Sloshing away in Tower Control

1st October 2016 – 7.00 am

Tower Control on Blackbelly Skatepark and Flounders Heights. It's a good day to break out the Tri-slosher!

Unlike other amps, Blackbelly Skatepark is a good place to go directly for a ride on the tower, particularly with the Tri-slosher. The tower is at the highest point of the map, letting the ink rain down on anyone else not quick enough to get there first.

My first ride gets us pretty close to the goal, which is a great start, even if I have a little trouble staying on the tower itself. We lose control before the knockout, which is almost inevitable, but get the tower to ourselves again. Quite how I don't splat the inkling in the corner sooner, I don't know, but it means I can't focus my attention to the inkling on the ledge. So it goes.

The third time we get good tower control, I go more for support, pressing ahead to clear the opposition out of the way. It mostly works, and although my Bubbler is charged I don't quite activate it in time when the Splash Wall hits.

I am watching the tower get closer to the goal as I respawn, which makes it look like I'm not paying attention when I am an inkling again. I soon recover my wits and super-jump to provide support to the tower, which, as it turns out, isn't really needed. Great to land on the tower for the victory all the same.

Keeping the opposition busy in Tower Control

30th September 2016 – 7.00 pm

I like riding the tower. I try to do it when I can. But sometimes it seems that playing support is a better idea. I don't always decide what I'm going to do when the battle starts, but I know what my first move is. In this case, I want to go down the side and see if I can catch some inklings unaware.

My opening move doesn't quite work. A second charger splats me. But now I have decided to take out that E-litre 3K sitting on that ledge. He's a danger, and I think I can sneak underneath him.

I'm not enitrely wrong about being able to sneak under the E-litre 3K, but his Luna Blaster squidmate splats me just as I get close to surprising the charger. But now I am going for a support role. Besides, my squidmates have the tower.

After three early splats, I try to get a bit smarter, or keep better awareness. I manage to sneak under the E-litre 3K's radar, splat the blaster, and the squiffer. I may actually do okay here.

Getting in to a bit of cat-and-mouse with the squiffer is some good fun, more so when I realise that my Bubbler is charged. Instead of turning tail and fleeing when his Bubbler pops, I pop mine and continue the chase. It takes a bit longer, but I get my inkling.

Of course, taking out just one of their side isn't a great trade when I am out of the battle too, but hopefully I cause enough disruption and distraction to help my squidmates ride the tower for long enough.

Not your typical charger in Tower Control

30th September 2016 – 7.00 am

Chargers should really hang back, shoot from afar, keep a safe anchor for the team. And I try to do that, most of the time. Maybe some of the time, at least. But I get caught up in the heat of the battle, and like to support my team. And swapping from short-range weapons keeps those strategies in mind a bit too.

I start off being a charger, but when my squidmates ride the tower I have to follow them. I don't have to sneak around the back, and I'm not entirely sure what my motive was there, as I doubt I could splat many before being cornered. But I evade my pursuer for long enough to feel useful.

That pause at the top of the side route is to ensure my Splat Bomb destroyed the Beakon dropped by the purple team. Another one is placed there later, which I Splat Bomb again, at about 3'20". Getting the splat right after that is just a bonus.

Having to backtrack as the tower approaches with a Kraken is not embarrassing. Not having enough ink to throw a Splat Bomb until I've gone through a grate, then throw the Splat Bomb on the grate is embarrassing.

At least I don't embarrass myself too much in front of other inklings. I throw some good Splat Bombs at other times, ride the tower, ink paths, and avoid the Kraken. In the end, it looks like I help the team enough to secure a good victory.

Providing support in Tower Control

29th September 2016 – 7.00 pm

I'm flitting around the weapons tonight, more to avoid inklings than explore options. But it seems to work either way.

The Tri-slosher is always a fun weapon to use, and works well in Tower Control. Being able to slosh ink up and down makes it versatile, and not having to aim so much makes it better for me in tense situations.

Rather than ride the tower this time, I am aiming to provide support. That means inking trails, splatting the opposition, or getting splatted instead of a squidmate. I think I do a fair job of it too.

As well as distracting the opposition, and splatting a few of them, I manage to lose sight of the tower. I am not taking a breather when I head backwards, I am wondering where this moving beacon has gone. Not a problem, though! I find it again, and continue with my inking.

Heading around the back of the green team is a bit sneaky, but with the tower moving forwards it seems like a good opportunity. I get a bit distracted by the Splattershot, popping my Bubbler to keep myself safe nearly makes me chase him.

I keep my head and go back, splatting the charger and helping to keep my squidmates riding the tower safe.

Taking a late lead in Tower Control

29th September 2016 – 7.00 am

I'm not sure what weapon to start with this session. I opt for the Custom Blaster, which has worked well in Tower Control before, but I don't know about using it on these maps.

I get off to a good enough start, splatting a fellow blaster, but then embroil myself too closely in the action. That won't end well for me.

At least that splatting reminds me to use my weapon more like it was meant to be used, and I start to hit inklings at range and around corners. That's more like it. But it doesn't move the tower forwards.

Getting on the tower moves the tower forwards. I don't move it enough the first time, having to bail out because of encroaching rollers, which get me anyway. They get me again, the next time I am on the tower. But let's not give up!

Taking back the tower with an Inkstrike behind me by getting a couple of splats is encouraging. Pushing the tower forwards, getting a couple of splats, and my squidmates taking the lead is even better! Now we just have to keep hold of it.

Sloshing the Towers in Hoverboard Splatfest

28th September 2016 – 7.00 pm

The Splattershot Jr was fun, but it's time for another change. The Tri-slosher is a favourite of mine in Ranked, but I never really got used to it in Turf War. I'd like to give it another try, though.

Sloshing ink down from high on Moray Towers seems like a good plan, but the real trick is to slosh it up the other side. I work my way there, get my Bubbler running, and get a decent splat. But I outstay my welcome and get ganged up on. Back to the base. (I should remember I can super-jump to the base too.)

I try a different route to the other side of the towers, but get unlucky with the timing and run in to a Roller. Or the Roller runs in to me. The same route has me forced back, where I bungle a disruptor throw and get splatted by The Kraken. Not a Kraken, mind you.

A squidmate and I have the same idea to get rid of a Beakon, which we do, and the inkling super-jumping to it. Good stuff! From there, it's another different route up the tower, but being pursued. The pursuer pasues, so I go back. That beep is the Inkstrike being programmed! I am not quick enough to interrupt it, but I do splat the launching inkling, and the incoming super-jumper again.

A final dash around sloshing ink here and there, and I once again end the battle victorious but standing on our base. The Tri-slosher can work quite well.

You can't fire me, I quit! in Hoverboard Splatfest

28th September 2016 – 7.00 am

Sometimes I miss jumps because I don't hit the button in time (apparently). Other times, it's just because the gap is bigger than I think. Or maybe it's out of spite. I jump in to the water just so that you don't get to splat me.

No, not really. I just got the jump really wrong. A bit like that blue squid trying to get rid of me at the start of the battle. In to the water he goes.

I press ahead, but am wary of being caught and splatted. That is, until a friendly Inkstrike looks to cover my advance. Forwards I go, and I get the first splat! I get greedy and go for the E-litre 3K too, but he has reinforcements. This is my first failed jump. It looks like I just give up.

Let's ink some turf. This has the double effect of charging my Bubbler AND helping us win the battle. I get behind a blue inkling without realising, and splat him. Moving on gets me to the aid of a squidmate, and I get another couple of splats, albeit with a panic hit of the Bubbler.

Poor jump number two arrives. Maybe the E-litre 3K gets me worried. Whatever it is, I dunk myself again for no reason. No bother, back I go. I help to splat an incoming super-jumper, and move back to suppress the jetpacks some more. We have a good hold of this battle.

I even learn from previous mistakes, and instead of pushing up when my Bubbler says no, I turn around and live to ink another day. Or a few more seconds, anyway.

Holding the Resort in Hoverboard Splatfest

27th September 2016 – 7.00 pm

The Tri-slosher isn't as straightforward to use as a shooter in Turf War, but I'm happy to stick with it for now. Let's see how it does on Mahi-Mahi resort.

I take my normal route around the back, but taking a little longer to charge up the Bubbler, and come up on the charger undetected. Splat goes one charger.

I move around the back and ink some turf, until two lasers seek me. Pop goes the Bubbler, and splat goes the charger ahead of hme. The one above just takes one hit, before squidding away. Away to line up the Killer Wail. I can't avoid that in time.

A bit of a dance on a platform is not a winning position against a charger a bit later, though. That doesn't deter me from going back, as our team remains in a strong position. I get another splat, never mind that I use the Bubbler to get it, and keep our position strong with more ink sloshed around.

I push my luck a little at the end. With the orange team pushed right back, I should try to get to that part of the map, past their base, and turn my back on them. Silly billy me. But, still, a good victory for us.

Bubble in to water in Hoverboard Splatfest

27th September 2016 – 7.00 am

Let's put the Splatterscope away. I had a good run, but it would do me good to try more weapons. The Splattershot Jr often works well for me, and should translate from Ranked to Turf War.

I get a good start, inking lots of turf, and when my Bubbler has charged I make my way towards the opponents, who are also Hoverboarders for this battle. I pop the Bubbler when under threat, and then fail to squid away from a longer-range weapon in time.

My next Bubbler use is not much better. Sure, the other inkling gets splatted, but by jumping in to water, and I make the mistake of failing the same jump and following him.

Thankfully, I manage to pop my Bubbler, splat an inkling, and stay unsplatted myself at one point. I can use this weapon after all! And we get the victory, so it's all good.

Messy Mahi-Mahi Resort in Hoverboard Splatfest

26th September 2016 – 7.00 pm

The last Mahi-Mahi Resort battle with the Splatterscope went really smoothly. I aim to have a similar experience this time. But, of course, that's not really up to me.

I kinda get embroiled in the turf war more sooner, down to my own desire to be mobile. That shot on the jumping inkling is just brilliant, I think. I splat another inkling on that perch, and Splat Bomb Rush impending doom from a Dynamo Roller.

It's not all fun and games, though, as I get a bit too close to the action and completely engulfed in orage ink. At least I manage not to jump in to the water this time, pulling out of a failed attempt to get to another platform. That lands me next to an Inkstorm brewing, where there is only just enough turf for me to avoid it. That was close.

In the end, I feel it was a good battle, and an enjoyable one, even if we get pipped to the victory by the jetpacks.