Now being more versed with the controls, this second practice play went crazy due to the character's mobility: sprint, rolls and jetpack! Vid timeline:
(2:49) Match starts. Round 1.
(5:16) Round 2.
(7:45) Rount 3. End scores.
We play as:
Player 1:
Character: Geo.
Primary: Rocket Launcher.
Special Ability: Rage Mode.
Player 2:
Character: Croc.
Primary: Flying Punches.
Special Ability: Spinning Punches.
I picked Geo, the game's heavy weapons otter, armed with a "Rocket Launcher" that fire balls of water. They do heavy damage. I think three hits will take any character.
Upon activation, his Rage Mode will daze anyone nearby, leaving them helpless against his melee attacks. He also puts his weapon away and moves quickly with both hands and feet.
That could make thinks tricky for Croc, who on one hand needs to stay close so that Geo is within range of her Flying Punches. But on the other hand, needs to stay away because of the Rate Mode.
She's the only one that doesn't have a water based weapon. But still requires to submerge to reload.
Her Special Ability can be used in two ways. If activated while walking, she will spin around along with her punches. If activated while sprinting, only her punches will spin around her while she carries on. If one stops sprinting, one cannot do that again. But the Jetpack can be used normally.
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