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Supercar Gautier
Jun 10, 2006

People gotta cool their jets about the cartoon teen pop stars.

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Supercar Gautier
Jun 10, 2006

bandaid.friend posted:

I tried drawing at the mailbox, but I had to erase it because there was a game patch and you can't upload a drawing from an unpatched game, so there's a couple hours' work gone. Some of the drawings I see are really similar to official or existing art, are people using some kind of program to print these things? One was a greyscale version of the Pearl/Marina reveal art

It's meticulous, but the game gives you pixel-perfect control with the d-pad. It could be that some folks are generating a b&w image in photoshop or some other program, putting a grid over it for reference, and using that to slowly punch in each pixel rather than drawing.

Supercar Gautier
Jun 10, 2006

Roasted hot dogs are the main course and roasted marshmallows are the dessert, the entire question is a false dilemma.

Supercar Gautier
Jun 10, 2006

The battle results are always going to be fairly close to 50/50. The overall result is basically the vote plus two coinflips.

Supercar Gautier
Jun 10, 2006

I mained the inkbrush in the first game and I will shift back and forth impatiently in my seat until the content patch where it arrives. No, the octobrush isn't the same.

Supercar Gautier
Jun 10, 2006

Kelp Plankton posted:

Oh that's way smaller than I expected. Is that normal for Switch games? I'm used to everything being like 20-60gb

Nintendo's known to be super good at compression. First-party digital downloads are pretty much always way tinier than what third parties put out.

Splatoon also has an art style where they can save space on textures by just applying shaders to flat colours instead, so that approach could knock a nice chunk off the filesize.

Supercar Gautier
Jun 10, 2006

Kirios posted:

Movement speed in Inkling form seems really good for Roller.

In the first game, that didn't actually increase your roller speed, only your normal run. I think that's still the case.

Supercar Gautier
Jun 10, 2006

There's obviously still unfixed issues with the way grouping/matchmaking works, but other than those pain points I don't have a problem with the fact that the game is a quasi-port of the original with new content. Not many people owned a Wii U, so this release is primarily a way to bring one of that system's most successful games to a wider audience. Keeping the fundamentals intact makes more sense than a total overhaul.

And of all the possible things to change, switching to a different art style would be the dumbest possible move. I can't believe anyone would suggest that.

Supercar Gautier
Jun 10, 2006

I miss Saltspray Rig and I hope it comes back. I get the sense some people didn't like it, but in turf war I loved rushing to the back with the inkbrush and fighting to hold that territory all match.

Rexroom posted:

So I have to ask: What is it about Moray Towers that makes it particularly disliked by some?

My personal beef with it is, getting from any given point A->B is more of a chore than most other maps, all the dropping/climbing isn't a satisfying way to get around, and eventually you've got to try and get through the meatgrinder that is the bottom level.

Supercar Gautier
Jun 10, 2006

eonwe posted:

turf war doesnt really have ranks right

Nope. It most certainly gives you an invisible MMR but that's it.

Supercar Gautier
Jun 10, 2006

Inkbrush is live.

Supercar Gautier
Jun 10, 2006

The inkbrush is all about living on the edge and winning fights you shouldn't win through sheer force of will and mashing. It's good and fun.

I'm sad it hasn't got the sprinkler this time. What's up with that? I guess they didn't like the balance of that combination? I still hope a brush variant will come along that has one.

Supercar Gautier
Jun 10, 2006

I just assumed that Grizzco were 100% definitely actual bears, and they just can't show their faces because it would terrify every sea creature in town and mess up their scheme.

Supercar Gautier
Jun 10, 2006

DalaranJ posted:

There's an option in the settings to lock the current colors in, if you have to.

Slight correction: that option doesn't lock the current colour, it always sets the colours to yellow vs indigo.

Supercar Gautier
Jun 10, 2006

DaveKap posted:

Could someone here explain to me, or show me a guide for, how to upload pictures that weren't hand-drawn onto the Splatnet? Google's got nothing and someone in another thread said you had to upload it by replacing a screenshot on your switch's SD card... except the microsd card is in a format that can't be read by Windows 7 as far as I can tell. What am I missing here?

1) Create/map out a 320x120 B&W image in a program like photoshop, with clean lines, patterns, and/or dithered photos.
2A) Slap a grid on it to use as reference
2B) OR use a capture card so you can overlay it onto the game screen for tracing
3) Punch the pixels in meticulously

Supercar Gautier
Jun 10, 2006

If it's like the first game, there's diminishing returns on stacking, but we'll probably have to wait until some folks make lab videos to confirm where the sweet spots are.

Supercar Gautier
Jun 10, 2006

In my head I know I shouldn't get mad at my team unless they gently caress up really blatantly (squid-jumping when it's obviously not safe, taking the rainmaker the wrong way) but in reality I can and will bark futile epithets my uncaring television screen.

Supercar Gautier
Jun 10, 2006

Ranked can be a hell of a meatgrinder just by way of sending all the players to one spot on the map, but I admit I've never seen a kill count break 30.

Supercar Gautier
Jun 10, 2006

Martytoof posted:

I played my first (and only, to date) ranked game last night. It was the zone-control one and about ten seconds in poo poo just started happening. Some kind of weird countdown of points and teams losing control and both teams are splatting poo poo in a tiny area, all of which made for a supremely confusing experience for someone who had never seen this game mode before. I should probably read up on these modes or something because :confused:

In Splat Zones, each team has a counter that starts at 100. If you can paint most of the zone in your colour, then your team will gain control of the zone, it will flash-fill with your team's ink, and your counter will start ticking down. If neither team has a decisive majority of coverage, that's when you get the "We/They Lost Control!" message, and neither team's counter will tick down until someone reclaims the zone. The game ends when one team can hold the zone long enough to get their counter down to zero, or when time is up (in which case the winner is whoever got their counter lower).

A couple other rules:
-If a map has multiple separate zones, you need to control all of them simultaneously.
-When the zone changes hands, the team that lost control of it will have a penalty added to their counter, corresponding to the spread between the teams. This penalty doesn't count for scoring purposes, but that team has to burn through it before their main counter will start ticking down again.
-If the trailing team has control when timer runs out, the game will go into overtime. As long as that team can hang on to the zone, they have a chance for a come-from-behind victory. The game will end either as soon as they lose control, or when they surpass the other team.

Supercar Gautier
Jun 10, 2006

I can understand being disappointed if you were expecting Splatoon to be a 4P splitscreen couch multiplayer kind of game, but I'm trying to imagine playing it like that and I think it would turn out bad.

Supercar Gautier
Jun 10, 2006

Scrubbing a piece of gear costs the price of a few gear pieces, so IMO messing with slots and chunks isn't something to worry about until you've amassed a decent collection and are honing in on your minmax loadout.

Supercar Gautier
Jun 10, 2006

Personally spiking the rainmaker is one of the most satisfying things in the game. The other most satisfying thing is leaping from a ledge to kill an inkjet with a brush.

Supercar Gautier
Jun 10, 2006

What really makes the moment is the realization that you're going to be able to do it, which is almost better than the spike itself. "I have a straight-shot ink path to the mound. No one can stop me in time. This is happening." and then it does.

Supercar Gautier
Jun 10, 2006

Turf War's a mode where you can kind of choose between being the frontline fighter who keeps the enemy in check, or the laid-back inker who spends time where the action isn't. By comparison, the ranked modes are designed to force everyone to pull their weight in direct combat, so Turf War wouldn't quite gel with that. You're not supposed to be able to rank up by being the player who hangs back from the action finding corners to paint.

Supercar Gautier
Jun 10, 2006

In Training posted:

I only found out yesterday that the kill count is kills and assists, which was probably true in S1 and i never knew.

You mean on the final scorecards? Those show weapon kills / ult kills, not assists. In the first game it was K/D.

Supercar Gautier
Jun 10, 2006

a cock shaped fruit posted:

Soooo - how does Rainmaker work. 4 games later, and I still don't truly 'get' it.

Step 1 is to pop the rainmaker's protective bubble. Either team can grab the rainmaker after it pops, but it makes a big explosion in the colour of the team that pops it, so there's that. Then, your job is to grab the rainmaker and bring it to the mound near the enemy's spawn. The rainmaker is a powerful gun that creates a large trail of ink, but it's very slow-firing and the carrier's position is always visible to the enemy team, so the whole team needs to help escort it. If the rainmaker carrier is killed, the bubble reforms at the position they died, and both teams have to try to play from there. Rinse and repeat until someone gets the touchdown or time runs out.

Supercar Gautier
Jun 10, 2006

Jumping off the tower to flank and kill the players attacking it (especially if the tower lets you get to useful high ground you couldn't otherwise reach) is often better than making it move faster into a meatgrinder. It's situational.

Supercar Gautier
Jun 10, 2006

Chimp_On_Stilts posted:

Is there a way to tell which surfaces are paintable and which aren't? Other than trying to paint them and seeing whether it worked or not.

The two most common non-paintable surfaces the game uses are plastic tarps and glass. Catwalks are also non-paintable regardless of material. Pretty much everything else you can go ham on.

Supercar Gautier
Jun 10, 2006

Rexroom posted:

Tomorrow, the return of the Dual Squelchers!



:swoon:

Whoa whoa whoa, that's not the original dual squelcher, that's squelcher dualies. That's new!

But if it fires more or less the same way then it's all good. It was my favourite gun in the first game so I hope these are still similar.

EDIT: wait, holy poo poo

https://twitter.com/Nintendo_SW/status/890867013668810752
https://twitter.com/SplatoonJP/status/890861729567068161

It can function as dualies OR as a single OG dual squelcher, somehow. Not sure how the switching mechanic works but niiiice.

Supercar Gautier fucked around with this message at 11:30 on Jul 28, 2017

Supercar Gautier
Jun 10, 2006

TFRazorsaw posted:

the heck would it possibly be then

Like Animal Crossing except you live in an apartment block in a hip city instead of a little country town.

Supercar Gautier
Jun 10, 2006

I think the stats on this might end up being pretty close to the original, aside from maybe rebalancing around the roll. At any rate, they'll be the longest-range dualies in the game so that's kind of a cool niche.

Supercar Gautier
Jun 10, 2006

wuggles posted:

I've got a couple questions about mechanics:

What determines the number that gets added to your counter in Splat Zones?

How do you jump ranks?

Thanks.

The penalty number corresponds to how far ahead of the enemy team you are when you lose the zone. The purpose of the penalty is to reset the game to "neutral" (both teams will need an equal amount of capture time to get down to zero) while still giving you credit for how far you got. Think of it as Splat Zones' version of the tower moving back to the centre.

You jump ranks by blowing through a rank with such a great winning streak that the game realizes you're excellent and lets you skip a grade.

Supercar Gautier
Jun 10, 2006

Shame Boner posted:

Edit: who does the localization? If it's the same team that did Monster Hunter Generations, it's 100% intentional.

No, Capcom did not localize Splatoon.

Supercar Gautier
Jun 10, 2006

Shame Boner posted:

Thanks, but that's not what I asked. It doesn't mean that Capcom didn't contract Treehouse or that both Nintendo and Capcom didn't contract the same localization team.

Capcom localized MHG with an in-house Capcom team. Nintendo localized Splatoon and Splatoon 2 with an in-house Treehouse team. They were not localized by the same team, and there was no reason to ever even theorize they were localized by the same team, and even if they had been localized by the same team (they weren't), that team wouldn't necessarily choose to put sex jokes into every game they localize.

Supercar Gautier
Jun 10, 2006

The first thing I checked with the Dualie Squelchers was to see if the roll-crouch-mode changed the distance, and it doesn't. Exactly the same range in both modes, but what you get is that nice focused accuracy after a roll.

Should be a real solid weapon for Tower Control.

Supercar Gautier
Jun 10, 2006

hey welcome to the show! posted:

What are your thoughts on the toxic mist bombs?

They feel underwhelming to me.

They're extremely effective when the rainmaker has to get through a narrow corridor (ie on Humpback Pump Track).

Supercar Gautier
Jun 10, 2006

Mayo is for making sandwiches taste sort of generically fattier, which is all well and fine, but ketchup actually brings an identifiable flavour to the mix.

This is like if there was a Splatfest for "Butter VS Peanut Butter".

Supercar Gautier
Jun 10, 2006

DalaranJ posted:

Also while I'm sure this is obvious to most of you, if you jump to the tree in Inkblot Art Acedemy you can easily make your way back to the opponent's spawn (excepting the final ledge) in turf war.

There's also a wall nearby. Just a regular wall that you can ink and climb to get to their spawn. People always tryin' to ice skate uphill.

Supercar Gautier
Jun 10, 2006

Lakbay posted:

Did sprinklers get nerfed from splat1? I remember them being a nuisance but in 2 I don't see anyone use them and when I try to follow the tips someone earlier in the thread gave me they don't do much. I play mostly rm/tc

They have had a slight nerf (they get less powerful over time so you've got to keep applying them), but the simple reason you don't see them much is that barely any weapons have them.

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Supercar Gautier
Jun 10, 2006

JackDarko posted:

OK I don't have access to online for 8 hours on my APP it says 12 hours above this jacket. Does that mean it will be in the shop for 12 hours? This is very important on my quest to be fresh.

It will be on the app's store for the next 12 hours. As long as you order it within that time, you can pick it up in-game indefinitely afterwards.

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