WaifuRaccoonBL
Inkling Fleet Admiral
Note: This thread will be in a constant state of WIP. Will be updated when new content becomes known.
Welcome to the Saltspray Rig Analysis thread. Where we will try to gather and express as much info as we can on this stage.
This thread will hopefully find all sorts of strategies and cool details about this stage.
So without further ado.
Saltspray Rig
Map Layouts:
Overview
Total BP: 1900
Saltspray rig was one of the two original demo stages people got to play during the global testfire.
The spawn points are in areas above the main map. Because of this, it is impossible to spawn camp of any kind.
The main part of the stage has a high area, and a low area.
The high area has lots of places to stand on top of and also has a lot more obstacles. There are also pathways to the side that leads into standard charger nests as well as a good place to jump into the high area.
The low area is generally more open and there isn't much to block or stand on. The low area also has elevators to bring you to the high area.
Inkopolis News Comments:
-WIP-
Strategies
Extras
-WIP-
Please help us find more info. I'll update the thread accordingly.
Welcome to the Saltspray Rig Analysis thread. Where we will try to gather and express as much info as we can on this stage.
This thread will hopefully find all sorts of strategies and cool details about this stage.
So without further ado.
Saltspray Rig

Map Layouts:

Total BP: 1900
Saltspray rig was one of the two original demo stages people got to play during the global testfire.
The spawn points are in areas above the main map. Because of this, it is impossible to spawn camp of any kind.
The main part of the stage has a high area, and a low area.
The high area has lots of places to stand on top of and also has a lot more obstacles. There are also pathways to the side that leads into standard charger nests as well as a good place to jump into the high area.
The low area is generally more open and there isn't much to block or stand on. The low area also has elevators to bring you to the high area.
Inkopolis News Comments:
-WIP-
Strategies
Me and the rest of the team were doing some map analysis between the testfires this weekend, and I figured I'd put it up here for you guys to comment on, agree or disagree.
So Saltspray.
Apart from the area I have labeled HOLD, it was the most confined map in the testfires (there were only two after all). Since there was a good map out, I made this handy chart, which I think gets across my thoughts on the map pretty well.
SAFE: Basically what it says on the tin. This area is inaccessible to anyone that isn't on your team. Thus, you don't need to worry about it if there are other more pressing areas to capture or hold.
MID: Borrowing a MOBA term here. After SAFE this is the second least important area as far as map coverage. It's fairly important to keep control of the areas around your drop in points (labeled in yellow, as CHOKE) This area is where you'll jump into and has the widest range of entrances.
SEMI-MID: I was debating marking this as part of MID, but it has two dedicated entry points, both directly from SAFE, and it also doesn't look or act in game like the rest of MID. It's the second most important area in the map, mostly due to it's large flat area. Controlling this gives you a solid 10% advantage over the bad guys. Unfortunately its pretty hard to do that, since the attack point the enemy will be using will probably be from their SAFE, and its much higher that SEMI-MID. If it were me, I'd leave this area for last, assuming I'd managed to take HOLD.
HOLD: Easily the most important area of the map. It takes up over 20% of the total area, and is only accessible via 6 relatively close together choke points. Whoever held this area was, in all the matches I played, the winner. Your goal for the match should be to take this, hold it, and branch out to other areas when the enemy is dead or otherwise incapacitated.
TEAM COMPOSITION: 2 Splattershots (or Splattershot Jr. if you prefer), 1 Charge Shot, 1 Paint Roller.
The splattershots job is to put constant pressure on HOLD from the two choke points adjacent to the elevators until the enemy team gives way and you can roll in to take it.
The paint roller's job is to take as much of MID as they can, and move on to SEMI-MID if they want to.
The charge shot's duty is to sit on one of the two choke points dropping to the middle of HOLD from MID and destroy any enemies that get too close to that area.
The general strategy is to bait the enemy team into going after the paint roller, and then immediately pushing into HOLD while they are absent.
Anyone else have thoughts to add? Disagree with my interpretations of the map areas? Chime in!
So Saltspray.
Apart from the area I have labeled HOLD, it was the most confined map in the testfires (there were only two after all). Since there was a good map out, I made this handy chart, which I think gets across my thoughts on the map pretty well.
SAFE: Basically what it says on the tin. This area is inaccessible to anyone that isn't on your team. Thus, you don't need to worry about it if there are other more pressing areas to capture or hold.
MID: Borrowing a MOBA term here. After SAFE this is the second least important area as far as map coverage. It's fairly important to keep control of the areas around your drop in points (labeled in yellow, as CHOKE) This area is where you'll jump into and has the widest range of entrances.
SEMI-MID: I was debating marking this as part of MID, but it has two dedicated entry points, both directly from SAFE, and it also doesn't look or act in game like the rest of MID. It's the second most important area in the map, mostly due to it's large flat area. Controlling this gives you a solid 10% advantage over the bad guys. Unfortunately its pretty hard to do that, since the attack point the enemy will be using will probably be from their SAFE, and its much higher that SEMI-MID. If it were me, I'd leave this area for last, assuming I'd managed to take HOLD.
HOLD: Easily the most important area of the map. It takes up over 20% of the total area, and is only accessible via 6 relatively close together choke points. Whoever held this area was, in all the matches I played, the winner. Your goal for the match should be to take this, hold it, and branch out to other areas when the enemy is dead or otherwise incapacitated.
TEAM COMPOSITION: 2 Splattershots (or Splattershot Jr. if you prefer), 1 Charge Shot, 1 Paint Roller.
The splattershots job is to put constant pressure on HOLD from the two choke points adjacent to the elevators until the enemy team gives way and you can roll in to take it.
The paint roller's job is to take as much of MID as they can, and move on to SEMI-MID if they want to.
The charge shot's duty is to sit on one of the two choke points dropping to the middle of HOLD from MID and destroy any enemies that get too close to that area.
The general strategy is to bait the enemy team into going after the paint roller, and then immediately pushing into HOLD while they are absent.
Anyone else have thoughts to add? Disagree with my interpretations of the map areas? Chime in!
Extras
-WIP-
Please help us find more info. I'll update the thread accordingly.
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