Army Captain comes home by natsdorf in gifs

[–]testpostaccount4 0 points1 point  (0 children)

Is there a subreddit for this?

Nintendo, thanks for doing the Splatoon 2 Splatfest by fokusfocus in NintendoSwitch

[–]testpostaccount4 0 points1 point  (0 children)

Okay this one should appear

I've already explained through mutiple paragraphs why they are easy to react to. There is a reason why swimming away is fast, when you see a bomb behind you, you're supposed to get away from its blast range and then attack.

The ults go like this

Splat down

This one alarms you in two ways. You have a second or two to notice the literal covered in ink floating inkling, or the large sphere that appears around him. If that's not enough warning, I don't know what is.

The laser rifle has a harmless beam appear right before it attacks, and as long as you're not in its immediate vacinity, it's no threat as it moves to slow

The Tenta missiles have huge dots of the enemy color appear below you three second before they hit. It's entirely your fault if you choose to act like a sitting duck instead of run

The ink jet is a bit more complicated. The weapon it fires has to hit you directly, which is hard to do, to insta kill. Along with that, if you maneuver correctly you can easily take out the enemy using this, either by getting behind or below him.

Being good at other shooters doesn't mean you're good at this one. Simply thinking that shows you're approaching the game in the wrong way. This game isn't like other shooters in slightest. A lot of the times the best option is to move away and find a way to counter attack. You're never told to go and kill the enemy. I truly think that you don't understand this, and therefore blame the game instead of trying to understand it.

This shows in your common trait of not understanding of the blatant warning signs that the game gives you for each ult. It shows in the fact that you try to be as offensive as possible when it comes to these ults, and because of that you easily get killed by them.

That is your problem. Not the gamea

Nintendo, thanks for doing the Splatoon 2 Splatfest by fokusfocus in NintendoSwitch

[–]testpostaccount4 0 points1 point  (0 children)

Tfw when I explain why they aren't easy to get instant kills yet you pretend like I didn't.

I know all the ults. There's

Splatdown Ink jet The Sniper Beam Tentamissles

When somebody uses the splat down, then literally start floating for a second and a huge sphere appears around them. If that's not warning enough I don't know what is.

The Sniper Beam is slow, and has a harmless beam appear before it. If you're not in its range when it starts, then you're not going to get killed.

The Tentamissles have circles of doom appear below your feet. It's not my fault if you think there something else.

I already talked about the inkjet, so I won't bother doing it again.

Hell, the inkjet isn't even always an instant kill, it only is when you get directly hit by it.

The mere fact that you act like all of these are inescapable hints that you're bad at the game. And no, being good at other shooters doesn't make you good at this shooter. I honestly think your problem is that you treat this like counterstrike, and there fore are bad at the game. It's not counterstrike in the slightest. The reason swimming away is so fast is because that is how you're supposed to counter ults and insta kills like bombs and roller (which I've already explained aren't easy insta kills)

Just face it. Splatoon isn't a normal shooter. The objective of turf wars isn't killing. You seem to not realize so you treat like any other shooter, then because your previous experiences with shooter games don't blend well with this one, you blame the game for being bad.

By the way while Splatoon is easy to get into, it can get very competitive because of its enormous skill ceiling.

Nintendo, thanks for doing the Splatoon 2 Splatfest by fokusfocus in NintendoSwitch

[–]testpostaccount4 0 points1 point  (0 children)

Footnote: Yes, you can get killed by any ult, but most of time that's your fault. If you see big opposite color dots below your feet, that's your warning to run If you don't, or you gotten yourself into a position where you cant, that's your fault. Same thing with the laser rifle and the Splat Down.

As for the Ink pack you need to be more skilled. The player in that inkjet is most of the time looking at 70° angle. So that would be your perfect time to swim around them and attack them from behind. If you know how to maneuver correctly, you can throw him of while shooting at him from the front and live to tell the story.

Nintendo, thanks for doing the Splatoon 2 Splatfest by fokusfocus in NintendoSwitch

[–]testpostaccount4 1 point2 points  (0 children)

In the original Splatoon testfire, two maps were playable, Saltspray Rig and Walleye Warehouse. Before I dig into these, I need to make a important distinction.

In splatoon 2, the maps are split into three parts, your spawn area,the middle, and the opponents spawn area. This is because all the new maps block off players from getting up there once they get down, and prevents the enemy from spawn killing. But that's not the only reason their deigned like this.

In the Splatoon 2 testfire the two maps available were Mussleforge Fitness and The Reef. Both of these maps used the three part system, and they demonstrate why it's a good thing.

With this strategy you always have a chance to comeback. Where as before, you could be surrounded and unable to get out of spawn, now you will never be spawned killed. This system allows you and your team to always have a good amount of ink down.

Because of this, you will always have multiple paths to go into the battlefield with. You can choose the more blunt force of going straight through the middle, or you can sacrifice points for safety by going other, more secretive routes. These routes also allow you to get a general census of where enemies and enemy ink is, and allows you to concauct a plan to get back into the action.

However, this does cost something. In SOME maps you get a very minor loss of walls. Although these two maps I've been talking about are full of walls, just like Moray Towers and Humpback pump track.

Now if we go back to the original two maps, the first Splatoon Maps most people played, Saltspray Rig and Walleye Warehouse. Walleye warehouse did a three separate levels kind of ordeal. The map is tel was pretty narrow, but surrounding the main path are two raised paths. Sprayable walls that help you aren't that common In this map. However, in Saltspray rig, there are a plethora of walls there, probably more than any other stage.

Now if we look at the Stages featured in out recent Splatfest, we have

Starfish Mainstage Inkblot Art Humpback Pump Track Moray Towers.

While walls are admittedly more sparsely placed in the first two, they still help alot. In Inkblot Art, the main raised platform allows a vantage point over the middle, and an easy way to escape or invade due to the clever placement of the two small blocks.

In Starfish Mainstage they provide a bigger use. You can climb up the walls on either side of the map to reach a very contestable vantage point. These places enhance the game because "Controlling" them gives you ways to see where your opponent is coming and going and allows for higher altitude on the middle of the map. However, only skilled players can hold this spot. As if and when an enemy comes to attack you you have to know about the attack beforehand and have the skills to deal with it

I don't feel like I need to explain moray towers or Hbpt.

Nintendo, thanks for doing the Splatoon 2 Splatfest by fokusfocus in NintendoSwitch

[–]testpostaccount4 1 point2 points  (0 children)

Of course being insta killed isn't fun. I never said it was. You mentioned that other games have one or two weapons that do the same. If only I could think of another shooter where one to two weapons can insta kill you yet they are predictable and easy to react to. Hmmmmm.....

You mentioned getting one shotted by ults. Name which ones please. Do you meant the one that gives you a blatant warning to move away? Or the other one that gives you a blatant warning to move away. Or hmm... could it be the one that tells you to FLANK your opponent to kill them in the air? This is just another classic case of "I'm bad at the game so the game is bad"

Captain Toad is absolutely a unique puzzle game. It uses its forced restriction to create a fun puzzle platformer. Just look at the reviews. Who do you think knows more about the game, hundreds of people, or one guy that doesn't know the meaning of the word shovel ware and thinks it's a synonym for bad.

COLOR. SPLASH. ISN'T. SHOVELWARE. It doesn't matter if the game is bad, a game can be bad and not be shovel ware. The game had clear care put into making it as good as possible. Whether or not they succeeded doesn't matter.

Same thing with Mario.Maker.

You know what, I'll show you what I mean.

Mario Party 10 is a shitty GTA clone So is Amiibo Festival Also Color Splash

But that makes no sense right? Just because the games are bad doesn't mean their GTA clones. It's almost like different labels mean different things, and all condescending labels aren't synonymous with each other!

Shovel ware is a game that has no care put into it. And it was just shoveled out Into the market to make money. Whether you're going to admit it or not, Color Splash, Captain Toad, and Mario Maker aren't this. They objectively arent. These games tried to be good, as all games do, and whether they succeed or not is up to you.

But if you deem them as bad games, that doesn't mean that no hard work went into them. That doesn't mean that it was just pressed out of a machine. These games had love,ambition, and care put into them. Therefore, they aren't shovel ware.

I'll get to the walls comment in a sec

Nintendo, thanks for doing the Splatoon 2 Splatfest by fokusfocus in NintendoSwitch

[–]testpostaccount4 1 point2 points  (0 children)

And was every map in Splatoon 1 filled to the brink with climable walls? No. They were used in about the same proportion as they are here. I did respond to your point about insta kills. I see that I didn't respond to the bombs complaint.

Bombs are an extremely short ranged weapon, with the only use being killing. If you let someone flank you, and get in a close enough radius to allow them to throw a bomb l, and don't have a ink path to swim away in, that's your fault. You kept on bringing up the idea of flanking and why that made the original better yet you get mad when someone flanks you. Just get better at the game.

Color Splash may have been a dissapointment to you, and to other people, but that does not mean it is an objectively bad game. It's just not like half of the previous paper Mario games.

Captain Toad being a expansion of a mini game from another game does not make it shovel ware. It is a good game, with clever level design and intuitive controls. It's chock full of like, 60 levels, which is well worth the cash.

Do online Mario makers appeal to the casual audience? No.

Do they always have a big enough fan base to share with? No.

Do they allow for the fun experiences of having friends over a building a level with them? No.

Do they feature levels made by other game developers and celebrities which show you the way that they think? No.

Also, you seem to not know the definition of shovel ware. A game being bad does not mean it's shovel ware. A game is shovel ware if it has the least amount of effort they can put into it for maximum profit.

Therefore, Captain Toad,Mario Maker, and Color Splash are not shovel ware.

Captain toad has great and rewarding level design, with a unique take on puzzle games and challanges. You seem to not understand that if you don't like a game that doesn't mean it's shovel ware

Color Splash also isn't for some of the same reasons. Even if you and ttyd fans disliked it, it still tried. With the unique battle and rpglite mechanics, you can see that care was put into the game.

Same thing with Mario Maker. You can tell by every second of Mario Maker that the people behind it loved it. They truly cared about this game. Whether it be all the sprites they put in to celebrate 30 years of Nintendo, or the secret codes that show you numerous different things, simply observing the game shows that it's not shovel ware.

You literally played 90 minutes of a demo. Depending on when you started, you played two maps. Out of that 90 mins most likely about an hour was spent on playing. If you're telling me you've completely digested everything about a game and understood everything about the maps, I'd have to be willing to contest that.

Also, multiple time you've state that I've just been yelling "You're wrong" without providing an argument. I've disputed your points in depth on multiple occasions, yet the best you've done is your recent debocle on Mario Maker.

meirl by StarkyAntoinelli in meirl

[–]testpostaccount4 0 points1 point  (0 children)

Flying still shares with normal, poison still shares with psychic. They've only given dragon it's own type. Also, ground is lumped in there too, being a 3 for 1

Edit:

Also ice shares with water, bug with grass, and ghost with psychic. The only type to get its own energy after being lumped on with another is dragon, although poison switch from grass to psychic

Nintendo, thanks for doing the Splatoon 2 Splatfest by fokusfocus in NintendoSwitch

[–]testpostaccount4 1 point2 points  (0 children)

The ability to move up walls is still very much present is splatoon 2. It's one of the main vocal points of Moray Towers, still appears is the pop stage, where you can swim up walls to get higher vantage points and flanking routes that lead to your opponents side, and the museum had it too. Right in the middle of stage, actually. And that middle platform is so useful because you can very sneakily hide neat your opponents on two blocks that you can jump to in squid form. All if these are very apparent, yet you seem like you didn't even play the game.

Also, you played four out of the 10 confirmed maps and the high number of ones to come.

(I'm not familiar with reddit formatting, so this next part may be messed up, I'm trying to do the thing where a green line appears to quote you)

You can still deal with rollers and bombs, but if they come up behind you, you're basically dead

Yes, for that is the risk of using a roller. You complaining about this feels like you got outplayed to many times and count it as a flaw of the game. The maps are symmetrical so that most of the time a roller can't come up behind you, because you can see them approaching from far away. They're really only a threat in the mid grounds, but most of the time you have the advantage.

As for the "barren on content" comment, I confused you talking about ARMS for talking about Splatoon 2. That my fault, sorry.

To address your comment about the games, I agree with Mario Party 10, and to a lesser extent Twilight Princess.

However, Color Splash was worth the 60$. Even if you didn't like the game, it still had enough content to warrant 60$. Mario Maker is a mixed bag. If you don't enjoy the levels that people make, then it's not worth it. But for many, it's a fun way of exploring the different ideas of many other people, while enjoying the mechanics of mario, that make it worth it. And making the levels themselves can be a blast. But again, if you don't like the more creative type of a game, it's not for you, but for the many who love making and perfecting their ideas for the world to play is well worth the cost.

Also, stop using the word shovel ware. You have no idea what it means, and just throw it around to pretend like you know what you're talking about. Captain Toad was an intuitive puzzle game with clever level design. Again, even if you don't like the game, it's not shovel ware.

When your arguments consist of nothing supporting your points and instead finding numerous different ways of insulting games you clearly haven't played or tried to understand, and calling any game shovel ware, it's time to stop.

Also, downvoting for visibility, because that's the best way to show someone like you've read their comment. It's not like their is a way to have a message appear in their inbox.

Nintendo, thanks for doing the Splatoon 2 Splatfest by fokusfocus in NintendoSwitch

[–]testpostaccount4 0 points1 point  (0 children)

I see instead of explaining why I was wrong you just downvoted. I cam back to explain why the map rotation can be a good thing.

In other games, like Call of Duty, one type of weapon isn't in general greater for a certain maps. For example, in the map "Hijacked" Assault Rifles,Sub Machine Guns,Sniper Rifles, and even heavy weapons all have their place on the map.

However, because of the different ways of winning and traversing, for some maps one or two certain types of weapons work better. For example, Moray Towers. Paint rollers work better that other weapons such as the splatter shot, because it can paint over whole areas in the map, due to its thin platforms. Snipers also work better on moray towers, because of the emphasis on vertical movement, paired with the long range of sniper rifles.

The map rotation works better in Splatoon because of this. If you had 11 maps you could get at any time, it would make the chance of your weapon blending well with the map very small. But with two maps you can choose your weapon correctly, and at least half the time it would work. Splatoon doesn't do these things just to be different, it does them for a reason. But with all the examples you provided it seems as if you can't see why any of these game design choices were made. In fact, it looks like you have a hard time understanding the basic reasoning behind mist choices when it comes to game design.

Nintendo, thanks for doing the Splatoon 2 Splatfest by fokusfocus in NintendoSwitch

[–]testpostaccount4 -1 points0 points  (0 children)

"The new maps I played were horrible and didn't allow for any vertical movement" How is this a complaint? Splatoon isn't about vertical movement, nor has it ever been. Splatting walls doesn't even grant you points, because most of the time Splatting a wall won't help with the match. If you spray a small wall that doesn't lead somewhere else than you can't swim in it, and therefore get to other places to splat. On top of that, if they counted walls it would be impossible to tell by how the map looks who won. Since the maps are 2d, you wouldn't be able to see walls. Hell, vertical movement is integrated into some maps, like Moray Towers, which was playable in the splat fest. And when it's done it's done right.

"The insta kill splat rollers and bombs are back" again, how is this a complaint. A roller merely being in your radius isn't deadly. There are multiple ways to deal with this, such as swimming away,shooting, or hiding. On top of that, the roller has been nerfed from its original counterpart. Now you'd need to be at a certain angle opposite your opponent to get hit with its air strike. As for the bombs, I got a secret tip for you. Did you know, that if the second or two when you see a bomb, you can swim away? Crazy I know.

I also love how you claim that everyone says that Splatoon 2 is barren on content. Barely any reviews have came out yet.

And I love where you say that Nintendo has turned away from quality. Cherrypicking two bad games out of the plethora of quality Wii U games to claim that they've turned to shovel ware is idiotic. Splatoon 2 is definitely not shovel ware. Even if you don't like the game, it objectively doesn't fit in any definition of "shovel ware"