Looking good until the end in Rainmaker (12-6, Splatterscope)

10th February 2017 – 7.00 pm

I'm sticking with the Splatterscope for this S-Rank foray. It should work in Arowana Mall, at least. Well, in theory, in the tentacles of a good player, perhaps. But I'm riding this one out in as much style as I can, and I notice that I even start this evening at S25. I must have done okay yesterday.

I get a nice early splat in this battle, just how a charger should. I follow up as a squidmate grabs the Rainmaker, and although he doesn't get far I get another splat, on the Squiffer. Looking good so far! Okay, I should have moved away from that super-jump ring. Newbie mistake.

I don't splat the Rainmaker, despite trying to get a bead on her, but at least I splat the Slosher threat to my perch. Not too shabby. And, sure, I don't splat the Roller rolling around, but I make up for that with a really nifty Rainmaker splat. Still looking good!

Another Squiffer splat! It's a shame my aim can't always be that good, or that I don't always spot flanking threats until they force me in to a Killer Wail. Those are the breaks, though. And when I come back I choose the right route, and my aim doesn't let me down this time!

I keep up my streak of being quite good, but at the cost of losing where the Rainmaker is, and losing the lead with it. Silly me. I then manage to take two shots to splat a Beakon, but I get it first time. At least my Splat Bomb Rush remains reliable, even if it uses the Rainmaker Shield.

Some good sloshing keeps us from progressing too far, sadly, and my forgetting that I'm on a grate possibly signals that I've lost my edge. Missing the hiding Squiffer whilst getting Sloshed almost confirms that, and the Rainmaker battle fizzles for me. Shame, really. I was looking good.

Splatting to the goal in S-Rank Tower Control (4-4, Splatterscope)

10th February 2017 – 7.00 am

Both teams look varied and balanced at the start of the battle, and it will be interesting to see how that works for both of us. I make a bee-line for the Tower, although as a charger I'm not entirely sure why, maybe just because I can supply the ink up the walls so I feel I should also use it.

I don't stay on the Tower long, naturally, not so close to the start of the battle, and the blue team take control after the initial skirmish to make better use of the Tower. I help out inking some paths up walls, and defend the approaching Tower.

I get a splat that looks entirely accidental, until I realise later that it was from my Splat Bomb, not my Splatterscope. That makes more sense. We get the Tower back, anyway. I try to lay down some ink, but the blue team regroups and a flying Roller despatches me.

As support, I splat both chargers on the blue team, and although the second is a mutual splatting I am really quite pleased at how I splatted the E-litre 3K.

I sensibly avoid the ink being rained down on me, instead of staying to suppress it, which works out well, because I end up being where the Tower is being pushed forwards by my squidmates. My Splat Bomb Rush charges at a good time, and I lob them around the Tower, and the last few in to a friendly Killer Wail for extra support.

I push a bit far forwards for being a charger, but even though I am splatted it doesn't stop the Tower, as it trundles on to the goal. Woomy!

Hooray for Splat Bombs in Tower Control (5-6, Splatterscope)

9th February 2017 – 7.00 pm

I know I disparage my aiming skills with a charger quite regularly, but there are some battles where I am really glad of having Splat Bombs as a Sub-weapon.

Of course, it would help if I remembered the basics of being a squid too, so that I don't lie completely outside of my ink for far too long without realising. But recognising that the Killer Wail would be used as a mask for the green squid to come forward was good.

My second Splat Bomb splat is really well timed too. It's a skill in itself, and I think I get more of those than I miss. Certainly a better ratio than my shots-to-splats with the Splatterscope, anyway.

Another Splat Bomb, another splat. But, amusingly, my Splat Bomb Rush gets nothing. That's fine. I'd rather know how to get consistently get splats with the Krak-on Splat Roller, like that one inkling does on me.

I think that's a great lead on to the Tower over the water, using a blotch of ink, personally. I'm proud of that. Another nicely timed Splat Bomb follows. But I am mostly just covering turf with my Splatterscope. That's okay too, as it is just as vital in Tower Control as in Turf Wars.

In the end, I can't even splat a Disrupted inkling on the Tower, but I reckon he was using the column well. So, five splats, all from Splat Bombs. Now I just need to work out how to use my main weapon.

A bit of fun in S-Rank Tower Control (6-6, Splatterscope)

9th February 2017 – 7.00 am

This battle does not go particularly well for me. I try to keep the turf covered at the start, and take pot-shot at inklings too far from me, and end up getting splatted by a Gal from behind a Splash Wall as I aim badly for his squidmate.

I miss-time a shot at a super-jumping inkling, as x the Roller does something, I don't know what, and miss-time a rolled Splat Bomb on to the Tower. It's not going well, as we have a big lead to overcome. At least I manage to hop on to a mostly purple Tower, and even if I don't get far we have a score on the board.

My squidmates ride the Tower further than me, and I move up to support them. I do my best to continue pushing the Tower, but the purple team move it away from me as I try to squid up, sealing my fate. Still, at least I get an aimed splat as the Tower comes back our way, and I time a super-jump splat well. Ignore my slipping off the Tower, though. And running in to a Splat Bomb.

I revert to trying to be a more defensive charger, inking turf and suppressing the other inklings, when x the Roller makes a reappearance. I dunno what she wants, but I'm having a crap game, so I play along. She just wants a bit of fun with a fellow inkling, I think, and it is nice and silly fun!

Not only was that silliness a few seconds of good fun, but it seems to reinvigorate me. The timer is counting down, but the battle isn't over. x goes to claim the Tower as I get a good splat, and as x rides the Tower I protect her from an Inkzooka, and then from some Burst Bombs I see coming from the side. Blimey, that's nice shooting!

We even look like we could win this. Maybe if my Splat Bomb Rush throws were better we would have a better chance, but this is our best ride of the Tower so far, and the best thirty seconds of the battle for me by far! Thanks, x the Roller, for making the battle fun again.

Playing safe in S-Rank Tower Control (4-3, Splatterscope)

8th February 2017 – 7.00 pm

Bluefin Depot offers a nice height difference for a charger, at least until the other team make it across the map. But if you're good enough, you can stop them, right? I stop the Tower's first movement, at least, and one approaching inkling, but the yellow team's progress must be inevitable.

Here comes the Slosher, as I aim for the Tower. One Burst Bomb gets me covered, but I survive. I don't time the Splat Bomb Roll, or my shot, and I'm a goner. But I reset, and hang back. I don't think I will be much help at ground level, frankly.

I feel I have to support the team when the Tower is pushed forwards. More than that, I clamber on when it is abandoned under some pressure. If I made my shot it would have worked better, and not even my Splat Bomb Rush saves me. But I push the Tower forwards a bit more.

I sense the yellow inklings on the ground are charging their specials as much as anything, even if none comes directly. I just try to keep my station and keep the turf inked, at least until my Splat Bomb Rush charges. Once I'm on the ground, I may as well take the Tower for a spin. Just a short one, though.

It looks like a defensive posture is good enough from now. The yellow inklings feel the pressure at last and make a move. I manage to roll a nicely timed Splat Bomb to get one coming up for me, and my squidmates do a bang-up job of clearing the Tower, which I get to see the watery results of.

A decent battle, I would say, and a victory for us.

Not a bad S-Rank battle for me in Splat Zones (6-7, Splatterscope)

8th February 2017 – 7.00 am

It looks like I can't aim for toffee at the start of this Splat Zones battle. That's not an entirely wrong judgment either. I could at least turn to ink our Splat Zones instead, which would also have my seeing the Carbon Roller coming for me earlier. So it goes.

I find it quite funny having the other charger's blue sight hunt me down like a feeler, as I casually ignore it. I try to ink the Splat Zones, take care of the charger, and cover over the Carbon Roller's contributions, and do okay. I even get a splat across the divide.

Maybe I don't get rid of the Carbon Roller, and maybe his Inkzooka charges at the right time, but at least I realise I should be inking the Splat Zones. I'm also quite impressed at my Killer Wail-dodging skills, and I have to thank my shoes for that.

That charger looks pretty good. I also spy her from the diagonal that she tried to use earlier. I think I do really well in splatting her too, even if I don't survive the encounter myself. She gets one back on me soon enough, too.

I'm happy to splat the Roller charging their special, and get a one-way splat on my opposite Splatterscope, yet still I don't survive. Damn that Carbon Roller. And the Dynamo Roller, really. But I think I made a good impression in that battle, particularly in S Rank.

Happy Splat Zones (2-2, Splatterscope)

7th February 2017 – 7.00 pm

Okay, it's not such a happy start to this Splat Zones battle. I hit the back of an (admittedly jumping) squidmate's head, then miss my shots across the gap and get splatted. So it goes.

We have a bit of trouble getting rid of the Roller too, more so when he becomes a Kraken. But after that, it seems to be plain sailing. At least, for me it is.

I get one decent splat as my squidmates push forwards, and I suspect they do all the heavy lifting in this battle. I'm okay with that, and do my bit in keeping the turf covered in ink, and approaches covered by an occasionally competent charger.

All looks good enough for my to have a little dance. I have to curtail my entertainment as an Inkstrike comes in on top of a Roller, but the Roller causes her own problems, falling in to the water.

We push back some pressure from the green team, and I get a nice and easy splat from a super-jumper, letting us regain control of the Splat Zones. Time for another dance!

I don't even need that final precautionary shot. Woomy!

Ink everywhere in Splat Zones (8-3, Splatterscope)

7th February 2017 – 7.00 am

Ancho-V Games Splat Zones almost insists that chargers hold back and just spray ink everywhere. Who am I to disappoint? Rather than head to the side grating, where maybe I can get more splats, I go to overlook the Splat Zones, and see if I can get more ink there than elsewhere.

I am under pressure from a long-range weapon or two, but I spy the Squelcher in the ink, either re-charging or waiting for me. I shorten his wait in a quite satisfying way. I take a moment to cover some more turf with green ink, and bag a really flukey splat on a super-jumping inkling. They all count!

That shot also shows me that I can sneak some ink under the hoardings, which is nifty to know. The blue-inked pressure comes back from their flanking point next, which is good timing for my Splat Bomb Rush, as my throwing arm just about reaches over there. The other inkling lobs a couple of Splat Bombs my way, but my Splatterscope reaches further.

The moving platforms can change the angles to make aiming awkward, like I need more trouble with that, but I still manage to get a good bead occasionally. And the pressure comes back from the flanking side, with more Splat Bombs coming my way. I just have to wait this one out.

After a refreshingly long almost-three minutes, I am finally splatted. Lasting so long felt good, I have to say, and at least I splatted my splatter. I also show good coordination getting up the wall to get back to the battle, which is unlike me. And I get back in to the battle.

I fall off the wall, so it seems like a good idea to make the most of my Splat Bomb Rush. I try to leave a Splat Bomb for an inkling to drop on to, but I realise that she doesn't need to come down, so I move on. I do quite well in the pit, and could have done better had I not hit that block. Oh well.

One last splatting, and trying to shoo away an inkling looking to stop movement from our base, and the battle draws to a close, with us victorious. Woomy!

Splatting towards victory in Tower Control (8-2, Splatterscope)

6th February 2017 – 7.00 pm

I'm close to getting back in to S Rank, so I choose the Splatterscope for tonight. I'm not exactly hobbling myself, as I can have decent battles with the Splatterscope, but I am more likely to have a decent battle and still be in a losing position. Sue me, I don't like S-Rank battles.

I get off to a good start. I hang back a bit, trying to be charger-like, and when the Tower opens up I jump on. An Inkstrike keeps me safe for a moment, and then, amazingly, so does my aim! I can't always splat two inklings at once, though, so I don't get too much further.

We are being hassled by an inkling trying to come up the side, but a bit of turf coverage at least stops him from causing too much disruption. I watch the side and the oncoming Tower, hopefully without compromising my position over either.

I know that Splat Bombs thrown on to Krakens just evaporate, but I'm on a Rush and have little else to do with them. A squidmate's special, the Inkstrike, comes to our aid in the end. I get my aim back for a bit, and I don't think I can blame my aim when a puddle-jumper comes my way. I can deal with him, though. This is why controlling the turf is important.

A nice bit of synchronised Tower riding follows, including abandoning Tower for a Suction Bomb, but my luck in staying unsplatted can't last forever. I keep my luck going a bit longer when dodging another Inkstrike, though, and try to keep the turf inked so that I can stay this manoeuvrable.

I exercise some caution, like a good charger, and press forwards when the team moves forwards. I'm quite please with my Tower-hopping abilities too. And it all comes together as the battle draws to a close, our team taking the lead seconds before it's too late. Woomy!

Turning my battle around in Tower Control (7-7, Tri-slosher)

6th February 2017 – 7.00 am

Oh my goodness, I'm having a rough time at the start of this battle. My usual strategies are failing me, and I don't quite know how to adapt. There's not much I can do with the short-range of the Tri-slosher, particularly when even the three sloshes seem to be missing my target.

Even when I get some high ground, on top of the Tower too, my ink never seems to hit the same inkling twice! I feel like I'm just going to be the other team's whipping boy for another battle. It's very frustrating to be splatted again and again, with nothing to show for it.

At least we have a good lead, I suppose. Not that I think I'm contributing much, beyond a couple of short rides of the Tower. But then my Disruptor makes a good connection, and my Bubbler charges, and all of a sudden my manoeuvring is working again.

Another splat, and another, and a flanking move not only works, but takes me to the Tower a moment before my Bubbler charges again. As the purple team come charging forwards again, I pop the Bubbler and keep the team safe, as we ride the Tower to victory!

What a turnaround in fortune. Woomy for me!