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In Splat Zones, painting is not very important. Controlling a position is.
Even in turf war, if you can hold the center as a sniper, your team will have more time to ink the middle.
I mean, if your team is able to push back the enemy to their base in ranked, then they can't get to the zones. You should win by default. But I don't know if this specific scenario is what you are referring to.
Snipers fill a support role and rely on their teammates to hold the front lines while they control long corridors or open fields, which forces the opposing team to play more passively, and oftentimes in Splat Zones that can be a deciding factor.
I see. So the downside is that you can't get a full charge and wait around for someone to wander into your field of vision because you lose a lot of vision when you look through your scope. Got it.
Obviously team composition is map-dependent, but I have a rough idea of what my ideal team would consist of:
Defense/"Goalie" Position Role Player: This player would probably be best equipped with a short-ranged loadout with burst potential. Typically this player will use the Custom Blaster or...
This snowballing effect happens when one team outclasses the other by a significant margin. It happens a lot in turf wars, but can also happen in ranked if there is an unfortunate mismatch in skill or team weapon composition.
It's kind of a tech in the sense that nobody tells you that shooting while in squid form cancels your squid form. It's really only an action transition shortener, but since it's not necessarily intuitive, you could go so far as to call it a tech.
Camping isn't the problem. It's that people don't know where to camp. They should set up shop where they can light up the choke points or where they have vision over a wide field of terrain where the enemy will have to cross in order to have an impact on the conflict.