dapperlace
Pro Squid
- Joined
- Aug 8, 2015
- Messages
- 121
Yep! This is why if I notice I'm not doing well or am in a particularly foul mood, I stop playing for a while. I don't want to be a hindrance, particularly after those level 20 levels. Ay.
Still not as bad as reaching level 20 through Ranked Battles (or even leveling up gear). It's all or nothing there :(Someone mentioned something earlier which I hadn't taken into account, which emphasizes the whole Splatting thing indirectly.
Leveling beyond level 20 hurts a little. Especially if you hit a losing streak. No matter how many points one gets, if the team loses, you still get less than half towards leveling than the opposing team is. Losing in Turf Wars has more of a penalty than it used to, which probably continues towards more aggressive "I can't lose!" tendencies, instead of "It won't be so bad, even if I lose, I get a lot of P's anyway".
^Thisfinding the right balance between inking and splatting is key in Turf Wars, i think. sometimes it's better to run away and ink like there's no tomorrow, and sometimes it's better to tail an enemy and splat them. it's very situational, but splatting enemies should NOT be written off.
I'd honestly add Saltspray Rig there. Either you capture the top area or you might as well call it a loss, and it's pretty hard to assault that area once someone claims it since there's only one entrance with little to no cover for the attackers (unless you're using an extremely long-range weapon, and even then you still have to cross that no man's land eventually)And sometimes, the maps themselves can screw you over, if you don't have the god-skills, the other players have.
Normally this wouldn't be a problem, if the maps had plenty of ways to get around, allowing you to avoid confrontations you can't win and slip past stronger enemies.
But then there are maps, that pretty much have one linear path and an unavoidable middle zone, that you have to get through in order to gain the advantage.
The worst cases being to me: Arowana Mall, Moray Towers and Camp Triggerfish.
Once you have "The End"/"Sniper Wolf" in place and there is no "Snake" to counter those godly Sniper-Skills, you win!
Unfortunately it's very rare to see that strategy win against most teams, unless they completely neglect the map and constantly super jump to the top, which I've actually seen happen in the past. Maybe it wouldn't be as bad if the top was a bit easier to assault, or the rest of the map had a bit more turf to compensateActually, you can win on Saltspray Rig, even without holding the top.
Tho you will need to go out of your way a little, by painting as much of the other ground as possible.
Especially that platform at the bottom will be essential, if you want to outweight the worth of the top one.
But if you hold that and all the pathways, maybe squeezing in that small upper areas, that are easily overlooked, you can win this.
I honestly think Saltspray Rig is one of the best maps, that allow plenty of freedom.
True, it gets limited, once you get to the top platform.
But again, you don't have to hold it, to win.
Hah, yeah. I've been ranking ability slots so I haven't gone into ranked in quite a while, but I don't dream of going into Ranked without doing a few Turf War matches first. Static dummies in the weapons testing area just aren't enough.I feel like since there's no record of your play style at all (KD, overall turf inkd) people just play turf war to warm up for ranked. It is just a regular battle after all. I may just speak for myself as of right now I am a A+ 70 charger main and I always warm up my aim in turf war before even thinking about starting rank battles.
You can blame tunel-vision for that one. At the start of the match most players rush towards the middle to either make an early incursion into the enemy's base or prevent them from doing so (my case, unless my team has more rushers than theirs; a good early rusher can "spawntrap" the other team quite effectively). Once they get splatted, they're very likely to super jump to whoever's closer to the front lines to get back into action and keep the enemy from pushing forward (not necessarily looking for splats, but one things leads to the other), often forgetting about the rest of the map. This is more common on long, corridor-like maps like Arowana MallI had a match just now, for instance... and it's not the only one that's gone this way today.... where I was using a Splatterscope (why am I doing this?), and about halfway through the match.... I noticed just HOW MUCH area in our half of the level WASNT covered. Guess who got to cover almost all of it? Yeah. WITH A CHARGER. But nobody else would do it! I was the only one who bothered! If I had not done this, we WOULD have lost. As it is, I looked at the map, and the enemy area was similar.... but nobody bothered to fix it.
Yeah, Arowana was exactly where it happened. More than once.You can blame tunel-vision for that one. At the start of the match most players rush towards the middle to either make an early incursion into the enemy's base or prevent them from doing so (my case, unless my team has more rushers than theirs; a good early rusher can "spawntrap" the other team quite effectively). Once they get splatted, they're very likely to super jump to whoever's closer to the front lines to get back into action and keep the enemy from pushing forward (not necessarily looking for splats, but one things leads to the other), often forgetting about the rest of the map. This is more common on long, corridor-like maps like Arowana Mall
I'd say that Port Mackerel is the map where defending early rushes matters the most. The map suffers from the same problems as the old Urchin Underpass: interesting engagements in the middle area, but poor defensive capabilities once you're pushed out of thereYeah, Arowana was exactly where it happened. More than once.
Just goes to show, superjumping is NOT always the best option. But alot of players seem to do it every time anyway. I wish more players would analyze the map a bit before doing it, at least.
It was also happening in Port Mackerel, but not quite as severely.
imo kills are very key factors when playing in ranked. However for turf war you are 110% correct. turf>killsSo you think with people levelling up and becoming pro they would focus more on getting turf right? Nope. They still want to hunt people down and kill them. It's gotten very hard to get points because of this. Everyone just wants to be a hero and get splatted. I mean c'mon. I know aggressive play helps to win, but try being more strategic.