Any tips for ranking to S+?

KannaMango93

Inkster Jr.
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Sep 13, 2016
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32
I've been at S rank for a while, and each time I'd go into a session to try and work on my rank, I'd go on a tilt and rank down. I've gained back my S after ranking down each time, but it's clear to me that I need to improve. Do any of the S+ people out there have any tips and advice? Advice for all ranked modes helps!

I currently main a carbon roller, but I welcome tips for other weapons too
 

Xehias

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I’m a good enough S rank that I (very) frequently rank up to S+, but S+ kicks my butt constantly and drops me back to S as soon as I get there. It took me ages to first get to S+, though. S+ is on a whole other level, it’s pretty daunting. But don’t let my experience discourage you!

I feel like a very important thing to remember in Ranked is to always, always ask yourself what needs to be done. You need to assess the situation constantly and really plan your next move based on the most urgent task. Of course, it’s good to keep track of what’s happening at all times. I like to think of it as feeling the flow of the match.

Say you’re forced on the defensive in Urchin Underpass Splat Zones. The enemy team has a lot of map control and is pushing yours back into your base. If you’re using the Dynamo, it’d be wise to stay back and lob ink from afar to help your team advance. If you have the Wasabi or the Carbon, you could try to go for a flank. Of course, the best way to recover from such a situation is coordinating Specials with your allies, but that’s not always easy to pull off in solo queue.

This is just a little bit of general advice. Feel free to ask if there are more specific things that you feel you need to improve on!
 

Dessgeega

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Xehias's advice is on point. Also, achieve mastery of your chosen role. If you're using carbons and splattershots, be the best assassin you can be. I realize that's kinda vague, but hanging around S+ means you gotta do your job and do it well. Practice, practice, practice, and like Xehias said if there's specific areas you need help on, feel free to ask! :)
 

Maave

Inkling Commander
Joined
Jun 7, 2016
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351
I've been S for a while and recently started breaking in to S+. I had a few revelations that brought my game up to S+ level
-waiting and hiding for a few seconds is fine, even for long range weapons
-Predictive firing. Predict where enemies are moving and fire at it, they'll run right into. Works best with long range weapons when you see an enemy dueling a teammate. Average human reaction time is 0.25 second, plus lag, plus the time to reverse the inkling's forward momentum
-don't get salty from squidbaggers! They are only trying to mess with you to make you play worse. Laugh at them for wasting their time squidbagging when they could be playing

My regular fun weapon, Neo Splash-o-Matic, doesn't work amazingly in S+. Maybe I'm not as good at it, maybe it's not as good at pushing. I've had great success with the Custom Jet Squelcher and Zink Mini Splatling.

I feel like a very important thing to remember in Ranked is to always, always ask yourself what needs to be done. You need to assess the situation constantly and really plan your next move based on the most urgent task. Of course, it’s good to keep track of what’s happening at all times. I like to think of it as feeling the flow of the match.
and this, lots of this. I got into this habit with the Splattershot Splat Charger because its style required it for positioning. It helps all weapons.

edit: I mixed up Splattershot and Splat Charger ....
 
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mercenariez

Inkling Cadet
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Feb 5, 2016
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186
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gamelo8018
I'm in S+ right now, but am an S rank if I use Carbon on my alt lol. I really have no idea how to get into S+ with this thing.

I do know that the Deco, with its seekers and seeker rush, is really good on Port Mackerel, Mahi Mahi, and Kelp Dome.
 

Green Waffles

Inkling Fleet Admiral
Joined
Apr 18, 2016
Messages
813
The great masters practice the basics =3

Well it haaas been a few months since I've played in S+ (barring that happy accident last month)so I can't really speak for the current S+ meta
I will share how I saltily clawed away my sanity away to get into S+
Also I want to warn you about the chargers... they

they don't miss in S+ ._. hide yo' kids

Anyways actual pointers(or atleeast I'll try)
-Read the flow of battle
It has already been said but I want to stress this one more. It is especially important for front liners to know when it is Ok to risk trading for 1-2 kills(yes you heard me. trading for 1 kill can be amazingly helpful if they have that S+99 MVP on their team) OR when it is NOT ok and you need to find a better way to splat the foes with little risk of splat back. segway-ing into the next point

-Master the art of unfair fight make.
Burst bombs(or any bomb, just used burst bombs cuz your sig =p) are great for forcing the enemy into action/distracting them for a second, just be sure to do this when you won't get overwhelmed by a special or backup squids

-Coordinating specials***
The c'mon signal has kind of evolved into a a dual purpose"Backup please" and "It's pushing time ya squits SPECIALS OUT!!"
Double killer wails, wail-strike combo, double bomb rush, bubble bomb rush, bubble double bomb rush, bubble-zooka, chain bubbler barrage, inkstrike bubbler insurance turnaround, Kraken bubbler conga, no one escapes the kraken locator,

ZOOKA-LOCATOR(one of the BEST feelings in splatoon): the list goes on my friend, and each one is a work of art.

-Protect the long range guy, typically a charger(if he is good, so always protect him when in S+, just remember he is not the objective xD I forget this myself sometimes...)
DO NOT hug him please: we all love a good e-liter teammate, but he will shoot you in the face if you try(not because he is angry, you just accidentally blocked his shot lol,that might make him angry though).
DO be in his general area, or keep close tabs on minimap so you can get back to him on time if a flank is a'comin his way. If someone else on your team is doing this already, you can go on your merry flanking way, or if you happen to use a place-able sub(mines, sprinklers, maybe a splash wall if he is currently engaged in sniper duel) a good sniper can use that backup vera nicely.

This backup rule of thumb applies a little less so if your charger is un-scoped, but it still applies. That tentatek/luna will still ruin his fun if he preforms his sniper dance well enough.
***You probably already now this, but on some maps, particularly arowana, the long range can be the best guy to ride the tower while the rest of the mid-short range guys act as escorts.


And lastly
-Kill enemy sniper, or atleast keep them from getting too comfortable in their perch
Just be careful of their backup . This is one reason why I love bunker busters like inkstrike, wail, suction bombs, etc. Great ways to get the sniper moving and stop him from pointing a laser at your brain for a second and freeing up time to KILL HIS FRIENDS mwahahahahahahahaHAHAHAHAHAHAHAHAHAH
HAAAAAAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAAAAA!!!!!

(another dang long post, geeze)
These are all essentially ways to make and push advantageous conditions.
Just back this up with good aim or a low accuracy weapon.
(thats why I love supporting with custom Jr. =P)


Best of luck in S+ m8, I make jokes about S+ chargers a lot... but there seriously is a big leap from S snipers to S+ Zeussmitedmefromacrossthemapwithhislightningboltwheniaccidentallypokedoutmylittletoefromcover...ers

The salt is real.

PS: I personally did lots of weapon switching depending on modes first and maps second.
I would generally go custom hydra or splatterscope for most SZ's and occasional dynamo/inkbrush/custom jr.
a mix of C.hydra, rapid blast deco, luna, new squiffer, custom jet squelch for TC
aaand C.hydra (I love this weapon xD) spalt/krak-on roller, luna neo, squiffer(any of the three) for RM

I'd brag that I've played nearly every weapon in neraly every map on nearly every game mode(go away rainmaker blackbelly) but to my memory, these were my go-to's during my serious climb to S+
 

Spiderface

Inkling Cadet
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Nov 7, 2015
Messages
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Spiderface1992
Thank you all for commenting! All of your advice helps a squid a lot! I'll take these into consideration next time I play and I'll ask specific questions when they come up. You're the best! :3
What gear are you using with your carbon? I'll give some carbon particular advice cause it's my main and I reached S+ with it.

Some of my tips. You might already be doing this but it's stuff that took me a while to get the hang of so o_O?

- At the start of the match, pay close attention to both teams' compositions. For instance, if it's rainmaker and I'm on a team with two chargers, I make a mental note to try not to carry the rainmaker because I need to be there to help escort. Conversely, if you notice someone on your team really sucks, try to grab the rainmaker instead of them!
- I notice a lot of carbons (when they first reach S) start camping or hiding. I really recommend trying not to do this! I used to do it and it's a moderately successful tactic but with the burst bombs, if you're running ink saver sub and swim speed you can get some serious inking done. And hiding on walls is sometimes useful, but it's difficult to jump off and accurately splat someone behind you so it's not always a good idea
- If your team is splatted and you're left in the mid, find a good spot to hide so they can jump to you.
- If you get stuck in a sticky situation, superjump back to base.
- You can splat people long range with burst bombs by throwing a couple, disappearing into your ink and throwing another. Chances are, they're still damaged from the first two so if you do it fast enough you can catch them off guard
- If no one seems to be around but you're near a known danger area, chuck burst bombs in the general direction of where you'd suspect people might come from. I like lobbing them over walls and stuff because if there's a sniper behind them, even if you don't damage them, it's likely to distract them for a moment.
- You can get lots of excellent jump splats with the carbon. Don't let pesky chargers and splatlings just camp on higher ground, swim up jump and swing a few times
- Inkzooka is great when you shoot it in a few different unpredictable directions. Everyone tends to take cover when you just shoot it one way, if you pick a few spots to aim you can often create a little more confusion

And I think most importantly, don't worry too much about the rank. I know that it's tough but the more you concentrate on improving and the less salty you get, the more progress you make ^_^
 

KannaMango93

Inkster Jr.
Joined
Sep 13, 2016
Messages
32
What gear are you using with your carbon? I'll give some carbon particular advice cause it's my main and I reached S+ with it.

Some of my tips. You might already be doing this but it's stuff that took me a while to get the hang of so o_O?

- At the start of the match, pay close attention to both teams' compositions. For instance, if it's rainmaker and I'm on a team with two chargers, I make a mental note to try not to carry the rainmaker because I need to be there to help escort. Conversely, if you notice someone on your team really sucks, try to grab the rainmaker instead of them!
- I notice a lot of carbons (when they first reach S) start camping or hiding. I really recommend trying not to do this! I used to do it and it's a moderately successful tactic but with the burst bombs, if you're running ink saver sub and swim speed you can get some serious inking done. And hiding on walls is sometimes useful, but it's difficult to jump off and accurately splat someone behind you so it's not always a good idea
- If your team is splatted and you're left in the mid, find a good spot to hide so they can jump to you.
- If you get stuck in a sticky situation, superjump back to base.
- You can splat people long range with burst bombs by throwing a couple, disappearing into your ink and throwing another. Chances are, they're still damaged from the first two so if you do it fast enough you can catch them off guard
- If no one seems to be around but you're near a known danger area, chuck burst bombs in the general direction of where you'd suspect people might come from. I like lobbing them over walls and stuff because if there's a sniper behind them, even if you don't damage them, it's likely to distract them for a moment.
- You can get lots of excellent jump splats with the carbon. Don't let pesky chargers and splatlings just camp on higher ground, swim up jump and swing a few times
- Inkzooka is great when you shoot it in a few different unpredictable directions. Everyone tends to take cover when you just shoot it one way, if you pick a few spots to aim you can often create a little more confusion

And I think most importantly, don't worry too much about the rank. I know that it's tough but the more you concentrate on improving and the less salty you get, the more progress you make ^_^
Oh thank you for the Carbon Roller advice! Some of these points I didn't know at all, so this helps a lot! I don't have any questions right off the bat now, but I'll be sure to message you back if I have any. Nice to meet a fellow Carbon Roller <3

As for my gear, I currently wear the Squash Headband (damage up), Dark Urban Vest (cold-blooded), and Blue Moto Boots (ink resistance up). I am not that knowledgeable at putting gear together, so if you have any advice for this, that would be helpful too.
 

Spiderface

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Spiderface1992
Oh thank you for the Carbon Roller advice! Some of these points I didn't know at all, so this helps a lot! I don't have any questions right off the bat now, but I'll be sure to message you back if I have any. Nice to meet a fellow Carbon Roller <3

As for my gear, I currently wear the Squash Headband (damage up), Dark Urban Vest (cold-blooded), and Blue Moto Boots (ink resistance up). I am not that knowledgeable at putting gear together, so if you have any advice for this, that would be helpful too.
No worries! I have slowly turned from someone who thinks a moderate amount about gear to someone who's gone totally crazy with it.

- Unless you are dying very rarely, I think Comeback is a fantastic ability for a Carbon cause it gives you increased Ink saver, ink saver sub, run speed, swim speed, and special charge up for 20 seconds after you respawn.
- Ink resistance, definitely! The Red High Tops are likely to give you Swim speed plus your ink resistance, which is a great combo, especially for rainmaker.
- Swim speed is always good, especially paired with Ink Resistance. If you like sneaking about it's especially nice cause if there's not much of your ink around and you need to get somewhere quickly, you can swim and jump in tiny bits of your ink in a sea of the enemies. I don't think I explained that very well but.... o_O
- Ink Saver Sub is also amazing for Carbons. If you pair it even two sub slots of it with Comeback, you can throw three burst bombs while Comeback is in effect which makes a big difference at a small cost gear wise.
- Damage up, of course. >=)

Depending on the mode too, I mean if it's splat zones some extra Ink Recovery and Ink Saver Sub might be a good idea.

Also, (Just cause you say you're not to knowledgable about gear), each brand has a different ability that it has a higher and lower change of getting. As a general rule, I look for Firefin, Krak-On, Tentatek and Squidforce cause they're all brands that are likely to roll the abilities I listed. You can see a breadown of them below

https://www.reddit.com/r/splatoon/comments/38nuy2/each_clothing_brand_has_a_higher_chance_to_get_a/


Unless we are on the same team, then please protect me! D=



xD
 

KannaMango93

Inkster Jr.
Joined
Sep 13, 2016
Messages
32
No worries! I have slowly turned from someone who thinks a moderate amount about gear to someone who's gone totally crazy with it.

- Unless you are dying very rarely, I think Comeback is a fantastic ability for a Carbon cause it gives you increased Ink saver, ink saver sub, run speed, swim speed, and special charge up for 20 seconds after you respawn.
- Ink resistance, definitely! The Red High Tops are likely to give you Swim speed plus your ink resistance, which is a great combo, especially for rainmaker.
- Swim speed is always good, especially paired with Ink Resistance. If you like sneaking about it's especially nice cause if there's not much of your ink around and you need to get somewhere quickly, you can swim and jump in tiny bits of your ink in a sea of the enemies. I don't think I explained that very well but.... o_O
- Ink Saver Sub is also amazing for Carbons. If you pair it even two sub slots of it with Comeback, you can throw three burst bombs while Comeback is in effect which makes a big difference at a small cost gear wise.
- Damage up, of course. >=)

Depending on the mode too, I mean if it's splat zones some extra Ink Recovery and Ink Saver Sub might be a good idea.

Also, (Just cause you say you're not to knowledgable about gear), each brand has a different ability that it has a higher and lower change of getting. As a general rule, I look for Firefin, Krak-On, Tentatek and Squidforce cause they're all brands that are likely to roll the abilities I listed. You can see a breadown of them below

https://www.reddit.com/r/splatoon/comments/38nuy2/each_clothing_brand_has_a_higher_chance_to_get_a/







xD
Most appreciated! I do know about the brands and how they are more likely to churn out different sub abilities, but it's nice to get some recommendations for what brands I can look out for. Is it recommended that I save scum for re-rolls? I haven't scummed before, but I've been considering starting to for abilities and re-rolls
 

Spiderface

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Most appreciated! I do know about the brands and how they are more likely to churn out different sub abilities, but it's nice to get some recommendations for what brands I can look out for. Is it recommended that I save scum for re-rolls? I haven't scummed before, but I've been considering starting to for abilities and re-rolls
No worries, and not sure about the save scumming xD I haven't bothered but o_O
 

ThatOneGuy

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Also I want to warn you about the chargers... they

they don't miss in S+ ._. hide yo' kids
As an S+ sniper, thanks m9. ;)

-Protect the long range guy, typically a charger(if he is good, so always protect him when in S+, just remember he is not the objective xD I forget this myself sometimes...)
DO NOT hug him please: we all love a good e-liter teammate, but he will shoot you in the face if you try(not because he is angry, you just accidentally blocked his shot lol,that might make him angry though).
DO be in his general area, or keep close tabs on minimap so you can get back to him on time if a flank is a'comin his way. If someone else on your team is doing this already, you can go on your merry flanking way, or if you happen to use a place-able sub(mines, sprinklers, maybe a splash wall if he is currently engaged in sniper duel) a good sniper can use that backup vera nicely.
Someone who finally gets it! Thank You :D And yes I hate it when someone blocks my shot.

As an S+ Charger user, I've been in S+ since July, and with my alt in Hydra Splatlings is in A+ now, I think I can help you.

Firstly, S+ is a whole different ball game than any other rank. You get to meet save scummers, normal people who gradually climbed up to S+, and pro mlg squids who play in top tournaments for top teams. Like ThatSrb2Dude, Nikey, Rockett, and loads of other people, like competitive Japanese Players from teams like Memories. However the chances you'll meet the pro mlg squids is relatively low, so that's good. However I think the biggest thing that helps me during a match is map control, and this is huge. HUGE.

The benefits of having map control are: more movement options for you and your teammates, quicker returns into the objective, and less risky areas.

The downsides of not having it are: Your opponents have more options to flank you, they could also corner you, or if the situation gets too dire, you might get locked out of mid completely, because your opponents have all the flanks battened down already. (This is usually how a "Lockout" in Splat Zones usually happens.)

Map Control is probably the largest aspect of the game, as it allows teams who have it much more options to approach a situation. So, just keep an eye out for who has the upper-hand in turf, if it's the enemy team, expect to go on the defensive, if it's your team go on the offensive. Still though it depends on your weapon/playstyle. Good luck on getting S+!!! ;)
 

KannaMango93

Inkster Jr.
Joined
Sep 13, 2016
Messages
32
As an S+ sniper, thanks m9. ;)



Someone who finally gets it! Thank You :D And yes I hate it when someone blocks my shot.

As an S+ Charger user, I've been in S+ since July, and with my alt in Hydra Splatlings is in A+ now, I think I can help you.

Firstly, S+ is a whole different ball game than any other rank. You get to meet save scummers, normal people who gradually climbed up to S+, and pro mlg squids who play in top tournaments for top teams. Like ThatSrb2Dude, Nikey, Rockett, and loads of other people, like competitive Japanese Players from teams like Memories. However the chances you'll meet the pro mlg squids is relatively low, so that's good. However I think the biggest thing that helps me during a match is map control, and this is huge. HUGE.

The benefits of having map control are: more movement options for you and your teammates, quicker returns into the objective, and less risky areas.

The downsides of not having it are: Your opponents have more options to flank you, they could also corner you, or if the situation gets too dire, you might get locked out of mid completely, because your opponents have all the flanks battened down already. (This is usually how a "Lockout" in Splat Zones usually happens.)

Map Control is probably the largest aspect of the game, as it allows teams who have it much more options to approach a situation. So, just keep an eye out for who has the upper-hand in turf, if it's the enemy team, expect to go on the defensive, if it's your team go on the offensive. Still though it depends on your weapon/playstyle. Good luck on getting S+!!! ;)
Impressive progress on your actual account and alt. Thanks for the tips!!

Ahh yes, I do know that map control is very important! But what can I do in the situation where the opposing team is locking me from mid? I almost never know what to do and I feel like giving up at that point, but are there any tips for what I can do to help rectify this?

And thanks! I'll do my best! :scared:

(P.S. You're an S+ sniper?? I am not worthy... :scared::scared::scared:)
 
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KannaMango93

Inkster Jr.
Joined
Sep 13, 2016
Messages
32
Honestly, thank you all for your help! You guys are really helping me a lot, and I feel like I'm getting great advice from some pros. You're the best! <3
 

KannaMango93

Inkster Jr.
Joined
Sep 13, 2016
Messages
32
The great masters practice the basics =3

Well it haaas been a few months since I've played in S+ (barring that happy accident last month)so I can't really speak for the current S+ meta
I will share how I saltily clawed away my sanity away to get into S+
Also I want to warn you about the chargers... they

they don't miss in S+ ._. hide yo' kids

Anyways actual pointers(or atleeast I'll try)
-Read the flow of battle
It has already been said but I want to stress this one more. It is especially important for front liners to know when it is Ok to risk trading for 1-2 kills(yes you heard me. trading for 1 kill can be amazingly helpful if they have that S+99 MVP on their team) OR when it is NOT ok and you need to find a better way to splat the foes with little risk of splat back. segway-ing into the next point

-Master the art of unfair fight make.
Burst bombs(or any bomb, just used burst bombs cuz your sig =p) are great for forcing the enemy into action/distracting them for a second, just be sure to do this when you won't get overwhelmed by a special or backup squids

-Coordinating specials***
The c'mon signal has kind of evolved into a a dual purpose"Backup please" and "It's pushing time ya squits SPECIALS OUT!!"
Double killer wails, wail-strike combo, double bomb rush, bubble bomb rush, bubble double bomb rush, bubble-zooka, chain bubbler barrage, inkstrike bubbler insurance turnaround, Kraken bubbler conga, no one escapes the kraken locator,

ZOOKA-LOCATOR(one of the BEST feelings in splatoon): the list goes on my friend, and each one is a work of art.

-Protect the long range guy, typically a charger(if he is good, so always protect him when in S+, just remember he is not the objective xD I forget this myself sometimes...)
DO NOT hug him please: we all love a good e-liter teammate, but he will shoot you in the face if you try(not because he is angry, you just accidentally blocked his shot lol,that might make him angry though).
DO be in his general area, or keep close tabs on minimap so you can get back to him on time if a flank is a'comin his way. If someone else on your team is doing this already, you can go on your merry flanking way, or if you happen to use a place-able sub(mines, sprinklers, maybe a splash wall if he is currently engaged in sniper duel) a good sniper can use that backup vera nicely.

This backup rule of thumb applies a little less so if your charger is un-scoped, but it still applies. That tentatek/luna will still ruin his fun if he preforms his sniper dance well enough.
***You probably already now this, but on some maps, particularly arowana, the long range can be the best guy to ride the tower while the rest of the mid-short range guys act as escorts.


And lastly
-Kill enemy sniper, or atleast keep them from getting too comfortable in their perch
Just be careful of their backup . This is one reason why I love bunker busters like inkstrike, wail, suction bombs, etc. Great ways to get the sniper moving and stop him from pointing a laser at your brain for a second and freeing up time to KILL HIS FRIENDS mwahahahahahahahaHAHAHAHAHAHAHAHAHAH
HAAAAAAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAAAAA!!!!!

(another dang long post, geeze)
These are all essentially ways to make and push advantageous conditions.
Just back this up with good aim or a low accuracy weapon.
(thats why I love supporting with custom Jr. =P)


Best of luck in S+ m8, I make jokes about S+ chargers a lot... but there seriously is a big leap from S snipers to S+ Zeussmitedmefromacrossthemapwithhislightningboltwheniaccidentallypokedoutmylittletoefromcover...ers

The salt is real.

PS: I personally did lots of weapon switching depending on modes first and maps second.
I would generally go custom hydra or splatterscope for most SZ's and occasional dynamo/inkbrush/custom jr.
a mix of C.hydra, rapid blast deco, luna, new squiffer, custom jet squelch for TC
aaand C.hydra (I love this weapon xD) spalt/krak-on roller, luna neo, squiffer(any of the three) for RM

I'd brag that I've played nearly every weapon in neraly every map on nearly every game mode(go away rainmaker blackbelly) but to my memory, these were my go-to's during my serious climb to S+
Green Waffles, I actually do have a question about protecting the long-range guy. How much time should I spend making sure they're okay? Obviously, they're not the objective, but you are right about protecting the long range guy, but how would I know when it's time to protect them/how long I should protect them before going back to the objective?
 

chubbypickle

Inkling Cadet
Joined
Sep 21, 2015
Messages
213
I've been S for a while and recently started breaking in to S+. I had a few revelations that brought my game up to S+ level
-waiting and hiding for a few seconds is fine, even for long range weapons
-Predictive firing. Predict where enemies are moving and fire at it, they'll run right into. Works best with long range weapons when you see an enemy dueling a teammate. Average human reaction time is 0.25 second, plus lag, plus the time to reverse the inkling's forward momentum
-don't get salty from squidbaggers! They are only trying to mess with you to make you play worse. Laugh at them for wasting their time squidbagging when they could be playing

My regular fun weapon, Neo Splash-o-Matic, doesn't work amazingly in S+. Maybe I'm not as good at it, maybe it's not as good at pushing. I've had great success with the Custom Jet Squelcher and Zink Mini Splatling.


and this, lots of this. I got into this habit with the Splattershot because its style required it for positioning. It helps all weapons.
this is a good point i'm a s and s+ player and when i drop to s it's usually gun composition, the fact is the team with the better all around balance of guns has a huge advantage. When i get a squiffer and the other team gets the 96 gal its just no comparision in general (this is just an example) all my main 3 guns are close range so i'm dependent on some time of middle ground and at times there just isn't much i can do. So to avoid my needing the better gun composition for me is tower control where the game is always moving but on splatzones i needs a balanced team.
 

KannaMango93

Inkster Jr.
Joined
Sep 13, 2016
Messages
32
this is a good point i'm a s and s+ player and when i drop to s it's usually gun composition, the fact is the team with the better all around balance of guns has a huge advantage. When i get a squiffer and the other team gets the 96 gal its just no comparision in general (this is just an example) all my main 3 guns are close range so i'm dependent on some time of middle ground and at times there just isn't much i can do. So to avoid my needing the better gun composition for me is tower control where the game is always moving but on splatzones i needs a balanced team.
Haha I feel your pain, my friend. Like I said, I main a Carbon Roller, so I find myself crippled by short range... more than I'd like to admit... :confused:

Hmm, do you know what types of guns most people in S+ are rocking?

And if there's anyone out there who has any tips for trying to get past short range disadvantages, what would their advice be?
 

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