Weapon Choices in Turf Wars

Vitezen

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With the upcoming Splat Fest, I thought now would be as good a time as ever for this topic.

When playing Turf Wars, there is a constant debate in my mind between the two ways to influence the outcome of the game: inking the ground, and preventing the enemy from doing the same.

Weapons such as the Splattershot and Jr. have no trouble surviving in this mode. They can fill both roles. But while there are weapons that can perform well in each area, there are also exceptional cases.

First, there are weapons that excel in killing but not necessarily in inking. These are weapons such as blasters and chargers. These weapons still see play in TW though.

On the other hand are weapons that I'll see very frequently in TW, but disappear outside of this mode. Here I'm referring to the Aerosprays, Nzaps, and Inkbrushes. It's no secret why the people who equipped these weapons made their choice. While they may not be the most reliable for combat, these weapons are excellent at quickly covering ground, and also as support for when combat inevitably occurs.

However, the question I think needs to be discussed is which of these options, if any, should be more heavily favored in weapon selection when playing TW. It's important to identify whether or not the choice of equipment was a factor in a loss or victory. Should players choose to use weapons that can cover as much turf as possible at the expense of combat utility? Or stop enemy aggression from the start, and take advantage of area control and stronger firepower to deny them the ability to recover?

I haven't seen threads like this that analyze TW from a more competitive perspective. I recognize that due to the structure of TW it's inherently anticompetitive, but that doesn't mean that the same rigorous mindset can't still be applied to the mode in order to find a way to minimize variance. A way to think of it would be TW is a game like poker, while ranked modes are similar to games like soccer, the difference being the amount of randomness involved and the uncertainty of the results. You can't get the perfect hand every time in poker, but you can learn statistical analysis and bluffing in order to minimize losses due to randomness.
 

Kayura05

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I don't like to minimize the selection of weapons in Turf Wars, I view it as a anything goes as long you do your job mode. Like a good sniper can be just as valuable in a TW match as a NZAP, as long as roles as properly played. That aside if you wanted to make some sort of Tier list when it came to most effective TW weapons then I would suggest things like: The Splatling family, NZAPs, Splash O Matic, Aeros, Squelchers.

Though you also have to keep in mind individual playstyles, Japanese players play differently than most Western players who themselves can be a mixed bag.
 

LMG

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I'm not sure that's a question with a general consensus, but more of a personal question that each of us has to reflect upon whenever they select their weapon. It's like asking which is better, a Sword or a Shield? Both work great at what they do, and they can be used together, but in the end there's no real "best overall". However, if the scenario involves a more tactical aproach (team compositions, strategic planning, etc.) then chances are that most would argue that "variety works best", but even then I think it's debatable at best o_O
 

Kayura05

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I personally view range and power as my preferred strategy, which means ad the Gals to my earlier list.
 

BlackZero

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I've had really good success with the Heavy Splatling. It's got great range and coverage, pretty good ink usage for its power, and splat walls are handy for slowing the other team from crossing over to your side of the map provided the map isn't too open. Even then, the Heavy Splat is a great defensive weapon that will keep them at bay if you find a good spot while covering the whole area, so it's still very useful on open maps.

I love my Heavy Splatling so much, I named it "Puff the Magic Dragon."
 

Kayura05

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"I understand that reference."

I was extremely excited for that weapon, all the way back when it was still datamined speculation. Upon release I made myself play that weapon defensively and offensively until I got a good grasp of it. It makes a better support weapon than the Hydra for me but can still be used to mow down opponents at close range too. It has to be my favorite weapon in the game and I'm not extremely good with it either. Inking turf with it is actually pretty good imo and on maps like Moray and Flounders I can do real damage.

What are some of your scores and K/Ds with it?
 
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It's definitely a constant question, and a valid one at that, but I wouldn't worry too much about it. I would say you should play with whatever feels best.

In my mind a perfectly balanced team in TW would have two all-around weapons like the tentatek, splattershot pro, or .52 gal, and at least one killing weapon, probably a charger, but a blaster could fill this roll. And for the fourth spot either another killing weapon, or a turf inking one, like a carbon roller or splash-o-matic.

All that said, you never know who you'll be playing with in random turf war matches, so you can only hope for a good balance, rather than a team with three chargers (the horror), or one with all aerosprays. ;)
 

GirlyMii

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Depends on the map. As long as I have an inkzooka or an inkstrike Im good.
I wouldn't use something with a splashwall but that's my preference.
 

Kayura05

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I feel like the only person who can't properly use an Inkzooka, in the right hands it can be a gamechanger.
 
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I feel like the only person who can't properly use an Inkzooka, in the right hands it can be a gamechanger.
Definitely, I'm not the best with the inkzooka either, but occasionally I can pull off a double or triple kill. If nothing else, it's also just a good way to scare off the opposing team for a few seconds, even if your aim is completely off.
 

Kayura05

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Ha! True, works when I first got the Dynamo Roller a few weeks ago. Some players just ran for fear I actually knew how to use the thing. Speaking of which, even after the nerf the Dynamo is still pretty viable in TW and Ranked with the right player.
 

Dreamy Luigi

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I don't really have the belief that you need something good at inking to win in Turf War, I just use whatever I'm feeling on the map.
 

Inyo

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One of the nice things about Turf War is that there is a wider variety of weapons that can be successful, whereas the ranked modes favour more typical shooter-type deals like range and TTK or whatever.

Tentatek is good for everything, so it's a solid choice. I'm a weirdo who uses the L-3 Nozzlenose (not the D) in Turf and am at the top of my team for inking quite a bit, so even though it's not an "inking" weapon, it can be played as such. Aerosprays aren't useless in Ranked but favour Turf War more (having one slip into your base behind your back is a nightmare). Chargers can keep you from inking by keeping you from living, and the ones with Sprinklers can actually cover turf kinda well (ditto Bamboozler).

I think that MAYBE the .96 Gal is not the best choice for Turf, if only because it's not very mobile, though the vanilla one has the Sprinkler. Squelchers are good on certain maps but pretty bad on others.

Basically, Turf is a big melting pot where one thing might be awesome in one game and total garbage in the next. I kinda wish there was a Squad-type system for Turf so we could test what a "balanced" team in Turf would be. I guess there's Private Battles, but why bother when nobody does Turf War tourneys for some reason?
 

Joseph Staleknight

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I tend to go with whatever weapons I feel comfortable with, though I do have a few favorites:

The Splash-O-Matics are really good weapons for inking turf and fighting off foes as they have not only a decent firing rate and range but also a great deal of precision for landing sure-fire hits on an enemy (provided you have good aim). They've also got some great loadouts--especially the original version. I love my Suction Bomb Rush for its inking potential. I tend to use these when I'm hungry for turf and don't want to resort to the Aerosprays.

I also like taking the Dual Squelcher for a spin every now and then. It's got a powerful mix of long range and good fire rate that I can use to take down foes from afar and make them back off from important areas. The Splat Bombs and Echolocator are a nice combo to go along with it as I can get foes who come too close and keep tabs on them. For similar reasons I also use the N-ZAP '85, though obviously keeping in mind that it works more like the Splash-O-Matics. Usually, I end up using these (and the Hydra) when I want to make it easier for my teammates to watch their backs and/or pressure the enemy.

The Carbon Rollers are pretty much my top choice among rollers. While they lack the ability to simply crush enemies while rolling, I'm more the type to whack them on the head when they get close so I favor that short-range style. The original helps with the Neo Splash's loadout allowing me to Burst Cancel foes into oblivion, while the Deco version has Seeker Rush to keep enemies on their toes and/or clog up narrow paths they may be on. I use these for inking things quick.

When I take Splatlings to Turf Wars I end up preferring the Heavy and Hydra models. They've got great range and a superb firing rate despite the charge time and reduced mobility. I usually use these when I want to hang back and provide support to my teammates by making enemies dance for them, provided they can back me up and steal enemy turf.

Finally, I've taken a liking to the Sloshing Machine. While it's made out to be a foe-splatter by its stats, I find that Splat Bombs and their Rushes can let me ink up vast areas quickly too. The Blast quality is also good for nailing foes directly once they've gotten mired in my team's ink, and the range is certainly nice enough that the minimal spread isn't much of a drawback. It's a bit early to find disadvantages for my playstyle regarding this weapon and the gear I picked out for it, but it's more or less my current main.

Overall, I like inking huge areas quickly and dissuading/splatting foes easily, so I favor weapons whose stats and loadouts play to my strengths. As for chargers, I feel most comfortable with the Splatterscope/Splat Charger because of the Splat Bombs and Bomb Rush, and even then the other weapons above easily eclipse it as weapons I'd be likely to use. Maybe when I finally max those out I'll consider taking them for a spin.
 

BlackZero

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What are some of your scores and K/Ds with it?
Depends on the mode. TW, I get 4/1, but focus more on coverage than kills. I aim for at least 1000 coverage, but end up around 1200 if I play halfway decent. I get about 800-900 on a bad day. My K/D for Splat Zones and Tower Control is usually around 8/2-3. In Rain Maker, I get about 5/2. Always seem to struggle with that mode for some reason.

The biggest factor for me is how reliable your teammates are. I can fight the other team off all day. It won't do any good unless the other players push forward after I repel a wave of attackers.

I like the .96 Gal for general purpose in Ranked. It's a great sniper killer and fares really well against other weapon types. I've only had trouble killing Hydras with it. It can clear people off towers pretty quickly, splats RM carriers in two hits, and has good enough coverage for Splat Zones (thought it's really better at clearing enemies for your team to take the SZ). I don't think it holds up well in TW, as it's coverage/Ink use ratio isn't suited for inking turf. In TW, coverage is more important thank kills, so I shelf the .96 there.
 

Kayura05

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Depends on the mode. TW, I get 4/1, but focus more on coverage than kills. I aim for at least 1000 coverage, but end up around 1200 if I play halfway decent. I get about 800-900 on a bad day. My K/D for Splat Zones and Tower Control is usually around 8/2-3. In Rain Maker, I get about 5/2. Always seem to struggle with that mode for some reason.

The biggest factor for me is how reliable your teammates are. I can fight the other team off all day. It won't do any good unless the other players push forward after I repel a wave of attackers.

I like the .96 Gal for general purpose in Ranked. It's a great sniper killer and fares really well against other weapon types. I've only had trouble killing Hydras with it. It can clear people off towers pretty quickly, splats RM carriers in two hits, and has good enough coverage for Splat Zones (thought it's really better at clearing enemies for your team to take the SZ). I don't think it holds up well in TW, as it's coverage/Ink use ratio isn't suited for inking turf. In TW, coverage is more important thank kills, so I shelf the .96 there.
I have had the same experience when it comes to teammates not pushing forward. Sometimes I can remove most or even the whole team an no one moves a muscle. Like what are you guys doing that you can't be bothered to move forward or even super jump to me? I can spam C'mon til the cows come home but nope. Nothing.

I find the .52 to be the better weapon save for its range, I was actually surprised by how easy it was to pick up. I don't like to venture into the land of ranked unless its Splatzones, Tower maybe but I loathe RM.

My scores are similar an I go around 1100 or 1200 in a good round and in a real good round and I take around 8/0 in splats. But I play defense alot so I go more 2/4.
 

SupaTim

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I used to use the aerosprays in TW because they ink so well, but when people started getting better I needed something that could reliably splat people. That is when I picked up the Tentatek and .52 deco. I still LOVE those weapons, but lately I have found that sitting back with a long range weapon and cutting off routes and playing support has been much less anxiety inducing. So I've been playing the Dual Squelcher and the Custom Jet Squelcher a lot.

I still get around 1000 points covered, sometimes upward of 1200 if I had a really good game and didn't die.

I do feel like anything can do well in TW though. Even chargers can be at the top of the leaderboard if they think about how they can cut off routes or ink large narrow passages in addition to splatting people. Similarly, I've seen blasters ink effectively if they properly position themselves.
 

Coleo&Idea

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I tend to adjust myself to my team and their weapons but also depending on my weapon. When I use a SplashOMatic I'll be more aggressive and rush to the middle. But when I see my teammates are also aggressive (and doing good) I prefer to be more supportive and stay behind to catch enemies trying to flank or break through.
Last Splatfests (CatsDogs, ZombieGhost) I was happy and able to fit this role as long as my team stayed together (since during SF the team won't be scrambled that much like in a 8-lobby) and could support with my beacons and did a bit of camping (roller and octobrush).

Splatfests also have a nice option: When you land in a team where your weapon just doesn't fit in, you can leave and search for a better suiting team.
Normal Turfwars will scramble you with the enemy.

For me it's really important to adjust to the team if possible. Some are aggressive, some tend to stay back etc.. It doesn't work all the time but it's the best I can do.
 

TheSaltySquid

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From my experience, I love to go in deep so I usually use a splattershot jr. Or an Aerospray. However, ranged weapons can counter act both of these if not played well. Just depends on the play style of the user
 

VideoGameVirtuoso

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The objective is covering turf, so weapons which cover turf, will be more favored then weapons that do not. Even if your team is heavily pressured, ink coverage has far more value than, for example, an opponent with a 50-0 KDR.
 

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