Splats but no success in Tower Control (16-8, Blaster)

11th May 2017 – 7.00 pm

I'm still trying to improve my battling skills with a regular foray with the Blaster. I think it's working to some extent, but I often forget what I'm trying to do and revert to charging ahead hoping to get some splats. That's part of my battling I need to work on more. Another area is paying more attention to the objective.

I don't exactly ignore the objective, but there are perhaps too many times when I lose track of quite what is happening with it. I don't mind losing if I have a good battle, but winning whilst having a good battle would be sweeter still. I also still have to get used to the dead time between shots with the Blaster, and try to ensure no Splat Bombs roll my way just before starting a shot. Oops.

Squidding through my Blaster's inky trail when the rest of the turf is the opponents' colour is probably not wise, as it seems pretty obvious where I'd be, but sometimes you have to risk it to clear the inklings so that you can ink over the turf. I'm still not entirely sure why some of my indirect shots don't get a splat on the second hit, but I'm sure it's to do with my poor aiming. The occasional direct hit, lucky or otherwise, mostly makes up for the misses.

I miss seeing the Octobrush drop down in front of me, and push on unsighted anyway. I am quite startled when she pops up out of seemingly nowhere, and a little disappointed in myself when I see we were one point away from taking the lead. I also don't see the next Splat Bomb until I dedicate myself to a Blaster shot, which partly helps the blue team extend their lead.

A Killer Wail covers the Tower nicely, as well as an Inkstriking inkling, who I have to wait to splat. Squidding up the Tower when trying to avoid that Inkstrike doesn't quite go to plan either. Now we have the Tower close to our goal, and a Splatterscope putting us in the crossfire. With a bit of luck, I force the Splatterscope in to a mistake, and get myself in to a good position to defend the Tower.

We've defended against the knockout defeat successfully, but it's a mighty long way to push the Tower if we want the victory. I don't see it happening, about as clearly as I don't see the Range Blaster splatted by what looked like good shots. So it goes. What's worse, though, is that two of us jumped off the Tower to push ahead, and a blue inkling took advantage of the empty Tower to push it the other way. I really need to be paying more attention.

It's not a smart idea to jump in front of an Inkzooka, and maybe dropping down from the top would have been a better idea, but sometimes I'm not that smart. At least I get the splat. I remember my Disruptor again when I've got a clear throw, which helps us repel the Tower when it's once more too close to the goal, and even though it seems that I wait a bit too long to use my charged Killer Wail, it is quite effective when I finally pull it out, getting another splat afterwards for a neat triple.

We get one last chance at pushing for the lead and victory as the battle enters extra time, and although I doubt we'll make it now, as we haven't got close yet, I try my best to keep the Tower moving. I survive one close call, but a Splat Bomb ends my contribution, and the battle ends moments afterwards. Never mind.

Ah, losing only one ranking point means we lost an inkling. Ah, I see. At 4'22", our first inkling disappears in a puff of yellow dust.

Sloshing all over the Splat Zones (7-0, Tri-slosher)

11th May 2017 – 7.00 am

I was able to redeem my battling, briefly, with the Carbon Roller Deco. I would like to see if I can transfer my new ideals to the Tri-slosher, where I almost can't help but be stupidly aggressive with. I don't think I'll mind if I can't, as I seem to do okay with the bucket enough of the time, but it would be nice if I could improve my skills across the board. Especially with chargers, but that's a bit harder.

I have to admit that I like squidding around Arowana Mall. The hidden alley offers good opportunity for flanking manoeuvres, if you can get there unnoticed. That's the hard bit, mostly. I have good, practiced speed with the Tri-slosher, though, and perhaps a little above my current Rank. I don't usually get to the middle and up and around the side without any ink touching me. It surprises the Carbon Roller too.

I pause on the platform to look for the E-litre 3K. Over this side would be expected and preferable, but he's on the opposite ledge. Not a problem! A quick squid across, and I surprise the inkling with buckets of ink. Mind you, much like Admiral Ozzel, I kinda slowed out of ink speed a bit too soon, and I got a bit lucky.

I don't want to rely on luck for the next splat, and pop my Bubbler as I dive-bomb the inkling below me. As I do, I notice the ink trail leading along our blind corridor. There's no ink trail leading up the wall, though, but I forget that Splat Zones have the extra grating that bridges the gap above. If I had remembered that sooner, maybe I'd have spotted the Carbon Roller behind sooner too.

Thankfully, my spider-sense tingles, and I turn to have the Carbon Roller bump in to me. I'm glad it's not a Splat Roller! I think she's a bit flustered, and I somehow survive, she doesn't retreat far enough, and I get another splat. I drop down to help a squidmate, who gets the splat, and notice the E-litre 3K bearing down on the Splat Zones. I reckon I can get her away from there.

I squid up and drop a Disruptor, which slows to a crawl any attempt to escape, and one Burst Bomb won't splat me. And as the E-litre 3K is splatted back to base, I'm happy to see a super-jumper is about to arrive. I make sure no one is coming up from the blind side, and get another splat. Again, this one's a bit lucky, as the Carbon Roller flicked ink as she landed. I was just far enough away, I think.

I think about pressing forwards, but decide against doing more than laying down some green ink, and turn back towards the Splat Zones. I chuck a Disruptor at a blue inkling, and am distracted by the E-litre 3K again. I decide to sneak under her, and although a squidmate has splatted the E-litre 3K by the time I get on the ledge, a super-jumper lands for me instead.

It's nice and simple to move on to the Inkzooka firing across the Splat Zones, not expecting me to come from this direction, and as I cover his tracks I notice the score. I think it's worth celebrating this knockout victory, particularly as I had such fun with the Tri-slosher. Woomy!

Getting the splats around the Splat Zones (9-1, Carbon Roller Deco)

10th May 2017 – 7.00 pm

I'm having another run of unsatisfactory battles. It won't get better by my being more aggressive, but by my battling smarter. As if to prove the point, rushing to get across to the other side of Camp Triggerfish merely runs me in to a Carbon Roller with better reflexes than me.

Can I turn my game around and approach the Splat Zones more sensibly? Using the ink half-covering the Splat Zones, and my Ninja Squid t-shirt, I can to start with. I sneak close enough to get the splat on the Carbon Roller who is hassling my squidmate, and the resulting ink splot gives me room to manoeuvre to the side of the Hydra Splatling. That's already better!

Battles are won and lost by controlling turf, so I start covering over what I can. That turns in to an awful lot more green ink to cover, thanks to a rush of Burst Bombs, but we ink over the mess soon enough, capture the Splat Zones, and take the lead.

I loiter at the side for a bit, but think I can do more. My Seeker Rush is ready, and I have a fairly clear path to be a nuisance. I make sure all the green inklings are unsplatted, hopefully putting them in front of me, and make my way across the bridge to rush some Seekers. First Seeker is a beaut! So good, I think some of the others should head towards the base. Not for long, as a Carbon Roller reminds me he's still there, but thankfully from too far away.

Things get a bit messy for a few seconds, as I head in to a fully green Splat Zone, but I get away with it, thanks to some dodgy flicking and inky pressure from my squidmates from behind. Time for a small breather. The Splat Zone seems unpressed for the moment, and I try the wall trick again to be unassuming. I still can't quite hang there. And I pick my moment to drop down, launching a Seeker just as an inkling shows himself.

My squidmates and I push towards the green base to make it more awkward for them to leave, but I hear an Inkzooka, and see it firing across our Splat Zone. I should get over there. I realise maybe I could have super-jumped back to base half-way across the bridge, but it's too late by then. But it looks like I'm just in time to help recover our Splat Zone.

One Carbon Roller is splatted, a second pops up at just the right time for me to see and flick at him. Just the Hydra Splatling left, and this is where my Seekers will come in handy. Even better that I have a Seeker Rush ready, forcing the Hydra Splatling to one side and laying down some ink to Ninja Squid through. It does the trick nicely.

Only a bit of tidying up is required, and although I see a green inkling heading my way, I don't realise just how close to winning we are. A knockout victory for us, and a personal victory for not banging my head in to threats! Woomy!

Coping with a pair of chargers in Tower Control (14-8, Blaster)

10th May 2017 – 7.00 am

Back the Blaster for a bit, as my battling is getting sloppy again. It will still be sloppy with the Blaster, but it will feel so much worse that I'll want to improve. Or I could just get repeatedly picked off by either one of two chargers sitting on high in Museum d'Alfonsino.

What am I to do about the chargers? Charge at them, I suppose. Not that I stand much chance of getting close, with them up there, having a good view of everything, and me with a shortish-ranged Blaster. I can't even concentrate on defending the Tower, as I am picked off from across the central gap.

I will have to get to the chargers unnoticed. That means going down the right to start with, as they should be looking mostly forwards. The charger without a scope may not be as easy to evade, but a nicely timed Inkstrike covers my advance, although I think it also knocks the chargers from the perch. Either way, job done for now.

I bump in to an inkling, probably one of the chargers, but fail to get a direct hit, don't catch her squidding away, and don't notice her squidding back until she's super-jumped away. Never mind. At least she's out of action for a bit longer, and I get underneath the perch. If only my aim was better. I don't think it's bad, more that aiming directly upwards is not usual for me.

I splat one charger, the other disappears, but I find him as he finds me. I'm okay with that trade, given previous long-range encounters. I try to go around the other way this time, trying to shake things up a bit, but I'm spotted and splatted, and getting frustrated. I try to go unnoticed along the first route, and I think I am, but that doesn't stop a charger inking my path.

I drop down to get out of harm's way, and put myself in harm's way by defending the Tower. Successfully, mind you. I don't escape the twin laser sights, of course. It feels nowhere is safe right now. Indeed, not even closer to our base, but the charger doesn't feel safe there either, and, as I should, I come out on top of that encounter.

I am reminded about half-way through that Killer Wails exist, and can knock chargers from perches, but I suppose you need to stay unsplatted long enough to charge the Killer Wail first. I use the Killer Wail to sneak around the side, but force a shot a bit too soon to get a clear splat. A squidmate finishes off the splat, which is good, and I continue around to aim for the other charger, almost not getting there from other inky pressure.

It seems I need to be quite mobile to stay unsplatted, and even that's no guarantee. But it forces me to stay aware of where I am and what's around me, and not to linger in one place to long. And when we finally take the lead, it feels like we've earned it.

A squid around the back finds me surrounded by yellow ink, but not enough that I can't splat a charger, and, not finding the other, drop down to defend the Tower. Hey, there's the other charger! And there's the Tri-slosher again. I get the Tri-slosher back almost immediately, but realise it could be at the cost of losing the lead.

I track back to stop the Tower, finding the Disruptors don't go through Inkstrikes, but manage to help a squidmate with some crossfire to reclaim the Tower. I ride the Tower back to the centre, but feel the watchful sight of the chargers upon me. I selfishly let a squidmate take on that burden, deciding
instead to provide some support from a little distance back.

I miss seeing the Tri-slosher head towards the Tower, but in missing that I squid up to challenge the chargers again. I get splatted for my efforts, but not before splatting the two of them. It was a tough battle, and frustrating at times, but it was an interesting challenge!

Suspiciously smooth ride in Tower Control (6-1, Tri-slosher)

9th May 2017 – 7.00 pm

More sloshing in Museum d'Alfonsino, and I don't get splatted in the first thirty seconds! I must be applying my learning, at least occasionally. I hold back, ink turf, throw Disruptors, and when I move forwards it's to support the Tower and get a couple of splats. Not too shabby.

The orange team take control of the Tower, but they don't get too far. I even sensibly slosh against a Bubbler. I know I can't splat her just yet, but my ink prevents her coming up to my level, and by the time she can her Bubbler is gone and I get the splat.

Covering over an Inkstrike has my ink hitting something, but rather than stay to find out what I move around. I find out soon enough, an inkling trying to push in to our territory, but he'll get no further. My Bubbler is charged and I'm happy to use it.

The Tower's moving forwards again, so I move up to it and beyond. It sounds like my squidmates have the same idea, the Tower pausing, but one has the sense to get back on and keep it moving. I get on to the rotating platform and gain some height. But it all seems a bit too quiet.

I spy one inkling preparing to assault the Tower, and get a decent Disruptor throw up on to them, but otherwise not much is happening. One inkling looks to be daydreaming, and I callously move up to splat him, but where is everyone else?

Reviewing the footage, all the orange team are still in the battle, and there is a small flurry of activity as we move the last few metres on to the goal, but that was quite a lull in the battle.

Looking at the map from Judd's point-of-view, maybe a couple of them were trying to flank our team, not quite aware that we were all much closer to their base than they were getting to ours. Still, it's good to be on the other side of that lack of awareness occasionally. Woomy!

Some loose aim in Tower Control (13-4, Kelp Splatterscope)

9th May 2017 – 7.00 am

A bit more charger practice for me, with the Kelp Splatterscope this time. I prefer the Splat Bombs of the basic Splatterscope in general, and although the Sprinkler is better for Splat Zones, the Killer Wail of the Kelp Splatterscope should be quite useful for Tower Control in Walleye Warehouse.

I look to take up a perch early on, and get my first bad throw of the Sprinkler out of the way. Why my squidmates come to the perch I don't know, but they drop down soon enough. One particularly lazy squidmate super-jumps to me once I'm in position. Really.

Aiming for the Tower is nice and easy, good for practice. And I stay out of trouble as a Killer Wail activates, but it does its job, forcing me down and in to trouble. Luckily, I'm not there for the next Killer Wail. I start inking turf, which also charges my Killer Wail, and the inkling on the Tower is daydreaming as it wails away.

I move up and try to snap a shot at a Squelcher ahead, and although I get a splat it's not the one I was after. That's probably better for me anyway, keeping me on the Tower for at least two seconds longer. If only I had Splat Bombs available.

I ink some more turf, get ink-blocked by a squidmate who gets the splat anyway, and ink more turf. Moving forwards has my missing a splat I maybe should have got, but lets me remember my Sprinkler again. I miss another couple of shots, before relaxing and getting a good splat on the Tower, and falling back to aim my Killer Wail.

I see where the inklings are, and aim to either splat them or limit their movements. And so limited, I squid around to bag me an excellent splat indeed, also stopping a Killer Wail coming our way. Another inkling is lucky to dodge back out of my sights.

I'm back to missing shots I perhaps should be making, but another Killer Wail chargers that clears the way ahead. But rather than forwards, I think about the side. I finally get up to the top, and throw a Sprinkler as bait. I think it works, and I hit my target. But I am looking in the wrong direction. We lose the lead, and I'm not helping.

I go back to help clear the Tower, too late, of course, and look forwards to try to make amends. A Killer Wail helps a little, and I even manage not to confuse myself by squidding in to a reciprocal Killer Wail. But still I am missing some shots that would really help if I made them. And when I get in to trouble, I really get in to trouble.

The Sprinkler may distract one inkling a little, but it's the one behind me that's the problem. I manage to get past and stay unsplatted, and snap off a partly charged shot to clear the way ahead. If a green inkling weren't toodling past on the Tower at that moment. But so it goes.

More missed shots! And I get in to more trouble, surrounded by inklings, ink, and Echolocated. The outcome is obvious. About as obvious as the outcome of the battle. I think I still need both more charger practice, and more awareness of the objective.

Pushing forwards in Tower Control (12-5, Tri-slosher)

8th May 2017 – 7.00 pm

An aim to head right around the back of the green team doesn't quite go according to plan, but what did I really expect? I may have started out along an unorthodox route, but it was one that takes me to the standard initial rush for the team. I was heading in to trouble, silly me.

Going the longer way doesn't have a better result, mostly caused by appearing just as inklings pop up from their base behind me. Maybe I'll start getting some splats soon, if I'm a bit less stupid. I get one, but it's far from clean, and I'm inky enough that not much is needed to splat me again.

I need to get my act together. I get some height, take a breath, and look to be more sensible. I slosh downwards to get one good splat, drop down to clear the Tower, somehow dodging a Seeker, and move around to help prevent my squidmates getting flanked. Three good splats in a row is a good turnaround already.

Supporting the Tower gets us the lead, and bags me two more splats, before trying to keep the push going makes me too much of a target. I suppose there had to be a reason why my squidmate abandoned Tower. But with the Tower where it is, the side route I first used looks more attractive. I get back to the Tower, but it seems my ink could be better used elsewhere, as I spy two green inklings trying to get behind us to gain an advantage.

A squidmate and I splat one inkling before he gets too far, but the other is behind our lines, and now high above me, raining down ink. I retreat for safety, and not minding too much, given that we are in control of the Tower and moving this way anyway. I return the gesture of inking the other side of the map, also getting some height to make it harder to see and hit me.

I attract some attention which gets me some splats, and these two circumstances let the Tower trundle further forwards to give us a good lead indeed. I push forwards to support it more directly, diverting some ink on to myself, but not quite helping us get the knockout victory.

We can probably defend successfully now, but that's kinda boring, and a good attack is a good defence anyway. The benefit of having a big lead is that we can be more cautious when pushing, being happy to drop back again when under threat. Even so, we get quite close to the goal again, which may be because we choose when to push instead of forcing it.

I get a bit close to taking a dip when I try to jump on to the Tower with my Bubbler active, but either pull it back to the ledge in time, or get knocked there by green ink. Both work for me. And as time runs out, all we need to do is clear the Tower and retake control for the victory, which we easily manage before the Tower gets close to its central position.

I managed to turn a poor start around to help support a good team, and we take a convincing victory. Woomy!

Double dunking the Rainmaker (12-8, Carbon Roller Deco)

8th May 2017 – 7.00 am

It's a standard start to a Rainmaker battle in Kelp Dome with the Carbon Roller Deco. My squidding goes a bit squiffy as I check to see if an inkling is coming over the ramp. Yes, it seems they are, so I prepare myself. But they don't come, so I move on. Or do they? Whatever happened, I don't think I could have prepared myself for that at all.

The first splatting doesn't give me a fuzzy feeling for this battle, but I press on, for the team. If only I noticed which way the Rainmaker was coming, rather than trying to cover the blue inkling tracks. I am in completely the wrong place, but don't realise quite how far behind I am until later, when I notice the lead we have to overcome. Bloody hell.

Before I realise we've all but lost the battle, I think I'm doing well to sneak up behind the Inkzooka. It doesn't help that it takes three good hits to splat her, leaving me close to a Splat Bomb. So it goes. My expectations for this battle are being lowered a second time. At least I know where the Rainmaker is when I return, although I'm still currently oblivious to the blue team's lead.

Phew, that's some lag on the splat notification, but I get the splat, which is the main thing. I also help splat the Rainmaker, and squid around inking some turf, letting my Ninja Squid back to get a third splat. A Seeker Rush helps burst the Rainmaker's Shield and ink some turf, and another very laggy splat on Neptune.

I think I realise the extent of the blue team's lead by now. Drastic times call for drastic measures, and I decide to head through the centre and around the back of the blue team, much as they did to get their lead in the first place. This works surprisingly well! Not only do I run headlong in to the Rainmaker, I splat them right next to the podium, and get a Seeker Rush charged!

I activate the Seeker Rush and move in to the gap to make sure I'll hit the Rainmaker's Shield, bursting it easily, and with an inked podium I just have to squid up to dunk it. Woomy! Or so I think. The Inkstrike feels late. Ah, it's from Neptune, God of Lag. But I am happy that we've taken the lead, and one that will be hard to beat. Not getting the dunking is a little disappointing, though.

I aim to go back the same way, but am diverted by the Rainmaker, breaking out alone, which makes it almost trivial to splat. I grab the Rainmaker and press forwards again, right up until I realise that I didn't actually grab the Rainmaker. So it goes. I head the other way, hoping to reclaim some turf, but feel like my time is better spent defending the Rainmaker. I go back to get a splat, but am a bit close to the Rainmaker's Shield when I get it.

Another push goes around the side, where ink comes from unknown directions. Thankfully, there's no uncertainty with what splats me again, even if the source is the laggy one. My aim is a bit off when stopping the inkling, and had one flick done the job maybe the second would have been towards the Luna Blaster. But it wasn't.

The Rainmaker is stopped again, giving us one last push. I grab the Rainmaker and drop through the grating before letting loose with some defensive Rainmaker blasts, which do actually clear a couple of inklings out of the way. I squid ahead, where a squidmate is providing some excellent inky support, and this time I get the dunking I wanted! Or do I? Blue ink flies from above and... yes! With five seconds to go, can I get a woomy!

Splats for the Rainmaker (16-8, Carbon Roller Deco)

7th May 2017 – 7.00 pm

A little misstep when trying to ink a desk is nothing, and I hop back up to get my bearings. A Seeker gives me a route down to the lower level, where a squidmate inadvertently reveals a Roller for me to splat. I don't push forwards to splat a second inkling recklessly, but let a Seeker do it for me. That lets me move up to support the Rainmaker. She goes another route, but I, well, I try to ink some turf to help the advance but am caught quickly.

I keep the turf-inking going as I recover. That's a weird square blotch of purple, but never mind. I turn most of the green purple before moving up, and get a Seeker Rush to get lots more turf covered, splatting an Inkzooka in the process. The Rainmaker is there to be support again, so I look to ink a path, but again am stopped when I push a bit too aggressively.

I choose a different route to return along, and pause to pick my moment. It's a good moment to choose, and I splat an inkling here, and inkling there, and am chased around the blocks as I look to splat the Rainmaker. Once the Rainmaker is splatted, I splat my chaser too. Nice quad splat!

I get the fans going and send a Seeker ahead before dropping down to use my Seeker Rush on the Rainmaker's Shield. A squidmate grabs the Rainmaker, and we head down the side, where some support gets more splats, but at the cost of the Rainmaker being dropped and returned to green tentacles.

I return along the same route as before, getting the drop on the Rainmaker. A super-jumping is incoming, but as I wait for them to land another inkling appears. My attention flits between the two, causing me to get splatted without splatting either. There's a lesson there, I'm sure.

Back along the same route, but coming up short knowing that the Rainmaker is getting close. The height gives me a good advantage, letting me splat the support as squidmates deal with the Rainmaker. I take a step back to see what's happening, and gain more height for more advantage, which gets me a couple more splats.

I move ahead, hoping to make the most of my Seeker Rush, but as the Seekers hit the fan I can do nothing with them, wasting most of the Rush. I press on, trying to recover some turf, but I don't quite know why I head up on to the little platform, given how isolated it has made me in previous battles. Once more, I'm stuck up there, and my flopping down is obvious. I really shouldn't go up there.

As the battle winds down, my squidmates increase our lead, which was handy given the one-point lead that we had been reduced to, and I get splatted a couple more times. But we end up winning comfortably, and I got a healthy number of splats. Woomy!

What were they waiting for in Rainmaker (15-4, Carbon Roller Deco)

7th May 2017 – 7.00 am

A normal start to this Rainmaker battle has my launching Seekers to ink turf and squid through. I see Seekers coming my way too, which will be interesting. I think I miss an inkling squidding behind one Seeker, but maybe not when the inkling I splat launches one. Another inkling appears, and a third aims a Killer Wail in a position that's slightly too exposed.

It seems like a good start, until I realise that the one inkling I didn't get to splat has walked the Rainmaker quite close to our podium. Going back to help doesn't help either, with the Rainmaker moved in a different direction, and trying to catch up again gets me splats but has me moving in the wrong direction still.

I try to work out where I should be, deciding that following behind the Rainmaker may be too late and too obvious now, so head back the way I came hoping to flank the blue team. It works quite well, particularly with an Echolocator active on the blue team, but I get my comeuppance with an Echolocator active on us, and accidentally picking up the Rainmaker doesn't help.

At least the Rainmaker is reset, buying us a few seconds to regroup. I head back, avoid Suction Bombs like someone who finally knows what they do, and splat the Rusher. I move around the back looking for the Rainmaker, getting a lucky splat when Echolocated, and a lucky Seeker splat, but don't quite either reach the Rainmaker or get away from a nicely thrown Suction Bomb in time.

We get the Rainmaker, and I move ahead to in a path, using my Seekers a little poorly to do so, but the Rainmaker doesn't appear, even after two laps. I head back to find out where it is, and see where it is headed, so move to create a path in the right direction this time. But even with the way clear, the Rainmaker doesn't move far. Maybe they are under inky pressure we've unfortunately moved away too fast from, or maybe they are trying a bit too hard to get splats.

We lose the Rainmaker again, having made not much ground. I return with a Seeker Rush that looks like it may help, but perhaps not as the Rainmaker scoots across the grate above me. But I keep inking, hoping that we can move the Rainmaker back quickly, but am thwarted by some poor flicking. At least the Rainmaker was stopped.

We get another shot with the Rainmaker, and although it is lost I help clear the blue inklings away, and with support coming in I take it upon myself to keep the way forward clear. And the way looks pretty clear, but the Rainmaker doesn't come. Even from the final map, the path looks pretty green, so it's a bit unfortunate that a final push doesn't give us the lead, but so it goes.