Sharing the splats in Tower Control (9-4, Splatterscope)

5th February 2017 – 7.00 pm

I think I like Hammerhead Bridge, but as much as there are multiple routes and levels all over the place, I never am as comfortable as on my favourite Flounders Heights. But Tower Control on the Bridge should be good for the Splatterscope, and it's no surprise to see a charger on the other team.

I try to be sensible and keep my distance, watch my angles, and keep good vision. It works well at the start, getting a nice splat under a Splash Wall, then getting the drop on my opposite charger, moments before another inkling super-jumps in.

I have a bit of a moment trying to get up a wall, but it's harder than it looks. Once up there, I find we need to do some turf control. I help out with that, and take one inkling off the Tower, but we have a yellow inkling or two looking to cause disruption on the flanks.

Oh right, the other charger too. I assume he's better than me as well, so I'd better watch out. Still, I'm not terrible, and even a jumping inkling can be splatted, followed by the Sprinkler. Not too shabby! I even splat the other Splatterscope again, although his shot isn't prevented from firing too.

We've lost the lead now, which is a shame, but neither of our teams has pushed the Tower too far. We can still win this. I manage to take the Tower back by force of Splat Bomb, even if none land on the Tower itself, and somehow splat the Splatterscope who jumped off. Good job!

I get another splat on my opposite number, and then find myself in a spot of bother. I release a Splat Bomb Rush in a bit of a self-preservation panic, which probably looks a bit silly, and still I am in trouble. I squid away.

The clock ticks down, and we are in control of the Tower. I somehow forget that we lost the lead and let out a 'Nice!', thinking we've won, but all we've done is push the battle in to extra time. Then I get splatted, and we lose. Oops.

Supporting the Rainmaker (1-0, Splatterscope)

5th February 2017 – 7.00 am

I think I see an alternative perch for my Splatterscope on Camp Triggerfish Rainmaker, and aim for it. You know what, it looks pretty good. It would be better with inklings to aim for, but all I have is a Splat Charger aiming at me.

One nicely rolled Splat Bomb later, and the Splat Charger is no longer hassling me. And our team have the Rainmaker and are making a good push. I'd better go and help!

I'm not sure I do too much. I think the Roller inked the way, but I send a path of ink flying just in case. And I give a 'Nice!' that isn't badly timed. That was nice and simple. Woomy!

Avoiding the Wails in Rainmaker (8-5, Splatterscope)

4th February 2017 – 7.00 pm

Port Mackerel and Camp Triggerfish Rainmaker are great for Killer Wails! I tried them with the Kelp Splatterscope but wasn't having much luck, so am back with the Splat Bombs of the normal Splatterscope. But just because I can't aim a Killer Wail doesn't mean others can't.

There are also Seekers to beware of in Rainmaker. I dodge one slightly before splatting its owner, and grabbing the Rainmaker. My dodging skills with the Rainmaker are a bit worse, though, and I don't get far.

The first Killer Wail comes in, but it's mostly harmless. Much like my aim, although it looked like I hit the Rainmaker. Turns out the Rainmaker hit me. And it's not long before the next Wail pushes me in to a corner. But I'm okay!

My Splat Bombs get me splats again, which are always welcomed, and we get to push the Rainmaker a bit. Something is hitting us with green ink, though, and I spy and destroy the Sprinkler responsible just as a new Killer Wail comes in.

How I avoid that Wail, I'm not quite sure, but I thank my ink-resistant shoes. Not that I last much afterwards, but with my team splatted I probably should have retreated, not inked further ahead. Back to the base I go.

Another Killer Wail restricts my options, and my vision, but not so much that I can't get a decent splat. I follow that up with a Splat Bomb Rush that meets the Rainmaker cornered by a well-positioned Inkstrike, and dodge a Seeker before splatting its launcher trying to use another to move quickly. Yes!

I try to control our turf, but press too high too soon. At least the Killer Wail doesn't get me, and the next is not quite enough to block movement from the base. That Seeker Rush looks nasty, and I stay away, which I think helps get the green team the lead. Damn.

Finally, a Killer Wail gets me. I can't quite stay in the wall well enough to avoid it. But it's just the one, as the next only catches a tentacle. But it clears a path, and by the time I realise my flanking route was the wrong choice, and try to splat from behind, the Rainmaker has been dunked.

Never mind! It was a fun and interesting battle, all the same. And going at the results, it looks like we lost an inkling. Reviewing the game, we did. That was what the suspiciously long pause at the start of the battle was. We were battling with three inklings the whole time, so I think we did pretty well!

So close to a comeback in Rainmaker (14-7, Tri-slosher)

4th February 2017 – 7.00 am

My desire to go for the chargers when I have the Tri-slosher equipped continues. I am spotted by the Squiffer, though, which isn't surprising given their lack of a scope, and am splatted, also not a surprise as they have a quick charge time.

The green team get a good lead, which thankfully I am in a good place to stop before it gets too far. We could probably still do something about that. I circle around to lay down some ink, but the green team are concentrated from all respawning at the same time.

We continue the tussles, and I almost get the drop on the Squiffer when he turns in to a Kraken. I think he loses sight of me, though, and by the time he catches up he transforms back, and I get the splat! I soon realise the explosion radius of a Suction Bomb is pretty big, though.

I keep aiming for the Squiffer when I see him, which isn't healthy, and thankfully I realise this occasionally and back off when there's no point pursuing a splat. I bluff myself, though, whereas the Squiffer super-jumps to the action.

I could super-jump too, but coming from behind has its advantages. Not losing the lead isn't one of them, though. We stop the push and, after a timely Bubbler, get the Rainmaker moving in the right direction again. I head a slightly different direction, as is my wont, and can't help but splat the Squiffer once more.

Another Bubbler has my surviving another Rainmaker encounter, leaving the Rainmaker almost there for the taking. I grab it and try to get the lead back, and although I'm close, thanks to an Inkstrike and Kraken, I am a whisker away.

We send wave after wave of our own inklings at the Rainmaker, but the green team drop it down to the ground floor, resetting it. I don't think we quite notice it's gone until it's too late. Still, I get a few splats out of it, even if we don't quite claw the lead back one last time.

Coming back from a bad position in Rainmaker (8-6, Splatterscope)

3rd February 2017 – 7.00 pm

I get off to a shaky start in this Ancho-V Games Rainmaker battle, and that's not just referencing my aim with the Splatterscope. It doesn't help that a teal inkling is camping our base for giggles. Thankfully, a squidmate takes care of her.

I take a few splats too, including one from an almost-depleted Rainmaker shot, which stings a bit. But I am gifted a couple of easy splats to get me back in to the battle, and maybe could have had a third had a squidmate not thrown a Bomb in to the Rainmaker. Still, his intentions were good.

The Rainmaker is mine! And I get a glorious distance of just about nowhere. But that lets me reset and try to pick off some more inklings with my Splatterscope. I get one by aiming, one by falling, and two by Splat Bomb. A good tally!

We start to move the Rainmaker too, and I move up to provide support. It turns out to be support for the other team, as I get splatted to spread their ink around, but never mind. I do better with the next push, even splatting my charger counterpart, and my squidmates give us the lead!

It was a good rush forwards, and the teal team have little response this late in the battle. I also manage to stay unsplatted at the last, which helps end the battle well.

Mass DC in Rainmaker (4-5, Splatterscope)

3rd February 2017 – 7.00 am

This one is a bit embarrassing. After a decent start to the battle, including a beautifully timed shot, just about everyone disappears, disconnecting from the battle.

That leaves me and a squidmate, against one Soda Slosher. What's embarrassing is that the Soda Slosher is better than my squidmate and me combined. To be fair, I'm probably dragging my squidmate down a bit.

What we get is a nice showcase of how poor I can be at Rainmaker and aiming, although once I realise the situation I calm down a bit and play to the circumstances.

I splat the Slosher when I am close to the podium, and take advantage of the complete lack of opposition to go for a dunking. I don't make it, though, and it's up to my squidmate to get it.

At least we do get the 2 vs 1 dunking.

Easing myself back in to Rainmaker (6-6, Splatterscope)

2nd February 2017 – 7.00 pm

I come back after a few days away to Rainmaker in Ancho-V Games and Flounders Heights. I should opt for the Tr-slosher, particularly as I am still in A+, but I keep the Splatterscope equipped. I'm sure I'll do just fine.

I feel a bit unlucky with that Splat Bomb missing the Blaster, and the Blaster not missing me, but I can only work with what I've got. And what I've got is a bit of a dodgy aim, although my dodging skills don't seem to rusty. I dunno how I get out of the way of the Killer Wail.

I get one decent shot in, which is reassuring, but it seems like my Splat Bombs will be doing the heavy lifting. That works for me, as long as I get splats. I try moving the Rainmaker too, but don't realise that the blue team are behind me, so get stopped quickly.

I don't do too badly, really. I get a few decent shots, some nice Splat Bomb Rushes, and both defend and provide support for the team. It's a pretty good battle overall.

Comedy of errors in Kelp Dome Tower Control (14-5, Splatterscope)

2nd February 2017 – 7.00 am

I try to ink the way for my squidmates at the start of the battle, then look for the Splatling again. She's not on the normal perch, and I appear to have fallen and can't get up. Never mind! There's the Splatling, and I pull my shot slightly, letting her escape. I start laying down some ink, and get splatted from the side.

At least we're pushing the Tower forwards, and taking a different ramp gets me the vantage point I was hoping for. Those splats might have been a little lucky, as I'm not entirely sure I saw either inkling clearly. They all count, though.

My Bomb Rush charges, and I drop down to, well, the wrong side of the plants. I make the best of what I've got all the same, missing everyone in the process. I'm not convinced the Kraken gets splatted, and how I survive the sloshing and ink I don't know. I don't last forever, naturally.

My aiming is as splotchy as the map, but at least I force one inkling to use his Kraken because of my close-range inking. And I can hit a mostly stationary target fairly consistently, which is why Tower Control works well for me.

I lose sight of the Splatling as I engage my Splat Bomb Rush, and think she's dropped through the grating. Nope, but I can revert to my Splatterscope, take aim, and get Krakened from behind. And when it all looks quiet, spurred on from the previous battle, I hop on to the Tower to see what I can do.

Well, I get a little way with the Tower, panic, and fall off as I activate a new Splat Bomb Rush. Quite how I splat a couple of inklings that like I don't really know, but throwing a whole load of Splat Bombs does work quite well. Better than aiming low at an incoming super-jumping inkling, anyway.

My squidmates have control of the Tower as the clock ticks down, and we enter extra time. I get two good splats to take some pressure off the Tower, then head around to help control it. I have a good line-of-sight as we keep pushing, and, before we know it, we grab a comeback victory!

This was a really fun battle! I wasn't entirely in control of what was happening, I got hit from angles I didn't predict, but I flowed with it all and managed to have a great game. And reviewing the battle, only two splats were from Splat Bombs, meaning twelve of my splats were from the Splatterscope. That's an excellent result! Woomy!

Taking control of the Tower on Kelp Dome (3-0, Splatterscope)

1st February 2017 – 7.00 pm

Inking the way is one of the tasks of the charger, I believe, so I try to do that as much as possible. Another task is splatting chargers on the other team, and although I'm a tad late I manage to spot the Splatling and take some pressure off our team.

My shaky aim doesn't help reclaim the tower, but my squidmates do. And at least I avoid being ambushed by the Luna Blaster. That also lets me press forwards as the Tower is moving under our control, and get a more central perch.

We lose the Tower, but because of my position it comes straight towards me. Well, what else can I do but ride it? I jump on without hesitation and push the Tower forwards for the team. I have to hop off for a few seconds, as the Luna Blaster comes along, but I somehow survive, thanks to a Splat Bomb, and hop back on.

I somehow miss the Splatling in the distance, but I'm feeling good about this straight line and my Splatterscope. Okay, no more splats from me, but the ink I lay down must be hindering the other team, and even though I get another Splat Bomb Rush out of it, I don't need it.

We reach the goal too soon to throw many Splat Bombs. Woomy!

Tactical delay in Rainmaker (5-3, Tri-slosher)

1st February 2017 – 7.00 am

Whee! Trying to go as fast as possible across the map almost works, but the other team are just fast enough to meet me a little past the middle. At least the splat is mutual. My squidmates grab the Rainmaker too, which is good.

I head a different way from the Rainmaker when I respawn. Not so far to be out of the battle, and in a direction that should let me provide some support. I think I do, but again I'm splatted before too long.

Another push and I am undone half by a Splash Wall, and half by the Rainmaker's shield. Still, the Rainmaker is still nicely in the opponents' turf, and really close to the podium.

The Rainmaker is close enough to the podium for me to super-jump there. But instead of pressing forwards impetuously, which I do quite often, I hold back. A squidmate is super-jumping to me, and there's no pressure on the Rainmaker from the purple team. This seems like a good opportunity to wait for support.

My squidmate jumps in and we get to work on the shield. With one blast, the Rainmaker is free, the way ahead is clear, and my squidmate finishes the battle. Woomy!