Diprosalic
Banned
i haven't encountered any blatanly unfair deaths so far.
And it begins
I honestly do believe this is an issue sometimes.
I honestly do believe this is an issue sometimes.
Hmm I'm guessing this is why I've been getting disconnects at times. Like I probably disconnect once every 15 rounds of play or so, sucks when it happens in ranked or Salmon Run, cause in Salmon Run you lost points as well as getting a warning that you will be blocked from playing online if you keep disconnecting. Haven't had any issues during gameplay outside of that though, shooting seems fine and I haven't been killed behind any walls randomly or anything yet. Hope they can bring the tick rate up or something. Game overall works alot better for me than Splat 1 did atleast tho.
I mess up often enough, I'm not denying that. If I didn't I would've had rank S+ on all three modes. But I get splatted with just one hit and sometimes without one at all or even behind a wall. In the original this happened much less.
And it begins
Why would a slow tick rate cause disconnects? You realize if it was increased, the average data transfer would rise, meaning you're more likely to be disconnected
I think this could give an advantage to the octobrush and trishosher. At least in theory.
But it would be difficult to identify and I only noticed it a couple of times with a charger hitting my previous position and me still ending up dead. And I didn't give it too much of a thought as this happened also in Splatoon 1.
Does this explain why the splat roller seems to only bump into some people, yet completely destroy others?
I've noticed fewer disconnection errors compared to Splatoon 1, *especially* in-match where my connection would sometimes get into a funk where i would d/c 30 seconds into the match every time. Same ISP as i had before (Comcast) though a different city (Pittsburgh vs Alexandria, VA).
I have played about 15-20 matches today. I only managed to finish 3-4 due to shitty connection errors.
It isn't me because all my other games seem to be okay.
Yeah for disconnection a wired connection is the solution.That happened to me on Wii U until I switched to a wired connection, that might help you too. I've not had a single disconnect in Splatoon 2 with 70 hours now clocked in while playing with the LAN adapter.
Do you really need hyper accuracy in a game that's mostly about painting walls? "Oh noes mah wall got painted .001ms later than it should and it's off by 1mm!" Lol. Leave the precision stuff to more serious adult shooters like COD and just have fun painting without worrying about the 'esports' part.
Do you really need hyper accuracy in a game that's mostly about painting walls? "Oh noes mah wall got painted .001ms later than it should and it's off by 1mm!" Lol. Leave the precision stuff to more serious adult shooters like COD and just have fun painting without worrying about the 'esports' part.
The game being entirely P2P is to blame. Since anyone can be the host, they have to fit within a reasonable upstream bandwidth limit. Since Nintendo is going to start charging for online pretty soon, they should have invested in dedicated servers already.
This is the sort of thing that will be a huge controversy here, but will go completely unnoticed in the outside world.
A 16hz tickrate is far from ideal, but in a game like Splatoon, it's totally fine.
The Switch is very bittersweet, I feel. It does so many things right, but its online aspects are a complete disaster. Like, worse than 3DS and Wii U by a mile.
Do you really need hyper accuracy in a game that's mostly about painting walls? "Oh noes mah wall got painted .001ms later than it should and it's off by 1mm!" Lol. Leave the precision stuff to more serious adult shooters like COD and just have fun painting without worrying about the 'esports' part.
Do you really need hyper accuracy in a game that's mostly about painting walls? "Oh noes mah wall got painted .001ms later than it should and it's off by 1mm!" Lol. Leave the precision stuff to more serious adult shooters like COD and just have fun painting without worrying about the 'esports' part.
That happened to me on Wii U until I switched to a wired connection, that might help you too. I've not had a single disconnect in Splatoon 2 with 70 hours now clocked in while playing with the LAN adapter.
Wonder if the LAN adaptor I got for my wii U works on Switch. Should probably be wired just to reduce any disconnection problems
What?
Switch online worse than wiiu ingame multiplayer? Not by a longshot imo just looking at splatoon 2 and mk8d
They work flawlessly for me and way better than their respective wiiu titles (which i had issues with on wiiu)
Btw 16hz is fine in a "play for fun game" imo
Wonder if the LAN adaptor I got for my wii U works on Switch. Should probably be wired just to reduce any disconnection problems
This is the sort of thing that will be a huge controversy here, but will go completely unnoticed in the outside world.
A 16hz tickrate is far from ideal, but in a game like Splatoon, it's totally fine.
Yeah it works but didn't help for me at least and saw some other people saying the same thing in the thread about AFK (really mostly disconnects). But it's worth a shot.Wonder if the LAN adaptor I got for my wii U works on Switch. Should probably be wired just to reduce any disconnection problems
I personally can't register something like that, but it does seem like an issue to some people.
Question though, how would it affect players using a local wireless connection in tournaments?
It doesn't help that the matchmaking is not regional. Playing against all Japanese players in Splatoon 1 was a terrible experience because you had a minimum of 200 ping if you were from Europe/US.
Mario Kart 8 has a higher tick rate than Splatoon 2 AND regional matchmaking. That a kart racer is better than a shooter in this regard is crazy.