Katastrphik
Full Squid
- Joined
- May 23, 2015
- Messages
- 37
- NNID
- allidactyl
Learn the ins and outs of Squid Beacons.
From my experience, beacons seem to be one of the most ignored pieces of equipment. They barely see any use, and when they are used, it is often incorrect, or the other team fails to respect them.
At this point, I exclusively use the Splat Roller. I believe that the Kraken isn't the Krak-On's main strength. I get great results using beacons. Getting stealth jumps without wasting a gear slot, and shortening respawn times significantly. Finding good spots to leave them easily leads to flanking positions to swing a match in your teams favor. The one big issue I run into, is that almost nobody else on my teams ever makes use of them.
The other issue seems to be the notion that beacons are only viable in ranked, which I find hard to understand. Positioning is going to be key in every mode in Splatoon. I use beacons in turf war just about as much as splat zones, and still manage to plus off them. If you are worried about wasting time not inking, placing a beacon and refilling your tank only takes about a second or two. That time can be mitigated with good placement, recovering your ink while making a short leg of a swim. Take this time over a long swim to a good vantage point. The other worry seems to be that the locations of action are too random in turf war. I find this questionable as well. It is more varied than splat zones, but by no means unpredictable. I've found that it is much safer to push enemy spawn with beacon support also. Since you can jump back to catch stragglers, or retake your position if you get overwhelmed and splatted.
This leads into another issue of mine. Super jumps are really strong when used correctly. Using them in respawn situations is only the most obvious application. Jumping out of sticky situations is another solid use. Biting off more than you can chew doesn't mean that you need to get splatted because of it, it is really easy to jump out of trouble, and best case scenario, your pursuers won't notice that you jumped. The last use of jumping that I utilize is jumping mid life to superior positions. I've only recently started toying with this, but it is highly effective. I often find myself going for high points close to major conflict zones, or along a common enemy run back path. Lingering in these spots isn't always the smartest, but taking the spot by surprise is highly effective, especially since most enemies walk right by beacons tucked in corners. The theory of this strategy is that you can occupy more space than by just patrolling one spot. Some common spots that I take are the side path that leads to the grated perch on Underpass or the high points of Mall.
I also see lots of Inklings jumping to a teammate instead of a beacon, and then getting their landing zone camped. I can understand not wanting to take the risk of jumping, but if you aren't going to run stealth jump or recon, pick the safe option over the unnecessary risk.
Beacons will no doubt be a staple once team matchmaking is available. Now is the perfect time to get a handle on them before things start getting serious,
Thanks for watching/reading.