Zero Emission
Inkster Jr.
- Joined
- May 1, 2015
- Messages
- 24
These are the common mistakes in Rainmaker. A lot of these happen frequently in S Rank and cost games. Even B-level players should not be making these plays.
- Attempt to advance through enemy ink, bad or insufficient map control. Grabbing the RM at the beginning of the game when the opponents are alive and in position.
- Not using the charge shots to regain map control. Seriously, that inking potential.
- RM carrier in front, no forward.
- RM all the way in the back, everyone plays forward and no defender.
- Climbing wall blind without proper support (i.e. Kraken).
- Taking the uninked path when teammate has already made a path (T.T)
- Rushing choke points without special spam or teammates clearing the path in general. The only time you should be doing that is if you're being cornered or chased after by a Kraken.
- On the winning team, grabbing the RM in the last seconds of the match without an escape route, effectively giving the opponents a free overtime. It is best to take defensive position instead.
- Superjumping to the SOLE surviving member when the enemy is in control of the RM. Superjumping to the carrier is often a bad idea too if there isn't at least somebody else with him. You're better off solidifying the team's defense. You should only super jump if the team has solid stage control