Ballpoint Splatling sets: Ranked Mode

Splat Zones: Nouveau set

Ballpoint Splatling does its best work either from the front lines helping out flankers or emerging from flanks helping out the front line. It's the crossfire king, with natural mobility allowing it to take the position it wants. So bring Ink Mine; to keep some presence on the zones while setting up all those crossfires.

Simply understand that setting up Ink Mine is a supplemental part of your strategy, not the main focus. The main weapon is ink thirsty and your presence constantly needed. Wait for a lull in the action and place Ink Mine to cover your own flanks, relative to the main forces you are assisting. 

Ink Vac let's you advance to the front lines and absorb backline fire, thereby shielding your teammates so that they may push. It's a stationary special but follows the theme of securing progress made. When without teammates or on defense, the main cannon blast will suffice in scattering enemy defense.

Tower Control: Vanilla set

Ballpoint Splatling provides precise long range fire, but that might not be what you're after when trying to force someone off the tower. Another issue is that you might not be able to follow your team, as your obligations are instead to the tower. Fizzy Bomb comes up as an alternate weapon for difficult moments.

Play this mode aggressively because if the enemy stalls you, you'll run out of ink real quick and you'll get rushed while charging up again. Fizzy Bombs are a great way to add some quick damage while on the move, and makes ensuing short range bursts likelier to splat.

Ink Jet goes best with this aggressive playstyle. Foes who escaped death from your main gun can be dealt with in splash damage. Same principle when dealing with an anchor partially damaged by Fizzy Bomb. On defense, Ink Jet provides lethal damage without the need for charging, allowing you to take greater risks. 

Rainmaker: Vanilla set

As pointed, the Ballpoint Splatling barely uses its subweapons because of the high ink cost of the main. However, due to the fluid nature of Rainmaker, you'll often be swimming from one focal point of the fight to another. Fizzy Bomb is an all-purpose lead to cover your movements.

Flanking is far riskier in Rainmaker than other modes, especially as the Ballpoint barely protects itself in short range bursts. More often you'll play the position of support fire from the front ranks, dealing with enemies firmly behind cover. Another incentive to bring Fizzy Bomb.

Ink Jet carries immediate long range lethal fire to let you deal with anchors as soon as you see them getting into position. Although Ink Vac is often associated with backline units, Ink Jet is better at direct slaying and creating openings for the Rainmaker carrier. And much like Fizzy Bomb, it reaches enemies hiding behind cover.

Clam Blitz: Nouveau set

It's often more important to supply some form of defense to Clam Blitz than it is to move ahead and coordinate crossfires with the team. Obviously moving ahead and creating splat opportunities is important, but leave Ink Mine behind to alert you of targets you might have missed.

As in Splat Zones, Ink Mine holds your territory while you move; to pick up errant clams, for instance. They increase your overall presence on the field, which is limited by your duties in setting up support fire. Ink Mine also reduce the effectiveness of an enemy counterattack,  damaging those that chase you in particular.

Ink Vac let's you camp the enemy basket line when regular fire isn't enough. Similarly, it's a stronger defensive field than Ink Jet when your own basket line needs defending. Because you seldom ever reach the enemy basket line, Ink Vac provides the biggest, strongest blast to create as much harm as possible. 

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