The Push/Pull Initiative

SpinnyC17

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SpinnyC17
In Splatoon, there is a large variety of maps and modes in its Ranked gameplay experience. While being individually skilled at the game is very important on the competitive field, going in with a strong team strategy can lead to better and more consistent success overall. With that in mind, I’d like to introduce what I like to refer to as the Push/Pull Initiative. This strategy plan seeks to improve our teamwork in competitive play by creating offensive and defensive roles for each player, adding a fluid buddy-system dynamic to our entire team and separate groups, and simplifying our game plan for every map and mode. Hopefully, with enough practice, this strategy will strengthen our approach to competitive play and make us a greater force in tournaments.


To start, the Push/Pull Initiative breaks down the team into two twin-squad groups:

- Offensive Team

- Defensive Team

From here, each player is given a role within their respective teams:

- Offensive Team

* Push Gunner

* Push Player

- Defensive Team

* Pull Gunner

* Pull Player

The individual roles can be generally defined as follows:

Push Gunner – The most aggressive player. This person should be placed in the front of the objective and actively approaching opponents to keep the pressure.

Push Player – The player who carries the objective. This person should assist the Push Gunner while having a weapon that is the most effective at claiming the objective.

Pull Gunner – The secondary. This player assists the Offensive Team by running flanks, stopping flanks, and generally keeping opponents from approaching the objective.

Pull Player – The least aggressive player. This person assists the Pull Gunner and Offensive Team by covering the rear of the group formation with range and giving callouts.


The introduction of an Offensive and Defensive Team involves the application of a buddy-system to increase its effectiveness. The players within these two teams should actively communicate and coordinate with each other to achieve their individual goals. However, these personal roles are only secondary to achieving their main role of playing offense or defense. The twin squads should be able to alternate between their individual roles depending on the situation. This dynamic is most appropriate when considering specials and sub weapons.


Also, the buddy-system should help with dispatching opponents. Both teams should hold separate positions on the maps. Since these teams are actively looking out for each other, when a player goes down, the other can swiftly change their approach depending on the opponents involved resulting in fewer deaths. Also, when a teammate dies, the ENTIRE team should shift their gameplay to fill-in for that player’s MAIN role in even or advantageous situations. For example, if the Push Gunner falls, the Defensive team can play more aggressively. In a disadvantageous situation, however, the opposite effect would occur by having the Push Player play more defensively. Regardless, all players should try to maintain a general knowledge of everyone’s position to avoid clustering/wandering and improve our ability to counter enemy attacks.


To simplify our method of applying The Push/Pull Initiative across every map and mode, two changes need to be made to our current team compositions:

- Everyone should work on becoming proficient with a variety of weapons. While most of us have a favorite or “main” weapon, this ideal should not dictate the team composition for a given game. Your main weapon may not the strongest on a particular map, or more importantly, it may not be the best for playing your given role. In this case, having options which best suit the team on a given map and mode will improve our success in general.

- There should be consideration for permanent Twin Squads within our teams. While coordination among the entire team is our biggest goal, I cannot underestimate the hidden potential of having synchronized duos within our teams. By permanently defining these duos, practices can work towards improving the dynamic between these players. This should lead to us making better plays, being less risky, and improving our teams’ cohesion.

By applying these changes, the process of defining team compositions and role becomes as simple as determining who is the most confident in their ability to play a certain role. For instance, if someone believes they have the strongest offensive game, they are put on the Offensive Team. Their partner should automatically join the Offensive Team and the other Twin Squad should play on the Defensive Team. From here, individual roles can be determined and weapons should be chosen to best fit those roles. Twin Squads can try weapon combos that complement each other, such as a Charger and Roller. Also, in the case of scheduling tournaments, if a full team is not available, strong Twin Squads could be considered to cover.


Splat Zones: The easiest to implement this strategy. Offensive Team takes the fastest route to the objective. Defensive Team takes a slower route separate from the Offensive Team. The Offensive Team should focus on capturing the enemy zone (or their side of the zone). The Defensive Team should focus on protecting our zone (or our side of the zone)


Tower Control: More difficult to implement this strategy. In general, the Push Gunner should position AHEAD of the tower. Push Player should position AHEAD or ON the tower. Pull Gunner should position ON or BEHIND the tower. Pull Player should position BEHIND the tower. The Offensive and Defensive Teams should alternate control of the tower depending on its position on the map. Positive movement means defense on tower, negative movement means offense on tower.


Rainmaker: (potentially) The most difficult to implement this strategy. This mode is similar to the Tower Control game plan in terms of positioning around the Rainmaker. The Push Gunner and Push Player should alternate control of the Rainmaker depending on its position on the map. However, the Push Player should have the strongest ability to carry the Rainmaker while the Push Gunner should have the best method of advancing its path.


Overall, The Push/Pull Initiative is not an absolute strategy. It may very well have plenty of flaws, or it may not be ideal to stick to in last-ditch efforts. However, this strategy seeks to give our team a better idea of how to approach Ranked Battles for every map and increase the cohesion of the team as a whole. Having Offensive and Defensive roles will make for better team compositions. By using Twin Squads, we can cover each other more efficiently. Also, practicing more weapons increases our versatility. With enough time, The Push/Pull Initiative should prove to have a fantastic effect on our team on the competitive scene.
 

hanfan26

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Spinny, you're my Pull partner for Flounder Zones forever. We killed it last time:cool:
 

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