Having a hard time with RM and SZ

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
Hey guys I just wanted to know if you had any tips for someone who is having difficulties with the Rainmaker and Splatzones? Im not really sure what I'm doing wrong either Im rushing in to fast or to slow I always die to quickly with these two ranked matches to the point its a little frustrating.

Like Im good with TC but when it comes to RM and SZ its just not working for me. I love using my splat-o-matic but I know its not good for every ranked battle it only seems to be doing well in TC does anyone have any advice?
 

birdiebee

Inkling Commander
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Jan 6, 2016
Messages
394
Location
Tokyo, Japan
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birdiebee
I don't know if you're still a beginner or if this has been a problem you've had for a very long time, so apologies if I suggest some things that might be obvious. Let's start out with broad suggestions and narrow it down as we pinpoint trouble areas?

With Rain Maker, don't spend too much (if any) time dumping ink into the Shield at the beginning of the match. It varies case by case, and stage by stage, but if I spend more than a few seconds shooting at the shield and it's locked in an ink war, I either 1) go around and try to take out opponents shooting the RM, 2) lob bombs over the RM, or 3) fall back and let them break the shield. 3 is actually a good option because often the team will be clustered after the initial shield burst-- prime opportunity to wipe them out, then you can break the shield quickly again with less of the enemy to worry about.

Rain Maker and Splat Zones are both, in my opinion, HEAVILY dependent upon a strong opening assault. Getting that lead early on is crucial. If you can get a 40, 50 or 60 second lead on SZ, play a strong defense for the rest of the match. Same with RM. If you can get the RM more than halfway to the goal, just don't let them make a comeback. Hold them back. I don't mean to say that you shouldn't try to push it further (or SZ, control the zones more) if *possible,* but if the team is very aggressive, it may put you at a greater risk to advance recklessly. I've had games where I've handed the RM to the enemy on a silver platter because I rushed ahead too much with no support, costing us the match. If you're in the lead, stay there. Sometimes that Knockout isn't worth it.
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
I don't know if you're still a beginner or if this has been a problem you've had for a very long time, so apologies if I suggest some things that might be obvious. Let's start out with broad suggestions and narrow it down as we pinpoint trouble areas?

With Rain Maker, don't spend too much (if any) time dumping ink into the Shield at the beginning of the match. It varies case by case, and stage by stage, but if I spend more than a few seconds shooting at the shield and it's locked in an ink war, I either 1) go around and try to take out opponents shooting the RM, 2) lob bombs over the RM, or 3) fall back and let them break the shield. 3 is actually a good option because often the team will be clustered after the initial shield burst-- prime opportunity to wipe them out, then you can break the shield quickly again with less of the enemy to worry about.

Rain Maker and Splat Zones are both, in my opinion, HEAVILY dependent upon a strong opening assault. Getting that lead early on is crucial. If you can get a 40, 50 or 60 second lead on SZ, play a strong defense for the rest of the match. Same with RM. If you can get the RM more than halfway to the goal, just don't let them make a comeback. Hold them back. I don't mean to say that you shouldn't try to push it further (or SZ, control the zones more) if *possible,* but if the team is very aggressive, it may put you at a greater risk to advance recklessly. I've had games where I've handed the RM to the enemy on a silver platter because I rushed ahead too much with no support, costing us the match. If you're in the lead, stay there. Sometimes that Knockout isn't worth it.
Thanks! I usually rush in to quickly which is my weakness Im working on. But I usually try to go a different root then my team to try to surprise the other enemies but usually it backfires on me because there team is all in a bundle where has Im alone.

In Rainmaker I've had moments where the enemy doesn't grab the RM right away and thinking that its save I stupidly go up there to try and grab it, boy I can tell you it makes me feel really stupid when I get killed right away by a charger and or a killer whale. Although sometimes I have been super lucky to get it when there's know one else around but very rarely does that happen.

SZ's I'm not to bad with it but man Ive had horrible matches that make me want to throw my controller (is it called controller or is it called something else?) against the wall. I usually get so frustrated thinking that Im just a sucky player but I think its mostly because my other team-mates arent with it or it could be both so who really knows on that end. Thanks so much for the tips there really appreciated. I'm not really a noobie but I left the game for a while taking a break from it in all so when i came back with three new ranked matchs I was a tad overwhelmed to say the least. XD

Would you happen to have any advice on weapons I should consider trying?
 

birdiebee

Inkling Commander
Joined
Jan 6, 2016
Messages
394
Location
Tokyo, Japan
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birdiebee
Thanks! I usually rush in to quickly which is my weakness Im working on. But I usually try to go a different root then my team to try to surprise the other enemies but usually it backfires on me because there team is all in a bundle where has Im alone.
I used to do this a lot, too. The flaw here, which you've probably already found, if that you're a walking target with the RM. There's no reason to go a different route from your team mates, because your opponents will have no reason to engage them and not go after you. The only exception here is if your team mates somehow manage to engage your opponents so you can sneak by a different path, but I find this to be incredibly rare. Best to let at least one squid escort you while 1-2 others do flanks or gain turf control.

In Rainmaker I've had moments where the enemy doesn't grab the RM right away and thinking that its save I stupidly go up there to try and grab it, boy I can tell you it makes me feel really stupid when I get killed right away by a charger and or a killer whale. Although sometimes I have been super lucky to get it when there's know one else around but very rarely does that happen.
ME. TOO. "huhhuhuhuh theres no one here must be my time to SHI--SPLATTTTTTTT"
All I can say is watch the bar at the top which shows how many team mates on each team are alive--go rush in if there's only 1 or 2, proceed with caution if there's more. I don't mean you shouldnt approach the Rain Maker at all if all opponents are present-- ALWAYS play to the objective. Just be aware of your surroundings and take smart precautions like lobbing bombs, using splash walls, etc.

SZ's I'm not to bad with it but man Ive had horrible matches that make me want to throw my controller (is it called controller or is it called something else?) against the wall. I usually get so frustrated thinking that Im just a sucky player but I think its mostly because my other team-mates arent with it or it could be both so who really knows on that end. Thanks so much for the tips there really appreciated. I'm not really a noobie but I left the game for a while taking a break from it in all so when i came back with three new ranked matchs I was a tad overwhelmed to say the least. XD
Controller or Gamepad. haha.
Zones is the most frustrating mode for me personally, and the mode in which my core strategy has the most map-to-map variation. There's no guarantee that what works for me will work for you, but I lean toward splash walls, seekers, and splat bombs for subs and Inkzooka, Ink Strike and Bomb Rush for my specials. As a result, I have a playstyle that favors keeping my opponents away from me (and my extension, the zone). When I use seekers or bombs, they are responsible for at least 50% of my kills. Unless I'm using .52 Gal or a Slosher, I'm not engaging in 1-on-1 combat very often. Sneaky and cheap deaths are my way of the ninja (squid).

Would you happen to have any advice on weapons I should consider trying?
I have basically zero experience with the Splash-o-matic that you use, so unfortunately I can't give you any tips on that weapon (maybe I'll try it out tonight though!)

On Rainmaker I play mad support roles usually. Echolocator is a godsend for an aggressive team, so I use N-Zap 85 a lot. Sloshing Machine when I want to play more offensively, or Splattershot Jr which is my go-to trusty companion which works for me in just about any scenario. Bubbler ambushes are beautiful. .52 Gal is a good idea, too, but I struggle to use Killer Wail effectively. .96 Gal Deco is one of the most popular offensive weapons. I'm still not great with it, but many would recommend it. Kraken is a solid special for most maps/modes.

For Splatzones, I play a heavily role in turfing the zone aggressively, as opposed to hunting down and killing. If the map allows for seeker usage, I will always use .52 Gal Deco or Aerospray MG, the former for ink strikes and the latter for crazy good ink coverage. Walleye, Mahi Mahi, Piranha Pit, Kelp Dome, Port Mackerel, even Flounder and Moray offer good situations for seeker usage. I think it's a highly underrated sub. If I can't use seekers, I go for splash walls (Slosher) or Splat Bombs (Sloshing Machine, Splattershot Pro or Jr). Walls help me spread ink without getting picked off by a sniper. I find this works well on maps like Ancho-V or Arowana, or maybe Saltspray Rig. Bombs are just all-around subs with few drawbacks. Good for getting snipers off of their perch or general zoning.

I think it's obviously important to remember that a lot of different players will tell you a lot of different things. I personally SUCK with Blasters, Splatlings, Ink Brushes, Chargers, and Dynamo Rollers, but a lot of people are amazing with these. You might find your playstyle is better suited to a weapon which I am completely abysmal with.
 

jsilva

Inkling Cadet
Joined
Oct 30, 2015
Messages
262
I'd suggest you consider your playstyle and take people's comments in light of that, like birdiebee was implying above in the last paragraph.

For instance, using the splashomatic you are put closer to the enemy in terms of splatting other players. Does that work with your mindset? Do you observe that you play well up close? You can try out different weapons and see how they fit, but I've seen excellent players using all types of weapons in any situation and they make them work.

Even with 'rushing in too quickly' for the rainmaker, if you can make that work then do it. If not, then stop :) In my experience, better RM players tend to wait at the start of a match for an opportunity to grab it, but that doesn't mean that they necessarily wait until all is safe and sound, but rather until it looks like there is an opportunity. Sometimes that opportunity is right away.

Also, don't fret too much about getting splatted with it right after getting it. Unless of course you knew it was a bad decision before you grabbed it...
 

Vitezen

Inkling Cadet
Joined
Oct 4, 2015
Messages
254
Dying too quickly has little to do with the mode you're playing. More likely you're struggling with fundamentals.

If you think you are dying too much to meaningfully push the objective, play support until you are more confident in your abilities.
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
I used to do this a lot, too. The flaw here, which you've probably already found, if that you're a walking target with the RM. There's no reason to go a different route from your team mates, because your opponents will have no reason to engage them and not go after you. The only exception here is if your team mates somehow manage to engage your opponents so you can sneak by a different path, but I find this to be incredibly rare. Best to let at least one squid escort you while 1-2 others do flanks or gain turf control.

ME. TOO. "huhhuhuhuh theres no one here must be my time to SHI--SPLATTTTTTTT"
All I can say is watch the bar at the top which shows how many team mates on each team are alive--go rush in if there's only 1 or 2, proceed with caution if there's more. I don't mean you shouldnt approach the Rain Maker at all if all opponents are present-- ALWAYS play to the objective. Just be aware of your surroundings and take smart precautions like lobbing bombs, using splash walls, etc.

Controller or Gamepad. haha.
Zones is the most frustrating mode for me personally, and the mode in which my core strategy has the most map-to-map variation. There's no guarantee that what works for me will work for you, but I lean toward splash walls, seekers, and splat bombs for subs and Inkzooka, Ink Strike and Bomb Rush for my specials. As a result, I have a playstyle that favors keeping my opponents away from me (and my extension, the zone). When I use seekers or bombs, they are responsible for at least 50% of my kills. Unless I'm using .52 Gal or a Slosher, I'm not engaging in 1-on-1 combat very often. Sneaky and cheap deaths are my way of the ninja (squid).

I have basically zero experience with the Splash-o-matic that you use, so unfortunately I can't give you any tips on that weapon (maybe I'll try it out tonight though!)

On Rainmaker I play mad support roles usually. Echolocator is a godsend for an aggressive team, so I use N-Zap 85 a lot. Sloshing Machine when I want to play more offensively, or Splattershot Jr which is my go-to trusty companion which works for me in just about any scenario. Bubbler ambushes are beautiful. .52 Gal is a good idea, too, but I struggle to use Killer Wail effectively. .96 Gal Deco is one of the most popular offensive weapons. I'm still not great with it, but many would recommend it. Kraken is a solid special for most maps/modes.

For Splatzones, I play a heavily role in turfing the zone aggressively, as opposed to hunting down and killing. If the map allows for seeker usage, I will always use .52 Gal Deco or Aerospray MG, the former for ink strikes and the latter for crazy good ink coverage. Walleye, Mahi Mahi, Piranha Pit, Kelp Dome, Port Mackerel, even Flounder and Moray offer good situations for seeker usage. I think it's a highly underrated sub. If I can't use seekers, I go for splash walls (Slosher) or Splat Bombs (Sloshing Machine, Splattershot Pro or Jr). Walls help me spread ink without getting picked off by a sniper. I find this works well on maps like Ancho-V or Arowana, or maybe Saltspray Rig. Bombs are just all-around subs with few drawbacks. Good for getting snipers off of their perch or general zoning.

I think it's obviously important to remember that a lot of different players will tell you a lot of different things. I personally SUCK with Blasters, Splatlings, Ink Brushes, Chargers, and Dynamo Rollers, but a lot of people are amazing with these. You might find your playstyle is better suited to a weapon which I am completely abysmal with.
Ah yeah I have noticed, that when I play RM my chances of beating it better is when I'm with another team mate who is with me with the RM and or I'm with them when they have the RM, sometimes its great but then its a little annoying when I can't get another team member to come with me or the one with the RM goes a different root. Like I think the only time you should ever go a different root in RM is when you KNOW your going to be overwhelmed with enemies but sometimes I guess its just really hard to tell. I mostly think this is where I get frustrated and start to plan things differently but then it never seems to work out and when it does I get overly ****y, and thats what gets me splated in the end.

Ah yeah such nice tips! I'm really good with bombs so maybe I just need to figure out when's the right time to place a bomb and when isn't a right time to bomb. Because when I play TC its so easy for me to figure when its the right time for things but I guess I just need to do that and figure things out. I love surprising the enemies with bombs its such a great feeling.

I love using inkstrike in SZ but a lot of the times when I use it the enemy finds me pretty quickly and then SPALT Im a goner sometimes its easy to hide when your doing a inkstrike but other times its like you have to tap super quick if you don't want to get caught. :C Aerospary is the weapon I used to use but lately it hasn't been working for me in SZ so either I need more practice or more patience but either way it sounds like i need both.

Oh if you like bombs and bombs away special you would love this weapon! I love weapons that have a fast fire-rate mostly because I like to BE fast thats just how I play I love being in and out which is why I like playing defence a lot with it so maybe I need to find a weapon for me that works with ofense.

Ah thanks for the weapon suggestions I'll try them out I used to love playing the rollor but ever sense I got a old of fast fire-rate shooters its like my life changed forever. I like using rollors for turf wars sometimes but nothing gets me going like these shooters! XD

Thanks so much for trying to help me out!
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
I'd suggest you consider your playstyle and take people's comments in light of that, like birdiebee was implying above in the last paragraph.

For instance, using the splashomatic you are put closer to the enemy in terms of splatting other players. Does that work with your mindset? Do you observe that you play well up close? You can try out different weapons and see how they fit, but I've seen excellent players using all types of weapons in any situation and they make them work.

Even with 'rushing in too quickly' for the rainmaker, if you can make that work then do it. If not, then stop :) In my experience, better RM players tend to wait at the start of a match for an opportunity to grab it, but that doesn't mean that they necessarily wait until all is safe and sound, but rather until it looks like there is an opportunity. Sometimes that opportunity is right away.

Also, don't fret too much about getting splatted with it right after getting it. Unless of course you knew it was a bad decision before you grabbed it...
Yeah I think thats the one thing I need to teach myself is to STOP when it gets to much but sometimes I just get that rush when playing the game and then my frustration kicks in which helps NO ONE so I think what I'll do in RM and SZ is just try to play Ofense for now and then later figure out how defence players do there thing.
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
Dying too quickly has little to do with the mode you're playing. More likely you're struggling with fundamentals.

If you think you are dying too much to meaningfully push the objective, play support until you are more confident in your abilities.
Ah yeah I think thats what Im going to do for now in till I figure it out. :3
 

HypernovaSoul

Semi-Pro Squid
Joined
Jan 25, 2016
Messages
87
The two modes you're mentioning can be dramatically different from each other, so the suggestions I'll be offering will be separate for each mode. Unfortunately as someone else also said, I'm not by any means a Splash/Sploosh user so I can't really suggest much of anything for that weapon specifically. I do know that it relies mainly on its rapid, narrow rate of fire, which can be less useful in Splat Zones because those types of weapons don't tend to excel at covering wide areas of turf. But you'll just have to play a different role in the objective when that becomes a hindrance.

For Splat Zones, early match rushdowns and pushback defense are among the most critical factors. If your team isn't the first to claim the zone(s), chances are you'll face some trouble. Splashes don't exactly excel at rushdowns or flanks, but more so heavy pressure, as I'm sure you know. Pressure isn't as effective in SZ as it is in TC or RM, but you can still use it to your advantage if you're able to get to the zones very quickly. I'd recommend running Swim/Run Speed Up for that tactic. You won't be as effective at covering turf with that weapon, its stream is so narrow that you could just be wasting time. I'd suggest focusing instead on getting to the zone(s) very quickly and focus-firing incoming opponents at the very beginning of the match while rollers, brushes and Tentateks take care of the turf. If you have excellent aim and choose your battles wisely, early-game pressure can play a huge role in your team snatching the advantage. From there, like most longer ranged weapons that take longer to kill, focus on a keen defense and take enemies out before they get close.

As for Rainmaker, although very different, the opening moments of a match can be critical as well. Someone else mentioned that it's tempting to always want to burst the Rainmaker bubble first, but this is not always to your advantage, particularly if you get foolhardy in your approach. If you don't have enough backup and the bubble is already about to burst by the enemy ink, know when it's time to fall back and RETREAT. So many people don't know when to do this and end up leaving their enemy's path wide open. Ultimately it doesn't matter who bursts the bubble, but who actually claims the Rainmaker.

Another important factor is knowing the right risks to take and when to take them. You mentioned sometimes being reckless in grabbing the Rainmaker, which is a common mistake. I always think of it this way: if there is an undistracted charger within sight or a good amount of opponents still alive and nearby, you'll need more pressure / pushback before it's safe to claim it. Use sub-weapons (which are insanely important in this mode), or better yet since you're using a Splash, slowly advance just beside the freed Rainmaker, avoid claiming it but instead apply pressure with your ranged shots and closely observe enemy splats and retreats. Once it's at least decently cleared out, there's your chance to claim, or move forward to support the teammate who does.

When the opposing team has the Rainmaker, you'll often have to rely on sub weapons and flanks since attempts to outrange/outspeed the Rainmaker blasts don't always end well, particularly if you don't have a 1/2HKO weapon handy. Just keep watch of who's still alive, and choose your risks wisely but know when it's time to get aggressive and take them.

Unfortunately in both modes (especially RM), teamwork is pretty important so if you're paired with scrub teammates you'll have to pick up the slack, which Splashes aren't always great at doing since they're pretty support-focused. But this is a problem sporadically in most any Ranked mode lol. Just keep your eye on the objective even when your teammates aren't.
 

Swinden

Inkling
Joined
Feb 16, 2016
Messages
1
I too have spent a serious amount of time with the Splash-O-Matic. It works really well with TC because of the sticky bombs and bomb rush you can keep pressure on the tower and clear a path when you get special.

For RM the Splash-O-Matic is more than viable but I have started to use the Tentatek Splattershot due to its range and the Inkzooka and it still has a sticky bomb which is my personal favorite sub. I find that the Tentatek is an easy transition from other rapid fire short range weapons and that I can kill the RM more consistently with an Inkzooka as opposed to a bombrush.

I have not been into Splat Zones in over 2 months but when I did play them I ran the Areospray but that stopped working well for me and I have not taken the time to experiment in SZ's again.
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
The two modes you're mentioning can be dramatically different from each other, so the suggestions I'll be offering will be separate for each mode. Unfortunately as someone else also said, I'm not by any means a Splash/Sploosh user so I can't really suggest much of anything for that weapon specifically. I do know that it relies mainly on its rapid, narrow rate of fire, which can be less useful in Splat Zones because those types of weapons don't tend to excel at covering wide areas of turf. But you'll just have to play a different role in the objective when that becomes a hindrance.

For Splat Zones, early match rushdowns and pushback defense are among the most critical factors. If your team isn't the first to claim the zone(s), chances are you'll face some trouble. Splashes don't exactly excel at rushdowns or flanks, but more so heavy pressure, as I'm sure you know. Pressure isn't as effective in SZ as it is in TC or RM, but you can still use it to your advantage if you're able to get to the zones very quickly. I'd recommend running Swim/Run Speed Up for that tactic. You won't be as effective at covering turf with that weapon, its stream is so narrow that you could just be wasting time. I'd suggest focusing instead on getting to the zone(s) very quickly and focus-firing incoming opponents at the very beginning of the match while rollers, brushes and Tentateks take care of the turf. If you have excellent aim and choose your battles wisely, early-game pressure can play a huge role in your team snatching the advantage. From there, like most longer ranged weapons that take longer to kill, focus on a keen defense and take enemies out before they get close.

As for Rainmaker, although very different, the opening moments of a match can be critical as well. Someone else mentioned that it's tempting to always want to burst the Rainmaker bubble first, but this is not always to your advantage, particularly if you get foolhardy in your approach. If you don't have enough backup and the bubble is already about to burst by the enemy ink, know when it's time to fall back and RETREAT. So many people don't know when to do this and end up leaving their enemy's path wide open. Ultimately it doesn't matter who bursts the bubble, but who actually claims the Rainmaker.

Another important factor is knowing the right risks to take and when to take them. You mentioned sometimes being reckless in grabbing the Rainmaker, which is a common mistake. I always think of it this way: if there is an undistracted charger within sight or a good amount of opponents still alive and nearby, you'll need more pressure / pushback before it's safe to claim it. Use sub-weapons (which are insanely important in this mode), or better yet since you're using a Splash, slowly advance just beside the freed Rainmaker, avoid claiming it but instead apply pressure with your ranged shots and closely observe enemy splats and retreats. Once it's at least decently cleared out, there's your chance to claim, or move forward to support the teammate who does.

When the opposing team has the Rainmaker, you'll often have to rely on sub weapons and flanks since attempts to outrange/outspeed the Rainmaker blasts don't always end well, particularly if you don't have a 1/2HKO weapon handy. Just keep watch of who's still alive, and choose your risks wisely but know when it's time to get aggressive and take them.

Unfortunately in both modes (especially RM), teamwork is pretty important so if you're paired with scrub teammates you'll have to pick up the slack, which Splashes aren't always great at doing since they're pretty support-focused. But this is a problem sporadically in most any Ranked mode lol. Just keep your eye on the objective even when your team-mates aren't.
Yeah Splatzones can be really tricky if your not the first to get the zones I have been lucky though to sometimes have an amazing team who works really well in SZ and grab the zones back by taking out the other team one by one. I always miss those players that actually help each other out then going off by themselves. And I think I will focus on taking the team out because your right in say its a waste if I try to cover the zones I'll see how I do with taking other players out while hopefully my other team-mates take care of the coverage.

I never once thought to check and to see how many of my team mates are around I'll have to change that by looking at the map more sometimes i just get so caught up in the moment that I forget to check if I have back up I'll need to focus on changing that perspective whenever I play RM again.

I've had games in the RM when its pretty obvious the other players dont know what there doing that usually panic's me because its like oh god im not good at RM! XD Sometimes I have gotten luky and won some but then most of the time I have ended up getting splated repeatly because my team-mates don't understand to protect the one with the RM. Boy those fights are nightmares!

Thanks for the tips! I'll have to try those out now that I know a little more of what I should do.
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
I too have spent a serious amount of time with the Splash-O-Matic. It works really well with TC because of the sticky bombs and bomb rush you can keep pressure on the tower and clear a path when you get special.

For RM the Splash-O-Matic is more than viable but I have started to use the Tentatek Splattershot due to its range and the Inkzooka and it still has a sticky bomb which is my personal favorite sub. I find that the Tentatek is an easy transition from other rapid fire short range weapons and that I can kill the RM more consistently with an Inkzooka as opposed to a bombrush.

I have not been into Splat Zones in over 2 months but when I did play them I ran the Areospray but that stopped working well for me and I have not taken the time to experiment in SZ's again.
Uhmmm I don't think I have tried Tentatek yet maybe I'll give it a try to see where it leads me! And yeah those sticky bombs are the best sub in my opinion to I feel like they give a harder impact when killing off the other players its such a great feeling to when you take out snipers with them because they see the bombs to late its glories. I once killed off three players with those bombs and boy I was over the moon when that happened! XD

Also Aerospary used to be my favourite weapon but I dont know when I started using it again it just felt different? it could have been just me but I have a feeling that maybe Nintendo changed something with it?? Because it used to be such a good weapon to use during SZ but ever sense we got new weapons something just feels really off about it. Sorry Im probably not making any sense. ._.?
 

birdiebee

Inkling Commander
Joined
Jan 6, 2016
Messages
394
Location
Tokyo, Japan
NNID
birdiebee
Also Aerospary used to be my favourite weapon but I dont know when I started using it again it just felt different? it could have been just me but I have a feeling that maybe Nintendo changed something with it?? Because it used to be such a good weapon to use during SZ but ever sense we got new weapons something just feels really off about it. Sorry Im probably not making any sense. ._.?
A couple reasons could account for this:
-People learned how to fight them. Earlier on, last spring and summer, Aerosprays were rampant. But people figured out they're not that scary and easy to pick off because they're quite weak. People loved them in Turf Wars, took them into Ranked and figured out they don't do a lot besides spread ink around.
-You grew out of them. I also used to use Aerosprays exclusively. Then I learned how to kill and use subs/specials more effectively, and now I feel quite limited when I use them. The exception is MG on Splat Zones.
-You ranked up. Not sure what your rank is, but the higher up you go, the less viable they are. Kind of connected to other points... people are more aware of their vulnerabilities.

I think it's an awesome and fun weapon for beginners. MG has merits. And I can still think of a few situations in which I might run RG, too (Moray Towers). But would definitely recommend a number of things over them.
 

Tii

Inkling
Joined
Feb 10, 2016
Messages
2
NNID
PlennT
I never once thought to check and to see how many of my team mates are around I'll have to change that by looking at the map more sometimes i just get so caught up in the moment that I forget to check if I have back up I'll need to focus on changing that perspective whenever I play RM again.

I've had games in the RM when its pretty obvious the other players dont know what there doing that usually panic's me because its like oh god im not good at RM! XD Sometimes I have gotten luky and won some but then most of the time I have ended up getting splated repeatly because my team-mates don't understand to protect the one with the RM. Boy those fights are nightmares!
While it is important to focus on the objective, it is far more important to pay attention to what is going on. On lower levels (say, C- up to B+) your teammates and enemies PROBABLY aren't going for the RM because they have no idea what to do with it. On higher levels, it's the opposite: they aren't going for the RM (or Tower) because it is not safe YET.

Which is why we get splatted by the sneaky charger as soon as we touch the "unprotected RM".

Pay close attention to everyone who's still alive. If your team lost more members than the enemies and the enemies are pushing the objective, play defensively: find a safe place so that teammates can jump to you, cover turf, try to take down the RM carrier (if you can safely reach them), etc.

If you guys killed most enemies (preferably ALL), then you can reach for the RM. I would suggest, like people already suggested, that you play support for a while. People know what they are doing around Rank A, and specially in A+. Follow their lead, help them around. Only go for the objective if you see that you guys killed everyone and no one is going after it (you know... those trigger-happy guys who will advance to kill some more, leaving you and the RM behind).

But I'll be honest: I don't protect RM carriers who decide that they can take it with all four enemies still up and fighting; it is risky for me (a short ranged weapon user) to throw myself in the line of fire to protect someone who couldn't wait until we secured, at least, a safe area to fight (you know - more of our ink on the ground than theirs; it's easier to move around :p)

I simply let them get themselves killed; at least they gather the enemy's attention xD

(Also, note that some people may not go for the RM because they have their specials charged. There are many reasons as to why we don't pick it up in most cases...)

If you get to play Tower Control or RM on Camp Triggerfish now, just see how many will run to jump into the Tower/grab the RM. If anyone does it right off the bat, you can start your prayers: that guy is either a fantastic player who has no time for mortal games (and will shoot everyone with the RM, killing 6 on his way to dunk it), or he was just promoted to that Rank and thinks that no one is looking at him (much more likely).

(also, I'm terrible at Splat Zones. I got to S+ avoiding it altogether, sorry for not being helpful D: )

EDIT: my goodness, this smiley is SO CUTE! :P
 

Rom-Steïn

Inkling
Joined
Jul 7, 2015
Messages
7
Location
France
NNID
Rom1livebox
As an Aerosprays mainer, I can tell you that these are not suited for ranked mode.
They are good for turfwars and especially for grinding gears (since it's safer in turfwars and fairly quick thanks to the aerospray being a scoring machine), but not ranked (maybe except some cases in Splat Zones).

1) People have learnt how to play against it, as it has been said. You won't surprise anyone one with this, unless you litterally take them by surprise.
2) You have to be too close to an ennemy to take him out. Yes, aerospray has the highest cadency, but also the lowest range, and range is an important thing when you have to protect a tower or a rainmaker (you can't always play it like a ninja in these cases). That kinda connects with "matchups" between weapons : aerosprays basically have 0 advantages over other weapons (maybe except against brushes).
3) Aerospray are basically Sub and Special weapons based : you will more often use them for their unique combination of sub and spe (no other weapon has Mine / Inkstrike ans Seeker / Inkzooka), however you will have to play more with these than with the aerospray itself. What does it mean ? It means you will need to manage your ink even more, as if ranked wasn't stressing enough.
4) The problem is also the gear properties : Aerosprays have so low damages stat, that it doesn't matter how many Damage up bonuses you put, it will ALWAYS take ~5 shots to kill, and to reduce that amount, you would need too many damage ups, taking too many slots away from other useful bonuses...and generally people like to use Damage up... ^^"
5) Might be only personnal feelings, but I feel like Aerosprays got a lot of nerfs (like got a nerf at each update), just like op characters in smash bros. Again, it's personnal feelings.

My personnal choices for aerosprays : take them on SZ Port Mackerel and Morray Towers, if you're really feeling it, but avoid them.
My recommandations would be to change and try other weapons that has good cadency and more range (and from aerosprays, the most natural change would be N-Zaps, Splattershots, and even .52 gals).

The only problem I personally have, is that I really main those aerosprays, which means that I'm still at better ease with them even in ranked, which sometimes cost me the victory... ^^"

Edit : and then you posted while I was writing... xD
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
As an Aerosprays mainer, I can tell you that these are not suited for ranked mode.
They are good for turfwars and especially for grinding gears (since it's safer in turfwars and fairly quick thanks to the aerospray being a scoring machine), but not ranked (maybe except some cases in Splat Zones).

1) People have learnt how to play against it, as it has been said. You won't surprise anyone one with this, unless you litterally take them by surprise.
2) You have to be too close to an ennemy to take him out. Yes, aerospray has the highest cadency, but also the lowest range, and range is an important thing when you have to protect a tower or a rainmaker (you can't always play it like a ninja in these cases). That kinda connects with "matchups" between weapons : aerosprays basically have 0 advantages over other weapons (maybe except against brushes).
3) Aerospray are basically Sub and Special weapons based : you will more often use them for their unique combination of sub and spe (no other weapon has Mine / Inkstrike ans Seeker / Inkzooka), however you will have to play more with these than with the aerospray itself. What does it mean ? It means you will need to manage your ink even more, as if ranked wasn't stressing enough.
4) The problem is also the gear properties : Aerosprays have so low damages stat, that it doesn't matter how many Damage up bonuses you put, it will ALWAYS take ~5 shots to kill, and to reduce that amount, you would need too many damage ups, taking too many slots away from other useful bonuses...and generally people like to use Damage up... ^^"
5) Might be only personnal feelings, but I feel like Aerosprays got a lot of nerfs (like got a nerf at each update), just like op characters in smash bros. Again, it's personnal feelings.

My personnal choices for aerosprays : take them on SZ Port Mackerel and Morray Towers, if you're really feeling it, but avoid them.
My recommandations would be to change and try other weapons that has good cadency and more range (and from aerosprays, the most natural change would be N-Zaps, Splattershots, and even .52 gals).

The only problem I personally have, is that I really main those aerosprays, which means that I'm still at better ease with them even in ranked, which sometimes cost me the victory... ^^"

Edit : and then you posted while I was writing... xD
Ahhh it all starts to make sense I have heard Aerosparys where quite scary by other players but at that time I was like no there not? They are just fun to use? So needless to say I was out of the loop with that one XD

But I have found the best weapon for me that works with SZ and I wish I figured this out sooner XD But I found that I absolutely love having the bubbler shield has a special in SZ so I choose to have splattershot jr (I hope its the jr one sometimes I dont read the weapons I use I just grab whatever and see how it goes from there...That and I look at the subs and specials before choosing it XD) has my main in SZ it helps me take out the other players which is great because I really needed to figure something out before I drove myself nuts! O.O

Ahhh I noticed that but at the time I had only enough time to answer for a few. XD (Even though it says I'm logged on Im really not I just hate logging out.)
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
While it is important to focus on the objective, it is far more important to pay attention to what is going on. On lower levels (say, C- up to B+) your teammates and enemies PROBABLY aren't going for the RM because they have no idea what to do with it. On higher levels, it's the opposite: they aren't going for the RM (or Tower) because it is not safe YET.

Which is why we get splatted by the sneaky charger as soon as we touch the "unprotected RM".

Pay close attention to everyone who's still alive. If your team lost more members than the enemies and the enemies are pushing the objective, play defensively: find a safe place so that teammates can jump to you, cover turf, try to take down the RM carrier (if you can safely reach them), etc.

If you guys killed most enemies (preferably ALL), then you can reach for the RM. I would suggest, like people already suggested, that you play support for a while. People know what they are doing around Rank A, and specially in A+. Follow their lead, help them around. Only go for the objective if you see that you guys killed everyone and no one is going after it (you know... those trigger-happy guys who will advance to kill some more, leaving you and the RM behind).

But I'll be honest: I don't protect RM carriers who decide that they can take it with all four enemies still up and fighting; it is risky for me (a short ranged weapon user) to throw myself in the line of fire to protect someone who couldn't wait until we secured, at least, a safe area to fight (you know - more of our ink on the ground than theirs; it's easier to move around :p)

I simply let them get themselves killed; at least they gather the enemy's attention xD

(Also, note that some people may not go for the RM because they have their specials charged. There are many reasons as to why we don't pick it up in most cases...)

If you get to play Tower Control or RM on Camp Triggerfish now, just see how many will run to jump into the Tower/grab the RM. If anyone does it right off the bat, you can start your prayers: that guy is either a fantastic player who has no time for mortal games (and will shoot everyone with the RM, killing 6 on his way to dunk it), or he was just promoted to that Rank and thinks that no one is looking at him (much more likely).

(also, I'm terrible at Splat Zones. I got to S+ avoiding it altogether, sorry for not being helpful D: )

EDIT: my goodness, this smiley is SO CUTE! :p
Ahhh thanks! Rm is my hardest ranked mode so far! Also thats okay about SZ I have finally figured out how I'm going to play SZ and I I'm super happy that I will only have a little frustration with SZ's now! Thank god! I was thinking about just doing just TC to get to S+ but then I was like nah I want to know how to get good at this game especially if I want to do like tournaments in the future.

Lol that smiley is very cute! ^-^
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
A couple reasons could account for this:
-People learned how to fight them. Earlier on, last spring and summer, Aerosprays were rampant. But people figured out they're not that scary and easy to pick off because they're quite weak. People loved them in Turf Wars, took them into Ranked and figured out they don't do a lot besides spread ink around.
-You grew out of them. I also used to use Aerosprays exclusively. Then I learned how to kill and use subs/specials more effectively, and now I feel quite limited when I use them. The exception is MG on Splat Zones.
-You ranked up. Not sure what your rank is, but the higher up you go, the less viable they are. Kind of connected to other points... people are more aware of their vulnerabilities.

I think it's an awesome and fun weapon for beginners. MG has merits. And I can still think of a few situations in which I might run RG, too (Moray Towers). But would definitely recommend a number of things over them.
Ah yes that sounds about right I may have grew out of them which is a same because it is a good weapon but it makes sense that it would be a good one for beginners. And also I'm at rank A- now Wooo! :D Soon I will be rank A Im slowly getting there lol.
 

ϛ(°³°)/`

Inkling Commander
Joined
Sep 5, 2015
Messages
445
Thanks! I usually rush in to quickly which is my weakness Im working on. But I usually try to go a different root then my team to try to surprise the other enemies but usually it backfires on me because there team is all in a bundle where has Im alone.

...

Would you happen to have any advice on weapons I should consider trying?
If you like taking side routes to flank, and find the entire enemy team clustered at a single point, it sounds like you're in a beautiful position to use a blaster. Which one, however, depends on you and the map. If you tried to flank them in Camp Triggerfish for example, there is a huge straightaway between the cluster and the left turn you would have made, so here I'd suggest the range blaster or (much more objectionally) the rapid blaster/rapid blaster pro IF you stack your damage up perks to the extreme; you can get some very fast, reliable, 2 hit AoE kills from a super distance if you do. Honestly though, the damage up investment might not be worth it for you, as I usually run with 3 mains and 1 sub with the rapid blaster series.

On a map like Port Mackerel though, flanking is much more straightforward and a close range blaster like the Luna or standard Blaster would work wonders.

In any case you should examine your playstyle and be open to practicing new weapons in Turf Wars until you find one that melds well with you. -or several, for multiple modes and maps.
 

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