I don't really buy the "no comeback" idea. I've seen many, many Smash and other fighting game tourney matches that had big comebacks at the end, and the crowd goes wild, and nobody says "comebacks are stupid" in that situation.
Plus, having played Turf War 90% of the time since the game came out, I can say with confidence that the better you play in those first 2:30 seconds, the less likely it is that the other team will mount a comeback.
Overall, I think your arguments reflect a misunderstanding of how Turf War works and the nature of a "competitive game" in general.
I'm not against comebacks by any means. I state how stupid can comebacks be in Turf wars. A close match of Turf war is always fine, so I'm not mentionning it. But comebacks can happen and has happened in Turf wars, and that's a broken part of Turf war as a competitive mode.
Game 2 of this set is an example.
We've been crushing them for 2 minutes straight, but we won't die hard spawn trap them to play it relatively safe. On the last minute, they began to pierce through our defence one by one, some of us get flanked, and on the 30 last seconds, they have their Bubbler and that's it, they comeback the situation.
Now here's the matter : Do you consider Turf War fair enough to let them win because we've made some mistakes at the end, while they have done a whole lot more during the first 2 minutes ?
We've played better overall during this game, and that was poorly rewarded in the end.
This is what I meant when I say all is decided in the last 30sec in Turf War. The last minute at best.
I'm not salty or anything but, if it was a bigger tournament, with bigger stakes, I would probably cringe all out about that Turf war game.
Competition is about rewarding the better performance, and that's how I think Turf war is not entirely suited for competitive Splatoon, especially when you compare it to Splat Zones or Tower Control. Or at least, it fails in showing which team really played the best during the whole game.
In Splat zones, your opponents take 50 points, you have to capture 51 points to take the lead back. When penalty timers come into play things get even more tight (that's some really good game design btw).
In Tower Control, it's even more punitive, your opponents take 50 points, you have to get the tower back to mid, and then capture 51 points to take the lead back.
This is what the word "fair" looks like in a competitive game.
I've seen and have done plenty of comebacks in both modes. We do have a comeback factor in those modes.
If you manage to win by comeback in those 2 modes, you completely deserve your win for having pulled more effort in winning than the other team, score is showing it clearly and accurately. You did fewer and smaller mistakes, you did better plays, that's factual, otherwise you wouldn't have won. There's even extra time for making already engaged comebacks likely to be concluded. This is what matters :
every moments count.
The fighting game mention is a very bad example.
If you get comebacked in a fighting game, it's because your defence became crap and that your opponent fully took advantage of it as you didn't manage to finish him while he was low on health. It's all being fair.
As I've already stated, Turf war is like a fighting game with infinite HP (you can't KO the other team even if you currently hold 95% of turf), win is always decided by time out (3 minutes timer, higher % wins), you can recover HP by inflicting damage to the opponent (inking back).
If Splatoon Turf war was a fighting game, everyone would blatantly consider it utter crap.
Some might find it fun or interesting, but ask a competitive player if he is willing to fight for a big title on a set where you can play Turf war. Just think about it.
Just why play Turf when you can play Splat Zones and/or Tower Defense ?
Should we not only consider what really succeed the most in showing players skill levels ?
Please take it as a serious matter if you're willing to be into competitive Splatoon.
Same in ranked. If you get your tower or zone clock to 1 sec, stop the other team all game until the final push and then the other team manages to get it to 0, your past efforts before that don't amount to you winning the game just because you dominated the majority of it.
HELL NO, as I've just stated, it's completely different in Ranked modes. Infinitely fairer and more finely designed.
Every moments count in TC and SZ.