Urchin Underpass Formations

[EJ]_Locke

Inkling Commander
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EJ_Locke
Urchin Underpass Formations.


Notes: Assessment of my plans are not only encouraged, but critical and required. I recruited all of you into Ender’s Jeesh because I felt that you were all intellectually capable for this sort of thing. Also, in this I assume most of you are perfect. This is another reason why I recruited you all into Ender’s Jeesh. You are all above average in whatever weapon/weapon’s you specialize. I encourage you all to play as much Splat Zones over the summer as possible. Even if you are A+. The only rank I keep in my head of each of you guys is the peak rank, and if you go down I won’t care because that just means we are all learning more. This will be copy and pasted into every formation list because I want you guys to get the message through your heads.

(P.S. If you aren’t already, use motion controls. The precision in them is closer than anything to a Mouse and Keyboard.)


Stuff To Expect: Expect recovery to be tedious. Formation changes will be relatively quick here. Chargers camping in the side high ground areas. Also expect a complete bloodbath. In Urchin Underpass practically anything can happen, so expect weapon variety. Please comment more contributions for this stuff.


Offensive Formation 1:


Note: This formation is very balanced! I am pleasantly surprised at how each weapon complements each other with their advantages and disadvantages. I hope this works during our testing of this formation.


A: Carbon Roller/ Jet Squelcher/ Splattershot Tentatek/ E-Liter 3k. 3k heads on his own to high ground our half of the zone on the right. When perched at high ground; the 3k will take care of any hostiles that appear in its line of sight. Tentatek, Squelcher, and Roller head to the obvious entrance. Squelcher sets up in an area so he can shoot hostiles on opponent ground, not zone. The Roller and Tentatek will take left passage way with the Tentatek leading, preparing to hit the enemy at the side of the zone, sweeping it. Obviously they will eliminate any resistance they meet along the way. The goal here is to eliminate the threat before capturing the zone. After this generally simple and quick formation, it is time for Formation B.


A-Advice: Look out for opponents who jump into the zone, so basically, pay attention to the Y-axis. The Carbon Roller can paint a wall and ambush hostiles at the enemy territory right next to the zone if the opportunity comes up. The E-liter can move near the Squelcher if no real activity is happening. This would be pretty risky, but the Squelcher could try setting up an ink curtain while remaining on the top metallic looking platform to aid the Tentatek and Roller.


B: Classic clean up job. Break loose and unleash pure hell. Let someone else handle something you can’t. Play like demons, but don’t be reckless. (If that makes any sense.)


C: Cover all the entrances. #Shut Down. 3k guards opponent high ground, and makes sure no one is able to enter. If you can’t handle an opponent in that narrow area Jesus help you. The Squelcher and the Tentatek cover the main entrance doing classic there-is-no-way-in-hell-you-are-getting-over-us shenanigans. The Roller will stay hidden as close to the other high ground entrance as possible by being a squid. Do not reveal your location if the hostile is simply spreading ink. Wait until he drops down and then kill him. This trick will only work once, but it will make them second guess everything. Then the Squelcher and the Roller will switch. If no activity is happening over there then the Squelcher can temporarily assist the Tentatek and Roller.


Recovery Formations:


A: Carbon Roller/ Jet Squelcher/ Splattershot Tentatek/ E-Liter 3k.
 
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