A win and a loss in Rainmaker (?-?, Splatterscope)

21st December 2016 – 7.00 pm

That's a beautifully angled Killer Wail that splats the Rainmaker and me. I appreciated it during the battle, it was that good.

I grab the Rainmaker a few times. My first Rainmaker carry gets us a decent advantage. The second extends that slightly, thanks to holding back a little as support catches up with me. That's personal growth.

The Roller splat at around 2'35" looks a bit dodgy, like she was stuck in her own ink. A harbinger of problems to come, it turns out. Before then, I get a third Rainmaker carry, with more support. I make it to the podium with the Rainmaker, but not quite to the top. That's a lead we won't lose easily, though.

My last action is to splat the Rainmaker with quite a mature charger shot. Sure, I get blindsided by a Roller, but in the past it would have been the Rainmaker. And then, well, sore loser, or dodgy connection? Never mind, I'm calling it a victory.

Mucking around in Tower Control (8-5, Splatterscope)

21st December 2016 – 7.00 am

I wonder where that E-litre 3K will plant herself? Hmm. Hey, good guess! Better first shot would have been nice, as well as a bit of situational awareness afterwards. But that first splat against the E-litre is worth it.

I also ignore my earlier advice to hang back and provide support like a charger. It's good advice, just as relevant in the excellent Flounders Heights, with all of its elevation changes, but I just want to squid around for a bit.

I like my decision to stick with the plain Splatterscope for these maps too. The Splat Bomb and its Rush are really handy, for attack and defence. I can clear the tower, and discourage the other side from staying on too long.

Quite why the Luna Blaster doesn't stick around to splat me, I don't know, and he probably regrets it when I fluke splatting him squidding up the tower seconds later. And, true to character, I follow that up by being a bit reckless. I expected to find the E-litre 3K there, not a Berry Splattershot Pro. That'll teach me.

I try to act a bit more like a proper charger for a bit. Apart from missing my throws, and my shots, I get knocked off my perch by staying there too long. Yep, just like a charger.

A bit of defence is needed, which we manage, but the push we need to get anywhere close to the lead is lacking. I think I'm helping by pressing high and applying pressure, but we never really get the tower moving. Oh well.

Finally contributing to Rainmaker (0-3, Splatterscope)

20th December 2016 – 7.00 pm

Back to the Splatterscope, and now the long, thin corridors of Port Mackerel. But what good does this combination do me?

Seekers and Rollers are my bane at the moment, and I think they both belong to the same inkling. I am underperforming and not quite sure what I can do about it.

But what's this? The Rainmaker sitting there untouched? I'm having that.

Woomy! And a big thank you to whoever inked the side of the podium. Actually, maybe that was me with the Rainmaker.

Splats but little progress in Rainmaker (9-7, Hydra Splatling)

20th December 2016 – 7.00 am

With Port Mackerel and Camp Triggerfish in rotation, a charger seems like a perfect weapon to choose, whatever the mode. I choose the Hydra Splatling again, for a little variety. And the mode turns out to be Rainmaker. That'll do.

I get some splats to start with, which is good. Trading with a regular charger shouldn't be disappointing, but maybe I should keep more of a distance. Then again, so should he.

More splats! This battle is going quite well. Except for the Rainmaker bit, but that's barely significant. But my squidmates try to take care of that, which is a relief, given that I really should stick to the support role.

Those Seekers are a pain. They continue to give me pains in other battles too. One inkling even rides the ink trail to pop up behind me. Nice move, and it still works!

I feel I need to take care of that charger for my squidmates, and, as it looks like, the Carbon Roller to get rid of his Seekers. I aim to do that and, on the second pass, manage to do so. It still doesn't stop the blue team's advance.

Oh well, less of the Rainmaker and more of a battle over turf for me. But it was another good experience with the Hydra Splatling. Maybe I'll use it more often.

Always on the back foot in Tower Control (8-6, Splatterscope)

19th December 2016 – 7.00 pm

Keeping with the strategy of holding back, I get to the obvious perch on Piranha Pit and start laying down ink. My first Splat Bomb throw is pretty good, the second a bit limp. Never mind, catching the Kraken on the re-transformation was a nice bit of luck.

Naturally, the first time I leave the perch I am pounced on, but that is only to be expected. As is my continued hounding on the perch. I'd do that to me too. I'm a little disappointed that I didn't shake the Luna Blaster, though.

Those Burst Bombs are really annoying. Just when I am getting my aim sorted out, and some splats (admittedly to prevent the knockout defeat), they hit me again. I think I'm just bitter that I wasn't good with them when I gave Burst Bombs a try.

Just to annoy me, I'm caught off-guard by another Burst Bombardment, but by that point the battle is all but over. Never mind. I got some good splats at least.

Hanging back in Tower Control (4-3, Splatterscope)

19th December 2016 – 7.00 am

I decide to try to play my role better as a charger, and stay further back for longer. It seems like a good idea, particularly in an open and compact arena like Piranha Pit Tower Control. Of course, that pretty much makes me a target for, well, players like me.

The first Killer Wail is a bit close. I like to think I judged it well, but I got a bit nervous as it expanded. I find myself in the heart of the second, and splatted, but mostly because I aim and splat the inkling who set it.

I'm mostly pleased by my effort in this battle. I hang back to provide support, and move forwards when circumstances demand. I don't get many splats, but hopefully I apply enough pressure to help with our victory. Woomy!

Laggy Luna Blaster but Queen of the World Splatfest (1218p, 5-3, Tri-slosher)

18th December 2016 – 7.00 pm

Lag has come and gone in this Splatfest for me. I've really felt it in some matches, but in others it's been fine. I've generally quit a squad when the lag has been bad, but there's not much you can do during a battle.

This battle starts out nicely, inking lots of turf, popping my Bubbler at a good time and watching a Suction Bomb dissolve in to it, and having the team push up as one. My first excursion towards the opposition base goes without incident too.

All looks good. I even remember not only to use my Disruptor, but to fall back for a second to let it take effect before pushing in for the splat. It's a good tactic, which is why it works. Until lag kicks in a second later. That's pretty frustrating.

At least getting splatted lets me ink the side routes that were ignored for the turf further up. Apparently, that's a good place to be too, because the blue team have pushed back, and quite hard. Not even my Bubbler saves me from the later Kraken, although I don't know how I didn't slosh him first.

Judging by the fading in and out of the various ink patches, and the second horribly laggy splat by the Luna Blaster, that lag is sticking its beak in to the battle where it's not wanted. But despite the occasional glitch, at least I can ink turf reliably, and a last push forwards sees us gain the victory, and I earn the title Queen of the World!

Can't avoid the water in World Splatfest (1024p, 5-1, Splatterscope)

18th December 2016 – 7.00 am

Mahi-Mahi Resort has been my problem map in this Splatfest. I can't stop falling in the water, even when the other inklings aren't splatting me everywhere. It's a shame, as I quite enjoy the map otherwise. Maybe it has something to do with playing it only in Ranked, where there are small differences.

This battle, though, goes well for me for the most part, back using the Splatterscope with the thin ambition of getting some splats from aiming. I even mildly irritate myself splatting the purple inkling aiming to come the side route. That's the route I try to take to surprise chargers, which is why I'm wise to it.

I am knocked off my perch by an inkling, and when I move to try to get a better angle, I see a splash of water. Was that him? Maybe. Maybe not, not when I splat him making a charge towards me. It was touch and go, though, and in other matches, where lag has been my biggest enemy, I would have been splatted and getting salty.

Talking of getting salty, despite my efforts to stay unsplatted by purple ink, and doing quite well at aiming and inking, the water beckons to me like a siren. I cannot resist. A bigger surprise is that that is my only splat, even when an Inkbrush comes rushing towards me. Not a bad battle, really.

Keeping it green in World Splatfest (995p 7-2, Splatterscope)

17th December 2016 – 7.00 pm

Perhaps not my most sensible start to a Turf War, following a fellow inkling as she inks the path. It can be a bit confusing right at the start, though, with no one really knowing which way to go. I think I went in to autopilot.

Thankfully, our paths diverge soon enough, mostly from my hanging back, trying to act more like a traditional charger. I can't do that forever though, and press higher to ink more turf and add some extra pressure.

The inklings get past me, though, and thanks to a lucky Splat Bomb I can turn and clear up the blue ink. It may take me three shots and standing at point blank range to splat the Splatling, but at least I get the splat in the end.

Taking out the Inkzooka is always satisfying, even if I couldn't save my squidmate. And I stay back a bit longer, making sure our side stays green, and tidying up after the Inkstrike.

But I can't help myself, and press forwards again. This gets me splatted, and lets the blue team past the half-way mark. That can often turn the tide of the battle, but thankfully for us they come just a little too late.

Ink and splats and splats and ink in World Splatfest (1206p, 7-0, Splatterscope)

17th December 2016 – 7.00 am

An empty lobby breaks up our team. I take the opportunity to change weapons, going back to the Splatterscope for a bit. The normal Splatterscope this time, as the Bento Splatterscope just confused me when a Splash Wall got thrown out early instead of Splat Bombs. The Bombs should help with ink coverage too.

I try to play a bit safe and sensible to start with, covering a side corridor and not rushing in to positions when I can be flanked or sneaked up on from behind. It works quite well too, no doubt helped by the long and straight corridors of the Port.

As our team secures more turf, I press higher up, still practicing some caution. Sadly, a blue inking puffs in to oblivion half-way through the battle. That almost guarantees our victory, and almost to illustrate that we press almost all the way up to their base.

We seem to work quite well together, and my aim with the Splatterscope is good this battle. Honestly, I think it's the corridors and not me, as the lines of sight are more obvious. Even so, this was a great battle for me, and it has perked me up with the Splatterscope once more.