Mr. 9
Semi-Pro Squid
- Joined
- May 15, 2016
- Messages
- 91
- NNID
- interesting_deal
Sup squids? I was just wondering about how you think the importance of your KDR (kill vs. death ratio) compares from mode to mode.
This is definitely going to vary, based on your play style, which is exactly what I’d like to hear about. Personally, I’m the squid who is THE RAINMAKER in your match, or who is quite happy to hop on the tower again, again, and again. Before getting into my ranks, I’ll note the obvious: You can’t push the objective if you’re dead.
Given that, here’s how I would rank the modes from least to most important in terms of having a nice KDR.
1) Rainmaker. Let’s be honest, picking up the RM is a death sentence almost always, but it’s the only way to win the game. I usually win this mode, and my KDR usually looks bad if I’m doing it right.
2) Tower Control. Though you can hop off the tower, if you do it’s probably because you have bad stage control, which means you’re likely still going to die after hopping off. Also, some levels don’t allow you to hop off without dying in key areas (hiya camp!). Nonetheless, you have to ride the tower to win, which in most cases means that you’re also gonna have to get splatted quite a bit to pull off the W.
3) Splat Zones. KDR matters quite a bit more here. You need to take the zone and lock the other team out, which is hard to do when you die more than you splat.
4) Turf War. I really don’t play this mode anymore, so it’s hard for me to place it on this list. I’ll just put it here.
This is definitely going to vary, based on your play style, which is exactly what I’d like to hear about. Personally, I’m the squid who is THE RAINMAKER in your match, or who is quite happy to hop on the tower again, again, and again. Before getting into my ranks, I’ll note the obvious: You can’t push the objective if you’re dead.
Given that, here’s how I would rank the modes from least to most important in terms of having a nice KDR.
1) Rainmaker. Let’s be honest, picking up the RM is a death sentence almost always, but it’s the only way to win the game. I usually win this mode, and my KDR usually looks bad if I’m doing it right.
2) Tower Control. Though you can hop off the tower, if you do it’s probably because you have bad stage control, which means you’re likely still going to die after hopping off. Also, some levels don’t allow you to hop off without dying in key areas (hiya camp!). Nonetheless, you have to ride the tower to win, which in most cases means that you’re also gonna have to get splatted quite a bit to pull off the W.
3) Splat Zones. KDR matters quite a bit more here. You need to take the zone and lock the other team out, which is hard to do when you die more than you splat.
4) Turf War. I really don’t play this mode anymore, so it’s hard for me to place it on this list. I’ll just put it here.