I don't think there was anything wrong with killing, just that they were doing it wrong. RM, like TC, is still a mode heavily focused on deathmatch skills. When you look at top teams play, you see that matches follow a particular formula.
You approach the middle. If you take control, you look at the numbers on the enemy team. If they're down, or left a route undefended, you pick up the RM and push. If the enemy retreated, you hold middle and force them to push into you. You have the advantage, so why give it by trying to flank? When you're in control of the area where the RM is, you have the advantage. Assuming you can hold mid the entire fight, and the enemy never pushes, you win by default; just pick up the RM and walk a few inches forward.
But you're really not going to get a game like that. You're going to push into middle at the start and have to win a fight. If you're going to continue to push, you're going to have to win more fights. And if you want to get the RM back after losing a fight, what's the way to do it? Winning a fight. RM is all about killing, and your teammates had something like the right idea, they were just executing it terribly.
This is where I miss the squid beacon from the octobrush. Having that with ninja jump really made it NICE for the team to pick up and get to the rainmaker faster, and acting as a guard when I activate the kraken.
This time I was working with the flingza roller with that splash wall. That weapon is EXCELLENT for it. You can set up a wall to block out the team while safely guiding the person holding the rainmaker. Or just block the oppressor, and make them reroute their strategy. Problem is, they didn't take any sort of advantage of my sub. They went AWAY from it, when they could of had a last few seconds to get by, or just blow up the team while being shielded for a small amount of mere seconds. I mean, you REALLY have enough time to charge that weapon to blast it over and knock the team away.
I also used the splat brella because you have that also said shield, it protected my team from being totally annihilated from the shield blowing up in enemy ink, and yet, again, didn't see they had a clearing to get around and start firing.
The major problem is them taking charge of the rainmaker. Yes, it is a like learning how to drive a car for the first time, it is slow, going to feel odd when charging. You're going to be surrounded, of course. But perhaps, even if you are going to die. Just try to rush over to the other side as much as possible to make the score go down. Or even go somewhere where the path isn't easy to fix the damage. (Which putting it in corners, or places that likely make them a sitting duck. Choke holds, dead ends, really open, yet inconvenient places that block the rainmaker's shots.)
Now, if this isn't a misunderstood rank mode, I think splat zones are the most because of the more simple concept of covering turf. Even if it isn't 'turf' war, I seen too many just leave the entire place dry of ink while the enemy covers the area completely, making it hard to reach the middle. I am going to say this, I rather have open gambit strap on more next time, despite how some say it is kinda useless. (To me it isn't, especially if you want to just make the enemy have to work around an obstacle.)
I once HAD a good team for rainmaker, just the match was so good that they kept fighting in a area. While they fought, I manage to cover the entire Moray Towers IN our own turf. I mean walls, and the rails. It made it impossible for them to function since all their ground was taken away.
Also lastly, I think people need to consider what weapon that is most important to use during these ranks. Sometimes i don't understand why they think aerospray is going to be exactly a goal container for every mode, or map they get a hold of. You are dealing with different slopes, heights. You better change your weapon, or your strategy, because I am sick and tired of them relying on too much range and 'power' that they believe that will magically help them to win.
Also the shots are not going to go through certain weapons. Brushes can deflect them, sloshers can go through them. Play other weapons to learn this, it isn't so much to ask, ugh. The weapon also has a open area that can easily become quite readable if you are going to not continue hiding in your ink. Oh, and people don't seem to jump with their guns anymore, minus dualies since you have to jump first then shot to make that happen, otherwise you dodge instead.
Sorry for a long winded post, but I had to mention the other things I see wrong. Treating modes all the same, not changing weapons, expecting weapon to win everything, and miss seeing a variety other than tri-sloshers, and aerosprays. Chargers seem to be like a distant creature from afar from me, and rarely do I ever see one.
Now one positive thing, I do see good players during tower control. I don't know if it is the same for everyone else, but for me I seem to have the best time in it. I see more variety of weapons, chargers, but at the same time I end up missing it because due to time of day, or lately been playing it on and off randomly. Maybe because tower control physically and mentally demands a good balance of team work, along with pushing each other.