The Twin Mindsets of Moray Towers

210It’s All About The Center, Right?

So you probably know this mainstay stage of Splatoon that made its way into Splatoon 2. Here I’m going to explain two very distinctive mindsets of playing on it. They can apply to multiple modes, but for simplicity sake let’s just discuss Turf War.

Now of course when a battle begins there are many more than just two things you can go about doing. Although there is two distinctive initial main choices, whether to drop off towards the middle or start inking turf to the right, those aren’t the two I’m explaining here. The turf needs to be covered eventually, and as long as it isn’t in lingering or cowardice (see my previous article) then I can’t necessarily blame starting off with some coverage.

Now to explain these two mindsets you have to determine your actions in this hypothetical scenario. To set the stage as an individual player:
Regardless of your coverage concerns up to this point, you’ve proceeded down to the center. Neither the rest of your team nor the other team has committed to actually landing down or even engaging the center yet… What do you do? Of course there’s also another important consideration at this point I’ve left out, and it may just be the most important aspect of the stage to you: Chargers.

Chargers, those who snipe, play a very important part not only in what you might choose to do at this point, they also demonstrate a key aspect of the two mindsets I’m getting at. Hopefully by this point in the stage’s history if you know you’re against a Charger, you know some specific areas not to openly stand around in. Now obviously a sniper is unlikely going to try dropping into the center and pursuing up your side, they have range to work with. Well actually everyone has range to work with, theirs is just the most intricate to their weapon, their main line of splatting. So we’ve already concluded a Charger’s course of action in this scenario: they stick around somewhere and snipe.

Now to make things easier to explain, take Chargers out of the hypothetical scenario. Your decision here not automatically being in reaction to their presence, whether that be waiting them out or trying to race them, just set that consideration aside for this thought. Now your next main course of action can be classified into these two choices:
   A. You do not immediately proceed to the center. This has a similar action type to if you were considering Chargers. You aren’t just simply doing nothing, and you don’t just entirely avoid the center, but your course of actions don’t start with you there.
    B. You do proceed into the center. You’re some sort of hotshot and you’re gonna take your special straight up onto their side as fast as you can.

As it turns out, these still aren’t the two mindsets I’m explaining here. In fact as you may have guessed I darn well hope you’re choosing A. Will you get lucky or even determine everything that happens with B? Sure, but you’d have to be relying way too heavily on your opponents not being very good, because you aren’t exactly winning the day against anyone half decent with such an attempt. Blame your team for not instantly going full on ambush time, it’s simply not a sustainable plan even if they’re on board. There’s a very good chance one of the eight players is pulling a B though, and out of all possible scenarios your first action here should probably be to react to it: Either to stomp the enemy’s attempts, or ready up what you can while your team is trying it. But what if regardless of my suggestions you fall into B, where does that place you on the mindsets? It’s very similar to how Chargers get placed, in fact both of them are on polar opposites of the two. It’s about how much direct hold either side sees on enemy turf.

That’s right, finally at this point in the hypothetical scenario, the twin mindsets of Moray Towers are whether or not you see potential for taking and holding turf on the enemy’s side up past the center. Keep in mind this isn’t Port Mackerel, your team can’t get past the straightaway midpoint and block off means of escape from the enemy’s entry, the areas of access between the two stages aren’t the same at all. That’s not to say there is a correct of the two mindsets the same way there is for scenario A and B, it’s just a matter of how you look at the stage. However the wrong choice is an extreme of either side, well unless you’re a scoped Charger, in which your breadth of range enables you to technically see an area as held without actually being there to back it up.

So is there a reasonable point at which you can claim and advance past the enemy’s initial drop off area? I’m of the mindset given the situation you can certainly advance on it, but you shouldn’t try holding turf on it the same way you do any other stage. This comes from my experience on the stage, but it’s also the mindset you typically would expect a Charger to be for obvious reasons: They’ll turf control the center enough that it’s easier to let whoever else is with them to potentially be of the other mindset. But the thing is you don’t have to be a Charger to see it that way, you just have to deliver the same extent of center control that they do, fully with your weapon at a moment’s notice, only with your Special as back up.

As long as you’re not the hotshot in scenario B however and you can react to what everyone else chooses to do, can you possibly see some turf up there able to be held? Sure. It’s not my mindset, but I’ve seen it be done. The one thing you don’t want is for your entire team to be so rallied into this mindset however the enemy side becomes their suicide ladder, and before you know it the tables have turned. And of course whoever does it last has time on their side. I’d much rather bait those of the turf advancing mindset as much as possible before moving on.

Of course this feeds in perfectly to my previous article about cowards in the game. If you see no way forward because someone approaching you is your death warrant, you’re likely to either cause problems for your team by being unable to adapt to their ratio of the mindset, or you’re following formula in such a way that provides false hopes with your Special, on the enemy’s side, in the fastest and easiest way they’re taking it back and then some given the debatable hold you can have in the first place. If you’re willing to see a sustainable way up, you darn well be bringing direct splats with your main weapon to the effort. Otherwise all you’re doing is fluctuating between both extremes standing back aggressively and trying your luck with your Special as riskily up on them as possible.

This is a stage that demands some careful consideration, but there’s one equalizer that applies to everyone no matter what they’re trying: Everyone has to climb. Sooner or later you can catch climbers from one end or another if you aren’t impatient. The inclines, the walls, or now also the ink-line: if they want your side they have to potentially risk being below you. It’s why for instance the center is to be controlled, not necessarily held. If you’re on the side of the mindset you can hold farther then you may get the center locked in that way, but you can’t just hold directly in front of it. It’s the advantage of higher ground. If the enemy is dealing in heavy range, especially Splatlings, it certainly calls for advancing on their side in order to take control of the center. There’s no doubt about that. But keep in mind as each layer of the stage drops down, the more range they’re dealing with the more you’re playing with fire trying to keep much more than the center for long. The flames of a seared Eel are sweet, but you best not bite off more than you can chew.

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Why Are There So Many Cowards Playing Splatoon 2?

Here’s a plan. Get yourself that Aerospray, mosey around ignoring everything around you and use that Curling Bomb Rush as much as possible. Don’t bother trying to stand off with anyone, they’ll just make you embarrassed, right? You just need to railroad the other team’s ink coverage as much as possible, ESPECIALLY if you can get more of your ink closer to the enemy spawn. The other team will know you’ve pwned them as long as you win the Turf War, right? This was your contribution and you can directly and clearly know you did good, right? Wrong.

Believe it or not even in a Turf War you probably made very little difference, unless that’s the guide literally everyone involved is following. To anyone else what they see is you being a coward, and more than likely they’re questioning how young you are. And if this all happens to be a coincidence and these descriptions don’t apply to you, you can be sure especially with an Aerospray you have this impression on you. And hey screw any impression anyway.

Now I’m going to explain what you’re getting wrong, what you’re getting right, and draw some conclusions from this. If you don’t appreciate the mind reading going on, please just use that: I don’t know what you’re thinking, neither does anyone else playing. You can’t get to a better place if your plan is to just never break formula.

First what you’re getting right, yes it’s a Turf War, so coverage, final coverage, is what ultimately matters. A high capacity weapon is good for multiple reasons in this regard. Now keep in mind this is a fairly easy fact to comprehend, so quite a few people will have made it this far, most people see the objective and know they need to cover. What you need to understand also is of course the amount of time each team has on the turf, and in what intervals, matters just as much if not more to the final coverage than it actually being covered; remember it’s likely more people are concerned with the actual coverage, they’ll be on your team.

As you might be expecting, I’m referring to the importance of splats. Now don’t make this mistake: I’m not saying they can potentially matter more than direct coverage because of some sort of glory from them. The actual dynamics of the game favor the team that splats more, strategically, in order to take and hold turf. If you’ve seen teams that splat more but still lost they probably messed up somewhere along the way. If I’m coming for you it’s not because I’m mad and am proving I can take you down, I’m controlling our turf. Don’t let anyone blur this line for you, if you aren’t splatting for a purpose, if you’re too recklessly getting away from your team, you’re feeding an interval loop that just leads back into the other team’s dominance.

Something else you’re getting right? Your Special Weapon can matter, it can matter a lot. You might even already acknowledge everything I’ve explained thus far and figure while coverage ultimately matters and splats determine how the coverage will end up, why not just kill two birds with one stone, and throw some Curling stones? All a potentially legitimate assumption, but I have one question: Is it your last resort? Because if it’s not your last resort, and I’ve seen this way too many times, you’re basically getting out and waving around a target for the other team to rally. This applies to most Specials, but especially with Aerospray your weapon already has great coverage, you don’t need to take out a Special so fast. The more of them you execute the more times you’re waving that target, so you had better at least have teammates around. Let me break down the core thought here and what it comes down to.

The main flaw is so many players seem to see their Special as the most assured means of getting splats. If you “aren’t good” at confronting anyone then it’s your saving grace. But it shouldn’t be. Your weapon above and beyond should be your most secure line of splatting. If you’ve thrown that out the window everything else is a lost cause, you’re essentially signing up to be your teammates’ extra Specials, their so-called “support.” But what makes you so different from them? Why are you “not good” anyway? I can answer this very simply, you’re afraid.

There are cowards playing Splatoon 2, by which and through whatever means, have perhaps even attempted throwing everything they can at it, or been too afraid to even try, and ultimately have settled on an “Easy” way out, a guide to grace. A formula that relies way too heavily against the fact so many others are doing the same thing and not enough on following the line. Sometimes you need to be unpredictable, sometimes you need to keep doing a few small things repeatedly. It comes down to aim, how you use it and why you’re aiming. It’s not an easy way out. There are numerous reasons a Turf War can be won, everyone involved could be pants crapping afraid. But when you know you took control the hard way, when you know you led a team to victory through specific skills perhaps no other players even saw… then come join me toil away in team after team of cowards. I might see you and give you a Booyah. A real one that means I see you there caring too.