This game has turned into Call of Duty...

Zoot

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Capturing mid first is more important than inking your spawn at the start, as you can just do that when you respawn.
I'd have to wholeheartedly disagree with you there. The middle of the map is going to change hands multiple times throughout the game, so if your opening move is to try and take it for yourself you're wasting your time. You can't rely on just claiming your own half later, because tensions only escalate and you're likely to be needed at the front lines later on. It's much better to ink your own side first while you have the time, open up all the pathways as a team so charging ahead is easy and making sure their first assault (if they do try one) ends in disaster. Having your base be your colour makes for an invaluable foundation for the rest of the match.

Regarding splatting vs. inking, there is no right answer to the "only splats / 50/50 / only ink" choice. Every match is different, and you think dynamically to make sure what you're doing is best for the situation. Generally speaking, your targets should be:
  • any enemy on the front lines who's blocking your approach.
  • any enemy who has broken through your line of defence and is inking your base. (You should always be vigilant with the minimap to spot these players.)
Anyone else isn't worth bothering with. If you are just going for splats with minimal inking, you'll probably meet a swift end due to being too aggressive (Chargers are the exception) and you're not helping your team as much as you could be. Outside of your weapon class you can't really specialise in this game - you need to be playing all roles at once.
 

Heart of Ice

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Ah, who cares if people focus on splats? I see lots of people like my little brother do it (lol, git gud). I find them to be really easy targets when they insist on zerg rushing the base with no back up or they have absolutely no map awareness at all.
 

Dreamy Luigi

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Despite what Miiverse says, killing, with some inking on the side, is usually more better than inking the entire game while avoiding enemies. Capturing mid first is more important than inking your spawn at the start, as you can just do that when you respawn.
This post is exactly what I was going to say, trying to avoid enemies will just make you lose the game. There needs to be a push and sometimes that involves Splatting.
 

Karonax

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But at the same time, I feel there are maps that should have more options of moving around.
Some that involve sneaking around and avoid hot zones.
Stealth is not easy. So successfully pulling that off should be rewarded as well.
Especially if you manage a stealth kill.
Basically sums up the play style of the Inkbrushes haha, which incidentally is very difficult to use comparatively to most other weapons. I've had plenty of times where I see the enemy jump marker, am spamming inkbrush strokes, the Krak-On Roller lands, and kills me instantly then rolls on his merry way.
 

Kosaki

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I don't know what you complain about.
Splats are what shift momentum back and forth between the two teams in Turf Wars. Splats are what makes the difference when everyone inks the map right.
 
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CoconutTank

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In Turf Wars, ground covered at the end of the match is what counts towards winning and k/d contributes nothing, so I think I'm fine with that. It's not all out death match, but staying alive is the most important part of the game imo.

There are some weapons which aren't very good at covering ground though. The Custom Jet Squelcher for instance doesn't shoot very fast and eats up ink like crazy, but I can use it to keep a position locked down and snipe enemies. I don't usually score very high at the end, but if my contributions are to take the pressure off of my allies and give them a midway point to jump to when they respawn, then I'm fairly satisfied. The normal Blaster and the Custom Blaster are also not that great at covering ground and are obviously more tuned for fighting.

I do have Splash-o-Matic if I want to go crazy on hoarding points though, which I will use if the right maps are available and if I want to grind out gear.

Edit: I suppose I count as a fairly competitive player, in the sense that I care about winning and suppressing the enemy team. I don't care for a letter grade to track my skill level, and I think Turf War is the best mode because the entire map gets used instead of specific places of the map (Tower Control being better than Splat Zones imo).
 
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Kaliafornia

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This anti-splatting the opponent attitude some people in the Splatoon community have is really weird. It is a shooter, killing other is part of the objective and by killing the opponents, you are hindering their progress. It is completely pointless to ink the ground without killing as many opponent Inklings as possible, since otherwise they can just re-ink the area you had inked.
. What will is splatting other people and then worrying about what you need to do.
I disagree with these statements. The whole point though is focusing on the objective should lead you to killing people. It's not that people are anti-splatting they are just anti having one person chase another cross the board for a kill yet completely ignore the objective. Even weapons that are traditionally "bad" at turf. I've scored 1300+ pts with 10/1 KD ratio with the splatterscope on turf (1100 w/o bonus on losing team before). Of course I killed people but I wouldn't have gotten that many points if I wasn't being mobile and covering ground as well.

I don't know how many times even in ranked SZ my whole team will go try to spawn camp and leave me to watch point. 8/10 they all get killed and I have to defend the zone until they return. Or spawn camping in TC while tower is still in mid and we are down points. Killing is important, for sure, but its not crazy for people to complain about those who seemed overly concerned with killing. I imagine some people are just butt hurt they are getting bodied so hard in turf. However, it is valid complaint if you lose the game and the person on your team with the best kills also has the lowest points. In turf more kills, more points covering turf, should go hand in hand.
 

Lyn

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I'm really not a fan of the notion "people who are hardcore/better always win is a bad situation" that people are saying. You literally can NOT do anything about this, people who are better will always win and if you try to make it so they don't you just drive everyone away. If Nintendo were that intent on having it so the better people don't win, what's the point of even trying to get good in the first place? Removing skill doesn't make a game more fun for everyone, that's why you see so much hate for the newer Mario Parties (among some other things I won't get in to).
 

Kosaki

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Even weapons that are traditionally "bad" at turf. I've scored 1300+ pts with 10/1 KD ratio with the splatterscope on turf (1100 w/o bonus on losing team before).
The splatterscope is not bad at all in Turf, it's even really good. Better than the roller at painting, with the benefit of being able to snipe from long range.
 

Karonax

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Just curious about this part...was Mario Party ever about skill?
In the first handful of games, being good at the mini-games could heavily tip things in your favor, especially in the first game. Obviously a chance time "give X all your stars" will make you lose, but that doesn't happen too often. Bonus stars at the end for coins and mini-games could easily win you the game. In the new ones it is 100% random more or less.
 

Azure J

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How silly do you have to be to consider an aggressive approach "playing the game as it wasn't intended?" Hello, you don't shoot Inklings and have them laugh it off while they cover turf. They explode, get "do no pass go'd" and either you or your teammates are now free to ink more turf while the splatted opponent suffers a penalty time where they respawn and must make their way back into the fray to regain their own turf. As such, it's effective to have players good at hunting just as much as it is having players that are considerate and ink a lot of turf. Balance is key. Even then, solid aggro players would still be able to create pushes for the other players on their team which means a higher chance of fulfilling the win condition anyway.

The suggestion that this is somehow bad is mind boggling to me.
 

Kaliafornia

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The splatterscope is not bad at all in Turf, it's even really good. Better than the roller at painting, with the benefit of being able to snipe from long range.
That's why I put it in quotations and I did out score the rollers on my team and the other team. Going off the widely accepted idea that all chargers are seen as only rank viable.
 

timetokill

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I just take advantage of players who get over-aggressive in turf war. You can easily manipulate people that are overly concerned with getting kills. Typically I like to fend them off for a bit with non-lethal maneuvers while doing some inking. It keeps them occupied while I rack up points. You can really mess with chargers this way since they like to stay in very specific spots most of the time. Just kick them out of their spot temporarily, ink a bunch, wait for them to return, kick them out of their spot again, repeat.
 

EarlyCuyler

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As someone described before(in a youtube video i dont remember), there is good reason to splat other players, it takes 10+ seconds for an enemy to respawn, this is more time your team has to ink the playing field (in turf war) - essentially, splatting players gives your team a little break from the onslaut of enemies to have time to do whatever the objective is. I actually do hunt people down and splat them, i guess you could call me "aggressive".


But no, this game hasnt become call of duty..
 

MaikoRules

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The way I see it, if I top frag I've protected my other teammates. I may not have inked the most turf but I hopefully put the squid that top scored in a more relaxed position to do what they need to do. It's still a team game at the end of the day
 

Azure J

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I just take advantage of players who get over-aggressive in turf war. You can easily manipulate people that are overly concerned with getting kills. Typically I like to fend them off for a bit with non-lethal maneuvers while doing some inking. It keeps them occupied while I rack up points. You can really mess with chargers this way since they like to stay in very specific spots most of the time. Just kick them out of their spot temporarily, ink a bunch, wait for them to return, kick them out of their spot again, repeat.
Oh most definitely, if this is what we're discussing in here, then I apologize if my last post came off as abrasive. That said, to completely downplay how important splats are in this game is just something I can't stand behind.
 

Nuddlmaus

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I am playing Games and Shooter over 20 Years and Splatoon is the only spark of light i saw since well... Call of Duty 1 and Unreal Tournament 2003?

Anyway, i CAN see your point dear OP but there are two miss conceptions in your opinion.

1. NO Call of Duty is about killing primarily sure, its a huge part but winning is more important. For example, see you play CoD:Ghosts (don't! it sucks! lol) and choose ANY objective mode like "Search and Destroy" you have the bomb can choose between objective A or B so the Match starts you and your Team start running your goal is to plant the bomb sure and its your call to do your duty (pun intended) but every dead soldier on the enemy team makes it more easier to reach your destination.
Same on Turf War, painting the ground IS your objective sure, but if your teammate or yourself get one down you have this small timed window open for more turf.

And in both game modes (turf war here or search and destroy in CoD) you can have as many kills if you want if you can't succeed your goal you lose.

So tl;tr you shouldn't compare Turf War with Team Deathmatch. Because thats simply impossible.

2. The new Level Mechanic did NOT make painting less important, it only changes the favor of weapons, did you remember the times before Update 2.0? Yes? Can you remember how many people did use the Aerospray? Yes? Can you remember some people with 1300+ Points? Yes? Thats great right? Yes? No thats a huge pile of S... because most of the time they had no impact of the game, sure they had the most points but where are they when i had to deal with 2-3 enemy at once? Or where are they as i repaint the whole center? They where everywhere but they didn't help me nor the others, they only avoid combat to, you guess it, find more place to paint the ground, as we lose ground and get pushed back to our base this lovely player only paints some random places while the team can only move an inch, thats sooooooo awesome. Thanks buddy.

Besides that, you can now choose something else like a charger for example which is not as comfy to get points as the Aerospray but you get your points and with some experience maybe the same amount of money as with the Aerospray WHILE you play as team not as lone wolf, because how can you get experience with an charger if you get stuck with this "cheap" Moneymaker.
(disclaimer: won't say Aerospray is for scrubs, but the old mechanic did favor this weapon and behavior)

so tl;tr the new mechanic favors experience and teamplay rather greedy moneymaking and lone wolverie.


Overall, i really like the new mechanic because in my eyes there is now a higher diversity in most matches.
And retreating is still an important tactic something CoD isn't even worth mentioning.
 
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timetokill

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Oh most definitely, if this is what we're discussing in here, then I apologize if my last post came off as abrasive. That said, to completely downplay how important splats are in this game is just something I can't stand behind.
Agreed. Splatting is important for controlling the flow of the game, even if it's the "least" important relatively in Turf War. I'm just disagreeing with the idea that it's CoD now because ultimately you can take advantage of overly-aggressive characters in Turf War pretty effectively. But you still need to know how to splat in order to do that.
 

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