look like a crazy person if I ever play it in public)
Out of interest has anyone tried Splatoon in handheld mode yet? Might give it a go in the final test fire. Bit worried that I might have to use stick aiming for it to be practical. (And for me not to look like a crazy person if I ever play it in public)
Played 3 test fires in handheld mode and played great.
I mean, it ran good. I pretty much sucked but still...
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Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
Out of interest has anyone tried Splatoon in handheld mode yet? Might give it a go in the final test fire. Bit worried that I might have to use stick aiming for it to be practical. (And for me not to look like a crazy person if I ever play it in public)
Played the testfire entirely in handheld mode using motion controls, it's my first time playing splatoon, and my posted scores speak for themselves. It controls amazing and doesn't look weird. Just make sure you turn the sensitivity waaay up. I was getting trounced until I set it to -3. When I set it to -4 I started going 12-0, 10-0 etc.
Last night I was dominating but tonight not so much. My reflexes were off and I just wasn't feeling it. Off night. Also about 3/4 of the way through started having connection problems so gave up. Oh well, goodbye Test Fire! I knew ye somewhat well.
I was able to play in each of half of the 4th (US afternoon) and 5th (US evening) testfire sessions today. Used the Splattershot and Splat Duelies about half the time each, and played with the Joy-Con Grip. Having played a year's worth of Splatoon 1 and gotten (barely) up to A+ rank, Splatoon 2 feels natural, like coming home. X/B retraining aside, I didn't have any problem getting back into things. I did fairly well, winning most of my matches or at least topping the team's area covered, but that's probably because I was able to exploit the lack of game sense carried by new Turf War players.
Still, I experienced quite a few disconnects, especially in the afternoon session. And some of my matches definitely had other connection issues, where I ambushed another player but didn't get a kill registered even after loads of hits. Not something I'm really worried about, however. I'll look forward to the game's release this summer.
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Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
I was able to play in each of half of the 4th (US afternoon) and 5th (US evening) testfire sessions today. Used the Splattershot and Splat Duelies about half the time each, and played with the Joy-Con Grip. Having played a year's worth of Splatoon 1 and gotten (barely) up to A+ rank, Splatoon 2 feels natural, like coming home. X/B retraining aside, I didn't have any problem getting back into things. I did fairly well, winning most of my matches or at least topping the team's area covered, but that's probably because I was able to exploit the lack of game sense carried by new Turf War players.
Still, I experienced quite a few disconnects, especially in the afternoon session. And some of my matches definitely had other connection issues, where I ambushed another player but didn't get a kill registered even after loads of hits. Not something I'm really worried about, however. I'll look forward to the game's release this summer.
Had the same thing happen re: hitting people a ton and them not dying. The weird thing is no other lag was noticed, just that.
Splatdown (The paint roller ultimate where you jump up then land with an aoe paint attack) can be used mid super jump to make the blast activate when you land. That ability just got 300% more awesome.
Played the final hour in handheld mode. It worked really, really well.
I also tried out the charger and roller once - I did better with them than expected, but I'm still a shooter guy. Played the rest of the time with the Splat Dualies and I've definitely gotten a feel already for the size of its ink tank and made better use of the curling bombs. Still need to figure out the best time to use the special and definitely need to get a better hang of rolling.
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Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
Wifi is bad where I got my tv so I played mostly handheld or tabletop mode. But got to finaly try it out on the big screen so to speak in the final hour. So much better when you can actually see stuff
Not that its bad in handheld or anything but i much prefer my TV. Now to get some USB Lan adapter or something.
Splatdown (The paint roller ultimate where you jump up then land with an aoe paint attack) can be used mid super jump to make the blast activate when you land. That ability just got 300% more awesome.
Yikes. That combined with Stealth Jump would quickly become OP in ranked.
Then don't stretch your thumb? Just tap with your finger. Either way less awkward than alternating button pushes.
Not sure why they don't allow you to just press the D-Pad when the map is up, or hold A and press the D-Pad to jump without the map.
So your solution is to take one of my hands off the controls completely? How is that better?
Because if you're using that hand to do a bizarre three button combo sequence that hand is useless for general gameplay anyway, and it's less cumbersome than the aforementioned sequence which literally requires you to use both hands instead. The current setup on Wii U allows me to continue moving and dodging for cover while selecting where to jump.
Splatdown (The paint roller ultimate where you jump up then land with an aoe paint attack) can be used mid super jump to make the blast activate when you land. That ability just got 300% more awesome.
Yikes. That combined with Stealth Jump would quickly become OP in ranked.
Not sure it'll be op. It's a high risk move since you need to jump into combat. Also part of the reason why it worked so well in the testfire was people could see where I'd land and assume it was a free kill. People will learn better with time.
For people new to this game, know that there will be a ton of different weapons in the final game, and probably more introduced in free content updates.
Sloshers and Splatlings:
Just a freakin' bucket full of ink, and gatling guns.
Two kinds of brushes, thin and thick:
These essentially played like rollers, but were different enough to be minor gamechangers. The thin brush at least is a very thin line of ink but REALLY fast and the in-your-face melee swish was a killer.
Blasters definitely always took some getting used to, and were probably better at objective maps like ICREAM and Splat Zones. They never were really great at actually inking up the place, but if you need to hold ground or restrict movement or just murder peeps, they're a great tool to have.
The big thing is learning to feel out where the maximum range for the shots go, since you want to have it detonate in the air above the ground around your target (if you don't hit them directly with it). If the blasts hit the ground without popping, they don't explode and so are incredibly disappointing.
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Handsome CostanzaAsk me about 8bitdoRIP Iwata-sanRegistered Userregular
edited March 2017
The testfire has me fiendin for more Splatoon, sucks that we have to wait until summer. I so regret selling my Wii U now.
I did notice myself getting splatted more often unexpectedly. Honestly. I did still have fun but there was a number of times it happened where someone wasn't really near me.
Edit: Another thought I had, that I hate about the new maps (particularly The Reef) is that there are very few available inkable walls. It forces you to stay on the ground quite a bit, and go around areas instead of through. It's a pretty significant gameplay style change that felt a bit frustrating.
I did notice myself getting splatted more often unexpectedly. Honestly. I did still have fun but there was a number of times it happened where someone wasn't really near me.
I don't think that's how it works. We're still talking fractions of a second here, it's not like someone shot at your location 2 seconds ago and you die randomly. It's more a smoothness issue.
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This image encapsulates the evening I had pretty well:
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
I would have rather he not thrown but I appreciate the commitment to the bit
XBL:Phenyhelm - 3DS:Phenyhelm
Played 3 test fires in handheld mode and played great.
I mean, it ran good. I pretty much sucked but still...
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
Played the testfire entirely in handheld mode using motion controls, it's my first time playing splatoon, and my posted scores speak for themselves. It controls amazing and doesn't look weird. Just make sure you turn the sensitivity waaay up. I was getting trounced until I set it to -3. When I set it to -4 I started going 12-0, 10-0 etc.
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
Still, I experienced quite a few disconnects, especially in the afternoon session. And some of my matches definitely had other connection issues, where I ambushed another player but didn't get a kill registered even after loads of hits. Not something I'm really worried about, however. I'll look forward to the game's release this summer.
Had the same thing happen re: hitting people a ton and them not dying. The weird thing is no other lag was noticed, just that.
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
I also tried out the charger and roller once - I did better with them than expected, but I'm still a shooter guy. Played the rest of the time with the Splat Dualies and I've definitely gotten a feel already for the size of its ink tank and made better use of the curling bombs. Still need to figure out the best time to use the special and definitely need to get a better hang of rolling.
Not bad for a noob.
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
Selling Board Games for Medical Bills
Not that its bad in handheld or anything but i much prefer my TV. Now to get some USB Lan adapter or something.
I can press those 3 buttons faster than I can awkwardly stretch my thumb over to a touch screen. I don't miss the old method at all.
Not sure why they don't allow you to just press the D-Pad when the map is up, or hold A and press the D-Pad to jump without the map.
So your solution is to take one of my hands off the controls completely? How is that better?
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Nope, you can super jump any time. Not always safe though.
Yikes. That combined with Stealth Jump would quickly become OP in ranked.
Because if you're using that hand to do a bizarre three button combo sequence that hand is useless for general gameplay anyway, and it's less cumbersome than the aforementioned sequence which literally requires you to use both hands instead. The current setup on Wii U allows me to continue moving and dodging for cover while selecting where to jump.
Not sure it'll be op. It's a high risk move since you need to jump into combat. Also part of the reason why it worked so well in the testfire was people could see where I'd land and assume it was a free kill. People will learn better with time.
I was very bad with the Dualies.
Very Very Bad.
XBL:Phenyhelm - 3DS:Phenyhelm
Sloshers and Splatlings:
Just a freakin' bucket full of ink, and gatling guns.
Two kinds of brushes, thin and thick:
These essentially played like rollers, but were different enough to be minor gamechangers. The thin brush at least is a very thin line of ink but REALLY fast and the in-your-face melee swish was a killer.
Every time I picked dualies someone on my team dropped
For some reason I performed much better with the standard shooter.
Of course 1 hour is not enough to know, long term, anything about what I would and would not be good at.
XBL:Phenyhelm - 3DS:Phenyhelm
It was confirmed on the Japanese twitter that the Octobrush and Ranged Blaster was making a come-back for Splat the Second as well.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I hate those. They feel so ineffectual.
pop pop pop
The big thing is learning to feel out where the maximum range for the shots go, since you want to have it detonate in the air above the ground around your target (if you don't hit them directly with it). If the blasts hit the ground without popping, they don't explode and so are incredibly disappointing.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Resident 8bitdo expert.
Resident hybrid/flap cover expert.
https://www.youtube.com/watch?v=ScF1loTnjB4
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
I did notice myself getting splatted more often unexpectedly. Honestly. I did still have fun but there was a number of times it happened where someone wasn't really near me.
Edit: Another thought I had, that I hate about the new maps (particularly The Reef) is that there are very few available inkable walls. It forces you to stay on the ground quite a bit, and go around areas instead of through. It's a pretty significant gameplay style change that felt a bit frustrating.
I don't think that's how it works. We're still talking fractions of a second here, it's not like someone shot at your location 2 seconds ago and you die randomly. It's more a smoothness issue.