Saltspray Rig: Analysis and Thoughts

WaifuRaccoonBL

Inkling Fleet Admiral
Joined
Jul 22, 2013
Messages
601
Location
Wuhu Island
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
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.
Saltspray Analysis.png


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.
 
Last edited:

WaifuRaccoonBL

Inkling Fleet Admiral
Joined
Jul 22, 2013
Messages
601
Location
Wuhu Island
Merged threads. Sorry for any possible confusion.
Do you know who's the old op's name was? Want to credit him for his old strategy.

Anyway, I'm the new op of this thread. I wanted the thread to be more update and give more general information on the map instead of being focused on one strategy.

I'm not sure what happened to the old posts of this thread, but ah well.

Hoping to make this thread much better and glad to be here. : )
 

Mazzle

Inkling
Joined
Jul 6, 2015
Messages
14
Location
Germany
NNID
Mazzle
Comes first, served first:
I prefer someone with a brush in my team. Damn quick and the first to be in the red zone.
I'll usually come a bit later (charge my special). During that I'll paint the safe zone and several chokes to the red zone if we need them.
Cover the front of the red zone to have map control and wait. Throw splat bombs and the left and right upper chokes or in the main entrance.
If you killed them and used your Bubbler (you will), go back and cover the big area to fill up you special again.
Minimum 2 have to be up there. The other 2 go and cover the other parts, distract the opponents or attack from behind.
If all of this comes together, there is a big chance to win.

On the other hand: If you're in the offense and wanna get that red zone, try to come from above with a roller or sniper.
High range and coverage and the Kraken is a good way to break through and cover the back area where others can super jump to.
 

WaifuRaccoonBL

Inkling Fleet Admiral
Joined
Jul 22, 2013
Messages
601
Location
Wuhu Island
Comes first, served first:
I prefer someone with a brush in my team. Damn quick and the first to be in the red zone.
I'll usually come a bit later (charge my special). During that I'll paint the safe zone and several chokes to the red zone if we need them.
Cover the front of the red zone to have map control and wait. Throw splat bombs and the left and right upper chokes or in the main entrance.
If you killed them and used your Bubbler (you will), go back and cover the big area to fill up you special again.
Minimum 2 have to be up there. The other 2 go and cover the other parts, distract the opponents or attack from behind.
If all of this comes together, there is a big chance to win.

On the other hand: If you're in the offense and wanna get that red zone, try to come from above with a roller or sniper.
High range and coverage and the Kraken is a good way to break through and cover the back area where others can super jump to.
Oh hey, thanks for indirectly reminding me to put that strategy in a spoiler from the old op of this thread. I was waiting for @Setu to answer, but I'll just call it Strategy 1.

Anyway, Brushes are good here I'll agree. Overall, what you said makes sense. Taking control of the top and the area to get to the top is always good.
 

Zero Meddler

Inkling Cadet
Joined
May 21, 2015
Messages
243
If you ask me, ranged shooters have a bit of a hard time on this map since most encounters are close quarters (except the area from the middle of the map to the top). Other than that, one may consider using something g like a Jr., Aerospray, Splash-o-Matic, or even a Roller to effectively play on Saltspray.
 

Users who are viewing this thread

Top Bottom