How to improve in 'Tower Control' ranked battles

Alpha359

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Thanks for sharing that, after reading the many replies to this thread I am definitely more cautious about when I jump on the tower. As some of the other players said above I try to take advantage of the fact that when the tower is moving all the other enemies are focussed on it, this allows me to sneak in and get some surprise kills, I've found it works reasonably well.
 
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In TC you have to pick and choose your moments, know when to push and when to hold off and play it safe. If you're going to stick it to the enemy in terms of gaining distance, there is a fair chance you're going to get splatted more often than not, so don't worry too much about that. You could get 3 kills and 8 deaths but if you take the tower the furthest and win then it doesn't matter :) It also depends on the weapon choice as well. I'd definitely be looking at utilising the Splash Wall and/or practising with the Inkzooka to clear the way and push the enemy back. Based on what you've said you sound mostly like the teammate to offer support to the ones on the tower.
 

Alpha359

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Yes you're correct, generally nowadays I prefer to provide support off the tower for my other teammates, generally I'll only get on the tower if I have a Kraken/Bubbler ready, if I think I can get a Splash Wall on to it or if our team is making a really good push and they just need more people on the Tower to get it to the goal.

My Tower Control game has actually improved a lot since I first made this thread, in fact I'm super close to getting S+ because of that :) Thanks a lot to everyone who gave me some tips as they've obviously paid off.
 

AC_Decoy

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I can't wait to try out these tips!!!! Apparently I snipe very well while /on/ the tower. Go figure?
 

Saber

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Honestly I have to say that it matter on the map your play on, me I usually do play aggressive with a .52 gal so what I do is play bait, going to the bottom of their respawn or in the quick route areas (moray tower jump down ledges), causing them to focus on me rather than on the objective.

In tower defense I have to say a non-scoped charger can be very useful, since if you have good aim and can see the enemy movement before anyone else, plus
build with :inkmine: inkmines and :splatbomb: splatbombs cause you can quickly jump on place a bomb (throw splat bomb directly down at your feet), and either scare the enemy off the tower or splat them
Also I don't normally do this but if beckon sub weapons on the tower are useful since if it getting serious you can superjump off and back on to the tower ahead of time to catch enemies off guard and retake the tower

Usually I end up with 7 to +13 splats and 0 to 8 splats on me

Mains: :wst_charge_quick01: :wst_charge_normalh: :wst_shot_gravity00: :wst_shot_triplequick01: :wst_shot_quicklong01: :wst_shot_quickmiddle00:
 

HypernovaSoul

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That isn't necessarily something to be surprised by or concerned about, Tower Control is easily the splat-heaviest mode just because of how it's structured. The tower has a fixed path, and the general direction everyone will always be heading is more predictable than it is in any other mode. It's a very aggressive mode, so you can be very successful in it as an aggressive player. The big mistake a lot of people make though is that it is honestly the mode that relies heaviest on teamwork and general synergy. As where Rainmaker sometimes allows opportunities to take independent risks, and SZ allows for a larger spread of defense, everyone knows exactly where the tower goes and the speed it goes at. Because of this, backup is always, always needed to move forward significantly.

If you're running Gals or Tentateks, you're probably better off playing aggressive support in this mode. They're both highly effective killers, but Gals can be too slow and Tentateks aren't ranged enough to effectively hold down the tower in some situations. I'd say if you're running those weapons, only board the tower alone if you notice another teammate is already providing effective support ahead of you. Otherwise, that's a role you're strongly capable of yourself with those weapons. I'm of the opinion that Squelchers and Sloshers are some of the most reliable classes in holding down the tower since they have a strong balance of range and speed (and Sloshers give amazing pressure over walls to shut down platform approaches).

Your mains' subs are also very effective in this mode. Splash Walls provide amazing protection to the advancement of the tower and your support, and also provide a disruptive obstacle the opposing team is forced to deal with if one's placed right in their tower's path. Suction Bombs are an auto-disboard in so many situations, they're honestly the peskiest subs to deal with in this mode (along with Ink Mines).

I may have gone over some things you already knew, but hope some of this helps. You're running very powerful and capable weapons, so I'm sure a slight change in strategy will work out for you.
 
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BlackZero

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There's no single strategy, as map makes a huge difference. Chargers own TC Flounder Heights because you literally spend most of the ride right in front of a well-defended enemy sniping spot that can also cover flankers as they climb the wall onto the middle high-rise. A seven year old with a mild concussion could clear your team off the tower if they have an E-Liter or Splat Charger. On that map, a charger is a great choice because players literally have nowhere to go: they have to come straight towards you and pass right in front of you. All the team needs is a mediocre sniper and one good flanker to harass anyone who might try to use the middle buildings to snipe back.

Chargers have a tougher time on maps like Museo because the sniping points are riskier and less useful compared to other maps. It's very easy for enemies to drop a bomb in your lap or for rollers/brushes to climb up on your turntable and slap the taste so far out of your mouth you never get it back. On a map like that, mobility is better offensively and defensively than camping, and weapons that accent this do better in my experience.

So you really have to know the map more than anything else even though the tower has a fixed route. Some maps favor digging in and fighting enemies off while other maps favor mobility. You won't used the same strategy against an entrenched charger that you would on a roving pair of brushes waiting to draw a mustache of death on your face. Based on your weapons and play style, I think you'd do well as a tower escort. Gals eat Chargers for lunch, so you should certainly be on sniper patrol when you're playing maps that favor chargers. On more open maps, figure out which route the enemy likes to approach from and find a good spot to harass them from. Always try to draw their attention away from your tower: if they're coming after you, they aren't going after the tower riders. Too many times, people try to force a kill when just need to distract the enemy. A kill is very satisfying, but sometimes it's better to make the enemy split their focus between you and the tower. Killing them will give them a chance to assess what's going on and react accordingly. Keeping them on their back foot and making them struggle to keep up can make them play worse, set them up for a kill, or make them run away to catch their breath. Also, forcing a kill can end up in a trade or you getting killed. In that case, the tower has one less escort and the enemy knows they don't have to worry about you for a little while.

Defensively, you should know the best places for you to ambush the tower but also keep in mind that the enemy might know this as well. Harass the tower as much as you can, but I usually wait for my teammates to actually attack the tower. You're going to lose people and a group increases the odds of one of your guys surviving and retaking the tower. If you're the only one left and the enemy is cleared off the tower, I usually wait until my teammates jump to me before getting on. If you hop on right away, anyone jumping to you will land on a very small space that the entire enemy team will be shooting at. That usually doesn't work out well in my experience, but YMMV. Of course you'll want to take control of the tower if you think someone from the enemy team is about to.

Just my thoughts, for what they're worth. Never underestimate the power of mind games, misdirection, and harassing your opponents. Playing aggressively is very useful in TC, but chasing kills won't necessarily help your team. Remember, your objective is to get the tower to the goal zone. As an escort or aggressive player, your own personal goal should be to make the other team more worried about what you're doing than attacking the tower.
 

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