My wife and I were taking turns playing the demo. We found a fun way to kind of co-op by having the non-player watch the gamepad and act as a radar person. I'd see an area getting covered quickly and uniformly and I'd tell her, "Enemy roller at location X." Having a set of eyes on the gamepad allowed her to react quickly to people sneaking up behind her.
I highly encourage everyone to give it a try if the have a second player handy. Makes for great interactivity with a non-gamer too. They can actually help in a meaningful way without having to be good with shooter controls.
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
1: This is intended for everybody to play, from new kids to old veterans. Well, Nintendo, duh.
2: As such, most of the design decisions seems to be based around catering mostly to the new and inexperienced, but in a way that minimizes experienced people.
There's no voice chat, but they designed a game that doesn't really need it. In fact it's totally viable to go lone wolf and still be helping your team as long as you're covering something. And if you want to be a team player, pick a gun, stalk somebody, and kill anything that approaches them. Some of the best games I had were where one person with the sniper rifle would get onto some choice high ground and start covering me and everybody while we kept rolling and rolling. And I don't feel guilty if I peel off on my own down a corridor, because it's either clean or covered in bad paint, so I'm still helping. It's all designed so that even the beginner who doesn't know what he's doing can still contribute significantly and won't bring the team down (...well in theory anyways, there are always terrible players in anything). If you don't know what to do... shoot the bad paint. Don't need twitch skills to do that.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
The spawn camping is rrrrreeeeeeeaaaaaaaaalll in this game.
If one team manages to push to the other's spawn point, it's all over. I lost a game 80 to 10 thanks to this. Two guys with Splatterguns standing right next to our spawn, just pumping paint continuously while two rollers spun around in circles in the area nearby. If one of us snuck past or killed someone the rollers got us, and then the others jumped back over immediately.
Well, after an hour with the sniper, I believe it is the fastest painter. It's also amazing at the start of the map, you can get your team to the center of the map in half the time it takes any other weapon.
yea, the oil derick is easy enough. I don't think there is any way up to the spawn points, but in walleye warehouse, you can get camped super hard.
I've tried the sniper and the guns, but the roller seems to be my gig, if the damn controls weren't so twitchy, even with rolling the pad around. Maybe in the final round I'll lower my camera speed to -4 or -6.
Still, that feeling you get when you paintroll the *entire* enemy team in 2 seconds... *umphf* I'm still hard about that one.
also, 3 rollers is stronk, and a 4th with a sniper or a shooter. I ran against this combo and while I had a roller, and I had to play killer. Its super hard to fight, but I managed to lockdown 2 rollers, which let my team have enough time to cover the ground and squik a 48% / 46% win.
For reals, if you are playing multiple rounds with the same people, find the roller guy with the most points at round end, and shut him down next round. 1 Roller is easily 40% of a team's coverage potential.
-You respawn so fast that it feels like kills are meaningless, and there's never any sense of winning even when you're in the lead.
You say this as a negative, but it's the big selling point of the game for me. It's fascinating that kills are only a secondary factor in a shooter, and I want to see the strategies and tactics that arise from that. And the sense of winning comes from when you look at the minimap and see all of your color there.
Something I've noticed as a roller is that if you don't spot one until they're almost on top of you and try to shoot them directly that still gives the roller a chance to squash you first or at least double ko. I'm remembering a team in particular where I got two or three kills that way.
Playing against another team, I was wondering why I almost got kills this way but then stopped moving and died. I realized that it was because they were shooting at the ground in front of me, mucking up my mobility and relying on me to run into their firing (which I did two three times before I figured it out.)
Great game, still love the roller, and can't wait for the next hour.
kills are most definitely a factor to winning, but it is secondary to the objective of turf war.
Your primary concern is covering the ground with your paint. Your paint lets you maneuver faster, reload your tank and slows enemy players down. In order to effectively maneuver and fire on you, they need to divert attention to shooting the floor, and not you.
Kills help you because they deny the enemy precious seconds of paint coverage.
3second respawn, 2 seconds to charge a jump, another 2 seconds of flight time -or- 3 to 4 seconds of squid travel time to get to a place to paint. If you get killed 4 or 5 times, that eats up your 180seconds of a round.
Look at it like this:
- 4 players on a team have about 720 seconds of game time in a round.
- Being killed can take someone about ~10 seconds to get back into the fight.
I've seen players with kill counts as high as 16 (rare, usually its about 5 kills) so that means from 50 to 160 seconds of time that could have been used to paint, was spent in timeout.
That is so close to literally only fighting without your 4th team mate.
All that said, in the final 30 seconds as a roller, I'd rather paint enemy territory than spend time chasing an enemy player, unless they were on my way or withing striking distance.
That's probably different for a sniper seeing as they're kill denies the enemy painting that area/time to paint.
jeez, this can get cutthroat meta fast, and I'm liking it. Definitely leagues above CoD and BF
edit**
also, regarding the testing times. I didn't experience any lag, and I was playing against players with full kanji names, so its fair I might have been playing against Japanese players. The longest I had to wait for a game was probably 30 to 40 seconds, once because there were some network issues, and a second time waiting for that last person to fill the 8th slot. other than that, join up start wrekin face.
Yeah, I can't say I really noticed the wait to fill groups, because Squid Jump gets addictive. Especially on the later levels when they start throwing new stuff at you.
And hooray for not being able to sleep, because I happened to roll over and notice that it was time for the second Testfire. And yeah, didn't see any lag again this morning, even though probably playing against people on the other side of the world.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Yeah, I can't say I really noticed the wait to fill groups, because Squid Jump gets addictive. Especially on the later levels when they start throwing new stuff at you.
And hooray for not being able to sleep, because I happened to roll over and notice that it was time for the second Testfire. And yeah, didn't see any lag again this morning, even though probably playing against people on the other side of the world.
I played with a lot of Japanese players and never noticed any lag.
Also, I can't get the music out of my head. It's so good you guys.
http://www.danreviewstheworld.com
Nintendo Network ID - PirateLuigi 3DS: 3136-6586-7691
G&T Grass Type Pokemon Gym Leader, In-Game Name: Dan
I've noticed some kind of lag: I was spraying a wall and wanted to squid up on it, but the ink would not stick. I sprayed some more to no avail and just as I wanted to take another route the ink appeared and I was able to climb the wall. Weird.
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Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09 P-POWER Switch Palace 3838-0000-0122-9359 Raiding the Serpents Tomb 1A04-0000-0098-C11E I like to move it, move it FCE2-0000-00D7-9048
(First post, hello!). Absolutely loved the splatfest although I was pretty terrible as I have zero shooter experience and had trouble getting the hang of motion controls (which were admittedly much better than trying to use a stick IMO). My conclusion was that squid-mode and manoeuvring quickly are going to be key - being able to shoot a path and quickly move to a new nest will make the charger/ sniper much more powerful, and conversely good manoeuvring will make your opponents rollers weaker (to the point that they need protecting even).
I didn't miss voice-chat because I've never played tactical shooters before. But I was happy that I didn't have to be exposed to the toxicity of the internet, or try to talk advanced tactics with two eight-year-olds and someone who doesn't speak English. Once the fixed team and custom tournament options open up you can always use you own chat server with the myriad of other devices we all own anyway right?
Ugh, I accidentally missed two of the three beta times. I wonder if I should even bother with the third.
You totally totally should
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
I'd be more interested in trying this demo if Nintendo didn't tell me I could only play it at a specific time. What the hell is with that?
If you force people to play at a specific time you artificially boost the connections to the server for that period. It's a stress test, that makes the test better.
The sniper rifle is weird to me because it doesn't seem to actually go that far, even fully charged.
When I used it it felt almost better to treat it like a shotgun with a very narrow spread. Charge, walk around the corner, and instagib the person in front of you. Maybe I'll get a better feel for it when the next stress test happens.
Posts
I highly encourage everyone to give it a try if the have a second player handy. Makes for great interactivity with a non-gamer too. They can actually help in a meaningful way without having to be good with shooter controls.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
I remember in the early versions of CS when a buddy would die and they would assume skynet coverage by watching and flying about the map
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Watching the Treehouse archive just to fill the void.
Wish I didn't have to work tomorrow.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
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One tutorial and it already felt like I had been playing it for years.
1: This is intended for everybody to play, from new kids to old veterans. Well, Nintendo, duh.
2: As such, most of the design decisions seems to be based around catering mostly to the new and inexperienced, but in a way that minimizes experienced people.
There's no voice chat, but they designed a game that doesn't really need it. In fact it's totally viable to go lone wolf and still be helping your team as long as you're covering something. And if you want to be a team player, pick a gun, stalk somebody, and kill anything that approaches them. Some of the best games I had were where one person with the sniper rifle would get onto some choice high ground and start covering me and everybody while we kept rolling and rolling. And I don't feel guilty if I peel off on my own down a corridor, because it's either clean or covered in bad paint, so I'm still helping. It's all designed so that even the beginner who doesn't know what he's doing can still contribute significantly and won't bring the team down (...well in theory anyways, there are always terrible players in anything). If you don't know what to do... shoot the bad paint. Don't need twitch skills to do that.
Then again that may have happened to me on more than one occasion.
If one team manages to push to the other's spawn point, it's all over. I lost a game 80 to 10 thanks to this. Two guys with Splatterguns standing right next to our spawn, just pumping paint continuously while two rollers spun around in circles in the area nearby. If one of us snuck past or killed someone the rollers got us, and then the others jumped back over immediately.
It was a total lockdown.
Man, that was super fun. I can't wait to play more.
I won 5 matches and lost 2, I believe. My best score was 1100.
I've tried the sniper and the guns, but the roller seems to be my gig, if the damn controls weren't so twitchy, even with rolling the pad around. Maybe in the final round I'll lower my camera speed to -4 or -6.
Still, that feeling you get when you paintroll the *entire* enemy team in 2 seconds... *umphf* I'm still hard about that one.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Almost as satisfying is seeing a lone path where a roller used to be and just rolling right over that.
Unless you're four rollers, in which you deserve what you got.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
For reals, if you are playing multiple rounds with the same people, find the roller guy with the most points at round end, and shut him down next round. 1 Roller is easily 40% of a team's coverage potential.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Nintendo Network ID - PirateLuigi 3DS: 3136-6586-7691
G&T Grass Type Pokemon Gym Leader, In-Game Name: Dan
You say this as a negative, but it's the big selling point of the game for me. It's fascinating that kills are only a secondary factor in a shooter, and I want to see the strategies and tactics that arise from that. And the sense of winning comes from when you look at the minimap and see all of your color there.
Playing against another team, I was wondering why I almost got kills this way but then stopped moving and died. I realized that it was because they were shooting at the ground in front of me, mucking up my mobility and relying on me to run into their firing (which I did two three times before I figured it out.)
Great game, still love the roller, and can't wait for the next hour.
Your primary concern is covering the ground with your paint. Your paint lets you maneuver faster, reload your tank and slows enemy players down. In order to effectively maneuver and fire on you, they need to divert attention to shooting the floor, and not you.
Kills help you because they deny the enemy precious seconds of paint coverage.
3second respawn, 2 seconds to charge a jump, another 2 seconds of flight time -or- 3 to 4 seconds of squid travel time to get to a place to paint. If you get killed 4 or 5 times, that eats up your 180seconds of a round.
Look at it like this:
- 4 players on a team have about 720 seconds of game time in a round.
- Being killed can take someone about ~10 seconds to get back into the fight.
I've seen players with kill counts as high as 16 (rare, usually its about 5 kills) so that means from 50 to 160 seconds of time that could have been used to paint, was spent in timeout.
That is so close to literally only fighting without your 4th team mate.
All that said, in the final 30 seconds as a roller, I'd rather paint enemy territory than spend time chasing an enemy player, unless they were on my way or withing striking distance.
That's probably different for a sniper seeing as they're kill denies the enemy painting that area/time to paint.
jeez, this can get cutthroat meta fast, and I'm liking it. Definitely leagues above CoD and BF
edit**
also, regarding the testing times. I didn't experience any lag, and I was playing against players with full kanji names, so its fair I might have been playing against Japanese players. The longest I had to wait for a game was probably 30 to 40 seconds, once because there were some network issues, and a second time waiting for that last person to fill the 8th slot. other than that, join up start wrekin face.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
And hooray for not being able to sleep, because I happened to roll over and notice that it was time for the second Testfire. And yeah, didn't see any lag again this morning, even though probably playing against people on the other side of the world.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
I played with a lot of Japanese players and never noticed any lag.
Also, I can't get the music out of my head. It's so good you guys.
Nintendo Network ID - PirateLuigi 3DS: 3136-6586-7691
G&T Grass Type Pokemon Gym Leader, In-Game Name: Dan
Shoot m to BITS (hold Y) [hard] C109-0000-014D-4E09
P-POWER Switch Palace 3838-0000-0122-9359
Raiding the Serpents Tomb 1A04-0000-0098-C11E
I like to move it, move it FCE2-0000-00D7-9048
See my profile here!
I didn't miss voice-chat because I've never played tactical shooters before. But I was happy that I didn't have to be exposed to the toxicity of the internet, or try to talk advanced tactics with two eight-year-olds and someone who doesn't speak English. Once the fixed team and custom tournament options open up you can always use you own chat server with the myriad of other devices we all own anyway right?
I do think that after a short time everyone will get a feel for their ink usage and capacity
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You totally totally should
Trying to jam in as many as possible all at once
If you force people to play at a specific time you artificially boost the connections to the server for that period. It's a stress test, that makes the test better.
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Switch: SW-5185-4991-5118
PSN: AbEntropy
...Which as fucking played out as that is, the lyrics sure as shit fit for Splatoon.
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
When I used it it felt almost better to treat it like a shotgun with a very narrow spread. Charge, walk around the corner, and instagib the person in front of you. Maybe I'll get a better feel for it when the next stress test happens.