I look forward to your findings!Yea, the group I am with are going to test these things out right now.
;( Guess I am salty now......Imperious 1 3 - 0 C-
Game 1 Saltspray:
Game 2 Walleye:
Game 3 Walleye:
GGs
Bans:
G1: C- banned Blackbelly
im1 banned Walleye, Underpass
C- banned Arowana
G2 & 3: im1 banned Kelp, Blackbelly, Moray
Very interesting! I wonder how these scenarios will turn out in tournament play and SCL?Well, from what we have tested...(This has nothing to do with Ink or Sink, but :p...Is there a better place to post this kind of stuff?)
Rainmaker
Walleye Warehouse:
can be pretty game breaking. (At the L shaped area with grates). If you can combo walls and rainmaker shots (or just leave the rainmaker unexploded) + wails then you can hold the area down pretty well at the opponents side. Working on counters for this, may be inkstrikes, wails... (Big Key... RM does not return to mid)
Port Mackerel:
Stalling at the enemy side alley (the one where you can access via the block) is not very ideal or game changing. Enemy spawn is right there, but maybe because we did not spam walls enough is why it did not work so well. Stalling at 1 minute mark at your own alley is easy, as long as your team can hold down with wall spam. (We stalled on the left side, with the block. Stalling on the right side may be safer as there is no block.
Flounder Heights:
The only area that may be abused are the long walls on the left and right side of the map. If you can hang there with the rainmaker, it is easy to build up a defense around that area. Other than that, business as usual it seems.
Saltspray Rig:
Stalling at North is 50-50 at times. A big push by the opponent can be done to take over North (Unless we were doing it wrong, probably...) Also when timer runs out, the RM eturns to mid, which could be a problem. (Interested in hearing others opinions on this)
Arowana Mall:
We could not successfully do the wall glitch consistently to stall at their base...(did not work on it enough also) Stalling at your own base is only worth the one minute mark, which could be achieved with walls. Seems like a plausible way to stall...
Camp Triggerfish...
Stalling at their big wall base may be helpful... but why do that if you can get the knockout. It may work, but we did not play on it as much.
Did Not Test:
Urchin, Bluefin, Moray, Dome, Skatepark (I know... we should have...) and Hammerhead Bridge :)P) But there will be other sessions.
Feel free to contact me if you want in.
Do not take these findings as FACT, they are simply a small sample size and there could be many possibilities to counter certain circumstance. I would love to hear others chime on with their thoughts.
doesn't really help but just to make sure for Walleye should you be able to take back the RM from that spot, you can still SD off the stage to reset it correct? At least there is that but I agree seems like a lot of work. I couldve sworn their was a block to help get up that way for RM but I guess not.(Big Key... RM does not return to mid
It seems to have worked when we did it at their base. (at least in Walleye) Stalling at your base can be done in most maps for the last minute. So there is that... Getting killed at your own base and leaving the rainmaker unpopped is the most ideal situation, maybe I am not looking at this from the right perspective.You stall in YOUR base. Not theirs.
did my response make it seem like I meant the other way?You stall in YOUR base. Not theirs.
There is a block that gets you up there though. And yea, a last resort SD could help.did my response make it seem like I meant the other way?
huh.. well i meant what you said but was refering to someone who was trying to get the RM from the enemy who put it in their base. Basically saying if you manage to grab it from the enemy you can SD and reset it to middle. And that if there was a block to help you get up to the enemy's side, that would've helped out the stalling but I guess that block isn't there
oh...then I guess I should play more to find out why it's game-breaking. Annoying perhaps but with coordination and a good team composition it can't be that bad.There is a block that gets you up there though. And yea, a last resort SD could help.
Probably will be a counter to it. But from what we have seen (not much) it has the greatest stall potential.oh...then I guess I should play more to find out why it's game-breaking. Annoying perhaps but with coordination and a good team composition it can't be that bad.
edit: inb4 complete destruction on Walleye
What are you talking about? Port Mackerel turf war is a pinnacle of the competitive meta, every time someone would shoot ink over into the enemy side of the map the lead would shift to that team! This is the most ~~emergent game play~~ I've seen in years, why you never know who the game will go to! The excitement and glory are unparalleled!! None of these players actually playing it competitively know anything.Also, Turf War sucks. Don't use it. Please. Ever. Again. PLEASE.
Splatgreed. Everybody is sleeping on port mack turf.What are you talking about? Port Mackerel turf war is a pinnacle of the competitive meta, every time someone would shoot ink over into the enemy side of the map the lead would shift to that team! This is the most emergent game play I've seen in years, why you never know who the game will go to! The excitement and glory are unparalleled!! None of these players actually playing it competitively know anything.
/sarcasm