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I've been pretty effective with the Splattershot Jr. thus far, even against some very good level twenty players-- but I have to play with lots of guile, making the most of the stealth aspects of the game's mechanics (which is my style anyway-- brains over brawn). I agree in a straight-up...
I think that's why they let you jump to a team mate when you spawn; you'd have to wipe out the entire opposition team simultaneously to "trap" them at their base.
I like this idea, an on-screen mini map to supplement the full gamepad map would be fantastic. I find myself "peripheral vision" checking my mini map in other shooters all of the time, and it works great.
They could just make it a toggleable option for people that don't want it.
Isn't the game going to have ranked and "casual" matches? That might help casual players stick to playing with casual players, and competitive players with competitive players.
How does the game engine calculate coverage? That seems relevant to this topic; if you splat hop in just the right distance increments, do you get the same percentage coverage credit as if you'd painted more of the surface?
I doubt they're calculating percentages per surface pixel, that would...
One thing I haven't seen mentioned, and that I found very confusing with the gyroscope controls during the load test, was the fact that the one-to-one axis mapping paradigm that I'm used to was eschewed.
With a keyboard and mouse, the keyboard controls movement, while the mouse controls the...