Having a hard time with RM and SZ

Rom-Steïn

Inkling
Joined
Jul 7, 2015
Messages
7
Location
France
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Rom1livebox
Pkbucket said:
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
Slattershot Jr xD
I was sure you were gonna get this.
Splattershot is quite close to Aerosprays, and even better : they lose ink dispersion and a little bit of cadency to get really good range and better damages.
However, why Jr and not normal or Tantatek/Octo ?
'cause of the freaking shield of course. xD

Remember the shield is a good weapon when used in team (good for pushing or assault), but if you simply use it as a simple shield, you will survive, but you won't really give an advantage to your squad and you will be qualified as a kikoo °v°
(French players like me like to say kikooclier, don't know if kikoo as an actual translation in english)
Btw, if you often use your shield, having an "Ink protection" bonus (shoes) is a good idea since bubble can be easily pushed to opposite ink.
Stacking Special Duration is a good idea too.
Also, use this weapon in SZ, not in tower control, because it doesn't have as much advantage on the tower as it has on splat zones.
 

BlackZero

Inkling Commander
Joined
Nov 3, 2015
Messages
350
Splat Zones are mostly about defense, so support weapons with good coverage (Splatlings, Gals, Squelchers) tend to do well. Chargers are pretty good since the enemy is going to converge on one specific point on the map. Anything with Bomb Rush works really well too. A team-wide Bomb Rush can steal a Splatzone instantly, but even one person spamming S. Bombs can make a huge difference in taking a Splatzone.

RainMaker is all about balancing offense and defense. You need to be aggressive to take the RM and push all the way to the enemy base, but you also need people who are good at protecting the RM carrier and can stop the enemy team if they get it. This is a tough balance for teams that lean too much one way or the other. If you aren't aggressive enough, the other team will keep the initiative the entire match. If your team can't defend, the other team can kill your RM carrier repeatedly and possibly rush to the goal.

Since you may have to switch between aggressive and supportive play on a moment's notice, I recommend using weapons that allow you to do both effectively. Gals and D. Squelchers work well. Their range lets you start attacking the RM bubble sooner, and the Gal's raw damage will make it pop faster. They are great attacking weapons because both will out-range almost anything that isn't a Charger or Splatling, and the Gal's attack damage will eat up just about anything. Their subs and specials also give them good support options, and their long range will help keep enemies arm's length from your carrier. The Squelchers also have great coverage and their range will help you ink paths while escorting an RM carrier. Tentatek is a good all-around weapon, but it will won't reach medium-long range shooters before they can reach you.
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
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.
Thanks for the weapon tip although I figured out that I suck with the Luna blaster XD either that or I need more practice. I did get a few hits but I'm pretty sure someone more skilled with the blaster could have gotten more. Strangely I tried using the roller and it works best for me in RM.
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
Slattershot Jr xD
I was sure you were gonna get this.
Splattershot is quite close to Aerosprays, and even better : they lose ink dispersion and a little bit of cadency to get really good range and better damages.
However, why Jr and not normal or Tantatek/Octo ?
'cause of the freaking shield of course. xD

Remember the shield is a good weapon when used in team (good for pushing or assault), but if you simply use it as a simple shield, you will survive, but you won't really give an advantage to your squad and you will be qualified as a kikoo °v°
(French players like me like to say kikooclier, don't know if kikoo as an actual translation in english)
Btw, if you often use your shield, having an "Ink protection" bonus (shoes) is a good idea since bubble can be easily pushed to opposite ink.
Stacking Special Duration is a good idea too.
Also, use this weapon in SZ, not in tower control, because it doesn't have as much advantage on the tower as it has on splat zones.
Yeah I was using the Slattershot jr (Lol I feel like thats what I should call it from now on) in SZ today and I kepted forgetting my bubbler and when I did remeber it I got splatted I got to remember to look out for my special I mostly use if, if I I'm in dire need to OR to sometimes push back the enemy team it sometimes works wonders but I gotta know when to fight with it or retreat with it. Other then that I know what weapon Im using from now on in SZ.

Sometimes even if I don't need the special and I see a team mate in trouble I'll use it to give it to them its surprisingly saved are can from players who grab the zone to quickly. Nice! I have Ink resistance but I didn't know there was ink protection. (Unless thats what you mean by the air quotes. >>)
 

Pkbucket

Inkster Jr.
Joined
Feb 14, 2016
Messages
22
Splat Zones are mostly about defense, so support weapons with good coverage (Splatlings, Gals, Squelchers) tend to do well. Chargers are pretty good since the enemy is going to converge on one specific point on the map. Anything with Bomb Rush works really well too. A team-wide Bomb Rush can steal a Splatzone instantly, but even one person spamming S. Bombs can make a huge difference in taking a Splatzone.

RainMaker is all about balancing offense and defense. You need to be aggressive to take the RM and push all the way to the enemy base, but you also need people who are good at protecting the RM carrier and can stop the enemy team if they get it. This is a tough balance for teams that lean too much one way or the other. If you aren't aggressive enough, the other team will keep the initiative the entire match. If your team can't defend, the other team can kill your RM carrier repeatedly and possibly rush to the goal.

Since you may have to switch between aggressive and supportive play on a moment's notice, I recommend using weapons that allow you to do both effectively. Gals and D. Squelchers work well. Their range lets you start attacking the RM bubble sooner, and the Gal's raw damage will make it pop faster. They are great attacking weapons because both will out-range almost anything that isn't a Charger or Splatling, and the Gal's attack damage will eat up just about anything. Their subs and specials also give them good support options, and their long range will help keep enemies arm's length from your carrier. The Squelchers also have great coverage and their range will help you ink paths while escorting an RM carrier. Tentatek is a good all-around weapon, but it will won't reach medium-long range shooters before they can reach you.
I have tested those weapons in Rm and some worked well and others didn't (Like I'm terrible with the charger although it is a future weapon I would like to use more latter once I have a little more info on how to use it better.

Surprisingly in RM I find the the roller works best for me. I love using the killer whale has a special and it has my favourite use of bombs. Although that being said I do understand why not everyone would choose a roller especially when the map like Kelp dome is being played I find that map to be a little hard to use with rollers mostly because its a place where you have to get up high and down has quickly has possible.
 

Rom-Steïn

Inkling
Joined
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Messages
7
Location
France
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Rom1livebox
Yes, "Ink Resistance" was what I was talking about (I'm french and sometimes, bacause the translations are NOT logical, I have trouble to translate abilities, aps and weapons).
When you're using the Bubble (what I'm calling the Shield, because in french it's actually Bouclier which translates as Shield) you are pushed back a lot. When you are pushed back, beware or the opposite ink, because even if the bubble protects you from the shots, it doesn't protect you from taking damages beacause of the ground ink. Ink Resistence is a good option for a Bubbler user.
Special Duration, I don't have to develop, do I ? xD So your shield lasts longer (because the normal duration is quite short).


A roller in kelp dome ? Have you tried Dynamo Roller ?
I've seen it work well on this map when you know the spots.
 

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