Squelchior
Inkling
If we want to make competitive 4v4, we need to share how well certain team options work.
Knowing this will create a sense of knowledge in modes like Ranked in gauging how you are going to play on the strengths of your team, or how you'd like to make a squad.
So here's my experiences on the topic; all in my opinion;
Balanced teams usually have three Shooters and a Roller:
eg.Splattershot Nor/Jr, Ranged Shooter (eg. Jet Squelcher), Blaster, Krak-On Roller
These teams possess a great balance between covering ink and getting into the base. Three players can do their part in offensively battling the team for the all-important centre points, and the Roller can take the more obscured areas such as the side paths in Walleye or the elevated parts in Mackerel.
These teams work greatly in stages with areas that have to be guarded. Rollers allow for easy Super Jumps in their paths, and the three offensively different Shooters can take on the purpose of guarding, fighting, and defending.
Hyper Offense teams run several types of the same weapon category.
eg. Aerospray RG, Splattershot Jr., Dual Squelcher, Blaster
These setups provide blazing attacking at overwhelmingly fast paces. On stages such as Urchin Underpass, I see teams like this take the middle and never let go. But they have a fatal flaw in that they really do lose their momentum in the later moments in the match and are broken through by Defensive, or Balanced teams. They require players with great accuracy, Ink Saver abilities to continue any vital attack's momentum and Stealth/Ninja abilities to get around the map without players playing it safe all the time.
Jack Of All Trades teams run all the possible types of weapons in one team;
eg. Krak-On Roller, Kelp Splatterscope, Aerospray MG, 96. Gal
Advanced players really work this setup well. On stages like Arowana Mall that have diverse territory, these maps rule. While having a reduced number of Shooters for all-around coverage, offense/defense, Chargers can scare away players that approach the other allies and pick off foes that do approach your allies in a hard to attack way. Rollers can set up various paths and use their abilities to support the teammates. The shooters are always needed on a usable team. Versatile, can use any role at any time. Amateur players though, need to truly learn how different weapons work themselves. If you don't want to use your weapon in a certain supporting role for the majority of a match. then this setup isn't really for you. These maps break defenses very easily too, so keep that in mind if you want to signal your team to push in the final moments of a match.
etc.
Knowing this will create a sense of knowledge in modes like Ranked in gauging how you are going to play on the strengths of your team, or how you'd like to make a squad.
So here's my experiences on the topic; all in my opinion;
Balanced teams usually have three Shooters and a Roller:
eg.Splattershot Nor/Jr, Ranged Shooter (eg. Jet Squelcher), Blaster, Krak-On Roller
These teams possess a great balance between covering ink and getting into the base. Three players can do their part in offensively battling the team for the all-important centre points, and the Roller can take the more obscured areas such as the side paths in Walleye or the elevated parts in Mackerel.
These teams work greatly in stages with areas that have to be guarded. Rollers allow for easy Super Jumps in their paths, and the three offensively different Shooters can take on the purpose of guarding, fighting, and defending.
Hyper Offense teams run several types of the same weapon category.
eg. Aerospray RG, Splattershot Jr., Dual Squelcher, Blaster
These setups provide blazing attacking at overwhelmingly fast paces. On stages such as Urchin Underpass, I see teams like this take the middle and never let go. But they have a fatal flaw in that they really do lose their momentum in the later moments in the match and are broken through by Defensive, or Balanced teams. They require players with great accuracy, Ink Saver abilities to continue any vital attack's momentum and Stealth/Ninja abilities to get around the map without players playing it safe all the time.
Jack Of All Trades teams run all the possible types of weapons in one team;
eg. Krak-On Roller, Kelp Splatterscope, Aerospray MG, 96. Gal
Advanced players really work this setup well. On stages like Arowana Mall that have diverse territory, these maps rule. While having a reduced number of Shooters for all-around coverage, offense/defense, Chargers can scare away players that approach the other allies and pick off foes that do approach your allies in a hard to attack way. Rollers can set up various paths and use their abilities to support the teammates. The shooters are always needed on a usable team. Versatile, can use any role at any time. Amateur players though, need to truly learn how different weapons work themselves. If you don't want to use your weapon in a certain supporting role for the majority of a match. then this setup isn't really for you. These maps break defenses very easily too, so keep that in mind if you want to signal your team to push in the final moments of a match.
etc.