The way I see it, TC is the most balanced mode.I haven't got a strong opinion on this but I would like to read what others think. I'm surprised that TC is presently leading the poll - I hear countless complaints of how Blasters have an unfair advantage on a good deal of TC maps. Is that not so much the case, or are some advantages just more pronounced elsewhere?
Agreed, as you can't make crazy pushes in Tower Control without everyone doing a great job of guarding it, or not terribly fast, as the Tower moves slowly, and having 4 people on it is risky, etc. Rainmaker has easy pushes just by swimming, and Splat Zones? Just a good defense can keep the game the same.The way I see it, TC is the most balanced mode.
Splat Zones, depending on the map, has some issues. For example on Saltspray Rig, most matches end with a knockout, and on Walleye Warehouse it’s relatively easy to keep the enemy team on lockdown if you’re well-organized.
Rainmaker is a huge glitchy mess, although the patches have helped fix most of the issues like out-of-bounds or being able to superjump with the Rainmaker if your connection is slow enough. It has other issues: for example, a bold player can easily make a mad dash to the goal and make a lucky break through the enemy defenses, either forcing a good team on the defensive or straight-up getting a knockout within the first minute. I can’t count the number of times I rushed in a dangerous situation to get the Rainmaker away from our goal, scoring a ton of points in the process. For example, I grabbed the Rainmaker in Kelp Dome on the left of our spawn, went up the ramp and dropped on the right in mid, and swam over to the enemy’s left side unchallenged. Their score was in the 30s and I managed to bring ours from 100 to the 70s just in that one unassisted push. Not to mention how wonky Rainmaker is on Saltspray Rig and Blackbelly Skatepark.
Tower Control, however, doesn’t involve being campy or dealing with a fast-moving objective. Blasters are good in TC, sure—just like weapons that ink a lot of turf quickly are good in SZ, and weapons with good mobility are good in RM. Unlike the other modes, there isn’t a clear issue inherent to the way the mode plays.
I seriously agree. Rainmaker has got to get fixed because on certain maps, the counter just jumps when taking certain pathways that are shorter than other ones. Moray Towers is one of the biggest examples. On one of the walls with the grates on them, you just climb that wall which takes such little time and the counter jumps like 30-40 units (not sure on the exact number, but it's seriously unfair considering it's the shortest path to the Rainmaker Beacon and you gain the most distance out of it). There are a lot more cheesy maps as well, but I don't want to spend all day just talking about it.The way I see it, TC is the most balanced mode.
Splat Zones, depending on the map, has some issues. For example on Saltspray Rig, most matches end with a knockout, and on Walleye Warehouse it’s relatively easy to keep the enemy team on lockdown if you’re well-organized.
Rainmaker is a huge glitchy mess, although the patches have helped fix most of the issues like out-of-bounds or being able to superjump with the Rainmaker if your connection is slow enough. It has other issues: for example, a bold player can easily make a mad dash to the goal and make a lucky break through the enemy defenses, either forcing a good team on the defensive or straight-up getting a knockout within the first minute. I can’t count the number of times I rushed in a dangerous situation to get the Rainmaker away from our goal, scoring a ton of points in the process. For example, I grabbed the Rainmaker in Kelp Dome on the left of our spawn, went up the ramp and dropped on the right in mid, and swam over to the enemy’s left side unchallenged. Their score was in the 30s and I managed to bring ours from 100 to the 70s just in that one unassisted push. Not to mention how wonky Rainmaker is on Saltspray Rig and Blackbelly Skatepark.
Tower Control, however, doesn’t involve being campy or dealing with a fast-moving objective. Blasters are good in TC, sure—just like weapons that ink a lot of turf quickly are good in SZ, and weapons with good mobility are good in RM. Unlike the other modes, there isn’t a clear issue inherent to the way the mode plays.
What do you mean?Anyway, I would say that they're all equally competitive, if it weren't for the fact that the tower is basically RNG. Its inconsistency means I have to put it a little below in competitiveness. There's way too much random jank, and it has definitely cost me many games.
I'm sure everyone has seen the situations where there are four team members all shooting at the tower, but none of them hit the person sitting on it. That's completely due to jank/RNG.What do you mean?