***Maps*** (finally)
Discussion on Points of Interest
Points of Interest are positions from which chargers or other backliners direct the flow of battle. I will divide them into firstlines, midlines, and lastlines. Different points have different functions in different modes even on the same map. Other points are suited well for aggressing and supporting a push, and are labled as such. Sometimes, multiple corners will allow for multiple positions on the same line of defense.
Camp Triggerfish: (I will add an image with labeled callouts ASAP so you know what I'm talking about but for now please bear with my descriptions. Thank you)
I: Points of Interest
-From spawn, drop forward and swim to the sponge. Climb it and swim across the wall (carefully, don't fall) to the corner. Behind the first corner is an especially good place to attack both sides of mid, and can net some surprise splats in the opening seconds. The entire stretch of wall lacks in cover, so you must be careful, especially against enemy chargers. If there's not any, though, and there's a man below to cover you, feel free to stick there and defend as long as you'd like. A great and underrated firstline.
-Your side of mid has two points of interest:
One is the grate and the behind the wall on the right leading up to it. Retreat to the ramp to recover ink, but watch your back. From this spot you can reach most of mid and into your street to stop frontliners. A nice firstline, especially in Tower Control; just make sure you watch your back!
The other spot in your mid is on the left adherent to the left wall's right corner. From this corner you can reach deep into their street (especially if you charge carry down mid into the corner next to sneaky), and also into both sides of mid. You also have a clear view of any enemies pushing into your street and can easily reposition accordingly. Firstline.
You can also cheese and sit in the ramp up to mid and repeatedly charge carry for a similar effect to the first spot, but it is much more safe. Your vision is limited, however, and popping up into the sights of an enemy sauntering down your mid will end you many times if you're not careful.
-To the right of the sponge is an inkable wall on which you can climb up to the flank grate. This can be a nice place to defend against straight pushes especially in Clam Blitz. A flexible post in CB and midline in TC/RM. Too awkward in SZ.
-Spawn itself is a nice lastline in Tower Control. The walls can also usher you forward a bit to just get the edge on a Sting Ray sitting back on your ramp.
-As for Rainmaker, there's an inkable block as part of the left-front wall in room (not exclusive to the mode). You can climb it or peek the corner. You can even peek the corner of the pedestal if you'd like. All are suitable lastline positions. Just be sure to watch your left so no one flanks you from gate.
-To aggress in Splat Zones, you can be daring and push to the opponent's snipe for an edge on anyone leaving their spawn. I believe you can even reach their rail from there. If not, just hang back and shoot from afar. A pretty cheesy spot, but you can make it work.
-In Tower Control, riding the tower can make for some difficult shots, but you're granted plenty of corners to peek as well. Definitely jump off to Sting Ray, but Firefins have walls to bank Splash Walls off of as well. In the back half, do not ride the tower; you will quickly become vulnerable as the tower approaches the opponent's spawn. Support at the junction of opponent's front and mid when your team aggresses past 55.
(Fun fact: whether or not to ride the tower is a question that plagues hordes of backliners, myself included. The answer is NOT a simple "yes" or "no" and is VERY map and composition dependent.)
-In Rainmaker pushes, simply follow the carrier as he runs up grate to room and snipe anyone that peeks out and tries to deny them. Don't touch the last third or so of it, however, if you're going for 70+ points or so, let the slayers front for the carrier and support with a special in the back. It's such a lethal choke point that as an anchor, you're better off staying back.
-In Clam Blitz, you once again don't want to overextend as spawn approaches. Support in the back at junction, like in Tower Control, and be careful if you must throw in clams as kills are definitely a priority that far in. However, I will note that you MAY push up a little further, say to the bottom of the ramp or even to top flank, as your team leads. You could even feasibly be a carrier and of course retreat immediately following a dunk.
(Do not try to rush in and save a ball if you miss unless you are absolutely sure the coast is clear. That's not your job, and you'll die if you're not careful. Goes for all maps.)
II: Modes
Splat Zones: As mentioned, you can hang around in your side of mid almost the whole game and do just fine. You should play more towards your snipe than their street, since your frontliners will push up it a lot. Make sure you do support them over there, but don't leave the objective too long.
Tower Control: Also as mentioned, you can ride the tower to around 50. Any further and you will be overwhelmed so close to the opponents' spawn. Hang in mid for the back half of pushes and fight from the back while your support rides the tower instead.
Rainmaker: Support pushes from corner and ramp. (Be careful of sneaky when you're in corner). Remember once again to hang back as you approach the goal, as the nasty choke point that is the opening to room will bring your destruction. Defend from the wall, your snipe, your front/spawn, your back (the back of your street after dropping from room), and room when appropriate.
Clam Blitz: Once again, stay in mid, picking up and passing clams, painting, and hitting shots. When your team pushes, be careful not to break the defense bubbles they might put up especially if you use your special. Defend from spawn, front, the right-corner of your court, or even the right-corner of your sponge. Firefin mains will have an easier time defending for sure, especially with their powerful bomb launcher.
The Reef: coming soon!
Port Mackerel: coming soon!
[more to come, of course!]