Strategies for Specific Stages!

R_Hunter

Senior Squid
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Apr 25, 2015
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63
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Behind Shelldon's store, testfiring.
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EclipseHunter
Alliteration for the win. Anyway I figured we could all share thoughts on the stages here.

Saltspray
-The side areas count just as much as the main square and smaller rectangle. And of course, don't forget to cover the elevators!
-Beacons aren't really useful here. Now the Kraken, and Inkstrike on the other hand...
-All weapon families seem to be useful here. What mainly accounts is player skill.
-I doubt anyone here is guilty, but do remember that your base is inaccessible to your foes. Hence, covering it is a really good idea.
-Don't go for either "main" area to start with. Charge your special first.
-Walls and pipes abound, which makes for shortcuts. Mango's FANTASTIC at stealth here.

Mackerel
-Rollers need to be wary, since the majority of the map is close quarters. It's easy to be ambushed and splatted.
-The open areas are worse, since you're coming out into a potential total cluster**** of opponents. Go in with caution. Or better yet, use the upper paths linked to your home turf.
-Beacons. BEACONS. Place them on crates to give your team options in the fight.
-Chargers have the edge here due to the hallway like spaces, but really any gun should do the trick.

Urchin
-The main area has four points of entry and exit, two up high, two low. The high points can be reached via that team's side...or by painting the walls underneath, and swimming up. Be mindful of foes below you, ranged users.
-That area will account for the final total, but attempt to encroach on enemy turf. It's going to be rough, but vital.
-Rollers can be of use here, but be wary of the aforementioned highpoints.

Arowana
-The paths up high are going to make or break your attempts here. If your team holds them, you'll be in great shape. Otherwise...it's going to be hell.
-The "central" area has plenty of water around it. If you're about to get splatted, better to take a dunk, and avoid becoming a splat in your foe's color.
-The Inkstrike can totally cover that spot, for those playing in ranged

Blackbelly
-Cover your home turf. It's among the largest here versus other maps.
-The center tower is a trap. Cover it if you can, but by no means should it be your focus unless you've a Charger and your aim is impeccable.

What are your observations?
 
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youthCAT1590

Pro Squid
Joined
Apr 23, 2015
Messages
110
Alliteration for the win. Anyway I figured we could all share thoughts on the stages here.

Saltspray
-Don't go for either "main" area to start with. Charge your special first.
I ALWAYS bust up in these zones by myself, rambo style from the start, trying to take them over. lol. I'm a very aggressive player when it comes to shooters and there's just such a rush I get when breaching an area and taking on several enemies at once. Idk, IMO it's best to get to these zones and take control of them before your opponent does as they are the largest areas and once you have these controlled it can be difficult for your opponents to take them back and you pretty much control the match most of the time.

Too tired to think up strategies on all the maps so I'll return when I'm not feeling like a zombie. haha.

Also:

I guess you mean Port Mackerel? Bluefin Depot hasn't been released yet.
 

Earthhalite

Inkster Jr.
Joined
May 12, 2015
Messages
25
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Earthhalite
For Port Mackerel, Be careful around the bulldozers it's possible to get stuck on them as they move, and they can block paths. That being said, they can be inked and ridden giving a better over view of the open areas.

In Salt Spray Rig, a long enough range weapon can hit the enemy base area, not super useful early game, but tips the scales at the end. Also Inking up at the enemy ledges where they drop from can give them away as they reink and can catch them off guard if they try to jump down; I have gotten one kill from someone jumping into my fire.
 
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RWB

Inkling
Joined
May 9, 2015
Messages
5
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RWBN00B
Just gonna say that Mackerel is insanely strong for the Aerospray. You can fill up your special just by taking one of the side routes, and occasionally sprinkling the main path to build up an easy Inkstrike before you've come particularly close to the the center. Even more so with Special Charge Up. Heck, even the other Aerospray is great due to all the long straight passages for your Seekers to head down.

Also, I find that the Junior is pretty reliable on nearly all stages except possibly against a solid sniper team on Arowana Mall(if they are good at their job, not only will you rarely get past the middle, but if you are good at holding your own ground, that means no way to charge your Bubbler either). This can easily be solved with a good sniper of your own or with an Aerospray Inkstrike from your teammates, but in general, the Junior does worse there than on other stages(though if you can breach the middle and get past those snipers, you will wreck house with the Jr).
 

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