FULL Splatoon 3 Splatfest Testfire REVIEW: Is It Good?

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  • Опубліковано 30 тра 2024
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    With the Splatoon 3 Splatfest testfire over I wanted to compile all my thoughts together to do a full review. We had a lot to test out from the brand new Squid Roll and Surge, Tri Color Turf War, new specials, and much more...
    Squid Roll/Surge Guide: • How To MASTER The NEW ...
    Video I called Dualie Roll Canceling: • Why These Weapons SHOU...
    Splatoon Maps/Stages Video: • Why Splatoon 2 Has The...
    If you want to learn more about shooter meta check out this video by FLC: • Splatoon 3: Are Shoote...
    Dualie Clip 1: / 1563862944173391872
    Dualie Clip 2: / 1563710476202422272
    Dualie vs Dmg Up Clip: / 1470577032429850624
    Charger Clip: / 1448742054951993344
    Bow Paint Clip: / 1563737474144555008
    Splatana Clip 2: / 1563744823047503873
    Splatana Clip 2: / 1563740862659833856
    Line Marker Clips: • SPLATOON 3 EARLY GAMEP...
    Ultra Stamp Clip: / just_phoeniiix
    Mahi Spawncamp Clip: / 1563711689480372224
    Model Comparison: / 1562728001326161922
    New Models Footage: • ALL SPLATFEST CUSTOMIZ...
    Plaza Clip: / 1563671567657500677
    Motion Clip: / 1563493082775302154
    Small Note: In the video I accidentally copied a textbox instead of creating a new one for the models footage. That is from CJ Hyperfresh. There was a scrapped section of the review that used a clip from NintenJas' channel on D-Pad customization (which I will eventually get to in a full game review but was scrapped due to time).
    The link to the original video in the description is correct though. Both of them are awesome so please check them both out.
    NintenJas: / nintenjas
    CJ Hyperfresh: / cjhyperfresh
    2nd Note: The motion has another improvement I didn't mention, more info here: / 1565051802088660992
    Second Channel: / @procharavoddump
    My Discord Server: / discord
    Twitter: / prochara
    Twitch: / prochara
    Gear/Builds: sendou.ink/u/Chara
    I do coaching here: mfy.gg/@Chara
    2nd Channel: / procharavoddump
    Thumbnail By: / ho_rchata
    Corner Gif: / cephalorock
    Outro By: / wkugo
    Art In Outro By: / pholooo
    If you want to get into competitive Splatoon, or just learn more about it, the Splatoon Stronghold is the hub that can help you find other resources, tournaments, information, and more. / discord
    If you want another valuable resource for making gear, finding tournaments, and much more, check out sendou.ink
    #Splatoon2 #Splatoon3 #prochara
    Music is from Pokémon
    Timestamps:
    Overview - 0:00
    New Movement And Spawn System - 0:21
    Main Weapons And New Ability - 2:37
    Sub Weapons And Line Marker - 4:44
    Specials - 6:10
    Stages/Maps - 8:36
    Tri Color Turf War - 11:31
    UI/Animations - 12:38
    Plaza/Motion/Que/Training - 13:46
    Conclusion - 14:20
  • Ігри

КОМЕНТАРІ • 560

  • @Smacdown08
    @Smacdown08 11 місяців тому +38

    9:39 “Mincemeat was easily the best stage in the test fire”. This quote aged like milk 😂

  • @liztoady
    @liztoady Рік тому +820

    My main wish for Tricolour is that they swap who the underdogs and the winners are based on who’s actually winning each hour.
    Once a few battles were played I feel like Scissors were already overtaken by another team, since I don’t think the lead was that big in the first place.
    This way, if you kept changing the leading team around then the whole ‘advantage’ thing would actually be an advantage over an instant lose button for Scissors lol

    • @pixell2520
      @pixell2520 Рік тому +166

      Also it would just be more fun I think, everyone would get to try out both ways of Tri-Color instead of being locked in. I was Rock so I didn’t get to experience being in the middle whatsoever

    • @sewoh100
      @sewoh100 Рік тому +10

      I think it would be easier to change the placement of the sprinklers or their output.

    • @1unar_eclipse
      @1unar_eclipse Рік тому +93

      Every 2 hours for rotations makes more sense imo, but the sentiment is true

    • @GalaxysEndGD.
      @GalaxysEndGD. Рік тому +3

      omg that would be perfect (also nerf SoD)

    • @lolin6379
      @lolin6379 Рік тому +20

      This and make it possible to turn off the ultra signal. Then the attacking teams would see how hard it is to defend

  • @stephen3187
    @stephen3187 Рік тому +365

    Even though it’s small, I love the new wipeout mechanic. It gives useful information, feels great to get, and I feel like it boosts team moral. And when your team gets wiped out you just get back in and try to make a comeback. 10/10

    • @jjbarajas5341
      @jjbarajas5341 Рік тому +31

      Definitely. Even in splat 2, most people in ranked solo I play with give out a booyah whenever we wipe the enemy team, it's nice that it's now a feature. Plus it might help oblivious teammates to push the objective too haha.

    • @SynGirl32
      @SynGirl32 Рік тому +12

      Yes, I loved that and the fact that the top ui flashes when someone is killed, making it super easy to tell who is killed when.

    • @stephen3187
      @stephen3187 Рік тому +4

      @@SynGirl32 I didn't notice that but that's helpful too! I think a lot of people are ignoring the many, MANY quality of life changes splatoon 3 has.

    • @waffles_waffles
      @waffles_waffles Рік тому +5

      Same!! So useful and it was nice to have a extremely mini booyah party (basically just saying booyah but continuing inking turf)

    • @greenberrygk
      @greenberrygk Рік тому +3

      My only worry is that it might get annoying to see the text appear all the time

  • @robin_ice
    @robin_ice Рік тому +9

    “Mincemeat was easily the best testfire stage”
    Well well how the turn tables

  • @dylantoney6971
    @dylantoney6971 Рік тому +47

    Being able to play Hydra without stingrays and missiles literally everywhere was such a blessing, since its up there as my favorite weapon. Plus, it got a great kit imo, they did well.

    • @TerrariaLuvr
      @TerrariaLuvr Рік тому +2

      SAME. I absolutely loved Hydra!!!
      The only gripe I have is that my other teammates rarely helped me fill the booyah bomb 😔

    • @lorettabes4553
      @lorettabes4553 Рік тому +1

      Me with Heavy, yesss!

    • @dylantoney6971
      @dylantoney6971 Рік тому

      @@lorettabes4553 I do love heavy's kit too... being in a voice call and being able to throw down a wave breaker in tough to reach spot was such a blessing for the thing.

    • @ChrisGorski
      @ChrisGorski Рік тому +1

      Longer weapons in general felt great in the demo. And not having your hydra charge interrupted so frequently meant more ink. I regularly ended up as the top inker on my team with the hydra. So weird, but very very welcome

  • @littleguystar
    @littleguystar Рік тому +339

    I fully expect Tacti-Cooler to be talked about for a good bit here, I'm quite curious on what opinions and ideas you have this game!

    • @SP1TF1RE-99
      @SP1TF1RE-99 Рік тому +14

      It's called JUICE

    • @beez1717
      @beez1717 Рік тому +1

      I liked the cooler but I didn't see the improvements too much unfortunately, because I don't know the little things in the game it affected. It looks cool though. Maybe someone can tell me more about what it does.

    • @thederpysqueege
      @thederpysqueege Рік тому +2

      @@beez1717 you don’t loose any special progress when you die, your respawn time is decreased to one second, and a run+swim speed increase are the main things of note. ProChara says all the effects in the tacticooler vid.

    • @zoruasnivy
      @zoruasnivy Рік тому

      @@beez1717 One of the things that makes Tacticooler powerful in addition to its stat buffs is the fact that it can't be destroyed, which means that you can use it as cover while it's out.

  • @squeenixu
    @squeenixu Рік тому +51

    the reason tricolour matching took so long for rock is because it was the most popular. i played paper and i essentially had one every time.

    • @Sizyphus
      @Sizyphus Рік тому +3

      I was paper too and every time I queued I got it.

    • @jordanandrew2786
      @jordanandrew2786 Рік тому +4

      Paper players were only 17%. So finding 3 way for either rock or scissors was hard.

    • @squeenixu
      @squeenixu Рік тому

      so i guess if you wanna have fun just pick the least popular one

    • @lorettabes4553
      @lorettabes4553 Рік тому

      @@jordanandrew2786 Unless you were in Europe. There it was pretty even, and I got in Tri-colour pretty much every time.

  • @darkdude53
    @darkdude53 Рік тому +32

    One thing about the UI that I havent seen anyone talk about but I think is super cool!
    When someone on either team dies, a big X flashes across their icon, and its big enough to reach about the middle of the screen. Its quick, its small, but its hard to miss- and it trains you to look up to see who died. I think this will be really good for helping mid-level players start thinking about the game in terms of numbers and special advantage by teaching them to look at the top of the screen more often and reassess the state of the current match.
    I'm hoping they can pull something with similar effect for using the map more.

  • @NunnyNugget
    @NunnyNugget Рік тому +133

    I think the map design is probably the way it is because Nintendo is designing everything around Turf War.
    It’s a similar thing to what Overwatch does with Choke Points, where they are often the only route through in order to encourage / force big team fights. If every single player is funnelled through one place, then everyone has to fight.
    This is probably what Nintendo wants and it works well enough in turf war, for example Camp Triggerfish isn’t a great turf war map because people are often split up due to how it’s built.
    As well as this, many specials (such as Sting Ray from 2 where this design philosophy became prevelant) don’t work well when everyone is split up, so I think Nintendo adopted this design style so in turf war everyone would still be put into one area. This also makes it harder to push into the enemy base so the losing team has a chance of fighting back.
    The only problem is this leaves ranked as an afterthought and it’s HORRIBLE for ranked, for many obvious reasons.
    I feel like this is the most likely explanation for why this is happening though. Nintendo never does anything on a whim, they are very strict about following the rules of game design and every decision they make in a game usually has intentional reasons it is the way it is, often with their idea of fun and immersion coming first.

    • @zoruasnivy
      @zoruasnivy Рік тому +6

      As much as I love Turf War, ranked modes are a big part of the game, and I do wish there was more focus put into making maps that vary in design to give better variety in gameplay and strategies. One of my favourite things from Splatoon 1 was how each map had its own very distinct strategies and ways of getting around, enough so that people would often run different weapons for certain maps, e.g. chargers on Moray or brushes in Flounder Heights. Some of the maps in Splatoon 3 do seem to be trying to incorporate more gimmicks like the cages above the map on one of the stages only being accessible via Zipcaster, but the actual shapes of the maps and the routes in them could be a lot better still, especially for weapons that don't have something like Zipcaster. I think maps excelling in some ways and being less stellar in others is actually a good thing because it means that there will always be at least a couple really good maps for each mode, weapon, sub, or special... But it only works if you have variety, which with a mid-centric, teamfight focused design for almost every map, isn't as likely to work out.

    • @nofilterneito
      @nofilterneito Рік тому +1

      @@zoruasnivy We'll have to see how drastic the changes are to the Ranked versions of maps when 3 launches, whether it'll be at the level of Inkblot's (or something else Inkblot is the first thing that came to mind) Clam Blitz changes, or as little as Kelp Dome getting the wall near spawn paintable to rotate into mid quickly in Ranked. I'm really hoping for the former for some of the more linear stages, they really felt like there were no chances to really flank anyone.

    • @RiahGreen
      @RiahGreen Рік тому

      @@nofilterneito It's so sad that inkblot's block is one of the most drastic changes to a mapmode in the game.

  • @sherbertshortkake6649
    @sherbertshortkake6649 Рік тому +248

    Hey Chara, I've been trying to tell you there's a small detail about the Tacticooler.
    If you already have two mains of swim speed equipped, then the Tacticooler WILL NOT GIVE YOU ANY SWIM SPEED BUFFS.
    It only takes you up to two mains, but not past that. This was discovered by a Japanese UA-camr.

    • @Teh-Dee-bear
      @Teh-Dee-bear Рік тому +16

      That’s actually interesting?

    • @sherbertshortkake6649
      @sherbertshortkake6649 Рік тому +5

      @@Teh-Dee-bear I'm sorry, but I'm not sure if you're being sarcastic or not? It's interesting for Chara even if it's not interesting for other people.
      Also apparently at least 15 people found this interesting soo...

    • @crispychris2205
      @crispychris2205 Рік тому +33

      @@sherbertshortkake6649 bruh

    • @Teh-Dee-bear
      @Teh-Dee-bear Рік тому +39

      @@sherbertshortkake6649 hey I didn’t came for any Beefslider, I just find it interesting how having very specific gear makes the Tacticooler buffs less effective on them.

    • @sherbertshortkake6649
      @sherbertshortkake6649 Рік тому

      @@crispychris2205 Ok, is there an actual problem here? I'm sorry, I didn't see anything wrong with my comment...

  • @donnelwaddledee965
    @donnelwaddledee965 Рік тому +72

    My personal favorite thing they've done is the sound design for the specials. You know exactly what's the Killer Wail 5.0, the Reef Slider, Crab Tank, all of them sound distinct and unique and feel both charming and well designed from a gameplay perspective.

  • @aubrii_dearest
    @aubrii_dearest Рік тому +199

    I personally think the splatfest testfire was great. Completely blows Splatoon 2 out of the water in some aspects. I do agree that Mahi Mahi was a big let down, especially the removal of the bouncy platforms and the change in the islands (I literally lost my crap when I got squid blocked and fell in the water TWICE in a match.) Hopefully they'll change some aspects in ranked battles.
    Also, recently some players have been streaming early turf wars and ranked battles. I don't know if you have a comment on that and will be planning a vid on it or if you're avoiding spoilers.

    • @ElizaShakiraMassani
      @ElizaShakiraMassani Рік тому +16

      He’s probably avoiding it in general because those people playing are hackers/dataminers/Modders and though some of them do it and don’t do anything bad it’s still technically not right in the eyes of Nintendo and Chara probably doesn’t want to get on the negative side of Nintendo in that way by sharing parts of the game that aren’t even out yet. That’s 1. #2 is his page could get flagged for content and the video deleted or even demonetized if they do let it stay up. So he’s gotta be careful what he chooses to use.

    • @aubrii_dearest
      @aubrii_dearest Рік тому +1

      @@ElizaShakiraMassani Ohhh, you do make a point. I remember he did get that notice from Nintendo for that Clam Blitz video

  • @DensetsuVII
    @DensetsuVII Рік тому +97

    As a casual fan (still with hundreds of hours, just don't follow the pro scene), I'm actually most concerned about the thematics/aesthetics of each stage. One thing about the splatoon 1 stages which came as a consequence of the gimmicks is that every stage felt like it had an identity connected to a real world place or building, which helped them stick out in your mind. The new stages I played in my 4-5 hours of testfire, (Undertow Eeltail and Scorch) are starting to feel like 'generic metallic shooter' and I feel this is completely against what Splatoon represents as a franchise. I strongly hope future stages will lean back into less generic stage themes - I play splatoon to get away from this kinda thing.

    • @Skywolve1998
      @Skywolve1998 Рік тому +18

      I actuslly think the new stages for the most part have strong theming. Eel Tail is an exception because it's this games Reef/...I can't think of the name it's that forgetable. The standard city hangout sorta map. And Undertow Spillway's themed identity doesn't com through in it's visuals but it still has a strong sense of identity with it's layout and the mirrored sniper nests. Otherwise Scorch Gorge has beautiful scenery. The structure itself doesn't have much identity true, but if you think of the map out in the desert you know it's the one. And Hagglefish has that same vibe with it being a market on the water. And then there's the one they teased in the direct. Fighting in the middle of an archeological dig site feels super distinct for Splatoon.
      I think the metal feeling is due to the nature of the Splatlands. It's rough around the edges, and I think there's an emphasis on collecting and utitlizing scrap. I saw people talking about possibly playing as a scavenger in a new game mode, so that does seem to be a huge part of this regions identity.

    • @ProChara
      @ProChara  Рік тому +37

      I can see that though I like undertows, its based off flood bypasses in japan and is exactly the kinda spot splatoon would take place in imo.

    • @softy5447
      @softy5447 Рік тому +41

      Keep in mind these stages have much more unique looks when combined with their lighting during the day. Hagglefish is seaside bright and peppered with colorful products, mincemeat is covered in a twilight glow coming through the rusty patchy roof, eeltail has much more of its colorful signs and stickers visible during the day, and undertow has bright sunlight being filtered through grates in the area above(remember it is underground)

    • @ProChara
      @ProChara  Рік тому +9

      @@softy5447 Good point

    • @mxwit2466
      @mxwit2466 Рік тому +7

      they're all set at night during the splatfest, all the splatoon 2 stages felt pretty similar too during fests. they look extremely different during day battles

  • @zenitharts7142
    @zenitharts7142 Рік тому +110

    The tri-colour matching problems were probably due to the fact that paper had 17% popularity compared to the 40-42% of rock and scissors. Hopefully the splatfests following this will have more even popularity so it's not as drastic next time.
    And I do agree that sometimes getting tri-colour when not even picking tri-colour itself is pretty weird. As someone who was playing alone on team paper, I had to switch to splatfest battle pro specifically if I wanted to play something other than tri-colour.

    • @DiegoG2004
      @DiegoG2004 Рік тому +11

      And on the other hand, sometimes you queue in for tricolor (even as team paper) and you get thrown into a normal match with rock anyway.

    • @Catzador
      @Catzador Рік тому +13

      Yeah I had no idea about having troubles getting into tricolor because I was on paper. I played tricolor for almost the full 6 hours and only got put into a normal match one time

    • @LuddyFish_
      @LuddyFish_ Рік тому +2

      That's so funny because I was on team paper and I somehow got a match where I was up against another paper team

    • @DiegoG2004
      @DiegoG2004 Рік тому

      @@LuddyFish_ Wait, those fights can still happen?

    • @LuddyFish_
      @LuddyFish_ Рік тому

      @@DiegoG2004 Yeah. I was surprised. In that match my team's colour was blue instead of yellow. If I recall, our splatfest tees were still yellow as well, although they didn't pop out so it was hard to see

  • @eeveemation-studios
    @eeveemation-studios Рік тому +48

    the UI was one of my favourite parts of the game, i love how clearly shows when a player dies, and the little "wipeout!" popup when everyone on the opposite team dies really helped with coordination and pushes, and it made my solo queue experience a lot better :)
    i think the only thing i'd like changed for tricolour battles (from my experiences as the defending team) is 100% the sprinkler, it needs to be weaker as the match goes on cause i felt like we were being kicked while we were down, and regaining turf is extremely difficult.
    the issues with cramped mids is also super important for tricolour battles too, so i would love to be put on more open maps during tricolour, i did not enjoy being spawncamped constantly

  • @JohnvanCapel
    @JohnvanCapel Рік тому +51

    What people tend to forget is that this was a testfire, they're *going* to tweak quite a few things between now and September 9th, or between now and whenever the next Splatfest hits in Tricolor's case. I wouldn't be surprised if a lot of the criticisms on weapons were addressed, and the next Splatfest will see some nerfs on the Ultra Signal and/or its Sprinklers in Tricolor.

    • @remix7345
      @remix7345 Рік тому +3

      the weapons likely wont change for a while since the game has already changed a lot and the meta needs a chance to develop beyond 12 hours of gameplay

    • @TerrariaLuvr
      @TerrariaLuvr Рік тому +1

      @@remix7345 praying my main Hydra is at least a high tier

    • @SuperNimi35
      @SuperNimi35 Рік тому +3

      this might sound pessimistic, and i don't mean to imply it's never been done before, but i would hold my breath considering there likely won't be any point in the game's lifespan where the devs actually put out a survey asking for feedback. post-launch support is definitely good because a shitty map might get changed into being a little less bad, but without communication it's really hard to have much faith that any change will happen at all
      even in cases for other games where we _do_ get a survey it's a coin toss whether they're actually going to listen to any complaints or if they'll just reassure that we will like it when the game comes out, only to turn around and admit that yeah, maybe this particular thing literally the entire community complained about during the beta is really clunky and borderline non-functional (if you know, you know)

  • @softy5447
    @softy5447 Рік тому +19

    Something to keep in mind about the sprinklers is that the turf they cover is literally guaranteed. Painting over it at the match end does nothing because it will just perfectly repaint its radius for the results tallying.
    Source: I was scissors and my entire team covered the center as a doom sprinkler was there right as the match ended but when it went to results view there was a perfect enemy ink circle as if we hadn't painted it at all.

  • @NotSnak
    @NotSnak Рік тому +82

    Splatfest testfire was great fun. Tri color is unbalanced and needs some changes but overall it was very fun

    • @archflamingo9156
      @archflamingo9156 Рік тому +7

      They need to buff the tri stringer and the splatana tho

    • @triggerhappy4199
      @triggerhappy4199 Рік тому +5

      I’m maining tristringer so I agree

    • @archflamingo9156
      @archflamingo9156 Рік тому

      @@triggerhappy4199 same

    • @archflamingo9156
      @archflamingo9156 Рік тому

      @@triggerhappy4199 they also need to give tri stringer a better sub weapon and splatana a better special

    • @cloudy978
      @cloudy978 Рік тому +2

      ​@@archflamingo9156 I think Splatana is fine for what it achieves, especially if you see the big one that was showcased in th Nintendk Treehouse.
      i think if you buff Splatana you make brushes useless. The Splatana is supposed to be a weapon that takes considerable amount of learning to use properly imho.

  • @holdthis3545
    @holdthis3545 Рік тому +106

    I can see Blasters having one hell of a field day in this game. Almost everything that ruined them in S2 is rectified- Armor is gone, Missiles really aren't a bother to anything anymore, Damage Up isn't here to make every single midline outfight them, they make tons of profit off of the new movement options AND they get less jump RNG from it. Heck, most specials are a lot more fightable now. All that's left to slow them down is their intended weaknesses as main weapons.

    • @triggerhappy4199
      @triggerhappy4199 Рік тому +4

      Fr but tristringer and splatana need a buff tbh

    • @holdthis3545
      @holdthis3545 Рік тому

      yeah for sure, however I can see Splatana Stamper being solid on release

    • @nickg5341
      @nickg5341 Рік тому +1

      How u know missiles won’t be a bother

    • @holdthis3545
      @holdthis3545 Рік тому +16

      Recent hacker showed Missiles no longer track targeted players while they're moving, now they'll only land at the location the player was originally targeted. In short, no need to run half a mile to avoid them.

    • @mxwit2466
      @mxwit2466 Рік тому +5

      @@holdthis3545 wow that's such a simple but amazing nerf to missiles. They won't be nearly as annoying now

  • @Neon_Streets
    @Neon_Streets Рік тому +13

    one thing that you didn't mention about the UI is that it is SO MUCH easier to tell where a teammate/enemy had died. Having that clear indication gives you a lot of information in a split second and is a really underappreciated fix

  • @beat0s
    @beat0s Рік тому +11

    I want nintendo to just, take splatoon 3 mahi-mahi’s spawn, and combine it with Splatoon 1 mahi-mahi mid and the stage would be kinda fire

  • @hybridgryph6931
    @hybridgryph6931 Рік тому +17

    I'll say from what I've seen, the main balance issues of tri-color was it was generally a poor map choice to start but also the point distribution was rough. To win as the defending team the base win not including turf score and team was 3000. Meanwhile a winning attacking team got 6000 and the other attacking team would get 5000 from the teamwork win. Combine that with an ultra signal being worth 2500, and it made it so even winning as the defending team against an ultra signal was barely worth much.
    As well as then not being able to choose normal turf vs tricolor unless pro battles meant little to no access to x10 or more turf battles since the demand for tri-color from rock side was so high it was constant to be thrown into tri-color as scissors.(where i could see this being easily fixed by putting the x10 or more point rewards on tricolors too as honestly not being able to choose is fine as it fits thematically for "having to defend")

  • @dylanschmidt9478
    @dylanschmidt9478 Рік тому +92

    I found out you can main strafe into a roll. I've been doing that most of the time I played. It REALY helped with the splatling's mobility.

    • @sewoh100
      @sewoh100 Рік тому +16

      Splatlings always had good main/charge strafeing, even compared to chargers, so I'm glad to see it works well with squid roll. Nautilus is gona be busted tho because of that.

    • @dylanschmidt9478
      @dylanschmidt9478 Рік тому +1

      @@sewoh100 I agree, it will be busted, I wonder what they will do about it.

    • @sewoh100
      @sewoh100 Рік тому

      @@dylanschmidt9478 in the datamine leak they already nerfed its kit so that might balance things out.

  • @EnbyAbyss
    @EnbyAbyss Рік тому +53

    All I did was play my main for 12 hours but DAMN was it fun! Super excited for the full game to come out
    Also RIP team paper, at least we got the pro battles

    • @budderguy2128
      @budderguy2128 Рік тому +9

      Paper at least always matched up with the enemy team, the others didn’t get that luxury

    • @Jazardly
      @Jazardly Рік тому +1

      with the way scoring works, its nearly impossible for the team that isn't the popular choice to win. In every situation except a different team winning both open and pro, popular choice is all that matters

    • @EnbyAbyss
      @EnbyAbyss Рік тому +3

      @@Jazardly That used to be the case and, in the demo, was the case. However, in the full game there will be 4 factors that the game judges to determine splatfest results, meaning the odds are much better.

    • @TerrariaLuvr
      @TerrariaLuvr Рік тому

      @@Jazardly no it doesn't lmao. You forgetting team Mayo?

  • @T-Pose420
    @T-Pose420 Рік тому +6

    9:40 this aged HORRIBLY

  • @SciFurLycan
    @SciFurLycan Рік тому +7

    I'm surprised you didn't mention in video the "Wipeout!" that appears when opposing team is fully wiped; despite being the third game with no seen option to add more commands to notify your team besides "This Way!/Ouch..." and "Booyah!" on the Dpad, seeing the wipeout dead center regardless of who got the last splat will be such a great addition to every mode as a signal to take advantage of your manpower, and I think it'll make soloq games so much better for coordinating anything, especially in clams

    • @lorenzoniccoli99ln
      @lorenzoniccoli99ln Рік тому

      Surprised I haven't seen anyone else talk about the horrible choice to refuse to give us more communication options

  • @kyokonull
    @kyokonull Рік тому +5

    9:39 "mincemeat was easily the best stage in the test fire" that did not age well

  • @darkness4807
    @darkness4807 Рік тому +6

    Me when the N-ZAP on our team gives us the free chug jugs 😃

  • @VinjeXP
    @VinjeXP Рік тому +4

    Gameplay aside I love the new player models, the proportions are closer to the official artwork than the last two in game models.

  • @shawverno.1130
    @shawverno.1130 Рік тому +7

    THANK YOU for talking about the lack of flanks. I noticed when I was playing that there were very very few options for moving through the map and it makes it way too hard to push back a team controlling mid. Something I noticed a lot of were those one side blocks. In every map there were super frustrating obstacles that did nothing but get in the way without adding to the map. Flanks make the game so much more fun and interesting but instead it feels like there’s no way around oppressive firepower

  • @memiiboi
    @memiiboi Рік тому +14

    I do wish they also rework the Splatfest scoring system. Seeing 00p for scissors just felt mean now with 3 teams and popularity being rewarded this big is something I never liked about Splatfests in Splatoon.

  • @GaomonAndLucario
    @GaomonAndLucario Рік тому +3

    Really my MAIN gripe with tri-color battles is that there's no counter play for the defending team. Like yes, we're supposed to prevent the Ultra Signal from being activated, but once you let one team get to it... It's basically over, unless the other team also scores it, in which it SORTA balances out the opposing team's painting coverage? Anyway, once it's grabbed... It's extremely hard to catch up. I've almost done it ONCE but even then we failed in the last second. A good catchup mechanic always has tools for the leading team (which would be the defending team in this case) to at least play around the mechanic itself.
    Mario Kart is a good example. The Blue Shell is the defining catchup mechanic of the series. Those further behind can choose down not only first place but 2nd and 3rd if they're not careful. Thus creating a tighter race and allows those behind to catch up quickly. Though the leading player still has ways to avoid the blue shell, usually through specific items and good timing with some of them. In 8 & Deluxe, the Car Horn is THE defining counter play item. If you can manage to hold onto it to 1st and a Blue Shell comes your way, you can use to destroy the Blue Shell. It doesn't negate the Blue Shell's intended purpose because you can't get it when you're up there, you have to smuggle it from at most, the middle of the pack.
    This is what Tricolor needs to do in order to really feel like a fair shake. Having us be able to recapture the Ultra Signal (even if it's a bit more difficult than the other two teams' method) is the best way, in my opinion, to help resolve the unfair feeling of being the defending team. Also diminishing the paint cover over time or having it expire can also achieve that goal of balancing it. If nothing else, destroying the sprinklers is another way to go about it, assuming they find a nice middle ground of having enough health to not make it easy for either enemy team to destroy it, but it is not impossible to destroy it either. Really, a good catchup mechanic has at least SOME ways that the leading team/player can use to fight back against the odds that are thrown at them, and this one sorta lacks that from a design perspective. Hopefully with the announced intentions to work on Tricolor Battles from the Japanese Splatoon Twitter account that we'll have one soon enough.

  • @NintendoHero
    @NintendoHero Рік тому +10

    You did a great job covering all the stuff that adds up to make this game feel so new and fresh. The Splatfest definitely surpassed my expectations as well, the game just feels so much more fun and fluid to play. And the specials feel so much better which is huge

  • @ben_smothers
    @ben_smothers Рік тому +6

    When I played the test fire, while I wasn’t actively trying, I did notice that I did do a lot of squid roll canceling which actually did feel a lot better movement wise.

  • @Stroyoo_03
    @Stroyoo_03 Рік тому +4

    I saw a tweet by (I think) Chuggaaconroy, he theorized that the “Ultra Signal” and Sprinkler of Doom” being two separate phrases means that the Ultra Signal will summon different things each splatfest! I personally think that this could be pretty cool!

  • @Tredenix
    @Tredenix Рік тому +3

    I love that teammates' specials now show up with an icon on the location where they were used. I hardly ever noticed the popups on the right side, with the special's name written in text, during actual gameplay in 2. I just wish the indication for when they're ready was clearer, because they yellow glow of the icons at the top is completely indistinguishable to me when the team's colour is yellow too; and that was made even worse by the Colour Lock set being purple and yellow too.

  • @CheesyLizzy
    @CheesyLizzy Рік тому +9

    Eeltail Alley was my favorite because I liked how you could chose to go through that narrow path over the middle or go through the main middle, it was fun going up and down between them
    I didn't like Scorch Gorge very much because the only way through the middle are those ropes and you're very vulnerable the whole time because there's no ink to go into.

    • @jordanandrew2786
      @jordanandrew2786 Рік тому +1

      I don't think I lost more than a couple times on Scorch using the hydra and e-liter. Basically no one could challenge mid, I felt kinda bad.

  • @thederpysqueege
    @thederpysqueege Рік тому +3

    I agree with your assessment on the maps, my favorite thing as a frontline on mahi was the flanks that used to be there, but now it feels almost like a trap if you try to use the islands since they are so small. still fun stages, just could be better. One thing about the UI that i didn't see many people notice was that special uses weren't the only thing that was highlighted, but splats on both enemies and teammates have little indicators that show up when they are offscreen to draw attention to them. It's a little change, but when you see an indicator on the left of your screen saying that a teammate to your left was splatted, it can lead to a split second reaction to an oncoming attack you may have missed if you weren't looking. in splat 2 you could see where they were only if you were looking in the direction, but I honestly really like that little detail :p

  • @niksooxyz
    @niksooxyz Рік тому +4

    mincemeat was my favorite map from the testfire, it felt so good to play on! this video made me realize that it's because there are ways to go around mid and it feels less cramped as a result

  • @DecadoPrime
    @DecadoPrime Рік тому +2

    Besides getting disconnected from matches from time to time, I loved this Splatfest. The live concerts were amazing, exploring Splatsville was a sight to behold, and trying the new weapons was a nice touch.

    • @sleepy.saturn
      @sleepy.saturn Рік тому

      I agree! I imagine that the disconnects might've been due to the amount of people that were playing(free+free online for a week) so I assume that will get better when we actually play the whole game too because there will be less people, and people might play salmon run, story, etc rather than just one mode.

  • @PoorStargazer
    @PoorStargazer Рік тому +4

    holy crap dude you're nearly at 50k subs, you've exploded these past few months!

  • @sebastienraiche4647
    @sebastienraiche4647 Рік тому

    I've seen a few reviews of the Splatfest and you are the only one that spoke about the new movements (that I forgot existed)!
    You also mention other things that other didn't care to mention.
    You gave useful information and you went straight to the point!
    I am now subscribing!

  • @Crafty_boy70
    @Crafty_boy70 Рік тому +5

    Yeah I think the maps can easily be fixed with renovations (except hammerhead) and honestly I would be disappointed if the aren't fixed
    -Mahi Mahi could connect the islands to the main map
    -Eeltail could add ways to go around the middle, (Just a few extra platforms)
    -Mincemeat is fine
    -Museum is also fine imo
    -Scorch gorge needs more cover to avoid people on center tower
    -Undertow should let those ininkable highground spots near mid be able to go around it (Maybe sponges)

  • @porklazer1463
    @porklazer1463 Рік тому +4

    From what i could tell, pro matches never triggered tricolor turf, only in open matches

  • @moonlightgamezyt450
    @moonlightgamezyt450 Рік тому +2

    As someone who managed to master the splatana let me say that the ultra stamp i found is much more effective to Throw during the special then to run around with it, i also feel like the splatana and stringer are just the kind of weapons that are hard to use but once you mastered them your unstoppable. (Like the bamboozler, or the Luna blaster, or dynamo roller)

  • @exeledusprince9165
    @exeledusprince9165 Рік тому +3

    I used Heavy Splatling for the majority of the splatfest, and squid roll increased my survivability ten-fold.

  • @miguel_hgx
    @miguel_hgx Рік тому +1

    Amazing and detailed video as always chara!!!
    I totally agree with what you said, and I really do hope they fix some of the maps.

  • @freshpick5828
    @freshpick5828 Рік тому

    love ur content chara i saw the interview w u and my teams admins thanks for coming and go splatalot !!

  • @MewmiNya
    @MewmiNya Рік тому +2

    thanks for your input on this review, chara. i got back into playing splatoon after years of not playing and i feel like splatoon 3 will feel a lot less frustrating for new or returning players cause right now in splatoon 2 it just doesn't feel good dying to good special users or with teams who are coordinated with their specials and it can get very frustrating. i feel as if splatoon 3 has near perfect special design (from a casual's perspective) because not only can you fight them better they just feel more fun to use overall. i can't wait for your future videos about the game or other pro player's videos because it's always nice hearing them talk about the game on certain subjects from their perspectives because they can get detailed with their explanations and it's easy to understand.

  • @petea1918
    @petea1918 Рік тому +3

    It felt so much smoother to play. I really liked the look of everything

  • @softy5447
    @softy5447 Рік тому +4

    Something I haven't seen anyone mention is that falloff on brushes may have been severely lowered. Testing out the inkbrush in the training room I genuinely could not get it do the pitiful 10 falloff damage that happens in splatoon 2. Even when attacking from as high up and far as possible it would never do less than 20 damage however given how dangerous the octobrush was the entire testfire I think it also got this buff. On another topic chargers definitely felt like they benefited the least from the new movement options as the timing was very strict to use roll with chargehold and just flat out impossible with surge and chargehold...except for potentially gootuber...which gootuber main payed off nogami
    Also yay the jump shot rng thing with IA was true and not a translation error in the end!

  • @CPT_squishy
    @CPT_squishy Рік тому

    Gotta love the sword and shield music in the video 💜💜.gained another sub

  • @jonathanroth1723
    @jonathanroth1723 Рік тому +1

    I appreciate that you can clearly tell if someone has dc’d similar to salmon run

  • @warmblanket3394
    @warmblanket3394 Рік тому +2

    Friendship with splatoon 2 has ended, splatoon 3 is my new best friend

  • @BenAnimated
    @BenAnimated Рік тому +4

    9:40 this aged like a fine milk lmao

  • @smasagaming
    @smasagaming Рік тому

    Great review Pro!

  • @Ace-pi3wt
    @Ace-pi3wt Рік тому +1

    I actually really love how chaotic and cramped mid is. And i enjoyed having to use grates to invade enemy spawn in scorch gorge because you need much more of an advantage to be able to safely cross and invade their base. but it'll definitely be modified for rain maker and tower control.

  • @losersarah
    @losersarah Рік тому +4

    As a player from team paper, I didn't find it entirely hard to queue up into tri color turf war matches. I was able to get in tri color turf wars all but around 3 times I queued up. It was probably because the percent of people on paper was so significantly lower, that you couldn't really find those two people.

  • @sketchbookonline2040
    @sketchbookonline2040 Рік тому +1

    One thing I hope they do for Tricolor is change what maps they use. The mid of Sturgeon Shipyard is so cramped that it’s almost virtually impossible to ink turf outside of where the Ultra Signal spawns.

  • @softy5447
    @softy5447 Рік тому

    I forgot to mention this but I like how the stage design changes for zipliner indirectly buffed sprinkler since theres a ton more places where you can place it up high as bait or chip sources, in mincemeat it even worked on the huge side walls and when thrown from the high path in mid only a charger could reach it from the ground

  • @hirahiro2331
    @hirahiro2331 Рік тому

    I like how you're using TerminalMontage music 😎 man of culture and taste!

  • @pandasinspace3560
    @pandasinspace3560 Рік тому

    I loved the demo, I didn't really explore as much of the new stuff as I wanted but only because I found reef slider and the crab tank so much fun

  • @roccotherayquaza2468
    @roccotherayquaza2468 Рік тому +1

    I had so much fun in this demo. I haven't had this much fun since when I first picked up Splatoon 2. I didn't feel like I was being opressed by the enemy team. Even when my team was being spawn camped, I had fun trying to figure out a way to turn the tides of the battle. Overall everything just felt fun.

  • @meatbleed
    @meatbleed Рік тому

    squid roll was game-changing against snipers. ik they'll eventually get used to it but reveled in this early time that'll be history someday.

  • @willwunsche6940
    @willwunsche6940 Рік тому +1

    I didn't expect to agree with everything you said in the video. It was really well explained!
    I strongly agree the map design complaints with maps in Splatoon 2 being not nearly as good as 1 but 3 is still a big improvement over 2. It felt like they made them smaller and overly cramped in 2 only because the Switch is a portable console.
    Back before ranked in the beginning of Splatoon 1's testfire I loved maps like salt spray rig in turf war since it gave you options to contribute even if you wanted to chill. Splatoon 2 abandoned that promise of being able to ink large areas and unique paths to contribute and ranked especially felt closterphobic in certain areas with much less interesting maps.
    I had so much fun in the Splatoon 3 beta, I can't wait for it to come back I am addicted to normal Splatoon in the meantime, but it's hard to play the old stuff

  • @zoruasnivy
    @zoruasnivy Рік тому

    Loved the Pokemon music choices for this vid

  • @RokonShimo
    @RokonShimo Рік тому +1

    Everyone's throwing around suggestions for Tricolor, so let me throw my proposals into the ring.
    1. Let the defending team reclaim the Ultra Signal from under the Sprinkler of Doom to disable it. This would add a much-needed layer of interactivity to a somewhat uninteresting mechanic, as well as helping with the clout balance.
    2. Speaking of which, reduce the reward an attacking team recieves for their ally winning. I love the "enemy of my enemy" dynamic, but I think having a reason to backstab the other attacking team would make the mode more pleasingly chaotic.
    3. Don't let a single team take both Ultra Signals - force the team that already has one to work with their rivals to dominate the defenders, rather than letting one side snowball. Optionally, let them leave the signal "vulnerable" with a very short capture time for the rival team.
    4. Let one attacking team see d-pad callouts from the other, facilitating the cross-team alliances that characterise the mode.
    5. Everyone's saying it, but I think it'd be better to re-announce the team that's in the lead every six hours (not every two), and perhaps rotate the map for Tricolor at the same time.
    6. On the topic of maps, stages that are only playable in Tricolor would be cool - but not Shifty Stations! Instead, bring back maps like Saltspray Rig or Kelp Dome for Tricolor Battles and *only* Tricolor Battles, adding variety to stage layouts without needing to bring extra maps into the standard rotation.

  • @Indiaurum
    @Indiaurum Рік тому

    There’s so much talk surrounding tricolor. You mentioned you rarely got into a match, but as someone who was on team paper and played the entirety of the fest I was constantly able to get tricolor battles, bc we weren’t the most popular team at any point lol

  • @ratfiendz
    @ratfiendz Рік тому

    great vid, super excited for the full launch! id say that i understand the stress of tricolor if you were the defending team (i was team paper) so i think the ultra signal nerf is good! its just good to remind the defending team that blue and yellow were actually able to attack and knock each other out! so if anything, sometimes red's fights were honestly a 4 v 2 if the attackers were duking it out with each other!

    • @CaptainBedtime
      @CaptainBedtime Рік тому

      i actually rarely got to see you guys contending because i was dead so long LOL. that must have been a huge factor in the single tricolor match i won. i managed to sneak into rock territory and paper and rock must have been too preoccupied contending with each other at the moment to realize i stole enough turf to just barely clutch up
      i just think the mid wasn't well done. i figured if it was a bit wider it'd be a more viable spot for a turf war

  • @Rider339
    @Rider339 Рік тому +1

    I've been a splatoon fan for at least a couple of years but never played any of the games until this event. I went into it knowing full well that I might struggle but I went in with my head held high and I had picked paper. Not because of who I liked or what colour I wanted to be (I would of gone with rock in that case) but i went in as I felt that paper was the best out of the 3 of them as you can do nearly anything with paper ( A might ancient Japanese castle's defenders were scared into surrender when they saw an even bigger castle get constructed quickly in front of them.... that was made of paper). I played from the very start right until the very end, and I gave it my all. Tried about 6 different weapons through the day and had a really good time. Some battles I won, some I lost, some I did absolutely terrible but there were some good performances. When the tri battles came about I had a lot of fun with them. Overall I had a fun experiences. Coming 2nd overall I was happy about despite being fully expected to come last and I got to the rank of Paper Leader 5 at the end of it all.
    I'm not at all disappointed with the results and I'm not at all angry about games I lost. I only had 3 objectives, do my best, get used to the game, and HAVE FUN and I accomplished all 3 of those objectives so in that way I won.
    Overall it was a very fun experience and I am greatly looking forward to the full version coming out.

  • @brianhong5070
    @brianhong5070 Рік тому

    As a dualies main, I am so happy about squid roll and being able to dodge roll out of it. Loved doing it during the test fire.

  • @peppermint_8
    @peppermint_8 Рік тому +1

    Imo the icons for the 2d weapons at the top are really cool looking, I love the icon

  • @Xneocake
    @Xneocake Рік тому

    I’m extra happy abt the new UI, especially in the map cuz I’ve had countless matches in ranked and even comp where I put on gear and once the match starts I instantly forget what abilities I’m running. This will save me so much stress and guesswork!

  • @Maxler5795
    @Maxler5795 Рік тому +1

    Can we all just appreciatte how the inklings aged? In splatoon 1 they look like they're 9, in 2 they look like they're 12,and in 3 they look like theyre 17. Which was my age when these games came out jesus

  • @mars3122
    @mars3122 Рік тому

    I'm also a longtime player of Splatoon (started playing in 2015) and I'm SO excited to master the squid roll/surge. I've been a Dynamo main in both games and finally having some mobility sounds fun. This mechanic is completely going to change ranked battles. I'm hoping to get used to it quickly so I don't fall behind haha.

  • @aurafox1
    @aurafox1 Рік тому

    As a Scissors player, I absolutely loved the tri-color battles. I'm not sure how it might feel in a serious, high-level room, but I found that this mode is a fantastic way to make Turf Wars feel more like a ranked mode.
    The mode having a central objective means everybody is pressured into the center of the stage where the big team can fight them off. Because there's so much Turf in the center stage, if you don't lose any ultra signals, you're generally just going to win.
    The ultra signals being permanent aren't actually as much of an issue as they seem because, again, it's Turf Wars. Only the state of the board at the very end matters. You can ink under the sprinklers at the very end and they won't be able to cover your ink in time. That said, they do offer a significant advantage to the attacking teams that makes actions earlier in the game ACTUALLY MATTER. You can generally view losing both ultra signals as a loose condition for the defending team, but it's still possible to win even under those circumstances and it's really thrilling to do so!
    The only thing I would change here is I wish they leaned harder into treating it like a ranked mode. It should be optional so that players who don't understand it don't have to play it, and it should have a rank system so players of similar skill level are grouped together! If anyone on the Defending team doesn't understand the objective and treats it like a normal Turf Wars, it becomes significantly harder to win.

  • @Tyler-iw7ve
    @Tyler-iw7ve Рік тому +1

    I know this won't happen, but I'd LOVE to see a splatoon 2 -> 3 patch notes list released by Nintendo

  • @john_harris_
    @john_harris_ Рік тому +2

    as i was on the defending team for tricolor, i really thought it wasn’t fun- like the sprinkler was actually really unique and was fine but I HATED how we had no base…i was constantly spawn killed and i only got one win the whole day, i think it was the maps fault cause where we spawned we could be attacked on all sides

  • @DingityDingus
    @DingityDingus Рік тому

    Speaking of UI, one thing I noticed was that you can actually check what gear you have set at the bottom left corner of the screen when you open up the mini map. There would be times where I would actually forget what kind of abilities I’m running in the last game and being able to actually see it now feels like a much needed improvement.

  • @coldfanta4963
    @coldfanta4963 Рік тому

    The music is an upgrade for me. Splatfest battles always felt hype and regular matches felt like having fun outside as a kid on a hot day.

  • @DiegoG2004
    @DiegoG2004 Рік тому

    There's definitely potential in this. I personally stuck with Splat Duelies and while I didn't use the movement options much, crab tank felt like a natural upgrade to the main weapon. At least in range because wow it turns slowly. Also, Suction Bomb spam worked surprisingly well, even with the range nerf on the one shot (which I definitely felt when I returned to Splatoon 2 and got one shot by bombs that I felt I was safe against).
    Finally we can fight specials that aren't called Splashdown and Ultra Stamp. Getting to shoot down a crab tank with my own felt great, and also makes you not try to use our own crab tank as a panic button (since the enemy could know to shoot you instead of the tank).

  • @pokedude720
    @pokedude720 Рік тому +1

    Speaking as a Defender, yeah. Tricolor needs work.
    1st off, and it may just be the map they chose, but our Spawn Points are right at mid, which is fine to try and defend the Signals, but the other 2 teams can pincer you so easily and you have basically nowhere to safely ink to get a special/make a retreat while they have the entirety of their normal spawns.
    Like you said, the Signals need to be nerfed somehow as if the other team got one, it was basically GG right there, make it so that we can shoot them down or they deactivate after a length of time.
    Lastly, it was a bit too Chaotic (I know, that's the point) in Solo as if you try to ink turf: Enemy gets the sprinklers; try to defend the signal: you lost b/c you weren't inking enough. I'm sure in a VC with proper co-ordination it could be manageable (2 people defending, while 1 takes either side for turfing) but in Solo it's heck. In other words, The Clam Blitz problem.
    If I had to make an "out there" suggestion, make it a true King of the Hill where Scissors has to defend the Signals for 3 minutes, but if it gets taken 3 times, it's a KO. And they wouldn't be availing to capture immediately after the last one was, maybe 5-10 seconds in between

  • @ElizaShakiraMassani
    @ElizaShakiraMassani Рік тому

    When it comes to tri-color games I think maybe having the center team being able to pull back a signal so it takes away a sprinkler instead of them not being able to do anything once it happened.

  • @loganbritton6737
    @loganbritton6737 Рік тому

    I was actually surprised to find out that other people were having trouble getting into tri colour. I played on Team Paper and I got tri colour every game with short queue times. I think that the only real problem there was the team sizes were so absurdly skewed. Hopefully it balances out in the future when people warm up to Frye and choices are more balanced.

  • @poopee2731
    @poopee2731 Рік тому

    The Pokemon music in the background were all awesome

  • @inky3429
    @inky3429 Рік тому

    12:23 actually we did have one way to match exclusively for Turf War and that was to queue in "Pro" but the game NEVER tells you this im blessed I saw someone on twitter find that out

  • @evgamer15
    @evgamer15 Рік тому

    As someone who was one team paper, I almost always got into a tricolor turf war when I queued for it.

  • @anubiscerberus4348
    @anubiscerberus4348 Рік тому +2

    Oh how the tables have table x(2).

  • @unusedchannel20956
    @unusedchannel20956 Рік тому

    My wish is for everyone to have as much fun as me and you did during the splatfest

  • @Katie-hj5eb
    @Katie-hj5eb Рік тому

    I like line marker a lot, it has a lot of range so its a nice poke and mark and the ability to bank it makes it pretty fun to mess with the enemy.
    Its aiming is a little weire because its thrown below the redical but once you adjust its fine.

  • @derplord5308
    @derplord5308 Рік тому +1

    Also, the tricolor turf wars are even more unfair then just the ultra signal. It’s a bit tough to explain but the attacking teams get more points then the defending team. For example, if rock were to win a round, they would get 6000 points, paper would get 5000 for simply being there as well, and scissors would get 0. Meanwhile, if scissors won, they would get 3000. This isn’t including how you get 300 points for trying to get the ultra signal, and you get 2500 for actually getting it (which the defending team can’t do).

  • @topplebc6965
    @topplebc6965 Рік тому

    Nice quirk to know about painting with the stringer. Air borne forces shots to go lateral which means doing say an instant squid jump forward shoot and abuse sub strafe landing, you get extreme movement and let's you escape. I wonder if that's why it has toxic mist. It feels weird wanting to jump to paint decently...

    • @topplebc6965
      @topplebc6965 Рік тому

      Btw, this is mostly theory but day 1 after playing a shit ton of story mode, going to practice stringer movement tech and getting the true charge accurate shots (there is a sweet spot to get good pain vs kill vs annoy). I could jokingly say it's an aggro and complex charger idea.

  • @machupichu18
    @machupichu18 Рік тому

    Honestly as Chuggaaconroy put it on Twitter, the Ultra Signal is probably the new version of Shifty Station as it's weird to have two separate terms for the Ultra Signal and the Sprinker of Doom. It would make sense if the Ultra Signal summons different effects depending on the Splatfest and the Sprinkler of Doom is one of these effects.

  • @roj0riot
    @roj0riot Рік тому

    along with balancing changes for the defending team, i also want unique maps for tricolor turf war like the shifty stations we got in splatoon 2. the pre-existing maps just weren’t made for 3 teams at once

  • @TheMaroo24
    @TheMaroo24 Рік тому

    Loved the testfire, definitely my favorite out of the 3. Also the global bomb nerf makes a whole lot more sense why I didn't get splatted often. While I enjoyed most of the maps so far, still didn't enjoy museum for the reason of it just being kinda the same as its 1 counter part.

  • @freshafroman
    @freshafroman Рік тому +1

    1:11 YOU CAN MOVE LIKE THAT 😳😳😳
    DMC movement in a shooting game...

  • @Zefrath
    @Zefrath Рік тому

    Bro Chara went OFF at 6:49 and I can't blame him 😂

  • @chibi2239
    @chibi2239 Рік тому +1

    Oh jeez...yeah, I didn't even think of that. The "Sprinkler of Doom" in Tri-color decaying or straight up leaving after a while would be super helpful in making it not a slaughter for the leading team. They could actually....you know....ink the freaking turf!
    Other than Tri-color, I pretty much loved everything else. Basically for the same reasons stated here :) I'm not too knowledgeable on map design AND only played Splat 1, so I had a much better time with the maps offered x3 though I still understand your disappointment in them, especially as a competitive player who probably has to know them front to back. x3

  • @Lincolnium_
    @Lincolnium_ Рік тому

    I was able to utilize Splatana and squid roll and holy, it was so fun lmao

  • @Jazardly
    @Jazardly Рік тому

    losing ultrasignal was basically an autoloss, additionally collecting an ultra signal was apparently worth more clout than defenders got from winning if they did by some miracle after losing one