Having fun around the Splat Zones (8-1, Kelp Splatterscope)

11th January 2017 – 7.00 pm

Yep, I've been knocked down to A-. So it goes. I'm thinking I shouldn't be down here long, but not even my mad Splatterscope skillz with a Z are reliably helping me win the battles. It doesn't help when I forget to release the trigger before squidding.

One thing I notice about being in A- is the lower mobility of the squids in general. Rather than squidding everywhere and going this way and that, there is a lot more walking in predictable directions. It reminds me of me, to be honest. That is definitely something that I need to work on myself, and realise how much it helps when I actually am more mobile.

Going around the back of the map is a bit sneaky, but it pays off with a splat. And when I sensibly disappear through a grate as ink comes my way, I bag another splat, right in the back of an unsuspecting inkling. Sorry about that!

Also, let me give a shout out to Arnaud, the Kelp Splat Charger on the other team. He stayed in the same lobby for ages, was on the other team most of the time, and gave me neat little duels in each battle. Some he won, some I won, and each time I was happy to see him in the next battle.

This battle I splat Arnaud quite a bit, but this is in no way representative of his abilities, and I get more than lucky when I leave him looking for me in the ink, and follow up with a Killer Wail. The first match we were paired on the same team, I said a squiddy hello to him, and then we got thoroughly stomped, with me going 1-10. I was a little embarrassed.

This was a fun battle where most things I did worked out. A rarity, and highly enjoyable when it happens. I even have time for a very short victory dance at the end.

Shouldn't have swum through the Splat Zones (6-5, Kelp Splatterscope)

11th January 2017 – 7.00 am

The Kelp Splatterscope! No relying on Splat Bombs this time. It seems like a good idea, with the Sprinkler for Splat Zones, and Killer Wail for Port Mackerel and Walleye Warehouse. That's if I manage to use them both, particularly as I still haven't got it in my head which button activates the Wail.

I am also trying to ween myself off ink-resistant shoes, if only because that's all I've worn for a few weeks. I'll get the turquoise ones back on for now, and see what I can use in the other equipment slots. Sub Saver seems like a good plan for the Sprinkler.

My zoning Killer Wail wasn't a bad idea, but I wasted time going to their end of the map to plant it. I was hoping to flank someone, but, really, I'm playing a charger. I can do this from our own side.

I get a few decent shots in with the Splatterscope. And with its natural ink coverage, and the Sprinkler on top of that, this battle is going quite well. Damn that Rapid Blaster and its Defence-up sweater, though. That would have been a solid splat otherwise.

Rapid Blasters look pretty popular at the moment. I'm not convinced you need quite so many Strength-ups on it, but maybe I can try it again. I played it once, thinking it would be a good first Blaster, but, of course, it's not. The basic Blaster is a good first Blaster, but now that I've tried that I can think about the Rapid variant again. But I digress.

The battle takes a turn, and we get closed out of the Splat Zones. A lot of blue ink gets spread very quickly, and a badly thrown Sprinkler isn't going to help. Neither is squidding through a Splat Zone when under pressure. Being splatted their just recaptures the zone for the blue team. It probably doesn't lose us the battle, but it didn't help.

Still trying the Roller in Splat Zones (10-12, Splat Roller)

10th January 2017 – 7.00 pm

Tower Control is over, time to make good with my promise to play more with the Splat Roller. So I do, and it does not go so well. Rollers aren't as easy to play as good players make out. You can't just flick some ink and splat everyone in front of you, no matter how it looks from the other side.

No, you need to aim, which is more about elevation than direction, and distance counts too. There must be something else going on too, because I'm sure I throw ink over an inkling for a solid hit, but she survives. Survives, Bubbles, and splats me, even.

And as you're not projecting ink but trailing it your movement options are quite different. I'm much more used to moving forward more quickly. Still, the movement I can get the hang of, I think, and at least my flicks splat the next few inklings, which is encouraging.

I try the old jump-flick when I can too. The timing needs to be right, but I think I've got it for the Splat Roller. Or I can just stand and flick, which seems just as effective when dealing with a laggy counterpart. Maybe my first hit didn't splat her because of lag, more obviously seen when I roll over her a bit later.

Oh yeah, and I have stealth super-jump equipped, thinking that it would be useful for a Roller in Splat Zones on Port Mackerel. I use it once, to super-jump to a ledge. I should change my shoes. I also need to remember which button fires the Killer Wail. I get confused and try to throw a Splat Bomb.

Oh well, a pretty bad loss for us. But my Rolling is improving. Really, it is. The other games were pretty rubbish. Now my rank is falling, and I want to swap weapons so that I don't dive too badly.

More Blaster practice in Tower Control (13-8, Custom Blaster)

10th January 2017 – 7.00 am

I'm riding out the Custom Blaster until Tower Control ends. It won't be long. But I will probably try the Blaster again, maybe even the Luna Blaster at last, given my performance tonight.

I start by trying to come right around the back of the other team. I would say it works quite well. And I am reminded of the difference between an indirect hit and a direct hit, the sounds being noticeably different too.

Indirect hits can still be effective, though. Catching up with the Tower from behind nets me a double splat, but I can't help but think it would have been better sooner.

And then it's back to the bad habits. Running head-first in to oncoming ink was just silly. I had the right idea blasting around the corner, but should have waited for the Tower, as I just gave away my position. But I feel a bit unlucky getting splatted as I back away from the ink.

I recover from these mistakes rather well, I would say. A triple splat to wrest control of the Tower back, a double splat to take some pressure off the Tower. That's some nice manoeuvring and aiming.

We still lack the lead, but we end the battle pushing forwards, and I'm feeling good about the Blaster. My Bubbler even charges as we get deeper in to opposition territory. But I'm too far from the tower, and the other team too close. Never mind, it was a good battle.

Hey, I got a Blaster quad in Tower Control (11-8, Custom Blaster)

9th January 2017 – 7.00 pm

I'm doing a bit better with the Blaster. Nothing great yet, but I still have to find my range. It doesn't help when battling against a Custom Range Blaster, but not realising it's a Range Blaster until you're blasted by it. I should stay a bit further back from that.

As is normal in the Museum, I try to out-flank the other team, but this only really works when there is a team lurking back there. Without any chargers, and with control of the Tower, the yellow team have pushed forwards. Okay, I'd better go that way too.

My aiming lets me down again, but that's okay. I think the Blaster's ink explosion will help me out, but it helps a lot more if I hit the target. The explosion helps more for indirect ink against blocked targets. A squidmate's Echolocator helps with timing direct hits too.

My quad starts at about 2'20", and takes over fifteen seconds to complete. But it counts! I splat the yellow team sequentially. I'm happy with that. Not quite so happy with being confronted by a Roller, Splat Bomb, and the Range Blaster all at the same time, but I really wasn't in the right place.

I am still unsure of the range of this thing. Splatting the flying Roller took two attempts, but watching it back I was probably just a bit out of range. That's okay, I can improve that. And at least I didn't rush forwards to get splatted!

Not much of a blast in Tower Control (5-10, Custom Blaster)

9th January 2017 – 7.00 am

I didn't really give the Roller a long outing when I tried it. Afterwards, my sessions were short and I reverted to what I know. Still, I've set aside some time and plan to give the Roller more of a shot.

Then I see it's Tower Control, and am reminded how good Blasters can be. As I only really dabbled with Blasters too, and there's only half-an-hour before the modes change, so let's start with a Blaster.

The Custom Blaster is an easy transition weapon for me, with its Bubbler. I can't remember if I need two hits or not with it, though, and I get a few what seem like direct hits without splats, so I dunno. I definitely need to aim better, but that can be said for almost all weapons.

I'm not too chuffed with my squidmate shuffling around and nudging me off the Tower at around 1'57" either, given that I slip down in to a Splat Bomb. But so it goes. And even when I super-jump safely, I am thrown in to danger from all sides. There must be a trick to it.

Still, I get back in to the swing of the Blaster fairly quickly, remembering to aim above the turf for the ink blob to blast effectively. And I help push the Tower forwards, even using my Bubbler to keep us a little safer at the right time.

But trying to recover the Tower at the end! Why my hits no splat? Why the charger squid away? Never mind, we get the victory, and I am back to using a different weapon, which is good.

Splats all around in Tower Control (13-9, Tri-slosher)

8th January 2017 – 7.00 pm

I think that E-litre 3K has a bead on me as I dash to cross the middle of Arowana Mall. Surely he's seen me, and will be waiting for me to try to sneak up behind him. But it looks like he missed me, with the ease I slosh ink over his back.

Curiously, that's the only splat I get to start with, despite my time spent in that half of the map, and even remembering my Bubbler. Still, my distraction gets us an early lead.

That lead is about to disappear, but the E-litre 3K is back on his perch and applying pressure to the centre of the Mall. I don't think I'll have as much lucky crossing an entirely green open section this time, and instead wait for the charger to push forwards to keep the Tower in sight.

I don't have long to wait, and, as it happens, I catch a lot more with my bucket than just the E-litre 3K. Admittedly, the quad is a bit lucky, as I had no idea where the fourth squid was, but it's still a quad. It's just a shame that I get splatted at the end.

I get splatted again really quickly after that too. Quite why I go back that way is a bit of a mystery. I am trying not to get caught up in pointless vendettas these days, and go where I can be more effective. But sometimes I think that engaging that last splatter is the more effective plan.

I start helping with splats again, again by flanking the E-litre 3K on his perch. Even better, two other squids are there, super-jumping to him or his Beakon, and I bag an unexpected and useful triple splat. I circl back to support the Tower, then straight back to where I was, and I surprise the E-litre 3K again. I'm quite enjoying this!

It would be better still if we could also take the lead. I think I can do this better by providing splatting support, but there comes a time when super-jumping to the Tower is worth a punt, even if it normally results in instant splatting.

Okay, some great teamwork has got us the lead! Now we have to defend, which often results in a bit of unfortunate panic. I try to keep a level head, and do what is effective rather than impetuous. Even better, my squidmates have it all under control. Victory to us!

Battling hard to come from behind in Tower Control (14-8, Tri-slosher)

8th January 2017 – 7.00 am

Do you see the E-litre 3K on their team? Me too. That's my target, because she'll be critical in a Tower Control battle on Arowana Mall. My first aim is to get across the map as quickly as possible and try to splat her early, give us a chance to move the Tower a little.

Job's a good 'un, with even a subsidiary splat along the way, and destroying a Beakon. That I get splatted too is unfortunate, but unsurprising given where I am. And, as I'd hoped, we push the Tower forward nicely. All is looking good!

But we can't hold out for long, not against the E-litre 3K, Dynamo Roller, and annoyingly effective Rapid Blaster. Not only do we lose our lead, but we lose it by a massive margin, and just can't get any kind of foothold back again. The teal team hold too much turf and have too much range.

My frustration builds a bit when I have trouble making any progress, even against the Disrupted Dynamo. But the tides turn a little when we manage to wipe the other team, and reset the Tower to the centre. And give a bit more freedom to move, I start to cause disruption again.

Of course, we still have a long way to go to take the lead back, and time runs out as we keep getting splatted. It doesn't help having a squidmate block my squidding out of the way of a Suction Bomb either. It's all looking a bit out of our reach as we head in to extra time.

But we are in extra time, with control of the Tower, thanks to my bravely super-jumping squidmates. I catch up to lend some support, adding a splat here, and a Bubble that turns out not to be required right at the end. What a comeback!

Ignoring the Splat Zones at my peril (10-4, Tri-slosher)

7th January 2017 – 7.00 pm

Otherwise known as 'pushing my luck'. My plan with the Tri-slosher is the opposite to my plan with the Splatterscope. I go down the other side, across the centre, and around the back. What do you know, it works!

Because my initial plan works, I try it again. And it works again! This just makes me cocky, particularly as the Splat Zones are taking care of themselves. I also appear to be the master of the poorly timed 'Nice!'. Something else to practice.

We lose the Splat Zones, but I just happen to be there and so lend my ink to the recovery plan, which goes well. So I press forwards again, a bit too far forwards this time. Still, I think I am distracting the blue inklings, until they recapture the Splat Zones and all of our team is splatted. Oops.

You can tell I am starting to get a little bit too cocky when I not only ignore filling in the Splat Zone, but take that extra step before inking the charger again. That costs me a splat, and gets me splatted. Silly me.

The Splat Zones are counting down for the blue side again, so it's back to business. No time to waste, and no ink to waste. It goes on the charger and on the Splat Zones. And I think that will do!

Well, maybe one more splat on the charger, this time in mid-air, and a little victory dance for good measure.

Battling for the podium in Rainmaker (6-5, Splatterscope)

7th January 2017 – 7.00 am

I try not to be too impetuous at the beginning of this Rainmaker battle, wanting instead to provide the support a charger should. Of course, this support includes inking paths for the Rainmaker, so my plan to hang back is amended when we take an early lead.

Well, 'lead', really. We grab the Rainmaker first, and lose it soon after, leaving me near the purple inklings and with a charger in my tentacles. I make the best of it, by my splatting is inevitable.

A mostly pointless charged duel culminates in absolutely nothing, and then I lose track of the Rainmaker and the purple team gets themselves a proper, healthy lead. That looks tough to beat, particularly with purple ink just about everywhere.

Never say never! We make a spirited first push, helped by the purple team being out of action, and my Splat Bomb Rush charges at a good time to help retake the Rainmaker quickly. That Roller's Kraken also charges at a good time, but not for me.

Yes, I could super-jump back to where the action is, but I know from experience that it rarely works out well, less so with a long-range charger. Instead, I do what I often do, and take a flanking route. Going around the Depot the long way attracts a squidmate, and gets rid of some good pressure on the Rainmaker by splatting their charger. Pretty sweet.

My super-jumping squidmate continues the pressure, giving me an opportunity to try to beat the purple team's lead. Us greens have regrouped too, and my path is inked already. Nice! Sadly, a Killer wail is nicely placed, but it doesn't get all of us.

This time I super-jump to the action. I handily distract the Kelp Splat Charger from the Rainmaker, maybe a good result from the earlier, seemingly pointless duel, and we are free and clear. We beat the purple team's lead, and do so with a knockout victory. Woomy!