Nadie comenta nada del Splatfest? Es el primero que estoy jugando. De momento he llegado al nivel 25. A ver si consigo los Sea snails esos.
#teamInvisibility
Nadie comenta nada del Splatfest? Es el primero que estoy jugando. De momento he llegado al nivel 25. A ver si consigo los Sea snails esos.
#teamInvisibility
Bueno, pues un resultado bastante ajustado El poder de volar ha ganado al poder la invisibilidad.
Recoged vuestras conchas para mejorar vuestros equipos por haber participado.
No entiendo los horarios. Porque no ponen de Viernes noche a Domingo noche? Yo los sabados suelo socializar y los domingos por la mañana tambien con la familia. Lo que me deja muy poco margen para jugar.
Podrian ampliar un poco mas los horarios. De 4 a 4 me parece un horario estupido.
#966 Nintendo no quiere que socialices, es japonesa y busca convertirnos en hikikomoris xD Na, yo iba a darle pero también se me ha echado la hora encima y ni lo he tocado en este festival. También que el M&R me ha enganchado mucho y no he vuelto a tocar otro juego.
Ver.1.3.0 coming Sept. 7 + patch notes
Match/battle changes:
Changed the performance of some Special Weapons:
Sting Ray
After shooting ink continuously for 1.5 secs, shock waves are generated and damage-dealing beam size is greatly increased
Default duration extended by 0.5 secs
Splashdown
Shortened the amount of time spent paused in the air (at the peak of the jump) by 1/6th of a second
Increased the jump height by 31%
Changed minimum explosion damage from 40.0 to 55.0
Reduced special charge points of some weapons that come with the Splashdown
Ink Storm
Expanded radius by 13%
Reduced the special points needed to charge on most weapons
Baller
Knockback decreased
Increased default endurance/stamina by 33%
Increased explosion radius – 17% more damage, 7% more inking
Changed minimum explosion damage from 30.0 to 55.0
Increased knockback effect against opponents on explosion
Ink Jet
Increased hitbox of player versus enemy bullets (Shooter weapons), so it will be easier to shoot down
Decreased explosion radius at point of impact – 17% for damage, 20% for inking
Decreased damage dealt by exhaust (underneath the Ink Jet) by 75%
Ink Armor
Decreased invincibility at the time when the armor is broken by 8/60 of a second
When receiving more than 100.0 damage at once, any excess damage will knock the Ink Armor user back (upper limit capped at 80.0)
Changed the performance of some Sub Weapons:
Sprinkler
Ink is released in three stages; increased the middle of these stages in duration by 5 seconds (this one was a bit difficult to translate, sorry)
Ink consumption decreased from 80% to 70% of the ink tank
Point Sensor
Expanded radius by 20%
Reduced the amount of time it took to start recovering ink after throwing it by 15/60 of a second
Splash Wall
Shortened the time between throwing and deployment by 0.5 seconds
Squid Beakon
Ink consumption decreased from 90% to 75% of the ink tank
Changed the performance of Main Weapons:
Tri-Slosher
Maximum damage dealt decreased from 62.0 to 52.0
Range shortened by 9%
Changed the special charge points of some weapons:
210 → 200
.96 Gal
200 → 190
N-ZAP '85
190 → 170
E-Liter 4K, E-Liter 4K Scope
180 → 170
Sploosh-o-matic, Splash-o-matic, Aerospray RG, Splattershot Pro, Blaster, Hero Blaster Replica, L3 Nozzlenose, Splat Roller, Hero Roller Replica
180 → 160
Carbon Roller, Goo Tuber
170 → 160
Inkbrush, Brella, Hero Brella Replica
180 → 190
Splat Charger, Splatterscope, Hero Charger Replica
180 → 210
Rapid Blaster
210 → 230
Tentatek Splattershot
Various battle fixes:
Auto-special gauge charge (dependent on mode/ruleset) now based on points needed (per-weapon basis) rather than consistent over an amount of time
Bugfixes for the following issues: Sloshing Machine hitbox/inking turf, rare Inkbrush and Octobrush incorrect hitbox on floor, Inkbrush and Octobrush and sponge interaction, damage recovery issue when touching opponents using Brella or Rollers, Roller vertical swing bug, Sting Ray ink droplet display, Ink Jet bullet interaction with corners, Brella and Ink Armor interaction, damage through/on wire meshes, Suction Bomb/surface interaction ink display on Starfish Mainstage, possible to go OOB/clip through world on Sturgeon Shipyard
Salmon Run:
Sting Ray, Splashdown – same changes as in battles (above)
Made Steelhead bombs unable to get stuck on top of Scrapper and Flyfish
When using the Sting Ray on Grillers and Steel Eels, fixed an issue where damage was not dealt when aiming at weak points (tentacles, or pilot/driver) through the body.
In Lost Outpost, fixed a problem where Steelheads would not attack in certain places
Fixed an issue where if, two players tried to pick up the same golden egg near the end of a wave, one of the players would become unable to pick up eggs in the following wave
Fixed issue where, after playing online, party members in the plaza were shown to have the Splattershot Jr. equipped
Fixed issue where, if a player disconnects just before starting, their weapon will be shown/stuck as the Rainmaker
Fixed issue where, if a player disconnects just before the end, the arrow pointing to them (indicating "self") on the scoreboard may be seen by other players
Fixed issue where a communication error would occur if a player was assigned a Roller-type weapon for a long period of time
Splatfest:
Changed number of points required to level up Splatfest Tee slots
Slot 1: 4000 → 7500
Slot 2: 8000 → 7500
Slot 3: 12000 → 7500
Total: 24000 → 22500
Fixed issue where players appearing in the plaza after Splatfest battles showed as having no shirt slots unlocked
Other changes:
When talking to Murch, you can now see your money and Super Sea Snail count in the corner of the screen
Fixed issue where ranked meters incorrectly displayed as breaking, in the case the bar was empty and there was a disconnection
Fixed issue where some gear, such as the Splatfest Tee, would not be displayed in the correct order while sorting by frequently used
Fixed damage issue with the Baller in the testing area
Yo llevo dos días que no puedo jugar porque me desconecta en mitad de cada partida (estando al lado del router y con las tres barritas del WIFI a tope).
Vale que estoy con wifi 2.4g, estoy en trámites para que me traigan el 5g, pero vaya tela...
Estoy pensando en comprarme el juego pero no jugué al 1 es difícil pillarle el tranquilo? Porque me da la chapa jugar solo sin colegas hasta que suba de nivel para poder jugar cob ellos jajaja
Por Dios!!! De quién fue la idea de tener que llegar a nivel 10 para poder jugar al resto de modos online? Soy nivel 7 y estoy hasta la polla del modo "pinta toda la superficie que puedas". Con haber puesto un requisito de nivel 5 era suficiente. Me está aburriendo tela levear hasta 10.
#973 Si te has pasado el modo historia tendras vales que podras canjear en el bar caravana de la gamba y con el que tendras doble exp al jugar partidas.
#975 La verdad es que se hace pesado subir hasta el lvl 10, pero con los vales es menos pesado.
#976 es que los modos onlie guapos son los de competitivo. El modo de pintar mas superficie que el rival está bien como tutorial y toma de contacto, pero aburre enseguida y no da como para estancarte ahí 10 putos niveles.
#978 Es mucho mejor que ganar de paliza y perder en los últimos 15 segundos, que es el pan de cada día en Territorial.
Estos días han metido algún arma y escenario nuevo. Sobre esto último traigo este vídeo ya que es una comparativa entre el mismo escenario de Splatoon 1 y 2
#983 En este caso siempre por delante, me pone tremendamente nervioso la gente que lo pone por detrás.
¿Cuando volvemos señores?
Justo estos dias intentaba quitarme y darle al Zelda para ir “desintoxicándome”, pero ahora sale esto y me veo en la obligación de defender al #Fronteam.
Ya llevo +100h y no veo momento de parar. Al
menos hasta Odyssey.
No le metí tantas horas al primero ni de broma, pero no sé que cojones pasa, que me tiene enganchado xD.