Archive for September, 2017

Holding my turf in Tower Control (18-3, Kelp Splat Charger)

Thursday, September 21st, 2017

I only hit the back of one head to start the battle, which isn't bad. I don't aim for a perch, dunno why, and just hit the floor, keeping back to hold turf as a good charger should. My first splat is to avenge a squidmate's splat, which probably saved ...

Not much relaxing at the resort in Tower Control (14-5, Tri-slosher)

Thursday, September 21st, 2017

That E-litre 3K makes me nervous, so naturally I speed around the edge of the resort to see if I can sneak up on him. Not really, but I find another squid to splat, and am happy that he runs away, as chasing him drops me down from the sights ...

Lots of splatting in Tower Control (15-6, Tri-slosher)

Wednesday, September 20th, 2017

I rush forwards, hoping to get up the wall and around the side, but the flow of yellow ink coming towards me as I approach the middle encourages me to hold back. Well, a little. I can use the wall to hide from the Squiffer, and although hiding becomes problematic ...

Good ends to an average middle in Tower Control (11-5, Tri-slosher)

Wednesday, September 20th, 2017

A super-aggressive start from me, but one that is also somewhat measured. Finding an unexpected path often leads to splats, and being able to sidestep a Splash Wall certainly helps. I'm a little disappointed that I miss the fourth inkling, but it's all good. The yellow team is temporarily out ...

Almost knowing when to push in Tower Control (6-2, Tri-slosher)

Tuesday, September 19th, 2017

I do like trying to speed to the middle and around the side in Urchin Underpass. Fairly often, like this battle, a Blaster just about catches me in the act, and their indirect fire puts a stop to my efforts. I take a more conventional route to return, inking more ...

One-way Tower Control (4-1, Grim Range Blaster)

Tuesday, September 19th, 2017

I normally take the side route to flank the opposition with a bucket, but can it work with the Grim Range Blaster? Well, just about. It would work better if I could aim, although, to be fair, on review it seems the inkling squids in to the ink the very ...

Going two down in Splat Zones (7-5, Tri-slosher)

Monday, September 18th, 2017

One inkling is left for dust on the base as the rest of us leave. I'm sure she'll catch up. I'm buoyed by my early splat on the E-litre 3K to think more of it. I do some diversionary inking, but feel no pressing need to head around the back ...

Accidentally picking on the Carbon Roller in Splat Zones (8-0, Carbon Roller Deco)

Monday, September 18th, 2017

I don't aggressively plunge myself in to a silly situation to start this battle, and I survive more than fifteen seconds. I should hang back and be sensible more often. I send out Seekers to make ink tracks, and try to keep myself safe. We lose the Splat Zones to ...

A little patience sometimes helps in Splat Zones (12-4, Carbon Roller Deco)

Sunday, September 17th, 2017

There's a charger on the other team, so my starting gambit is to head right around the back to see if I can splat them on their perch. She's not on the perch, though, and before I drop down to catch her from behind, a squidmate has done it first. ...

Wail be me in Splat Zones (5-3, Kelp Splat Charger)

Sunday, September 17th, 2017

The raised corridor seems to be the best route to take for a charger at the start of Port Mackerel Splat Zones. If nothing else, it inks a vital path for later use, should our Splat Zone come under pressure, and it is a nice place to start the battle ...