I only do that if the person I killed did that to me when he/she killed me. I don't recall doing that to you, but there was an aerospray that I did it to last night.
That's normally my criteria for doing that, but yesterday's snipe on Azure at Bluefin left me in almost literal shock. My brain didn't know what to do. Normally I'll jump as a squid, but my brain got fried for a second, so it had me squidkid. And now that moment of dickery is forever archived on Twitch. D=
I actually screengrabbed the moment before Azure exploded from it. So yeah, either there really is some scope shenanigans or 1/8 of a second of lag allowed me to make that shot. The main Charger stream was to the left of Azure, but the vortex surrounding it (Yeah, there's a little vortex of ink surrounding the Charger blast, at least for the scope. I learned that yesterday.) was juuuuuust touching his squid feet. And I know the squid hitbox is super awkward. Remember when the direct showed that the kid and the squid jump the same height? Why can't the squid jump over a Seeker without dying?
It's mainly that enemy half if you try to go through the centre. They have these nice high spots at the top. All good though. Once I learn the map well enough, I'll be a little better.
The thing is that you also have access to those spots. If you're safe from sniper fire, you can try to flick the center from one of those spots. If you die, go to the Beakon you placed in the hallway to the right or the walkway to the left if your spawn. Remember to replace them. Yeah, the center is hard to take as a roller unless you're a pretty freaking good ninja. You can try to wall hide on the ramp if the other team has control of the middle and smack them when they get close to you. If that's the case, you're options are now to commit or retreat. If you commit, you might find yourself in a VERY bad situation because the rest of the team is there. If they aren't and they're trolling the sniper perches, you can use the little kiosk or whatever is in the center of the middle to block their shots while you build up the Kraken.
If you can get to the middle, some people don't head to the opposite ramp. Instead, they jump through the railings to the left of the ramp to get to the other side. If you can get there safely, ink all of the spots you think you need to stay safe. This means inking around objects that can block shots.
Retreating from the middle offers you some breathing room if you survive that first encounter. The other team might not want to pursue for a few seconds because there is a shark (you). This allows you to get set up and hopefully rally your team to push the middle.
If you can get up the wall to the enemy's hallway, try your best to control it. If your team is competent enough, they will super jump to you so that they can push more. The problem is that you might have to wait until they die. That's when most people check the map. When you're in that walkway, you must be hyper aware of both the middle section of the map and the other end of that hallway for any enemies that might appear. This is where you need to be a shark. They will know someone is in there, so just fling ink at the center when it's safe to do so.
(Ow, my thumb. Mobile typing sucks.)