Trying to be a nuisance in Splat Zones

13th June 2016 – 5.23 pm

As much as I like the Splatterscope, and it is more and more becoming my main weapon, I really enjoy running around with a rapid-fire shooter. It lets me be a nuisance in different ways.

I get a great start in this Splat Zones battle, albeit after an early splatting. I push the opposition back, keep them back, pop a Bubbler just to keep the ink flowing, and come out top in several engagements. I even splat a Killer Wail as it's being set up.

All that good fortune makes me a little cocky, and I keep rushing headlong in to danger, not quite seeing that I was being a bit more cunning to start with. Maybe if I wasn't splatted quite so often, I could have kept the ink our colour for longer.

Flanking the Bluefin Depot Splat Zones

12th June 2016 – 5.27 pm

Swapping the Splatterscope for the Splattershot Jr, I am aiming to be more mobile, which means I want to flank the opposition. Going the long way around takes time, but if I can get behind the other inklings, the surprise should be worth the effort.

My plan goes a bit wrong to start with, as two opposition inklings go the same way as me, but after that I am allowed to go around the back. The extra distance also lets me charge up the Bubbler, letting me survive an encounter and an ink mine.

Further flanking efforts flip-flop between being effective and simply running in to a splat. But there's nothing much more satisfying than catching a charger completely unawares.

I try to measure my attempts at suppressing the opposition with keeing the yellow ink all over the Splat Zones. My squidmates are doing great at that too, leading to a fairly comfortable victory.

Turning the Splat Zones pink

11th June 2016 – 5.36 pm

First things first, orientate myself correctly for the Splat Zones. Bluefin Depot may be rotationally symmetrical, but the Splat Zones are not, and I don't want to rush to the wrong zone again.

An early lead by green is overinked by us. Moving forwards lets me keep the ink pink, but also needs me to dodge an Inkstrike and Killer Wail. But not for long.

Charger suppression in Splat Zones

10th June 2016 – 5.15 pm

One charger per team. Who will win?

We take the lead, and I push forwards to cover more turf. The lead is taken away, and I get too close to an Inkstrike. But I keep my shots mostly on target, staying aware that the E-litre 3K can outrange me.

Taking back the lead and feeling good about my charger skills this evening, I keep myself in the mix, rather than up a perch. I think it helps, but maybe not enough. At least I do my best to keep the E-litre 3K at bay.

Keeping out of harm's way in Splat Zones

9th June 2016 – 5.54 pm

Well, mostly staying out of harm's way. Two early splats encourage me to be a bit more cautious with my squidding around.

Making good use of the gamepad's map, and having excellent squidmates keeping the ink turfed and opponents away, means that I don't get splatted again.

Do I shoot or do I splat bomb?

8th June 2016 – 5.21 pm

More Rollers! After the last game, I am a bit more nervous about facing them. But what could go wrong? I'm not as cocky this time, surely.

First ink to me! A Splat Bomb, but still. Second ink to me! And third! Also Splat Bombs. I swear I can hit with the Splatterscope.

Yes! Fourth splat is from a direct Splatterscope hit. Then back to a Splat Bomb, as I flail around in a corner. I can super-jump back to base, remember?

Will I get another Splatterscope hit? Yes! At a stationary target. But they all count.

Facing one down in Splatfest Ninja

At 1"13', with 2"01' remaining, a puff of green smoke just to the right of the central boxes shows that the other team loses an inkling from the battle. That's unforunate, as it's not easy being an inkling short, even in Turf War.

I suppose I should hold back a little, give the other team a chance to ink some turf, but I press forwards anyway.

Whether the rest of my team know of the disconnect or not, the advantage is felt.

Turning turf pink as a Splatfest Ninja

7th June 2016 – 5.47 pm

Do I really need almost a minute to get my aim in at the start of battles? At least I can hit the ground, which is what's needed for Turf War.

Once I've hit the ground enough times, it seems I am warmed up, and inklings become fair game.

And I gave that one inkling the impression I was rubbish so he'd set up the Killer Wail and I could splat him more easily.

The next time that happened, he was just out of range. But my Splatterscope is not the only weapon in my armoury.

Barbarians spotted in Splatfest Ninja

Barbarians! What do we do, lads? This is probably a game we should win, so picking precisely the wrong time to drop down from my perch was unfortunate. But let's keep it mobile.

Strike from the ink! Don't let them see us coming. Or hide in their corner of the map, inking the turf. And hide in the ink, don't get splatted by a Roller coming straight for you.

Rollers roll in Splatfest Ninja

We're up against three Rollers. Slow, easy-to-hit targets. This should be a piece of cake, right inklings?

It would be, if we had a charger who could aim under pressure, or didn't fall off ledges, or had some situational awareness at all.

It's good that I have Splat Bombs to artificially boost my splats, or I'd look a bit silly.

Can't aim for toffee in Splatfest Ninja

6th June 2016 – 5.32 pm

Another flirtation with the Splash-o-Matic, and I switch back to the Splatterscope. It's weird but nice how comfortable I am with the charger these days. Comfortable, but not exactly competent. All those missed shots early on, and at close range! And against Barbarians for a change! This is a battle we ought to win.

At least I get my aim together after a while, and make some good shots. I also cover a decent amount of turf. And, thankfully, I manage to avoid a last-second Kraken splat.

Who charges the chargers in Splatfest Ninja

Chargers! Chargers everywhere! And it's only Turf War. Who's the better charger? Hint: it's probably not me, at least, not judging by the start I make.

I get a bit better later, getting some revenge on the other chargers. But it's Ninja vs Ninja again, so this is a friendly battle. Probably.

Mobile charging in Splatfest Ninja

Time to go mobile!

Okay, so I fall off the ledge, but it is good motivation not to stick to a perch. We have turf to ink!

Staying away from the Inkzooka is a good idea. And avoiding that Killer Wail, whilst splatting its owner with a Splat Bomb would have been better, had I not strayed back in to it a little.

You've got to thank people who have your back too. But sometimes you get the Roller, and other times the Roller gets you.

A fun little battle, even if it was Ninja vs Ninja yet again. It gets me to Ninja Champion, at least.

Dual Squelching in Splatfest Ninja

5th June 2016 – 5.39 pm

I dabble a bit with the Dual Squelcher. It involves shooting my squidmates more than I should, neatly activating the Echolocator when I know I'm about to be splatted, and wondering if I could ever get that good with the Inkbrush.

Some nifty manoeuvring gets me a splat on the charger, and I would like to say I was protecting the incoming super-jump when I was splatted by the Luna Blaster, but I think I just misjudged its range.

Not a good score for me in the end, although my splat total is okay. And we don't win. But it's Ninjas vs Ninjas again, so never mind.

More poor aiming in Splatfest Ninja

Another overflow of chargers in Walleye Warehouse. I stick with trying to ink turf for the most part, which is good, as my aim sucks. At lest I can hit the floor with some confidence.

I really need to practice my aiming more. That really just means playing with the Splatterscope more, and I'm not sure I can use it more than I already am.

I'll get good, though. You just wait.

Chargers charge in Splatfest Ninja

Three chargers on Walleye Warehouse. This should be an interesting battle. I immediately abandon the idea of finding a perch and holding it, as do the others, and instead go mobile. Bane has taught me well.

I think avoiding that Inkbrush goes well, even when he turns in to the Kraken. I have to admit being surprised.

I get a couple of decent splats, and cover some turf, and at the end of the battle, that's what really counts.

Super Splat Bomb Rush in Splatfest Ninja

4th June 2016 – 5.24 pm

After the battle, reviewing the video, I realise that we have a 0-0 inkling. He disappears after 10 seconds and doesn't come back. He was the Tentatek Splattershot, which left us with 3 chargers, an E-litre 3K Scope, a Heroshot Replica, and my Splatterscope.

Given our limitations, I think we put up a good effort. I manage to stay unsplatted with some good ninja moves, particularly against the Kraken, and get a good number of splats, helped by a super Splat Bomb rush right at the end.

Stayin' Alive in Splatfest Ninja

We seem to be just treading water in this battle. I use the perch near our base to keep the ink blue, but there's no real point where I feel comfortable in pushing forwards and claiming more turf for us. I think that's mostly me, though. I'm sure I could have made more of a different had I moved.

I enjoyed my encounter with the Kraken, pushing him back just enough to keep safe. And although I get a decent 8-1 splat score, and 1035p without the bonus, I probably ought to have done more for the team.

Splatting away in Splatfest Ninja

Three chargers on our team again. At least Piranha Pit is quite open, offering good sight-lines for us. Again, with so many chargers around, I abandon the idea of sticking to a perch, and try to cover as much turf as possible. Judging by the results, I should maybe do this more often.

1517p ink turfed, and 12-1 splats. I knew my aim would get better if I practiced. This battle makes it in to my Games of Fame playlist!