Deleted20081
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- 3 Apr 2012
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Stimmen hatte Tanzen mehr, spiele gewonnen haben die Sänger und insgesamt hat Team Singen gewonnen.
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mein erstes splatfest gewonnen! :cry:
und für dich hab ich immer zeit Prov :3
Was kann man denn mit 100 Muscheln machen? Gibt es dann was "Besonderes"^^?
Also ich hab diesmal null Probleme. Alles läuft flüssig, es finden sich schnell Teams, bisher immer 4 vs 4. Kommt wohl immer drauf an, mit wem man im Team ist :/
Ver. 2.1.0 [9/2/2015 planned distribution] – 598MB download
Stage adjustments
- Arowana Mall: Adjusted terrain in one place to prevent squids from going through, all modes (presumably talking about this ledge glitch)
- Camp Triggerfish: Terrain adjustments to prevent players from directly jumping to the opponent's side, Turf War and Splat Zones
Main Weapon adjustments
- All Rollers: While moving, the movement of the field of view when raising the roller overhead has been fixed. The problem in question was changed in Ver. 2.0.0; this corrects it to be the same movement as in Ver. 1.3.0.
Sub Weapon adjustments
- Splash Wall: In the situation a bomb hits the enemy's Splash Wall, players standing on the other side of the Wall would receive damage. This has been corrected.
Ranked rule adjustments
- In Tower Control, if both team's counts (goal distances) are extremely close, in spite of differences between the counts, the on-screen display denoting the counts/numbers would show the same numbers. This has been fixed.
- In Tower Control, after advancing the tower to the same count, the enemy was unable to take the lead in the situation the tower was then taken. This was changed to behave as it did pre-Ver. 1.3.0. (referring to this situation)
- In Ver. 2.0.0 it was "the team that takes the lead's count is decreased by 1," while before Ver. 1.3.0 it was "the team who had the lead taken from them's count is increased by 1."
Other
- The problem of receiving Error 104-2230 after downloading the Ver. 2.0.0 update was fixed.
Other adjustments to the game have been made so players may have a more pleasant experience.
Liegt am Spiel und zwar meistens an den Splatfesten.
Also beim Splatfest liegt das kein Meter an der Leitung oder an einer Zwangstrennung, sowas hab ich eh nicht. Hatte manchmal 3 mal nacheinander nen Fehler. Liegt am Spiel und zwar meistens an den Splatfesten. Und wie ich sehe wieder keine Verbesserungen am Netcode schade. Vlt fällt das aber unter Other.
Ansonsten nichts dabei im Patch was mich intressiert
Ich habe bei Splatfests mehr DCs im Team oder bei den Gegnern als wenn ich sonst spiele. Spricht für mich ganz klar dafür das die Leute beschissenes Internet haben ansonsten hätte ich solche Probleme mit den Amerikanern oder Japanern ebenfalls.
Verhalten tut sie sich wie die normale Splatling. Zum Vergleich (links alt, rechts neu):
Streufaktor (3.5/4)
Tintenverbrauch bei voller Ladung: (0.25/0.15)
Mobilität: (0.7/0.8)
Schaden: (0.28/0.28)
Distanz: (200/85)
Aufladezeit Kreis 1: (0.86s/0.33s)
Aufladezeit Kreis 2: (1.25s/0.5s)
Mobilität mit aufladen der Waffe: (0.55/0.7)
Splatoon, Nintendo's new IP, is selling incredibly well. The team-based shooter quickly sold 1.6 million copies within two months of launch, exceeding even Nintendo's expectations. In fact, Splatoon is doing so well in Japan that it's actually outpacing the early life sales numbers of Super Smash Bros. for Wii U, and it's even catching up to Mario Kart 8.
After 14 weeks on the market, Splatoon has sold 607,670 units by Media Create's count. By comparison, Smash (which had a much stronger debut) had sold 602,560 after 14 weeks. Splatoon has been selling more steadily months after launch than Smash, and it could even outpace Mario Kart 8 in a few weeks if it continues at this rate. You can check out some sales comparisons by clicking below.