Aim your inkjet at the ground beneath your target rather than at them so you can at least hit an indirect if you miss them, then when you're confident start aiming at them properly.
I’d just like to say that my first guess before watching the video was “map control.” I’m so proud of myself, I’ve made so much progress by watching this channel. Thank you, Gem!
it feels good when you feel you understand and are proven right i was familiar with this concept from playing the game but never had the word “map control” to describe it. This video gave it a name and brought attention to me, super grateful for that cause now I can focus on this aspect of my gameplay with more clarity
Painting the map impedes enemy movement and facilitates your team's movement, so painting important areas properly can play a role in controlling the map.
I thought this video would be just click-bait with a title like this, but it's true. Map control is everything. Good video as always! Keep it up. Your information is valuable, your presentation is professional, and the content overall is enjoyable.
Counterpoint: When I play Zones with the Hydra, if I try to move up from my usual position because of a numbers advantage, I always get killed without getting to do anything. No kills, no establishing a new position, nothing. So I stopped moving up.
As someone who mains heavy hydra and nautilus; it depends on the map and the actions of your team. There are a lot of opportunities to move up and become a huge thorn in your enemies' sides but if your team doesn't move up with you there's only so much a hydra can do in front of its team. If there's a wipe you can force yourself forward regardless of what your team does, but if they don't follow you might not get to stay. At the end of the day, as with all things in splatlon, it's situational. Take initiative as often as you can. If you need team support for some situation and you can get it, move to your team and force them to help you. Try to see what it is your team is trying to do and help them with that. If you're not playing with friends who you can talk to, you gotta look at what your team is trying to do and help them win their way because you have no way of knowing if they'll help you win your way. Kind of rambled a bit thanks if you read all this
knowing how to position well and when to prioritize your safety is extremely important with hydra which is a backline anchor with very limited mobility. at most times you will end up lagging behind your team to properly fulfill your role of anchoring them, as your fire rate and range allow you to stay back farther than many other weapons while still pressuring your opponents. with all that being said, you cant just push forward as soon as your team gets an advantage, you need to stay behind and support your teammates in securing that advantage until you reach the point where they can "pull" you and allow you to move to the next safe spot. tbh thats one of the reasons why i kind of stopped playing hydra in favor of heavy and ballpoint, you end up relying heavily on your teammates capacity of pulling you along with them
yknow what’s funny is I just had a tricolor match where a defending power splatana wiper literally spawn camped my teammate and me (both backliners, unfortunate matchmaking) for the VAST majority of the match. The kicker is, because the wiper was so far into our base, they weren’t doing ANYTHING about the absolute slaughter happening on the rest of the map- the team wisdom attackers were mopping the floor with the other defenders even tho it was 3v2. they secured both ultra signals practically uncontested,, the stats screen after listed 2 attempts and 2 signals capped. if the wiper had wanted to camp just a little bit closer to the middle of the map, they would’ve been able to do a 180 and defend the signal. Instead, they decided the only map they needed to control was the platform right below our spawn. I even managed to escape our base in the last few seconds to throw some ink onto team power’s base, just to put some extra nails in the coffin 😂
I am a sploosh main, and I have really bad aim :(. However, I try to see which areas my teamates control, and I always try to see what the " battle frontier" is and I prefer that to he like an horizontal line from where it is placed, and preferable like a little bit after the objective line; I want all our side really well painted. In that case, if an enemy wants to push and I feel they are a lot better than me, then I pull back and they will pursue me, then the enemy would have made a straight line of their ink, but will be surrounded by our ink; either a teammate will save me, or with another teammate distracting the enemy, I can swim around fast using our ink and then engage the enemy from the back or one of their sides. Idk.... I am bad at this game, so I don't engage with my weak points. I try to attack at the enemy weak point. idk lol.
What you've just described is skirmishing: defined as forcing a fight and not losing it. As a sploosh, you have pretty poor range but you make up for it with insane mobility, so using your mobility to survive, create a distraction and giving your teammates an opening is exactly what a good skirmisher should be doing. Good job!
HELP. I’m an A rank heavy splatting player (super committed to the weapon and love playing and even losing with it despite any flaws) I’m not understanding what I should do during clam blitz as a solo que anchor? My weapon doesn’t excel at slaying if I try to push clams, but a lot of the time all my team mates split so I can’t support them pushing clams. I can defend and it works well, but that only stands to mitigate the opponent’s advantage, not really help my team win. What am I missing?
I would say this video is perfect explaining everything. I would say from my experience is that people don’t know how to use there weapons that’s a major part of not pushing forward. Players are to dependent on their specials . And I notice a lot of players panic and go off trying to build special instead of actually taking advantage of 2 or 3 down on the team. It’s almost as if they can’t use there main weapon. I’ll see a player with like 9 booyah bombs and we lose. Where if you just push ahead you don’t need all these specials . Close off the gaps and keep moving forward. So much map control is lost just from the idea of I need to build my special.
This is why I hate how people evaluate weapons like Aerospray RG as a "good turf war weapon" because it paints a lot. The weapon aggressively loses space like no other weapon in the game because it can't keep enemies from advancing at all, and it lacks the range to paint safely to reveal rollers and sharking weapons. It gets a good special, but displacing a player or two every 30 seconds isn't enough make up for not having a bomb or way to control space with the main weapon, letting the enemy team immediately just reclaim the space it tried to clear with a special. And it's just a dead player slot as soon as the enemy team pushes up enough that it can't get a special anymore, which is really common on maps like Eeltail or Umami. The same applies to weapons like Sploosh-o-matic or Inkbrush, which can't really hold space on their own, but those weapons instead help weaken enemy control of space IF the map allows them come from a different angle (again, a problem when locked out on these hallway maps) or hide their position (e.g. using the inkblot/mako stacks or the walls of flounder).
Thank you for talking about turf wars. I never hear info about this mode. Any suggestions on what weapons are more useful in turf wars? Thanks . Love your videos ❤😊
Basically the exact same weapons that will do well in Splat Zones. Mostly the same weapons as anywhere else but with a little more importance placed on being able to paint.
HEY! You there! Listen! Set Booyah to left stick click! This is wisdom. Hey! You there! Listen! Use your allies' Squid Beakons! Many times they run sub power up just for you!
Thank you, I'm literally running 3 mains of sub power up for the Splatfest on my beakons to help people out! Hopefully lots of people see your comment so they actually get used! Go team Wisdom!
@@RedLuminous I have never once broken a controller. The only thing that breaks controllers is abuse. I haven't even had joycons go out. Take care of your stuff and it will take care of you.
I mean yeah obviously. I was actually thinking about this recently, you know how Foil makes dual purpose weapons? What about a charged slosher, themed after a beer keg. (the metal kind to go with Foil's aluminum weapon theme) At no charge it's like a normal slosher with maybe 55 damage and a shorter range, at medium charge it's like an explosher but lower explosion radius. At max charge it takes nearly half your ink tank and shoots a slow traveling but otherwise full power rainmaker projectile (insta-kill, but with the telegraph beforehand). Tap shots are like tri-slosher range but with the width and firing delay of a normal slosher. Very not ideal but decent for some movement and can theoretically be used in self defense. First level of charge would feel a lot like the bamboozler charge speedwise. Generally what you want to use for painting and general support and chip. Second level of charge would be nearly as long as a normal splat charger charge (keep in mind that's AFTER the fast first level of charge is complete) and is what you woulf want to use for hard reads and displacement. All this versatility would be balanced by it being heavy weight and very poor ink efficiency. As I already said, full charge would take like 50-60% ink tank, it's a lethal bomb built into the main weapon.
@@notrod5341 For the most part you are correct, but with my idea it could tap shot lethally which explosher can't do. I mean, the e-liter is a more vulnerable charger in theory, yet it is still viable. It all depends on the kit you give it.
You guys know what he is saying. Deny them the space they need to get where they’re trying to go. I.e. don’t give them a chance to get to the zone and paint it at all, make them work their way there by controlling the map. Don’t stand around the tower defending it, prevent the team from ever getting close to your tower rider etc.
Condensed version: Why are you sitting here watching the "instructions"? Get out there, get some levels, everything else will make sense, (provided your not a Potato).
Well thats why pushing after capturing zone in splatzones is smart and stupid at the same time. U capture then defend but a lot of times i saw people pushing too far into enemy territory giving us a numbers disadvantage hence making us lose zone. In turf war controlling zone is key yeah but one mistake at like 35 seconds left will a lot of times cost u the game. Not healthy imo. Ranked modes are more balanced than turf war bc the objective can be defended easier due to it not being the map literally.
This is only partly true. There are winnings that we kill less and die more than the opponents, maybe 5%; but the other 95% would be like this: the guy who kill the least and die the most is on the losing team. With current shit hole match making algo, the majority of the games would be win/lost because of this.
Right, but what Gem is saying is that the REASON kills and deaths happen, and translate into victory, is because they create and enforce your map control. if you're getting random kills that don't help with map control, or you're not following up on your kills to control more space, your kills aren't going to translate into victory.
Dying more than your enemies isn't necessarily a bad thing, it depends entirely on the gamelan. Some weapons like splatana wiper or tetra dualies will die far more than the rest of the lobby while still contributing a significant impact. Everything in splatoon is situational. Often times if the losing team has most deaths its because they kept running into space they didn't control. Winning with more deaths than your enemies usually takes some amount of coordination but you'd be surprised how common that is to see even in lower levels of X rank
Nah y'all don't get it the win condition is hitting sick inkjet directs
Instructions unclear I have lost every game ive played with these tips
Man, i gotta play more ballpoint then
Lost every game of Sinkjet…
This ain't a Ballpoint inkjet guide I'm changing classes
Sorry your guidence counselor said all the other classes were full :/
This used to be a ballpoint inkjet channel
@@Tomago9387 gosh darn it
Aim your inkjet at the ground beneath your target rather than at them so you can at least hit an indirect if you miss them, then when you're confident start aiming at them properly.
@@notrod5341How to get killed 101:
I’d just like to say that my first guess before watching the video was “map control.”
I’m so proud of myself, I’ve made so much progress by watching this channel. Thank you, Gem!
it feels good when you feel you understand and are proven right
i was familiar with this concept from playing the game but never had the word “map control” to describe it. This video gave it a name and brought attention to me, super grateful for that cause now I can focus on this aspect of my gameplay with more clarity
I always kinda assumed when people said "map control" they literally meant the paint on the ground lmao, good video!
well, there is a more or less direct correlation between map control and paint on the ground
Painting the map impedes enemy movement and facilitates your team's movement, so painting important areas properly can play a role in controlling the map.
I thought this video would be just click-bait with a title like this, but it's true. Map control is everything.
Good video as always! Keep it up. Your information is valuable, your presentation is professional, and the content overall is enjoyable.
3:58
There I am, Gary! There I am!
I think I need to listen to this video again to actually learn something, watching you play Splattershot was so fascinating! Nice job, Gem. Go Wisdom!
Go wisdom!
In other words, Turf War.
Instructions unclear, wiped out by army of crab tanks.
Counterpoint: When I play Zones with the Hydra, if I try to move up from my usual position because of a numbers advantage, I always get killed without getting to do anything. No kills, no establishing a new position, nothing. So I stopped moving up.
As someone who mains heavy hydra and nautilus; it depends on the map and the actions of your team. There are a lot of opportunities to move up and become a huge thorn in your enemies' sides but if your team doesn't move up with you there's only so much a hydra can do in front of its team. If there's a wipe you can force yourself forward regardless of what your team does, but if they don't follow you might not get to stay.
At the end of the day, as with all things in splatlon, it's situational. Take initiative as often as you can. If you need team support for some situation and you can get it, move to your team and force them to help you. Try to see what it is your team is trying to do and help them with that. If you're not playing with friends who you can talk to, you gotta look at what your team is trying to do and help them win their way because you have no way of knowing if they'll help you win your way.
Kind of rambled a bit thanks if you read all this
I think he’s referring to frontliners more than backlining.
@@starlightrai Well, I'm traumatized into only backlining with the Hydra. Other people can bring a Hydra past mid, not me.
knowing how to position well and when to prioritize your safety is extremely important with hydra which is a backline anchor with very limited mobility. at most times you will end up lagging behind your team to properly fulfill your role of anchoring them, as your fire rate and range allow you to stay back farther than many other weapons while still pressuring your opponents. with all that being said, you cant just push forward as soon as your team gets an advantage, you need to stay behind and support your teammates in securing that advantage until you reach the point where they can "pull" you and allow you to move to the next safe spot. tbh thats one of the reasons why i kind of stopped playing hydra in favor of heavy and ballpoint, you end up relying heavily on your teammates capacity of pulling you along with them
yknow what’s funny is I just had a tricolor match where a defending power splatana wiper literally spawn camped my teammate and me (both backliners, unfortunate matchmaking) for the VAST majority of the match.
The kicker is, because the wiper was so far into our base, they weren’t doing ANYTHING about the absolute slaughter happening on the rest of the map- the team wisdom attackers were mopping the floor with the other defenders even tho it was 3v2. they secured both ultra signals practically uncontested,, the stats screen after listed 2 attempts and 2 signals capped.
if the wiper had wanted to camp just a little bit closer to the middle of the map, they would’ve been able to do a 180 and defend the signal. Instead, they decided the only map they needed to control was the platform right below our spawn. I even managed to escape our base in the last few seconds to throw some ink onto team power’s base, just to put some extra nails in the coffin 😂
You also forgot situational awareness.
I am a sploosh main, and I have really bad aim :(. However, I try to see which areas my teamates control, and I always try to see what the " battle frontier" is and I prefer that to he like an horizontal line from where it is placed, and preferable like a little bit after the objective line; I want all our side really well painted. In that case, if an enemy wants to push and I feel they are a lot better than me, then I pull back and they will pursue me, then the enemy would have made a straight line of their ink, but will be surrounded by our ink; either a teammate will save me, or with another teammate distracting the enemy, I can swim around fast using our ink and then engage the enemy from the back or one of their sides.
Idk.... I am bad at this game, so I don't engage with my weak points. I try to attack at the enemy weak point. idk lol.
What you've just described is skirmishing: defined as forcing a fight and not losing it. As a sploosh, you have pretty poor range but you make up for it with insane mobility, so using your mobility to survive, create a distraction and giving your teammates an opening is exactly what a good skirmisher should be doing.
Good job!
your win condition is playing the ballpoint splatling and hitting sweet inkjet directs ?
Yep yep
I SPLATTED SQUID SCHOOL ??? 👁️ 5:00
thank you for teaching me how to use inkjet in this video
HELP. I’m an A rank heavy splatting player (super committed to the weapon and love playing and even losing with it despite any flaws) I’m not understanding what I should do during clam blitz as a solo que anchor? My weapon doesn’t excel at slaying if I try to push clams, but a lot of the time all my team mates split so I can’t support them pushing clams. I can defend and it works well, but that only stands to mitigate the opponent’s advantage, not really help my team win. What am I missing?
I would say this video is perfect explaining everything. I would say from my experience is that people don’t know how to use there weapons that’s a major part of not pushing forward. Players are to dependent on their specials . And I notice a lot of players panic and go off trying to build special instead of actually taking advantage of 2 or 3 down on the team. It’s almost as if they can’t use there main weapon. I’ll see a player with like 9 booyah bombs and we lose. Where if you just push ahead you don’t need all these specials . Close off the gaps and keep moving forward. So much map control is lost just from the idea of I need to build my special.
This is why I hate how people evaluate weapons like Aerospray RG as a "good turf war weapon" because it paints a lot. The weapon aggressively loses space like no other weapon in the game because it can't keep enemies from advancing at all, and it lacks the range to paint safely to reveal rollers and sharking weapons. It gets a good special, but displacing a player or two every 30 seconds isn't enough make up for not having a bomb or way to control space with the main weapon, letting the enemy team immediately just reclaim the space it tried to clear with a special. And it's just a dead player slot as soon as the enemy team pushes up enough that it can't get a special anymore, which is really common on maps like Eeltail or Umami. The same applies to weapons like Sploosh-o-matic or Inkbrush, which can't really hold space on their own, but those weapons instead help weaken enemy control of space IF the map allows them come from a different angle (again, a problem when locked out on these hallway maps) or hide their position (e.g. using the inkblot/mako stacks or the walls of flounder).
0:59 I love it when I have to get seizures to win fights in wahoo
ballpoint users' guide to map control
Thank you for talking about turf wars. I never hear info about this mode. Any suggestions on what weapons are more useful in turf wars? Thanks . Love your videos ❤😊
Basically the exact same weapons that will do well in Splat Zones. Mostly the same weapons as anywhere else but with a little more importance placed on being able to paint.
HEY! You there! Listen! Set Booyah to left stick click!
This is wisdom.
Hey! You there! Listen!
Use your allies' Squid Beakons!
Many times they run sub power up just for you!
Thank you, I'm literally running 3 mains of sub power up for the Splatfest on my beakons to help people out! Hopefully lots of people see your comment so they actually get used! Go team Wisdom!
I'm not going to spam a stick click for booyah bomb, that sounds like a good way to break a controller
@@RedLuminous I have never once broken a controller. The only thing that breaks controllers is abuse. I haven't even had joycons go out. Take care of your stuff and it will take care of you.
I love watching these as a Tri-Slosher main.
That carbon deco on your Mincemeat game is a publicly Gamzee Makara fan in 2023 & by extension braver than any solider holy Shit lmfao
How good of a main weapon would the rainmaker be if it had a proper kit
Better than brellas
I mean yeah obviously.
I was actually thinking about this recently, you know how Foil makes dual purpose weapons?
What about a charged slosher, themed after a beer keg. (the metal kind to go with Foil's aluminum weapon theme)
At no charge it's like a normal slosher with maybe 55 damage and a shorter range, at medium charge it's like an explosher but lower explosion radius.
At max charge it takes nearly half your ink tank and shoots a slow traveling but otherwise full power rainmaker projectile (insta-kill, but with the telegraph beforehand).
Tap shots are like tri-slosher range but with the width and firing delay of a normal slosher. Very not ideal but decent for some movement and can theoretically be used in self defense.
First level of charge would feel a lot like the bamboozler charge speedwise. Generally what you want to use for painting and general support and chip.
Second level of charge would be nearly as long as a normal splat charger charge (keep in mind that's AFTER the fast first level of charge is complete) and is what you woulf want to use for hard reads and displacement.
All this versatility would be balanced by it being heavy weight and very poor ink efficiency. As I already said, full charge would take like 50-60% ink tank, it's a lethal bomb built into the main weapon.
Seems like it'd be a far more vulnerable explosher.
@@notrod5341 For the most part you are correct, but with my idea it could tap shot lethally which explosher can't do.
I mean, the e-liter is a more vulnerable charger in theory, yet it is still viable. It all depends on the kit you give it.
You guys know what he is saying. Deny them the space they need to get where they’re trying to go. I.e. don’t give them a chance to get to the zone and paint it at all, make them work their way there by controlling the map. Don’t stand around the tower defending it, prevent the team from ever getting close to your tower rider etc.
welp that was realy clear ! thx for the vid !
Instructions unclear, playing for clips now
I see, so I just need to drop from high ground into enemy ink
You need to be W I S E
Condensed version:
Why are you sitting here watching the "instructions"?
Get out there, get some levels, everything else will make sense, (provided your not a Potato).
I wouldn't consider that a summary of anything that I'm saying in the video, actually
@@SquidSchool akshully, its my condensed version, based on only playing splatfests to get lvl50.
Team Power!
Team memelords is now with Shiver, Cucui Ganon supremacy
Ahh yes. Octo achademy
Well thats why pushing after capturing zone in splatzones is smart and stupid at the same time. U capture then defend but a lot of times i saw people pushing too far into enemy territory giving us a numbers disadvantage hence making us lose zone. In turf war controlling zone is key yeah but one mistake at like 35 seconds left will a lot of times cost u the game. Not healthy imo. Ranked modes are more balanced than turf war bc the objective can be defended easier due to it not being the map literally.
Noice
Not on Team Power, -1 point
Idk how many points there are but you have one less
so every game mode is turf war... 🤔
Lol dont get splatted, just get good. Todays lesson children.
This is only partly true. There are winnings that we kill less and die more than the opponents, maybe 5%; but the other 95% would be like this: the guy who kill the least and die the most is on the losing team. With current shit hole match making algo, the majority of the games would be win/lost because of this.
Right, but what Gem is saying is that the REASON kills and deaths happen, and translate into victory, is because they create and enforce your map control. if you're getting random kills that don't help with map control, or you're not following up on your kills to control more space, your kills aren't going to translate into victory.
Dying more than your enemies isn't necessarily a bad thing, it depends entirely on the gamelan. Some weapons like splatana wiper or tetra dualies will die far more than the rest of the lobby while still contributing a significant impact.
Everything in splatoon is situational. Often times if the losing team has most deaths its because they kept running into space they didn't control. Winning with more deaths than your enemies usually takes some amount of coordination but you'd be surprised how common that is to see even in lower levels of X rank
@@nightpool42 of course. gem's opinion is solid, I'm just complaining about the the horrible match making
@@meggy1162 yeah I basically only play x. anarchy match making is even worse. cant stand it
Second??
On my end you were first
you looked third to me
This won't work all the time dude. Even you know that