Oh! OH!
I played test fire! I WANNA SHARE MY THOUGHTS! xD
For reference I played all but 2 of the times (so 4 hours total?)
First, the negatives
- Lag was still as present as in Squidy Potter and the sorcerer's ink, I pray to the great fax machine that they fix this or NOT charge us to play online
- I played with almost zero japan players, despite joining a new lobby between each match. I had about 3 games where a Kanji name showed in lobby. AND on top of that, quite a few times I actually got paired with the same players throughtout the hour, not just getting popped back into the lobby I left mind you, I would get a slow trickle in of the same players I played against over the course of a few minutes
-Some lobbies, especially the 4am ones, lasted a looooong time, most likely due to the game desperately trying to keep the matches regional
-The new splat roller felt like hot trash. The 1hko range felt less like the splat roller and more of a carbon, no jumping then horizontal flicking at the apex really screwed with my muscle memory of playing so much sploon 1 roller. (Iflicked a n inkjet what *felt* like was within my kill range 4 TIMES, back-to back flicks, and he he still livedI couldn't grasp the roller's vertical flick effective range for the one hour long play session I devoted to it.(the rest I played ~80% splat charger with ~20% dooly sprinkled here and there, and about 2 games with the splattershot xP)
This is most likely just me personally not adapting well to the roller changes, but I feel there is some merit in sharing regardless
-The the new charge hold mechanic on chargers felt very niche as you can only hold it for ~1.5 seconds before it goes away completely
for your average encounter, its much more effective to simply keep charging and firing as you can easily recharge in the time it allows you to hold one.
POSITIVES!
-That being said, the charger shot hold definately felt nice when facing another charger, allowing for sneak charge from behind cover and popping out for a near instant splat. I can also see this being much stronger on eliters since their charge time is much longer than splatcharger. Of course this also means the mechanic will be utterly useless on the fast chargers; Bamboozler and squiffer so...
-Stingray! Not the most amazing special, in the grand scheme of all Splatoon's specials, a well placed grenade or tentamissle strike while you are using it will spell sure death(you move VERY slowly while firing the stingray, and you can;t stop firing until it ends.) HOWEVER, it felt VERY powerful when used at proper distance. When you are far enough away, ex. standing just above the first dropdown on The Reef, the slow turn is a non issue on targets at mid and even less so the further back they are. You can easily track from a good vantage point of the stage, splat enemies your teammates have pinned down in their "cover" and then move on to splat squids as they leave their spawn! I got numerous double Splats with the stingray(though, remember the n00b factor here) and even one triple splat ;P
It's very Killer Wail-esque in that if you use it while too close to enemy squids, you're as good as dead, but if you are positioned just right, it can be deadly... This time around you just need to practice your enemy tracking skills in order to follow them despite not having line of sight 100% of the time
-Splat Dualies(too much to write, find someone else's post talking more indepth, I recommend looking up a fellow called LHoT10820)
The short version? Aerospray 2.0 now with superior aim and combat movement capabilites!
-The in match UI is very detailed, I'll cut this down too, I've gone on for too long already xP Plus I'm sure many have already expanded on this bit already.
-The loss music is more mellow, great for us more salty squids xP
And that's only what was in the testfire, we haven't even gotten our tentacles on the character gear/customization or Single player! And there might even be more they haven't reveled
TLDR? I'm still pretty mixed about this new splatoon 2, honestly.
There is still A LOT to be wary of, but equally as much to be excited for.