Award
Squid Savior From the Future
- Joined
- Dec 18, 2015
- Messages
- 1,661
For Piranha I'll generally go straight up the tower to the box perches. As fast as possible which is sometimes not fast enough unless I have enough swim speed up. From there, I might make a few ink lines if the enemy has not approached yet. These lines do give away my position but on that map the perch is unreachable unless you're close, and you will be highly known to the enemy the moment they step right of their spawn anyway so it's not as important. These lines are not meant to turf. They are meant to impede a quick on-foot traversal without having to draw my attention to hide around the crate to the left of the conveyor or down the long path to the right of it. If no one has still approached I will broaden that ink pool between our side and theirs with a few more shots. If they STILL have not approahced I may choose to turf enough to charge my kraken, but more times than not this will distract me at the wrong time and I'll miss the invasion. I also have to worry if they have not approached yet, since this means when they DO approach, they will have loaded specials and I have low odds of surviving that on the perch. Otherwise from beginning to end, most of my time will be spent shooting at them and firing "turfing" shots to quickly cover the trails they are creating into our territory and endlessly block their paths.All right. The best stages I've found for inking with chargers are Kelp Dome, Mahi-Mahi Resort, Flounder Heights, and Piranha Pit. But I guess that all depends on your strategy. As I'm an inker, I instinctively go to the left as soon as the battle begins, unless someone else is already going there. I fi find myself using a charger, I'm splatting at ground level.
Still, you know that I get a lot of teammates who are afraid to get out of wherever it's safe. If I'm using an inking-based weapon like a Splattershot Jr., I can create the safe space for them. If I'm using a charger, and I get those kinds of players, they're very afraid to do anything and will advance much slower.
I'll try to disregard inking though. Does this apply to the Splat Chargers too? Certainly, it does not apply to the Squiffers or Bamboozlers in my hands.
Kelp dome, I try to focus on mid exclusively. There's no time from the start to turf, since they WILL be heading to mid fast, and I try (and have mixed success with) heading them off. Mahi, I actually will do SOME inking there because it's so small a few shots cover half a map, and it makes great early detection on the islands. And the inking path is in the same direction as foes, not requiring me to look away. Flounder, the eliter is great for inking the long home base "street", but the critical problem is if you stop to do this, you are NOT watching who's crossing the bridge. If they've done so while you were unperched and not paying attention, you're already on your back heel and fighting uphill the rest of the round. Ground level splatting, map pending can be effective with eliter particularly if the perch is a disadvantage in that round for whatever reason, but never really at the cost of watching where you should be watching. Obviously a kraken focused Custom will be spending a little more time on inking particularly if running a special-based build. That would be the one reasonable exception. Even your little inkers should feel free to ink if you've cleared an enemy or two and your laser shows you're watching over the area (recklessly so I'd ad!) :)
I think it's particular to the eliter's role. While it does apply to splat chargers, the fast charge and shorter range means you're not being as depended upon to watch from on high, and your higher mobility shorter charge time means you can react more quickly at ground level than an eliter can. Turfing is definitely more viable with a splat charger, even with an aggressive foe. But it's still not the quickest reaction time weapon around. Both require careful observation and setup and don't react too well to being surprised.