Well, getting a splat takes a player out of the relevant match area for ~10 seconds and you can't be sure where an enemy's special bar is if you can't see them. The game is generally won or lost in the neutral position, where neither team has a significant advantage happening. As a result, accounting for as much as possible and preventing yourself from being in a position where you get steamrolled by a convenient Kraken or Inkzooka is what allows you to be consistent. There are too many times where we lose someone in neutral because a person decided that they absolutely needed to get on the tower even when it's in a world of enemy ink, or they push forward to quickly stop an enemy's team's offensive and get wiped without taking any precaution. The mere potential presence of an enemy is sometimes enough to stave a team off.
These points are why it's not as simple as saying "focus on the objective." A lot of things come together to allow you to push, and splats are among the most significant.
Very good points, and all very true, though I think it's that kind of logic, when not understood, that causes the "bloodthirsty buccaneer" players that tend to dominate ranked (usually at the cost of winning.) I'd say that most read this and think their focus should be on splatting. They end up with double digit kills (maybe double digit deaths to match, but sometimes not even that) and they still lose. I think WISE splats are more important than splats.
I still suck at RM. I avoided it forever, and just got back into it this week, almost as a noob. But out of all the rounds, most of them bad, I played yesterday when it came up, the only ones we won, I was the one who won them. The one I got it to 1pt, got shot as I was on top of the goal cone. Had no escort either. The other I got it ONE point closer than the other team on the side grate of moray. I'm the one that shot the RM carrier each time he got close to closing the lead. Yet on the stat screen, I had an awful score. 5/12 or so. My teammates had wonderful scores in contrast, 15/10, 12/13, 11/11. They sure did a lot of killing. But the trouble is they didn't actually kill the RM carrier...nor its escort, every time it approached the lead. I'd end up running kamikaze right at the team of 3 to take out the carrier every time, I'd bring the RM back (or jump off the cliff with it to reset it back to middle.) If I picked up the RM, occasionally I'd have a pathmaker escort for half of the trip. Usually I was alone. Granted, like I said, I truly suck at RM still and just really started with it, it was the mode I ignored until now, ideally I wouldn't go 5/12 even if I do have to solo the objective. But some TC logic still applies, and in this case, the teams get so focused on brawling with enemies in the middle, they don't even notice there's an objective going past them and they ignore it.
Very often I see the team with single digit kills (even with double digit deaths) end as the winning team. The team with the 3 players with double digit kills is more likely to lose. You can tell from a mile away these guys were just going splat happy. Killing to kill, with the belief that the best enemies are respawning enemies and not taking into account pushing the objective in risky gambits that won't make your kill stat look too good was actually the winning strategy.They'll pat themselves on the back for their never-ending kill streak on the tower riders without noticing that the endless chain of enemy tower riders keeps nudging it closer and closer: Jumping out and getting splatted is WORKING! Eventually I realize the pattern and just hop on on a suicide run myself just to force the thing back to mid to keep them from nudging the lead.
SZ, in warehouse with hydra. I was able to dominate the whole zone alone....all I needed was for the enemy to be kept out of range. My team got lots and lots of splats. Out in the side areas. But they kept ignoring the inkbrush and TTK that would take turns hiding in the corner taking out the hydra that was endlessly reclaiming the zone. Had they fortified that area, at the cost of racking up their splats, we'd have had easy victories. Not to mention the never-ending torrent of killer wails coming at me. If they were splatting so much, how did the enemy keep charging their specials?
My guess is, in most places the splats the aggressive "buccaneers" rack up aren't the whole enemy team. They pick on the weakest members of that team, or keep ganging up on a support weapon, and keep taking turns splatting him because it's easy. Meanwhile the more formidable/sneaky members of the team will relentlessly bear down on the one defender non-stop almost uncontested. As a result, their kill scores look great, but their match performance was awful because they weren't really focusing on the objective.
Not to disagree with your point, I understand and agree with it. But I think many read that kind of advice and see something different from what you're saying. In fact, I think most do! Which is what Miirisa was referring to with the friend with constant double digit kills (still in the B's.) Sadly those players seem to make up much of all ranks.
Splats are helpful, but they don't win the match if they didn't splat the RIGHT opponents in the right place.