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Splatoon 2 Player archetypes in Splatoon

Spaceswitchmars

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I was orginally considering carrier because of it's kit, especially the bomb rush special combined with and range make it good both on the tower and for popping the rainmaker shield grabbing the rainmaker, then I relized it kinda is another multitool weapon with varying ways to be played.
Ultimately though I did decide on defender cause it can pressure on a team and force them not to apporach, i mean no one wants to meet a RB head on
Yeah. I really think defender is the best choice, but I get where you're coming from with carrier.

Those reasons are exactly why I think your sloshing machine pick is great. You just described (not specifically with bomb rush, but with other aspects of the weapon) why that sloshing machine is so deadly riding the tower and popping the RM shield.
 

Award

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Yeah I think carrier would be a better term,however the difference between a carrier and controller is the carrier is more reserved
For example in port mackerel a controller could go to the choke to prevent players from pushing in, whereas a carrier would hold back keeping near the edge of the fight to take out any stranglers and recover the zone.

Thanks for all your advice towards the weapons as well, I will definitely be including them in my weapon classing.

I will also admit I need to give the brush a retry, for me it was more of a versatlie meme weapon (with all swim speed).
When I did play it I attacked in short bursts though to conserve my pain til the end, L-3 nozzlehose D (I miss you fam... :wst_shot_triplequick01::() taught me that very well.

The brella to me is the weirdest one of all I do well with it (like I don't think I've lost with tentabrella yet) and I like it style, but honestly it just feels like it is incomplete. I understand maybe send out a terrible weapon than another tri slosher but still it feels like this tent has a gaping hole in it
After this conversation yesterday I picked up the brush again....just for a few TW rounds.....and I was surprised how good it felt...I'd forgotten how much more practical it was in S2 than S1. I, too, ways laying low, giving up the controller role I normally integrate into my tactician play....letting other people take care of the turfing. In that aspect, it unfortunately ruins inkbrush from being a true tactical weapon if it can't play controller (really at all, or at least not conventionally.) and yet in every other way it's an idea tactician weapon. I was managing to top the kills with it every time, which shocked me. The kit really makes it more tactical for moving to support with bombs. It's lack of turfing ability is all that holds it back from joining tuber and, IMO flingza in the tactical list. But it might still belong. I'll be playing it more in TW to see how it feels (not ready to take it ranked yet....maybe leagues. If I can find a victim willing to lose a lot while I play inkbrush :P (I actually did use inkbrush in S1 squads sometimes to mixed results.) The big thing with inkbrush, IMO is you don't really use the weapon itself so much as you use the map AS the weapon. Which makes it in some ways the most tactical tactical weapon. But it's heavy limitations also make it less versatile for "every" situation...Sometimes you just have to leave and leave it to your team...and you can't pressure from behind like tuber/flingza/blasters, so IDK yet.

Sad to see flingza (and maybe not inkbrush) in the tactical list. But both vanilla and rbp blasters made it...so I'm happy :)

@spacewitchmars Tentabrella, to me the only real problem with the tentabrella is the hitbox. It's bad. Realy bad. Or it deals with lag badly. Either way, it makes it unreliable. Given its slow fire and freeze in place after firing it makes it exceedingly high risk. Otherwise it could be a great tactical wep. But for now it just can't cut it, it has to hang back because the risk is too high. If they can't fix the hitbox because it's lag-induced, then they need to do something about the cool down time, reclassing it from heavy to medium or such. It's possible it's a whole different weapon in lan than online.
 

Dark Sage Walker

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@Spaceswitchmars

Rapid Blaster Controller/ Defender (?)
Rapid Blaster Pro Defender/ Tactician
That explains why I seem so comfortable with these weapons. Been practicing with them for a bit now and I am happy with how they turned out in this game! They were so underwhelming in the first game that it was easy to forget about their existence.
 

Spaceswitchmars

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@spacewitchmars Tentabrella, to me the only real problem with the tentabrella is the hitbox. It's bad. Realy bad. Or it deals with lag badly. Either way, it makes it unreliable. Given its slow fire and freeze in place after firing it makes it exceedingly high risk. Otherwise it could be a great tactical wep. But for now it just can't cut it, it has to hang back because the risk is too high. If they can't fix the hitbox because it's lag-induced, then they need to do something about the cool down time, reclassing it from heavy to medium or such. It's possible it's a whole different weapon in lan than online.
SpaceWITCHmars? I'm not anti-witches, but come on, man.

I think all of those are reasons why it's probably best at the moment when VC can let teammates really maximize the shieldbrella. The gun is just not reliable enough for it do much more than that.

@Saber described this weapon as a carrier/supporter, and that's exactly right. It escorts stuff. You escort the objective or you escort your teammates. It can be great at that, but it may not be able to do much else. I dunno.

That explains why I seem so comfortable with these weapons. Been practicing with them for a bit now and I am happy with how they turned out in this game! They were so underwhelming in the first game that it was easy to forget about their existence.
It really is like a mobile, slightly shorter range charger... but with a blast on the end.

Of course, it kind of feels like all the blasters have these weird-ish, niche roles in this game. I thought the clash blaster was going to be this cool, aggressive hybrid between the luna and the rapid, but it doesn't paint well enough to carve out a consistently viable role.

Saber set its roles as:

Clash Blaster Defender/ Carrier
I don't necessarily disagree, but I'm not sure if I fully agree either. The main role is right on -- clash is definitely a defender. Its kit is at least geared toward that. Splat bombs keep people at bay. Ray murders a bit, but it's usually more to clear people away. If Ray kills you, a lot of times it's because you are closing into an area too aggressively (not always, though -- Ray can get some splats).

The fire rate keeps people at bay...

I'd almost say its secondary role is the controller one? Where that falls flat is this weapon CANNOT ink. If it just inked a little better defender/controller would definitely be its role. I don't know.
 

Award

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SpaceWITCHmars? I'm not anti-witches, but come on, man.

I think all of those are reasons why it's probably best at the moment when VC can let teammates really maximize the shieldbrella. The gun is just not reliable enough for it do much more than that.

@Saber described this weapon as a carrier/supporter, and that's exactly right. It escorts stuff. You escort the objective or you escort your teammates. It can be great at that, but it may not be able to do much else. I dunno.



It really is like a mobile, slightly shorter range charger... but with a blast on the end.

Of course, it kind of feels like all the blasters have these weird-ish, niche roles in this game. I thought the clash blaster was going to be this cool, aggressive hybrid between the luna and the rapid, but it doesn't paint well enough to carve out a consistently viable role.

Saber set its roles as:



I don't necessarily disagree, but I'm not sure if I fully agree either. The main role is right on -- clash is definitely a defender. Its kit is at least geared toward that. Splat bombs keep people at bay. Ray murders a bit, but it's usually more to clear people away. If Ray kills you, a lot of times it's because you are closing into an area too aggressively (not always, though -- Ray can get some splats).

The fire rate keeps people at bay...

I'd almost say its secondary role is the controller one? Where that falls flat is this weapon CANNOT ink. If it just inked a little better defender/controller would definitely be its role. I don't know.
LOL, I was wondering why it didn't highlight the tag....and even on review didn't notice that typo (I noticed other typos I'm too lazy to correct though :P )

Yeah, I don't necessarily disagree with the classification of tentabrella, it's just that I think it could be so much more (and is supposed to be so much more, and possibly is so much more on Japanese internet... :P ) That weapon RELIES on the ohko. And I can't help but feel consigning it to "support" isn't because of the actual weapon design but because of a flaw in the implmentation. It may be ok if used in that role, but it seems so obvious that's not how it was intended to be used. I'd be curious how it handles in competitive/lan. Imagine it having proper blaster-style ohko rather than occasional ohko?

The blasters having a weird niche is probably why saber was able to classify them as tactical :) Poor clash blaster, though. It's rightly assigned as a carrier. Especially in RM. Since you get to swap it out for another weapon while you carry! :P (j/k....kinda... )
 

Dark Sage Walker

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Look forward to the Clash Blaster getting a nice buff on the 11th. I'm gonna pick it up again after the patch and see if I can get work done with it after the improvement. I want to like that weapon but, as it stands right now, it just isn't worth taking into battle right now. At least not for me.
 

Saber

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@Award @Dark Sage Walker
The reason the clash blaster is classified as a carrier is yeah it has the potential but none of the actual ability of a controller.
However more so than that it has a kit that allows it to take control of an objective so well while keeping other off it.
It's rapid fire is great on defending against people swimming up a tower or melting a shield, though not great it can reclaim small areas of turf like a splatzone relatively quick and with stingray it can hold off a tower or pop a rainmaker. Overall even if it is buffed I kinda think this weapon is optimal on an objective more so than anywhere else.

Though I do need some help, I can't play bambi I tried really REALLY hard but I just am not used to It, can someone who has experience with bambi explain style of play 4 me plz
 

Dark Sage Walker

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I practiced the heck out of that weapon in Splatoon 1. Here's what I think.

The Bamboozler has two distinct strengths going for it. The speed of its charge and the fact that it always fires at maximum range whether or not it's fully charged. That makes the playstyle for this weapon unusually aggressive for a Charger. It also allows for a slightly greater margin for error because you will be firing so quickly. This weapon is best described as ranged aggression. The key point to take away there is "ranged." You want to abuse your range because, like other Chargers, this weapon isn't great up close. You need to stay at a range to be effective. If you've been practicing the Rapid Blasters this shouldn't be an issue. Just keep practicing with the weapon's effective range. It does have better range than the Squiffer so use that to your advantage!

Now it's time to go over the weapons weaknesses. I've already mentioned that the weapon does not excel at close range, but I wouldn't be doing an analysis justice unless I mentioned the Bamboozler shaped elephant in the room. It's damage. Unlike other Chargers, the Bamboozler's maximum damage at a full charge is 80. This means that in order to secure the kill you need to either hit twice or have an assist. This wasn't a huge issue in OG Splatoon because you could stack :ability_damage: to get each individual shot's damage to 99.9 potentially. This makes it so the weapon is essentially a one shot kill so long as your enemy did so much as step in your ink for a split second. Without :ability_damage: to fall back on, the weapon takes a lot more skill to use. This could, of course, be mitigated with the right kit. Unfortunately the kit we have in Splatoon 2 so far isn't that great with the main weapon. It comes with Curling Bombs and Tenta Missiles. Individually, these are both great! Curling Bombs ink a lot of turf while forging paths for you or your teammates to follow while Tenta Missiles track and force your enemies to make a move or perish in the ensuing missile onslaught. Problem being these things don't work so great with the Bamboozler. Curling Bombs don't offer much help in emergency close range attacks and you certainly don't want to be getting too close to an enemy carrying a good close range weapon like, for instance, the Sploosh or a Roller. Tenta Missiles offer a form of tracking and another ranged attack, but again this does not offer any sort of help in close ranged situations where you will be struggling. This forces the weapon, which I already mentioned acts rather aggressively, into a more supporting role. Forging paths for teammates with the Curling Bombs, helping them track enemies with the Tenta Missiles, and using the main weapon as more of a distraction for the enemy.

In summation, this is a weapon I am comfortable calling an attack/support weapon. It has plenty of strengths going for it, but the weaknesses are a bit much for that to compensate for in my opinion. I don't see this becoming meta, but I could be wrong about that. What I would like to see is one of the other Bamboozler variants rocking some kit combination of Burst Bomb/Toxic Mist and Baller(even with the upcoming nerfs it's getting hit with)/Ink Armor. Those combinations of sub/special would make full use of the Bamboozler's strengths while compensating for its weaknesses! I guess only time will tell whether or not we get the Bamboozler dream.
 

Award

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@Award @Dark Sage Walker
The reason the clash blaster is classified as a carrier is yeah it has the potential but none of the actual ability of a controller.
However more so than that it has a kit that allows it to take control of an objective so well while keeping other off it.
It's rapid fire is great on defending against people swimming up a tower or melting a shield, though not great it can reclaim small areas of turf like a splatzone relatively quick and with stingray it can hold off a tower or pop a rainmaker. Overall even if it is buffed I kinda think this weapon is optimal on an objective more so than anywhere else.

Though I do need some help, I can't play bambi I tried really REALLY hard but I just am not used to It, can someone who has experience with bambi explain style of play 4 me plz
I practiced the heck out of that weapon in Splatoon 1. Here's what I think.

The Bamboozler has two distinct strengths going for it. The speed of its charge and the fact that it always fires at maximum range whether or not it's fully charged. That makes the playstyle for this weapon unusually aggressive for a Charger. It also allows for a slightly greater margin for error because you will be firing so quickly. This weapon is best described as ranged aggression. The key point to take away there is "ranged." You want to abuse your range because, like other Chargers, this weapon isn't great up close. You need to stay at a range to be effective. If you've been practicing the Rapid Blasters this shouldn't be an issue. Just keep practicing with the weapon's effective range. It does have better range than the Squiffer so use that to your advantage!

Now it's time to go over the weapons weaknesses. I've already mentioned that the weapon does not excel at close range, but I wouldn't be doing an analysis justice unless I mentioned the Bamboozler shaped elephant in the room. It's damage. Unlike other Chargers, the Bamboozler's maximum damage at a full charge is 80. This means that in order to secure the kill you need to either hit twice or have an assist. This wasn't a huge issue in OG Splatoon because you could stack :ability_damage: to get each individual shot's damage to 99.9 potentially. This makes it so the weapon is essentially a one shot kill so long as your enemy did so much as step in your ink for a split second. Without :ability_damage: to fall back on, the weapon takes a lot more skill to use. This could, of course, be mitigated with the right kit. Unfortunately the kit we have in Splatoon 2 so far isn't that great with the main weapon. It comes with Curling Bombs and Tenta Missiles. Individually, these are both great! Curling Bombs ink a lot of turf while forging paths for you or your teammates to follow while Tenta Missiles track and force your enemies to make a move or perish in the ensuing missile onslaught. Problem being these things don't work so great with the Bamboozler. Curling Bombs don't offer much help in emergency close range attacks and you certainly don't want to be getting too close to an enemy carrying a good close range weapon like, for instance, the Sploosh or a Roller. Tenta Missiles offer a form of tracking and another ranged attack, but again this does not offer any sort of help in close ranged situations where you will be struggling. This forces the weapon, which I already mentioned acts rather aggressively, into a more supporting role. Forging paths for teammates with the Curling Bombs, helping them track enemies with the Tenta Missiles, and using the main weapon as more of a distraction for the enemy.

In summation, this is a weapon I am comfortable calling an attack/support weapon. It has plenty of strengths going for it, but the weaknesses are a bit much for that to compensate for in my opinion. I don't see this becoming meta, but I could be wrong about that. What I would like to see is one of the other Bamboozler variants rocking some kit combination of Burst Bomb/Toxic Mist and Baller(even with the upcoming nerfs it's getting hit with)/Ink Armor. Those combinations of sub/special would make full use of the Bamboozler's strengths while compensating for its weaknesses! I guess only time will tell whether or not we get the Bamboozler dream.

I'm going to go out on a limb and be a contrarian (I'm sure that comes as a surprise). @Saber This is a tacticians weapon. It always has been. And therefore shouldn't be surprising it became my main charger after eliter got nerfed in S1, and I've heavily compared tuber to it. In S1 it was the laughing stock weapon until some high level players figured out how to be one squid armies with it. I never got there, but I loved the weapon all the same.

Everything Sage said is right. It's highly aggressive. It's definitely an attacker. However it's limitations and excellent range mean it can be support, bringing the heavy power to a push which Sage also included. But it doesn't end there. Its tremendous range (I'm not sure if it's the same as standard charger, a bit less, or a bit more, I didn't compare, but the range is long...quite a bit longer than tuber & squiffer) can be used, though it puts down thin ink lines, you can fairly heavily blanket an area in ink, from far away, in short time. The only catch is you have to full charge to get a solid line, partial charges leave dotted lines. But with the range, you can full charge repeatedly while strafing a zone and in most cases blanket the ENTIRE zone. You can be controller. Between scope intimidation and very long ink coverage, it's easy to keep the turf field in tact. It's fast and light so it's excellent for RM carrying. And with its speed and long ink lines (and curling bombs) it can be great behind enemy lines providing tons of its own mobility. Like all tactical weapons it will never be the best at any one role. It doesn't have the stopping power of other chargers, it doesn't have the rapid CQC of sploosh, dapples, brushes, rollers. It doesn't have the suppression power of a splatling. But used tactically and creatively, and can perform any of these roles in a uniquely effective way.

Arguably it was Splatoon 1's ONLY actual tactical weapon other than pre-nerf unscoped eliter. Maybe OG RBP.

I forgot everyone stacked up dmg up in S1. I've never been into the clothing thing so 3 mains and maybe some subs were as much as I could get on any set, even eliter. I think I had one set that had some lucky subs so I had 3 main, 2 sub....maybe 3. But ultimately it wasn't enough to turn bambi into ohko 90% of the time. So I've always played it assuming it was a double-tap weapon. It might have been S1's highest skill floor weapon. S2 has quite a few high skill floor weapons so it may not have that distinction anymore. But the thing with bambi is, more than any other weapon, it takes incredibly precise aim and prediction. Arguably slow chargers like eliter and tuber require more precision because you can't retry, but if you connect, it's instant and if you don't, you're dead, and half the time those come down to luck more than skill now (where did lag REALLY place that carbon roller? Hah! It was in the empty spot my screen showed no squids at all and I accidentally hit it and got the splat after 3 direct hits failed to register!) But because with bambi you HAVE to hit twice you have to not only be precise once, flick shots don't work, you have to keep trained on them fairly perfectly. In that regard it's a lot like H3. But faster, as the double tap can happen very quickly where H3 needs the whole stream to connect. It's a charger, but without ohko you can't play it with the same thinking as other chargers.

I'll also say it's not bad close up. Triple tap for the kill, or partial charge one. And if you're close, they may already be weakened and you might get the ohko. Because of its speed and ink trails (or curling trails) it can flank and confuse pretty easy, and if you can retarget after zipping behind them fast (duelie users would find that easy after getting used to dodge roll), you can go for the double quickly, and close up means aim isn't as much an issue. The ttk is still incredibly fast, though probably slower than sploosh/dapple and definitely slower than tentabrella/roller/tuber/bigblaster. Depends on the match up. Against a roller/blaster you'd want to keep out of their range. Against a splatling, squelcher, other charger, or even rbp, closing in can be good. Especially if someone else is distracting them.

The curling bombs have provided me fast escape routes when trying to flank close, so I'm actually less unhappy with curling bombs than I thought I would be. That escape route comes FAST, and that makes harassment/assasinations a lot easier to get in and then OUT. Also good for leading your attack with a few curling bombs.

Tentamissiles are tentamissiles. My first real "main" that has them. I've got surprisingly many kills from them. They're not offensive like a splashdown, but they sure do cause havoc for the enemy team. (I still say it's unfair you get killed by a teammates missile lock you could not have known was coming...)

So ultimately, it's a perfect tactician's weapon. Where does it differ from tuber? Longer range, but no ohko. They play pretty different despite being aggressive chargers. Bambi can shark and flank, but it's mostly "in your face" as a persistant menace. Bambi's a strike bomber. You see it constantly, but you never know exactly where it's going next. Tuber is best "lurking in the deep". It's a tactical submarine. If you see it, it's probably too late. (But it can double as a squiffer.) Post patch though I still wonder if partial charge tuber will make it work like an inverse bambi (at shorter range.) One big difference though is tuber can blanket turf dense and solid like a roller rolling. Bambi can't quite create perfectly smooth saturation easily.....it can blanket well but it will have pock marks. That can be an issue depending on how you're using your ink.

Right now I'm still thinking, tactical, tuber, the blasters, bambi. I'm still deciding on flingza. It goes from defense to pressure, to control, to stealth attack well....but it might not be AS universal as other tacticals. Brush I want to see it post patch. I'm liking it more and more honestly. Maybe more than octo for its speed. The unreliability of quick kills (lag?) make it a problem at times, but I'm finding in my TW use I'm often the top killer with inkbrush. I'm kind of debating if it's truly tactical, or if it's really just a plain old attacker/supporter in tactical clothing.
 

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Most weapon given enough practice i feel could be tacticain weapons, most of this is a mindset and skill for this group of players

The main reason I personally didn't put it down as a tactical weapon is it simply can't always support or defend, and vanilla inkbrush takes too long to pop a rainmaker's shield (w/o special) and is better utilized creating paths, and an inkbrush on a tower isn't very scary by an means.... at the moment.
Better kits for the inkbrush will likely fall more into the tactician lineup especially if they have baller or inkarmor but for now it is lacking a little.

Also I had been really busy last week but even if a double post I will do a mini map analysis of how you can figure out player style and what you can best approach.
 

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I'm going to go out on a limb and be a contrarian (I'm sure that comes as a surprise). @SaberThe curling bombs have provided me fast escape routes when trying to flank close, so I'm actually less unhappy with curling bombs than I thought I would be. That escape route comes FAST, and that makes harassment/assasinations a lot easier to get in and then OUT. Also good for leading your attack with a few curling bombs.
I had thought about the use of Curling Bombs to escape soon after I posted my thoughts on the Bamboo Stick. So, oops! My bad!

I still love the idea behind the Bamboozler and am very excited to see what the Mk II and III variants come with! It was my most used Charger in Splatoon and likely will still have a soft spot in my heart for it here. But my one true love is still missing. I eagerly await your return, Hydra Splatling!
 

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@Award
Most weapon given enough practice i feel could be tacticain weapons, most of this is a mindset and skill for this group of players

The main reason I personally didn't put it down as a tactical weapon is it simply can't always support or defend, and vanilla inkbrush takes too long to pop a rainmaker's shield (w/o special) and is better utilized creating paths, and an inkbrush on a tower isn't very scary by an means.... at the moment.
Better kits for the inkbrush will likely fall more into the tactician lineup especially if they have baller or inkarmor but for now it is lacking a little.

Also I had been really busy last week but even if a double post I will do a mini map analysis of how you can figure out player style and what you can best approach.
True, that does make sense, though certain weapons definitely lend themselves to the technique better than others IMO. Generally ones that excel in specific areas aren't all-rounders enough to use that way.

That's a good point about the brush regarding the sheild. I've only started rediscovering it since this conversation, so I've only taken it into TW and hadn't considered it's RM shield and tower ferociousness..... That said, I personally feel that weapons that are not shooters are most of the time wasted on popping the shield....the shooters do a good job at it, and with most of the non-shooter weapons I find it's generally more useful for them to be focusing on keeping enemies away from the shield rather than focusing on the shield. Blasters and chargers, take so long between shots it seems silly wasting them on the shield most of the time rather than clearing the area around the shield. I'll give it a good charge/blaster ball if I think I can finish it off and hasten the shooter's work but every shot I lose into an expanding RM shield that doesn't pop it is a shot that could have splatted/scattered enemies shooting into the shield. So when I think of carrying with inkbrush I think of running more than working on the shield. Its high mobility is good for that. TC....yeah, I haven't thought of the brush in TC much. I'm honestly not sure how well it will work out there. And I'm not taking it into solo ranked to find out :P So I have to wait for a sacrificial leagues partner to go brushing with during a TC rotation. Hopefully after the patch. You've created a monster with vanilla blaster in RM though. I haven't even touched octobrush since.

And, yes, I'm still maining flingza in zones. And it's wonderful! :D

You're right though, given the RM shield issues and tower issues (though is it really worse than a charger riding the tower? Tuber works because of it's suction bomb antics.) current brush probably can't be fully tactical. It's sort of its own role really. Hard to call it attacker. It's mixed as a supporter. Mixed as a harasser. Dismal at controller. It's kind of the true ninja weapon. It's a mix of harassment and assasination as though you're not really playing with your team, it's a 3v4 with a rogue wild brush roaming around that can only damage one team. Like werewolves in the woods at night.


I had thought about the use of Curling Bombs to escape soon after I posted my thoughts on the Bamboo Stick. So, oops! My bad!

I still love the idea behind the Bamboozler and am very excited to see what the Mk II and III variants come with! It was my most used Charger in Splatoon and likely will still have a soft spot in my heart for it here. But my one true love is still missing. I eagerly await your return, Hydra Splatling!
Yeah, I miss hydra too! My last missing main. Not terribly tactical, but I loved that wep. I just hope it's a version of the OG hydra. Custom was kind of meh. Good training wheels, but, the splat bombs defined the wep to me and let it move beyond pure defense. Not sure what I want for a special though....no echo. Splashdown would be a fun panic button, dangerous far, dangerous close. Inkjet would be hilarious. Baller would suck....can't take advantage of the push and would leave you a sitting duck. (and no I haven't looked at the spoilers :P )
 

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Maybe with the Splatfest we'll get our Hydra action on! As far as specials are concerned I am betting that one of them will have a Bomb Launcher of sorts and the other will have the Ink Storm. Haven't seen the spoiler myself, I am just guessing.

On the point of the Rainmaker's, I agree that non-shooter weapons should focus on dealing with enemies, with one exception. Splatlings shred through shields like there's no tomorrow! It is also about the only weapon class as of the current version of Splatoon 2 that can handle taking down a Baller. That may change on Wednesday though.
 

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Normally I love bomb launcher, but since I'm hoping for splat bombs to return as a sub on the vanilla, maybe that one gets the ink storm. A little redundant with eliter to have inkstorm on two of the longest range heavies, but it still seems plausible. I think CHydra was always more popular with the bubbler, but I always preferred the vanilla. The splat bombs really opened up it's ability to be aggressive when it needed to. CHydra was a pure defender and maybe controller. Vanilla could go on the offensive and even flank.

Dream kit: Burst bombs. They took them off eliter....maybe they're giving them to hydra.....*giggity* And so few things have burst bombs. Though splat bombs can be more useful with the fuse since it gives you time to charge a little.

Did you see they're removing the RM movement speed cap on heavies? Hydra's going to be a lot more interesting whenever it shows up! Might make it an attacker/carrier.
 

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This was originally supposed to be up yesterday but the map analysis wasn't in rotation and I had to wait forever for it to be up. Anyways here is a mini diagram of how you can tell how player react and some tips on how to be an effective tactician using the kelp dome flank.


Defenders use range to keep players off the objective in modes such as rainmaker defender will usually be on thier snipe or their flank, only over here if the objective is here, however when they are here they will be focused on that grate/ ramp most of all.
*Tacticians should approach these pushing defenders by keep close to the wall and pressuring them to retreat or splating determined defenders in the process



Again supports aren't always here but if they need to protect allies they with make sure to pressure the ramp and alley to prevent chargers or other enemies from making a move. Their focus is on the danger in front of them however and since most players are either here or flanking a tactician can make us of the boxes on the grate paths to catch a supporter offguard or simply wait til they move on (cause most won't stay unless they hear the hitmark)

Like the letter carries main focus is always on the center platform, as long as you are not visible (in TC or RM)they will simply keep moving and ignore you, however it splatzones they will have a more keen eye out for around the objective so keeping your distance is optimal.
Tacticain like I said can just simply hide outside of this visible scope or in splatzones flank through their base to make their focus waver from the task at hand.

Attacker will usually attack the ramp if anyone is there, and if they see no one they will flank to the enemy snipe or all the way to your flank mattering how much leeway they are given.
Tacticians attacker will always move toward your base, especially if you are a charger since naturally players will head back to safety, however by sequence breaking over the wall or simply baiting them to an ally while pressing this way, you can take care of them with realative ease....or you know you can splat them if you want, just be prepared to move if it goes south (....but honestly where's the fun in that?).

In most modes taking control of the grate will inhibit the teams movement gives plently of turf control and escape option due to the grates and a route into your base. As a tactician simply put they have to get and stay up here to be effective, so pushing them down from here will limit their pressure for your team to get through. Remember hiding will not work for these players they are focused on coverage they will cover you spot and simply splat you in the process, bombs an pressure fire will work best instead.

and last but not least.

This is a tactician's home (it is also a place for defnders), it offer plenty of visiblity to analyze enemies, multiple exits, sequence break shortcuts, over the wall, and a metal plate to hide behind for cover, you will want to keep a tactician most times from being here or keep enough pressure on them so they never have a chance to plan out their attacks.


Anyways this was just a quick look so you can work out for yourselves how to notice the archtype players are following in other maps and modes, hope it helps!
 

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This was originally supposed to be up yesterday but the map analysis wasn't in rotation and I had to wait forever for it to be up. Anyways here is a mini diagram of how you can tell how player react and some tips on how to be an effective tactician using the kelp dome flank.


Defenders use range to keep players off the objective in modes such as rainmaker defender will usually be on thier snipe or their flank, only over here if the objective is here, however when they are here they will be focused on that grate/ ramp most of all.
*Tacticians should approach these pushing defenders by keep close to the wall and pressuring them to retreat or splating determined defenders in the process



Again supports aren't always here but if they need to protect allies they with make sure to pressure the ramp and alley to prevent chargers or other enemies from making a move. Their focus is on the danger in front of them however and since most players are either here or flanking a tactician can make us of the boxes on the grate paths to catch a supporter offguard or simply wait til they move on (cause most won't stay unless they hear the hitmark)

Like the letter carries main focus is always on the center platform, as long as you are not visible (in TC or RM)they will simply keep moving and ignore you, however it splatzones they will have a more keen eye out for around the objective so keeping your distance is optimal.
Tacticain like I said can just simply hide outside of this visible scope or in splatzones flank through their base to make their focus waver from the task at hand.

Attacker will usually attack the ramp if anyone is there, and if they see no one they will flank to the enemy snipe or all the way to your flank mattering how much leeway they are given.
Tacticians attacker will always move toward your base, especially if you are a charger since naturally players will head back to safety, however by sequence breaking over the wall or simply baiting them to an ally while pressing this way, you can take care of them with realative ease....or you know you can splat them if you want, just be prepared to move if it goes south (....but honestly where's the fun in that?).

In most modes taking control of the grate will inhibit the teams movement gives plently of turf control and escape option due to the grates and a route into your base. As a tactician simply put they have to get and stay up here to be effective, so pushing them down from here will limit their pressure for your team to get through. Remember hiding will not work for these players they are focused on coverage they will cover you spot and simply splat you in the process, bombs an pressure fire will work best instead.

and last but not least.

This is a tactician's home (it is also a place for defnders), it offer plenty of visiblity to analyze enemies, multiple exits, sequence break shortcuts, over the wall, and a metal plate to hide behind for cover, you will want to keep a tactician most times from being here or keep enough pressure on them so they never have a chance to plan out their attacks.


Anyways this was just a quick look so you can work out for yourselves how to notice the archtype players are following in other maps and modes, hope it helps!

Really cool writeup! I think most of it really accurately captures the different types and hwo they're generally playing this map. The only one I'd probably disagree with is tactician. As I see the role, the tactician by nature has no "location", but rather at different times will take the locations/roles of any of the other archetypes. The position here, I see as a defender's position, with the tactician just so happening to be taking up that role at the moment. Though honestly as a tactician type I very rarely stay still for a moment, and very rarely set up a "position" to observe unless things are going pear shaped and I really need to step back and figure out what's not working and what the other team is doing that's so effective. I tend to think of constant motion and "being everywhere at once" as a key element of the tactician role.

Mega props for using tuber for the demo :)
 

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Yeah I know tactician usually don't have a preset position but for imagery sake I just put a position that could lend itself to having multiple options

I also feel the duelie squelcher might have changed in how It's played...I uncertain at the moment so I will need to test and see
 

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@Award
Yeah I know tactician usually don't have a preset position but for imagery sake I just put a position that could lend itself to having multiple options

I also feel the duelie squelcher might have changed in how It's played...I uncertain at the moment so I will need to test and see
That works :)

Yeah, duelie squelchers aren't at the top of my list of things to test post-patch but they almost sound flat out aggressive now.
 

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