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Forums - Nintendo - Splatoon Update #1 Impressions: Zapper, Port Mackerel, Splat Zones!

Simple thread is simple, now that the first update for Splatoon is out, let's hear what everyone thinks about it! I'll start off!

Zapper (Weapon): Never had an NES, so doesn't really do anything for me nostalgia wise. Still it looks as cool as ever which is reason enough for me to like it. Statwise it's also pretty interesting being a high fire rate weapon yet still has solid range. However unlike other high fire rate weapons it's bullets travel pretty straight instead of spreading out a bit, so you'll have more trouble with close combat but less issue with ranged engagements. Now while it's sub weapon is solid being the classic splat bombs, I kinda feel like the Echolocator is a bit underwhelming compared to the other super weapons. It can still be extremely useful and not having to wait for an ideal opportunity before using Overall I enjoyed this weapon much like most of the others in the game! 

Port Mackerel (Map): Honestly not that impressed visually, the map theme isn't much of a standout, but maybe I'm just salty that it's not Camp Triggerfish lel. How it plays is very unique though being heavy on corridors n small spaces. Already been surprised killed by rollers more than I'd like to admit! There's also those truck things which actually move, making the stage feel a bit more dynamic than the rest. Those things have already trolled me quite a bit, getting in my way constantly and then that time where I was trying to hide from Inkzooka but the thing pushed me into it! Still very much enjoy this map, great addition that further diversifys the overall line-up!

Splat Zones (Mode): Rank Battles have finally opened up, and with it comes the first mode that's very similar to King of Hill. Gotta say I really like the time penalty you get if you take over a zone but then the enemy takes it back, really makes for more intense back and forth battles! Like Turf War, sven if a team starts dominating from the get go, a comeback is always possible. I had a game where the enemy team got it down to 3 seconds left, but my team still won out in the end! Inherently these battles are extremely intense due to kills being a much more significant factor and all players being drawn to the same point, so there's constant action going on. Overall this is a very exciting and fun mode that I can't wait to play more of!

Now enough about me, what's everyone else's thoughts!? 



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Port Mackeral is definitely my favorite map so far. It's simple but straightforward and I feel like it's so easy to slip by unnoticed and just wreck the other team's base. Unfortunately, I haven't tried the NES Zapper yet.

Splat Zones is just intense. I only played it twice, but it has a completely different feel from Turf Wars. I see why they require you to be at least Level 10, lol.



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I don't like playing Splatzone. It's not as fun as turf war in my opinion.

As for Port Mackeral, I found chargers particularly effective in the stage.



Port Mackerel: Good fun - very unique compared to the other maps and I have to say I haven't quite got the hang of the corridor based gameplay. It seems to bring rollers and chargers (both of which I think are mostly not very good on the other maps in turf wars) right into the game.

Splat zones: Only tried it on a couple of maps this morning but had some superb fun with it. I'm not very good at PvP combat currently - my turf wars strategy tends to be to avoid combat! - but this will certainly help me improve. I'm starting to see the need for using different set-ups depending on the mode and maps now. My trusty Splattershot Jr. is not serving me so well on splat zones (or at Port Mackerel). Suddenly with one simple update the game feels way more diverse than it did before.



Splat zones is interesting. I had a very frustrating time in the first hour that I played, but then went on an incredible winning streak after that. I'm not sure if it was just me playing poorly at the beginning, or my team, or me figuring out some map strategies as I continued playing, but yesterday was so streaky.

Overall, the coin potential is HUGE...if you can continually win. As you rank up, the winners bonus is worth more and more. However, if your team gets KOd, you get 0 points, which really sucks a fat dick.

The diminishing returns ranking system makes sense; as you rank up, wins are worth less points and losses drop you by the same amount. I like how when you level up it starts you at 30 points so you can't get immediately knocked back down a rank.

I hate the timer delay, or at least how drastic some of the delays are. First off, does anyone know how the delay is calculated? I can't seem to find a pattern, which is annoying me as a math guy, lol. Secondly, I actually don't entirely hate the delay, but I do hate how drastic it is. For instance, my team last night controlled the zone from the very beginning of the game and then we lost control and they gained it when we were at 1 point left. We were then assessed a 75 Splatoon second (splecond?) delay! We eventually won, but that delay is just too large. It's basically like we were starting over.

Last thing, inkstrike needs to change for Splat Zones. If an inkstrike is called on the zone in the correct spot, your team will always lose control and the other team will actually gain control sometimes solely from the inkstrike. What I don't like about this is that an inkstrike basically gives your team an automatic delay penalty, even if no enemy player is in the area.

Anyway, just thought I'd post my thoughts so far. I'm having a ton of fun!



I bet the Wii U would sell more than 15M LTD by the end of 2015. He bet it would sell less. I lost.

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Aaargh, I am at work and I just saw on amazon that my Splatoon copy arrived earlier today.

The end of the day is gonna be a long one :(

But tonight will be great :)



ohmylanta1003 said:
I hate the timer delay, or at least how drastic some of the delays are. First off, does anyone know how the delay is calculated? I can't seem to find a pattern, which is annoying me as a math guy, lol. Secondly, I actually don't entirely hate the delay, but I do hate how drastic it is. For instance, my team last night controlled the zone from the very beginning of the game and then we lost control and they gained it when we were at 1 point left. We were then assessed a 75 Splatoon second (splecond?) delay! We eventually won, but that delay is just too large. It's basically like we were starting over.

Last thing, inkstrike needs to change for Splat Zones. If an inkstrike is called on the zone in the correct spot, your team will always lose control and the other team will actually gain control sometimes solely from the inkstrike. What I don't like about this is that an inkstrike basically gives your team an automatic delay penalty, even if no enemy player is in the area.

Anyway, just thought I'd post my thoughts so far. I'm having a ton of fun!


Don't know the exact numbers but the less time you have left the higher the delay will be. I like this as it allows matches to last the whole 5 minutes and makes you feel like you always have a chance even if the enemy only have a few seconds left, and likewise you can never get comfortable even with an early lead. 

A single Inkstrike alone can't take over the zone, only neutralize, and I think that's fair since it's not that useful otherwise in this mode.



the ranked battle splat zones are amazing. I like them even more then turf wars.
Also like that sniper play is much more important there and its alot more excited^^



Einsam_Delphin said:
ohmylanta1003 said:
I hate the timer delay, or at least how drastic some of the delays are. First off, does anyone know how the delay is calculated? I can't seem to find a pattern, which is annoying me as a math guy, lol. Secondly, I actually don't entirely hate the delay, but I do hate how drastic it is. For instance, my team last night controlled the zone from the very beginning of the game and then we lost control and they gained it when we were at 1 point left. We were then assessed a 75 Splatoon second (splecond?) delay! We eventually won, but that delay is just too large. It's basically like we were starting over.

Last thing, inkstrike needs to change for Splat Zones. If an inkstrike is called on the zone in the correct spot, your team will always lose control and the other team will actually gain control sometimes solely from the inkstrike. What I don't like about this is that an inkstrike basically gives your team an automatic delay penalty, even if no enemy player is in the area.

Anyway, just thought I'd post my thoughts so far. I'm having a ton of fun!


Don't know the exact numbers but the less time you have left the higher the delay will be. I like this as it allows matches to last the whole 5 minutes and makes you feel like you always have a chance even if the enemy only have a few seconds left, and likewise you can never get comfortable even with an early lead. 

A single Inkstrike alone can't take over the zone, only neutralize, and I think that's fair since it's not that useful otherwise in this mode.


Honestly, I think an inkstrike by itself can take over a zone. And it would still be useful because an inkstrike a main purpose is to zone. It gives your team that little bit of coverage needed to take a zone.



I bet the Wii U would sell more than 15M LTD by the end of 2015. He bet it would sell less. I lost.

Love how the black zapper looks really close to a pistol. :D
Need to see footage of the other two updates still.