Nin☆Jun
Semi-Pro Squid
Unsure if this was found already or not, however if the enemy team happens to stumble upon your ink.... their location will be marked right on your GamePad's screen!
I actually really like this feature. Its almost like "Fog of War" in a way but I think it fits really well in this kind of game. Can call out an opponent's area if you catch it on your map.Unsure if this was found already or not, however if the enemy team happens to stumble upon your ink.... their location will be marked right on your GamePad's screen!
actually it seems you might be able to do it with the splat charger.so you can't really do this with a roller or rifle
oh can you? that's good to know, but my point still stands that splatterhopping is something to keep in mind when making your loadoutactually it seems you might be able to do it with the splat charger.
there's going to be quite a few i bet, i'd be surprised if the squid form didn't have some jank to itI can't wait for people to find some crazy AT that increases the number of movement options in this game.
Ah, very true.I initially thought that movements techs would be the defining factor in the skill gaps between players. After watching that direct I feel the lack of friendly fire will open the doors to a slowly method of advancing on territories. There are quite a few strategies I'd like to try out in teams involving alternating splatter with the new roller that was shown off.
That's not to say movement mechanics won't still be at the forefront of abusable techniques. The key is how the game handles momentum and if there are anyways to buffer or convert it when changing forms. Considering that we'll only have an hour at a time to experiment at a time, I'm not sure we can really get much done apart from rudimentary tests of the games physics.
I'm on it, all I'll be doing during the test is finding some crazy techs, trying to mostly test the mid air momentum of the Inkling form. And owning some noobs in Turf War. But mostly the tech thing.we all need to band together and find all the movement techs we can during the testfire events
we probably won't have enough time to forcefully find any movement techniques or anything else in the alloted time limit of the global testfireI initially thought that movements techs would be the defining factor in the skill gaps between players. After watching that direct I feel the lack of friendly fire will open the doors to a slowly method of advancing on territories. There are quite a few strategies I'd like to try out in teams involving alternating splatter with the new roller that was shown off.
That's not to say movement mechanics won't still be at the forefront of abusable techniques. The key is how the game handles momentum and if there are anyways to buffer or convert it when changing forms. Considering that we'll only have an hour at a time to experiment at a time, I'm not sure we can really get much done apart from rudimentary tests of the games physics.
You slide down them, you won't be able to ambush with them.Did anyone try hanging out in walls?
you slowly slide down walls, you wont move if you hold up at a slight angle but it still makes the puddle shape beneath youDid anyone try hanging out in walls?