Splatoon |OT| Squidstyler

Charging ahead is absolutely the best strategy in the game. Don't be OCD trying to cover every bit of ink on your own base, that's useless.

Think about it like this, every bit of ink that you cover that is the enemy's color counts DOUBLE for your team - you're subtracting their progress, and adding to yours. Covering unpainted areas near your spawn isn't helpful. Those areas will get covered anyway during the course of the match, I promise. Meanwhile if you can push in directly into the enemy base, they'll be super stressed out by that and freak out trying to kill you, instead of jumping ahead to claim area in the middle. You can waste a TON of their time if you're fooling around in their base.

Just give up once and join those people charging ahead, it's a great time. You'll be there to cover each others' backs against the enemies doing the same.

I don't really agree. A lot of the maps encourage holding choke points and ensuring that you win middle. If you win the middle, then (ideally) the opponent can't get into your base for any extra points, which isn't too hard to obtain. If you overextend there is a much higher chance of a loss, especially when your team doesn't coordinate too well, because you'll eventually die in their base if your whole team bumrushes, and then the other team can extend towards the middle.

The only point you should extend so far is when the opponent is completely fucked. The middle is everything (in most maps so far).
 
Anyone know of any not-ugly hats with the opening gambit ability? I just found one in my store and it sounds amazing, but the hat is ugly as sin.
 
What a game. Didn't got much time to enjoy it bit from what I've played I got to say it is a blast!

Would be great to play with some fellow Gaffers: NNID Kissenkopf
 
I don't really agree. A lot of the maps encourage holding choke points and ensuring that you win middle. If you win the middle, then (ideally) the opponent can't get into your base for any extra points, which isn't too hard to obtain. If you overextend there is a much higher chance of a loss, especially when your team doesn't coordinate too well.

The only point you should extend so far is when the opponent is completely fucked. The middle is everything (in most maps so far).

I partially agree with both of you. My playstyle is a hybrid of both strategies, and it's led to pretty decent success for me. At the start, I'll charge full speed ahead as far as I can, while periodically spraying around to give a basic level of coverage on the stage. This gives my team a nice fast route of ink travel from our base deep into the enemy's area almost immediately. I do this anticipating to eventually meet the oppenent, who I of course try to kill leading to two scenarios:

1) I kill them and can press on slightly deeper while establishing control over that pocket enemy territory. Hopefully another teammate or two have joined me at this point and we can hold the enemy at their base while other teammates paint the area behind our line of defense.

2) I die, at which point I assess whether I could make up for the death quickly by hopping to a teammate that was by me or whether it's a lost cause at which point I just work on giving a more thorough painting of the area by our base. I try not to spend too much time on this until the ~1 minute mark as time wasted being obsessive about ink right at the spawn is time that the enemy is at an advantage numbers wise and is probably regaining control of the middle ground. There's always a couple of seconds after deaths to assess if the base needs inking or not, so I don't like to really wait around there unless there is an immediate concern.

That's a lot of rambling from me, and I don't even know if it necessary describes how I play but I think it is a decent summary at least. Don't take it as the best way to play or anything, I'm obviously no where near that good, haha.
 
1. Sendou is ungodly with that charger
2. I'm getting killed in places where I should not be hit all the time, gotta do something about the lag
 
Charging ahead is absolutely the best strategy in the game. Don't be OCD trying to cover every bit of ink on your own base, that's useless.

Think about it like this, every bit of ink that you cover that is the enemy's color counts DOUBLE for your team - you're subtracting their progress, and adding to yours. Covering unpainted areas near your spawn isn't helpful. Those areas will get covered anyway during the course of the match, I promise. Meanwhile if you can push in directly into the enemy base, they'll be super stressed out by that and freak out trying to kill you, instead of jumping ahead to claim area in the middle. You can waste a TON of their time if you're fooling around in their base.

Just give up once and join those people charging ahead, it's a great time. You'll be there to cover each others' backs against the enemies doing the same.

This is incorrect, except perhaps in the last thirty seconds of the match. If you charge ahead early on, you are just artificially inflating your score without contributing to the team at all -- your opponents will be able to cover up all of your progress on the way to the middle of the map, which they will likely capture because your team is charging forward instead of defending it.

You need to hold choke points, or you will lose.
 
Which is why I want them to start a 3 map rotation starting tonight.

Probably not since if they're gonna release 1 map, then we'll have 6 maps to rotate through. That would mean we would always know the next 3 maps based on the current 3, which would take the surprise element out of the rotation.
 
Charging ahead is absolutely the best strategy in the game. Don't be OCD trying to cover every bit of ink on your own base, that's useless.

Think about it like this, every bit of ink that you cover that is the enemy's color counts DOUBLE for your team - you're subtracting their progress, and adding to yours. Covering unpainted areas near your spawn isn't helpful. Those areas will get covered anyway during the course of the match, I promise. Meanwhile if you can push in directly into the enemy base, they'll be super stressed out by that and freak out trying to kill you, instead of jumping ahead to claim area in the middle. You can waste a TON of their time if you're fooling around in their base.

Just give up once and join those people charging ahead, it's a great time. You'll be there to cover each others' backs against the enemies doing the same.

Funny, everytime i'm paired with a group of lone wolfs and i'm left to cover the base...i'm always first place on the team (of a LOSING team mind you). It's almost like the goal of the game is to cover as much ink as possible, NOT get up in the enemy's face, spray a small part, die, than repeat.
 
Damnit, Comm error right at the start of the match. First time Burnburn was on my team too, he couldn't kill me anymore.
 
So, one of the shoes I got ended up getting the Inkling Speed Boost twice. Do we know if these abilities stack on top of each other?

Also, when I was playing online, I was only level 6 but frequently paired up with people no less than level 12. I was surprised at this pretty poor match-making, I thought Nintendo would've been on top of this.
 
This is incorrect, except perhaps in the last thirty seconds of the match. If you charge ahead early on, you are just artificially inflating your score without contributing to the team at all -- your opponents will be able to cover up all of your progress on the way to the middle of the map, which they will likely capture because your team is charging forward instead of defending it.

You need to hold choke points, or you will lose.

Yes, but they HAVE TO cover up your progress. You deprive them of productive inking time on the front lines by covering up the mess you made in their base.
 
This is incorrect, except perhaps in the last thirty seconds of the match. If you charge ahead early on, you are just artificially inflating your score without contributing to the team at all -- your opponents will be able to cover up all of your progress on the way to the middle of the map, which they will likely capture because your team is charging forward instead of defending it.

You need to hold choke points, or you will lose.

This is what I notice. Getting the choke points held down is super important so the other team doesn't come in and pin you down to your spawn. The mall is an excellent example of this as that middle hill can be vital.
 
Charging ahead is absolutely the best strategy in the game. Don't be OCD trying to cover every bit of ink on your own base, that's useless.

Think about it like this, every bit of ink that you cover that is the enemy's color counts DOUBLE for your team - you're subtracting their progress, and adding to yours. Covering unpainted areas near your spawn isn't helpful. Those areas will get covered anyway during the course of the match, I promise. Meanwhile if you can push in directly into the enemy base, they'll be super stressed out by that and freak out trying to kill you, instead of jumping ahead to claim area in the middle. You can waste a TON of their time if you're fooling around in their base.

Just give up once and join those people charging ahead, it's a great time. You'll be there to cover each others' backs against the enemies doing the same.

The other strategy is to:
1) Ink up your own base, charge up a special
2) Bust into the middle of the map and use the special to wipe the other team (who will have wasted their special most likely in random play).
3) Push forward from there, inking their base when you can, but falling back to the choke point if you get pressured.
 
Comm error and that might be it for me today, I'm playing very nervously, almost as if I had to make a test or something. Which is too bad because I was playing pretty well.
 
Inkstrikes shouldn't count after match it done, as in they shouldn't be launched like 2 seconds before match end and then ink a while area and make the score skew over. I mean that's just bullshit is that happens.
 
Yes, but they HAVE TO cover up your progress. You deprive them of productive inking time on the front lines by covering up the mess you made in their base.

It takes like 5 seconds to cover your base back up because you spawn right there.

This is what I notice. Getting the choke points held down is super important so the other team doesn't come in and pin you down to your spawn. The mall is an excellent example of this as that middle hill can be vital.

The mall is a perfect example, yeah, because you literally can't progress past the hill if a good charger is there. Even the more open maps though, like skatepark, can still have the middle held down pretty well.
 
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