Wail is me in Pokemon Splatfest

12th August 2016 – 5.43 pm

Stop jumping in front of my charged Splatterscope, dammit. I would blame that faux pas for my not reaching the middle before the Splatling, but that's just silly and a little salty. It's no big deal really.

Neither's that first Killer Wail. To be honest, I could see it coming. The Roller was clearly inking turf to build up his special. I should have backed off at that point, but we don't always do the right thing.

At least I'm not suckered in to Suction Bombs, like I tend to be, although my aim could use a bit of work still. Maybe that inkling was slightly out of range to start with, though.

And a second battle: Hit by ink in Pokemon Splatfest

A nice and quick rush to the centre of Camp Triggerfish, and I'm ready to splat the unfortunate inklings coming my way. The first one, at least. The scond confounds me by standing still. Why do I keep snapping at my shots?

As much as I must frustrate some inklings, the Inkzooka is clearly my nemesis. Being splatted behind an obstacle without line-of-sight. Bah!

One of the red team then tries the tactic of toing-and-froing behind that inflatable object, inking turf and staying safe. That's pretty annoying in Ranked battles on Camp Triggerfish, and would be the same here in Turf War had he stayed behind the inflatable.

A bit of tidying up around the base, and it's back to the centre just to keep control. And to get a couple of last-second lucky splats.

Lacking ink and aim in Pokemon Splatfest

11th August 2016 – 5.07 pm

Having swapped lobbies, I am now using the Splatterscope. A dodgy game followed by a couple of mediocre ones don't change my mind about weapon choice. I can make this work!

Camp Triggerfish comes up. I can cheese this map nicely, by bridging the centre gap with my charger. Maybe not entirely sporting, but my aim is generally average enough that some inklings will get past, flank me, and splat me with glee.

Apart from nearly squidding on a grate, and missing a handful of easy targets, I give a good appearance in this battle. Not a great amount of ink turfed, but surely the suppression of the red team helps our side to keep the turf blue.

And a second battle: Splat from above in Pokemon Splatfest

Splat from mid-height, mostly. Check out my aim in the early portion of the battle! Maybe I have easy targets, but that's not the point. I've missed many an easy target before.

When you have a good perch, it can be important to keep it. Either that, or abandon it when circumstances get too hot. Luckily, the Kraken is easy to spot approaching, and can't get to me before turning back to a kid. I have my Splat Bomb Rush ready, and also spot the incoming super-jump. I keep the red team away and my perch to myself.

Of course, this is Turf War, so I take care to ink turf as well as splat inklings. When I run out of turf locally, I move my perch. It seems safe to do. There's not much point to push further fowards, though. My team are abusing their position, and I don't need or want to be a part of that.

Perhaps because of my reluctance, the red team break out of their base. Good for them! It keeps me on my suction cups, and forces me to be mobile. Quite where the Roller comes from, I dunno. But good job, squid.

I'm no camper in Pokemon Splatfest

10th August 2016 – 5.29 pm

My Pokemon Blue Team was working out well, but one loss seems them scatter to the wind. I play another game but decide it's time to change weapons, so back out myself to do that.

I opt for the Dual Squelcher, to enjoy its range without needing to be quite so accurate as with a charger. I drop in to the role without too much trouble, relishing the longer range and the convenience of the Echolocator. But I still don't have the hang of those rails.

It seems clear that we have a thorough grip on this battle, and the other team pinned in to their base. In fact, when we have them pinned in to their base, I hang back. I'm there to ink turf, and I imagine the other team is too. Being relentlessly pinned down is really frustrating, and I'd rather give them the chance to come out and fight.

It's a win, by a huge margin, but the margin never really matters. And given that I have the second-highest amount of ink turfed, I don't think the others were accomplishing too much in keeping the other team frustrated.

And a second battle: Still not a camper in Pokemon Splatfest

Another battle where an early advantage gets pressed in to a demoralising camping of the opponents' base.

Although I see the advantage of pressing high early, this really isn't my style. I don't want to be on the receiving end of this kind of camping, and so I will try not to be a willing participant in doing it.

I aim to cover as much turf as possible, and that's about it. One splat for me, early in the battle, and the most amount of turf inked. That'll do, but this tactic is a little ruthless for me.

I bow out of the team at the end of the battle to find a different one. I probably won't win as many battles, but I will probably have more fun.

Crushing the reds in Pokemon Splatfest

9th August 2016 – 5.16 pm

Our little team is doing well, beating all the Team Red inklings pitted against us. I'm sticking with the Splash-o-Matic so that I can stick with this team.

What I'm noticing more about Blackbelly Skatepark in this Splatfest than I think I have before is how much the railings get in my way. Have they always been there?

I'm never convinced that planting an inkstrike right outside the opponents' base is the right choice. As soon as one of them gets splatted, they will notice and recover the turf with ink. Maybe if it's the only choice of somewhere to strike, but otherwise somewhere off to the side seems like a better idea.

And a second battle: In the line of splat in Pokemon Splatfest

I use my normal opening route for Camp Triggerfish Turf War with the Splash-o-Matic. Head down the middle quickly, then dive down the side. By the time I've got up the nettin to cross in to the opponents' territory, my Special has charged, and I can jump down and let loose with a Suction Bomb Rush.

It works well again this time, and a horizontal Suction Bomb catches out the charger looking to get rid of me. Even a Killer Wail doesn't splat me, with a bit of nifty squidding. Having a Roller finally splat me is a little embarrassing, as he rolls right over me. Never mind! Good job, Roller.

I stick around their base perhaps a little too long, as turning back has everything pink in the other direction. I'd best help cover that back up. I do, and in the dying seconds also splat an Inkzooka and charger standing a bit close to each other.

Final score gives me a whopping 1815p, which may be my highest!

Convincing victory for blue in Pokemon Splatfest

8th August 2016 – 5.34 pm

Splatfest Pokemon! I'm starting with the Splash-o-Matic, just to get myself back in the frame-of-mind for Turf War. I get a cheeky first splat deep in opposition territory, then get splatted for being a bit cocky.

The route works well the first time, so why not keep doing it? I keep doing it, getting some splats and chucking Suction Bombs all over the place. I quite like Blackbelly Skatepark, and try to make use of all the contours and levels.

My squidmates are clearly on form too, given the extent of our victory. It's a good start to the Splatfest, and maybe I can swap out to different weapons soon, for variety.

And a second battle: Hunting a stray in Pokemon Splatfest

On the one hand, I'm no great fan of Hammerhead Bridge, so seeing it in the rotation for Splatfest Pokemon is a little disappointing. On the other hand, getting to play it all day should give me the proper appreciation for the map, which is good.

I have to admit to liking maps with level changes and walls to squid up, so I should like the Bridge. At least, once I learn it better. My squidmates seem to have a good grip of the topology already, and push back and hold Team Red in their base, which is a little aggressive.

It's a bit embarrassing to be splatted by a Sprinkler, but super-jumping my way back to the front gives me a bit of perspective. I don't enjoy being completely pinned in our base, and as much as I like seeing good splat-to-splatted ratios as the next inkling, I'd rather not contribute to base camping.

Instead of harrassing the other team, I head off to cover as much turf as I can. There may not be much that isn't blue, but I'd rather ink what I can than splat inklings in a barrel. And by relieving the pressure we get a better battle.

I feel a better about hunting down that stray inkling at the end, knowing that at least he got out and inked some turf himself.

Chargers everywhere in Tower Control

7th August 2016 – 5.12 pm

Three chargers on our team, two on theirs. That's to be expected for Camp Triggerfish, I suppose, but it doesn't make me confident all the same, so I go in to aggressive mode, looking to ride the tower and push in to opponent territory. It's not something I feel comfortable doing as a charger normally, but when we are facing other chargers it's probably the best tactic.

Snapping off an early splat on the tower is satisfying, even if it leaves me with no ink for the next inkling. But the tower moves forwards, and we get a good lead. Going charger versus charger makes me a bit nervous, though, enough to have my wandering off the tower by mistake.

A squidmate super-jumping to me as I take a dip saves the tower, and I super-jump to him in return, landing to snap a shot at the threatening charger. That's a splat I probably shouldn't have got off first.

The tower gets closer to the goal, but with a couple of chargers waiting for us, and an obvious platform for them to aim at, it is difficult to get it much closer. But they aren't having much luck pushing us back either, or controlling the tower themselves.

A bit of persistence and super-jumping gets us the knockout victory. Woomy!

And a second battle, before the Splatfest: Battle of the chargers in Tower Control

More chargers! Two on our team, three on theirs. They have a Roller as their fourth weapon, whilst we have a Luna Blaster as well. That probably gives us the advantage, but let's see.

Not a great advantage, that Luna Blaster, as he's a typical user, jumping everywhere. I'm not a fan of jumpers in general, and much less so when the bastards jump in front of me trying to lay a line of ink. I actually hang my head for a couple of seconds after the second time, just to let him get out of my way. Silly sod.

I take the flanking route not so much to flank but because I see the Beakon on my gamepad map. I don't think it helps much to get rid of it, but it's something to do.

Not tackling the Kraken head-on is always a good plan, and the Splat Bomb Rush comes at a good time to keep him at bay, and maybe make him nervous about how long his Kraken form will last. Long enough, but by then a squidmate is ready to splat him off the tower anyway.

From there, we have a fairly straight run to the goal, just having to avoid the long gaze of the chargers, which is hlped with a Splat Bomb and a bit of hiding in ink. My squidmates are there to keep pushing the tower towards the knockout victory.

Out-scoped in Tower Control

6th August 2016 – 5.31 pm

An E-litre 3K on the other team! This can only mean one thing: I shall be made to look mediocre. Well, maybe not straight away, as first ink is mine, but I doubt this brief moment of comparative competence will last.

Instead of trying to out-scope the E-litre, which I will lose because of range, I try to flank my opponent. Which doesn't work, because he's moved, has spotted me, and is charged. Which he repeats.

Maybe I can help push the tower forwards! I always like to do that. And I do, a bit, but the E-litre splats me as an Octobrush distracts me quite easily with his flappy brush.

Winning the tower back at the 4' mark shows good restraint for not trying to go head-to-beak with a Kraken, but trying to actually get on the tower is a small exercise in furstration.

Never the less, considering the lead we had to recover, we did a good job of trying to pull it back, even if we are unsuccessful in the end. And the E-litre inkling does indeed put me to shame. Aww.

Amazing support in Tower Control

5th August 2016 – 5.09 pm

I'm not convinced a charger is the best weapon for riding the tower. But it's actually not a bad choice on Camp Triggerfish. The tower is nearly always over water, with gaps from either side, and vulnerable mostly from long-range attack. Defending yourself along the route almost requires a charger.

Not that having a charger stops me getting on the tower anyway, and with the only other squid having a go getting splatted early, I squid up and push the tower forwards.

Snapping a quick shot splats an inkling as the tower gets going, mostly because it's almost inevitable that an inkling from the other team will appear on that platform as the tower goes past. After that, it's plain sailing.

The tower doesn't stop, I am barely threatened, and we take the tower to the goal. My squidmates must have taken really good control of the turf, and they keep the opposition back with some ruthless efficiency. We only suffer one loss in the battle. Excellent support!

Let's have a longer battle as well: Pushing in to extra time in Tower Control

Please don't jump in front of a charged charger. So frustrating. It's about as sensible as squidding away from a Seeker that's already missed you. Or squidding off the platform in to water. Or trying to jump on to the tower just as it resets and moves away from you.

There is plenty of action in this battle just at the centre of the map, as we try to control the important choke point. I choose not to take the high ground, as it often doesn't seem important in Tower Control, although it can in other modes on Camp Triggerfish.

I can still cover turf from ground level, whilst remaining mobile enough to track back to splat blue inklings off the tower. It seems to be an ideal position, even if I have little reason to cross the half-way point in the battle.

It looks like we are in a good position at the end, even though the battle heads in to extra time. The tower is coming our way, but we have inklings ready to splat the blues. And splat them we do, and splat another, and another. It even looks like my 'Nice!' is a little early for a moment.

Last-minute losers in Tower Control

4th August 2016 – 5.38 pm

The Splatterscope can get to the tower, and ink up it, in only a few shots on Walleye Warehouse. That's quite handy, but myabe not if I'm also the one intending to ride the tower. I splat one squid, but don't have enough charge for the other.

I have an embarrassing minute or so after that, particularly squidding in to the line-of-sight of the inkling looking to splat me, and fumble my bomb throw too. And our Killer Wail almost conceals the other Killer Wail. Good thing it wasn't going to hit me anyway, but it's also good that I didn't squid the other way, which I occasionally do.

Squidding my way to flank the opponents and the tower doesn't work the first time, but it does the second, getting us the tower back. And after that, my little nook works well to prevent the other team from beating out lead. It's looking good for a victory.

Another flanking move wipes the other team from the tower just in time, but I'm splatted from behind and there's no cover to prevent that inkling from jumping on the tower and pushing it the short distance to take the lead. Oh well. I did what I could.

Hit and miss in Tower Control

3rd August 2016 – 5.57 pm

A new evening, more Tower Control. Let's give the Custom Blaster another shot. There's the usual confusion at the start, as both teams jostle around the tower, and I get splatted as I can't jump high enough to reach some ink.

I get my aim in briefly, and we push the tower forwards, but it is briefly, as we lose our lead soon afterwards. I find a little nook from where my blaster is quite effective.

When we get back control of the tower, we take back the lead, pushing forwards as a team quite effectively. We don't get the knockout, and the battle becomes one of attrition, where it is splat or be splatted, and then get splatted by a different inkling.

I end up trying the side route to flank the other team in a bid to get the knockout, and it's effective, at least in flanking, not in getting the knockout. It helps keep the tower outside of our half.