Splatting for the knockout in Tower Control

2nd October 2016 – 7.00 pm

Squidding works better in ink, it seems. My quick movement with the Tri-slosher isn't as smooth at the start of this battle, but I still get a couple of early splats to trade for just one of me. From that, I return to help ride the tower a bit, but that splatling has to go.

I deter the splatling a little, but she's a slippery Kraken. I have to ignore her, and instead get splatted by a Blaster from ground level, where my ink doesn't slosh quickly enough.

Our lead is threatened, but luckily we get the tower back soon enough. Riding it back the other way, my Bubbler chargers when I am under fire, and popping it gives me an excellent advantage. Not only do I get a quad splat against the other team, but I splat them in left-to-right order as their icons appear on the top of the screen! Woomy!

One last push, and one last splat, hopefully taking one for the team and not just being a bit rubbish, and the tower trundles onwards to the goal. Another woomy!

Taking back and losing the tower in Tower Control

2nd October 2016 – 7.00 am

I get to the tower nice and quickly again on Blackbelly Skatepark, but my sloshing of ink doesn't bag me any splats this time. Because of that, I divert in to support mode and try to ink routes and distract or splat the purple inklings. Which, this time, lets the purple team get a decent lead as I am in the wrong part of the map.

I get back to where I need to be and help regain the tower, but with quite a distance to ride it for the lead. But we do it, and right away! Good job. Even when we lose it, circumstances look positive, as I get another quad splat with the Tri-slosher.

We push the tower forwards again, but don't quite improve on our lead as we all want to press ahead and provide anti-inkling support. Getting back on a retreating tower can be slippery too.

The battle looks to be going well, up to the final minute. The purple team take control, ride the tower, pop their Specials, and our team is simply overwhelmed at just the wrong time. Oh well, so it goes. Well played, purple team.

Splatted one notch away from knockout in Tower Control

1st October 2016 – 7.00 pm

A rush to the tower with my Tri-slosher, slosh ink down from above to clear the way behind me, and have some excellent squidmates to pick off the stragglers.

It all looks like this is going to be too easy. This calls for a 'Nice!' Which is when I get splatted, just when I think it is safe, one notch away from the knockout victory.

But we still get there, almost without a pause. Perhaps my quickest Tower Control battle yet!

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.