I’ve been in S+ for a little while and ranked down today from messing around too much with weapons I’m not very good with. Because I’m so used to S+ now, I’ve noticed very big differences in the way S and S+ players, well, play. Here’s a couple of them, and some advice:
- S ranks don’t push fast enough when the enemy team is down two, three or even four players. You really have to react quickly. Get the zone, climb on the tower, grab the Rainmaker, even if it’s not your role (unless you’re certain someone is going to do it for you—but as a rule, don’t count on your team in solo queue). Always, always remember the objective above all else.
- Map control switches around a lot, and is more “absolute” than in S+. By that I mean that there are fewer spots of the other team’s ink. I feel like map control is overall easier to break in S, because really it’s more like ink control. The players aren’t actually there to defend the ink. Also, sometimes a team succeeds at breaking through without inking their side of mid and starts settling down on the enemy’s side, where they have to defend, all the while leaving enemy ink behind them. I guess this is okay if the match is about to end in your team’s favor, but if the enemy team manages to kick yours out of their side or sneak around, then you’ll be in serious trouble. If you have map control, you’re at a huge advantage, so don’t bother too much about inking small patches of ink, focus on the major paths and wide areas, and sneak around regardless of the weapon you’re using. If you’re on the defensive and they have map control, try inking as much as you can and coordinating Specials to break through. And of course, never leave enemy turf behind you.
- I’ve seen people just hanging out in mid even though they should have been going forward—we weren’t on the defensive, we were pushing! It’s vital to understand the ebb and flow of Ranked modes, that is, when you should be attacking and when you should be retreating. And also, it’s extremely important to realize what you need to do in order to push ahead. Getting a full wipe is ideal and works on any map, of course, but waiting for that to happen is far from a good idea. Take Bluefin Depot Rainmaker: you generally don’t want to push ahead if you don’t have control of the enemy team’s upper platforms, because they can very easily repel you from there. Same for Moray Towers.
- People tend to waste Specials, using them at the wrong time. Specials should generally be used to push or defend, not during stalemates.
- You can pick up the Rainmaker and run it solo to the goal in S, but it won’t happen so easily in S+. That’s because S ranks tend to leave it unattended, hoping for someone else to pick it up. This is a recipe for disaster, as an opponent could sneak through and score points very easily.
- S ranks either underestimate or aren’t familiar with how to counter some of the more unusual weapons, such as the Rapid Blaster Pro or the Rainmaker.
- S ranks make dangerous super jumps a lot more often than S+. My best tip here is: don’t super jump. Do it only when whatever you’re super jumping to is surrounded in your own ink and there’s a lot of room between it and the front lines.
- S ranks rush into enemy turf without thinking. Don’t overextend, and don’t take needless risks. Don’t trade when you’re on the defensive, it’s completely useless.
- Situations where the enemy team is pushed back into its base unable to do much are way more common. I think this simply has to do with S ranks not being as good as reversing map control.
- S ranks don’t know the best paths to push the Rainmaker. For example, don’t take it through the right on Walleye, it’s slow and difficult to get through.