Advancing the Rainmaker

2nd September 2016 – 7.00 pm

As our team forms on the base, I have to wonder: how can I use the Splatterscope in Rainmaker on Mahi-Mahi Resort. A little late to be thinking this, I suppose, and it probably shows in my initial moves.

Getting hit by the Disruptor isn't much fun, nor the second time, but it gives me pause for thought. I know, I'll grab the Rainmaker, instead of trying to splat an inkling I can't see. Again, my lack of forethought shows when I don't know which way to take the Rainmaker. Away from the Suction Bomb. Good idea.

Another carry has a serendiptous splat of an inkling, and a mutual splatting after. I get back to pick up the Rainmaker again, after the worst bomb throw ever, and get a couple more splats. At least my stats won't look horrible, even if none of them come from the Splatterscope.

A squidmate shows us all how to carry the Rainmaker on Mahi-Mahi Resort. He finds the route to almost get a dunking, although a purple inkling takes the Rainmaker for a different dunking. I then get a bit lost, or distracted, or both. Never mind, though, as my squidmates are on it. Good job, everyone.

Sly dunk of the Rainmaker

2nd September 2016 – 7.00 am

I don't see that Suction Bomb that splats me. But never mind, it must have been a good throw. Back to the action, and I get my own lucky splat, right in front of the unclaimed Rainmaker.

A Splat Bomb Rush follows me along the side route, but when I lose sight of the yellowing squid in the ink I should probably have advanced instead of trying to flush him out with the Rainmaker.

A misjudged super-jump to the Rainmaker only has my splatting myself off its shield, which helps no one. I think it was the Splat Bomb I released as a precaution against opponents.

A squidmate picks up the Rainmaker, and although I splat the inklings chasing him, I don't splat them in time. The Rainmaker sits tantalisingly close to the goal.

I recharge my ink, and no opponents appear. I burst the Rainmaker's shield, knowing from experience that two full charges of my Splatterscope followed by almost any ink will do, and go for the dunk. Some yellow ink stops me at first, but experience helps again, and I use the podium to shield me from being splatted as I ink a route to the top. Woomy!

At least it wasn't a knockout Rainmaker battle

1st September 2016 – 7.00 pm

Still in S Rank, but wanting to be positive. I have a better string of games in this session too, which is good. Maybe the maps suit me better, maybe the battle mode is key, or maybe I just get more suitable teams. Either way, I'm having fun.

I don't catch the Rainmaker on the netting on the first gap, but my aim is better on the second. And when the Rainmaker is there for the taking, I take it. It's great to look ahead and see an inkling forging a path for me, even if the other team stops us.

Our opponents press hard and get on top of the goal. But, thankfully, not for long enough to dunk the Rainmaker. A tactical dip in the water is called for at that point, followed by some pressing of my own that is perhaps a little too reckless. We had a bit more time than I thought.

S-Rank frustrations in Tower Control

1st September 2016 – 7.00 am

This turns out to be the last game of the session for me. I simply can't take being crushed any more tonight.

I try to be less reckless, more cautious, adopt a support role at times, try to advance the objective when possible, but I'm just useless. The team wins in spite of me, not because of anything I do.

The other team's inklings just walk all over me. There's just no point playing when I'm constantly out-classed by everyone else in the game.

I can't play S-Rank Tower Control

31st August 2016 – 7.00 pm

Somehow staying in S Rank, I battle on. But I don't know why. Actually, I do know why: in the hopes of dropping out of S Rank again, if I lose enough. But losing battles isn't much fun when you're being stomped every game.

I've tried several different weapons, and none have felt comfortable this session. I return to the Splattershot Jr, hoping I can at least contribute to the battle, but I really don't think I do.

One splat, within the first 20 seconds, and then I'm splatted back and do pretty much nothing else. And not for want of trying.

It's demoralising to feel so useless, particularly in a game and mode that I have previously so enjoyed.

Battle to the end in Tower Control

31st August 2016 – 7.00 am

Do you like my new hat? I think I should make use of it, which pretty much means equipping the Splatterscope. I'm okay with that.

There's the usual reluctance to get on the tower at the start of the battle, which is probably less to do with not wanting to ride the tower and more to do with not wanting to get splatted. Apparently I don't mind, although I get off again sharpish as bombs start landing.

Better aim could have taken care of the Splatling before she popped her Bubbler. But at least I am showing some sense of awareness about when to push forwards and when to withdraw. And spotting inklings trying to flank, and splatting them, is pretty good play.

My defensive looks pretty good too in this battle. Although we can't stop the tower from surpassing our lead, we push back the advance before it gets to the goal, and reclaim the tower for our own.

A final push is beset on both sides by the Blaster and Splatling, the latter Bubbling to make it more awkward for us as the clock ticks down. But with some excellent focus and team spirit, my squidmates keep control of the tower as we enter extra time, getting closer to taking the lead for the win.

Splatting in extra time in Tower Control

30th August 2016 – 7.00 pm

Let's stick with the Custom Blaster for now in Tower Control. Hopefully it will work just as well on Piranha Pit as it does on other maps.

I quite like the route the tower takes in Piranha Pit. It makes for a good battle with lots of tension, without sacrificing the availability of different flanking routes.

Splatting the Inkzooka just after the Special ends was fun, particulalry as it happened just after I reclaimed control of the tower. And I'm not sure if I remember the Custom Blaster has the Point Sensor as a sub when I first use it, maybe thinking instead it has a Splat Bomb. But never mind, I get used to it and try to my advantage.

Getting out of the way of the Inkzooka, then a planted Ink Mine on the tower, only to drop on to a second Ink Mine and gets splatted was bad luck. But getting the tower back to end extra time is satisfying.

Blasting away in Tower Control

30th August 2016 – 7.00 am

First choice weapon tonight for Tower Control was the Tri-slosher, one of my favourites. It didn't work out so well. Let's give a recent new weapon another go instead, the Custom Blaster.

I mostly get back in to the swing of the weapon without much delay, although I doubt I will ever get ride of the occasional duff shot. That direct hit near the start was good, as was the follow-up coming from behind the inklings. Mind you, they were riding the tower at that point, which made it tactically dubious for me to go that route.

Getting control of the tower and remembering I have a Bubbler work well in combination, getting us close to the goal. Super-jumping back works a little less well.

When the tower resets back to the middle of the Warehouse, I kinda shift gears in to defensive mode. We don't have to ride the tower to a knockout, merely prevent the other team from beating our lead. Knocking the Kraken off the tower is a good result.

Even better is regaining control of the tower and getting it even closer to the goal. As the battle moves in to extra time, it really does become a defensive goal. A blast from me and a splat from a squidmate gets the blues off the tower nicely for the win.

Sloshing around the Splat Zones

29th August 2016 – 7.00 pm

Two chargers on each team. Hopefully our chargers will keep their chargers at bay. Or maybe the longer range of the Slosher over the Tri-slosher I'm more used to will help me splat the chargers myself.

I like my odds in both Urchin Underpass and Ancho-V Games with the Slosher, as the Splat Zones are on low turf. Just right to slosh ink down from above.

I'm reminded of Burst Bombs several times in the battle, thanks to the other team's inklings, but still fail either to use mine or aim them anywhere useful. They are much trickier than they appear. And the one time I almost make them work the other team pops a Bubbler and negates my attack.

But I have plenty of good moments. Splatting chargers where they can't see me from below, evading chargers as they try to splat me, splatting the Inkzooka in full blasting mode, and launching an Inkstrike from below a charger's perch when he probably thinks I'm coming for him.

It's a pretty enjoyable battle for me.

Sloshers assemble in Splat Zones

29th August 2016 – 7.00 am

Time to try a new weapon. It's Splat Zones again in Ranked battles, which seem to be coming up pretty often these days, which means spreading lots of ink around. I could use the Splatterscope, or the Dual Squelcher, or even the Splattershot Jr, but today I think I'll give the Slosher a go. Not the Tri-slosher, which I have had fun with before, but the original model.

A quick blast on the practice range reminds me that its range is not as limited as the Tr-slosher, which is what I am after, but the spread is less, which is fine. Lots of ink at medium range sounds fine for Splat Zones. And it seems that a slosher of some kind is a good choice today, with mine being one of three on our team. We'll be unstoppable! Probably!

I also give some super-jump gear a go. Being able to get in to the heart of battle quickly seems good, most of the time, but also the ability to jump back out to base. That's if I ever remember to use super-jump, as I have tended not to mostly. Or, at least, been conditioned not to super-jump by all the ambushes I've jumped in to.

I couple the quick super-jump gear with stealth super-jump, thinking they will balance out. Sadly not. When I am seemingly stuck in that corner, I am actually trying to super-jump back to base. The stealth super-jump slows down the initiation, whereas the quick super-jump speeds up the time in the air. Ah well.

Even with this lack of synergy in my gear, I quite enjoy the Slosher and super-jumping. I get a number of splats, get splatted, and cover a lot of turf with ink. Not a bad start. I think I'll still with this equipment.