As previously mentioned, the biggest predictor of victory in PVP Splatoon is the ability to make it unsafe for your opponents to approach the objective.
I will say, as a backliner, it has been a struggle recently to ACTUALLY backline bc my team will push up and Im like ok sure, I have to back you up And then they all immediately die. And I have to back up. And then we keep getting pushed back
i feel this (i play Charger), i feel a bit powerless and guilty when i see the rest of the team dying and me being the last to die while retaliating / backing up / hiding for jumps, then seeing the WIPEOUT on screen
You can't blame all E-Liters equally. I'm a Scope E-Liter main and with how much experience and training and playing the weapon I've done I kill good and paint well. Blame the lack of experience, not the weapon. An inexperienced Aerospray can paint badly. It's truly about skill level.
Oftentimes I'll watch your videos despite knowing the concepts in it just because they're entertaining, but this video revealed a concept that's gonna change the way I play the game forever, so thank you so much
This is one of the things that I realized I am being so weak. I kinda of brute forced my way into S+ rank just by playing really aggressively with tetras and that rewarded me a lot on the other ranks. But even on my rank up battles I noticed something wasn't feeling quite right. The awareness gap between an S and an S+ player is huge. Also, almost anyone on S+ rank has the concept of map control figured out so I am feeling a lot more difficult to just go in and be "the hero" to open up an opportunity for the team. I usually just end up feeding and getting frustrated. But by never really having to pay attention to that I am finding it really difficult to switch from going into and just chill out, get map control, reposition etc. Also I find it really difficult to just gather information about enemy positioning in this rank and keeping myself away from danger (doesn't help that even at the slightest opportunity I try to splat someone - and it usually goes wrong because they have so much more room to move and hide than me). Even though this is really basic concept I noticed I wasn't doing this instinctvely and now I have to work on it.
that line about being aggressive when your team is dead is so real. i remember splatting 2 people, running to their spawn and ending up fighting 4 people because their entire team respawned after trading with my whole team and me thinking i had numbers advantage when in fact we were even or worse.
This is why it's good practice to press up on the D-Pad when you die, so people know you're dead, and where you died. Lots of people die and then don't announce it, making it hard to keep track of how the team is doing especially in the heat of the moment
A small nitpick about these videos is that a lot of the discussion assumes a front/aggressive midliner position. That being said, as a flex player who regularly plays front through backline, this video was great for that purpose!!
Yeah I didn't expect a video about paint to be so widely applicable to my skill issues, who knew a misunderstanding of the central mechanic of the game would be broad in nature lol
Yeah. I've noticed in my own Zones games that while having paint advantage can get you the Zone from time to time, the much more consistent method is killing someone on the enemy team. Not only does that reduce their paint output, it can also be used to pivot into a major advantage to force everyone out of the Zone, basically guaranteeing a free cap.
Players are stones, turf is territory, and the threat of players, is aji. The state of the board is determined by the turf, the players, and the threat of players, and victory is determined by the state of the board.
This is something that I tend to take advantage of as an enemy base camping Undercover Brella player, paint as much of the enemy's base as possible, and if they respawn or come back then I immediately hide out and place mines. Then I go for them, splat them, and then clean up the mess they've made and repeat the cycle for infinity or as long as I can do so while hoping that my team can send those opponents my way in a timely and orderly fashion. That's my predominant strategy (which I only rely on if it can be executed), and it's an incredibly effective strategy that should be looked into more for competitive matches. Basically, my philosophy with the Undercover Brella is "Paint what you can, give none of it back."
Trying to play stamper, my main, without sufficient paint support online is frustrating. it gets to a point that i just play a support shooter like nzap if my losses accumulate too much if the problem is paint control.
The number of times ive been paired with 2 eliter and a blaster or something as a roller main... Playing ink support kraken roller is not a fun way to play roller
As previously mentioned, the biggest predictor of victory in PVP Splatoon is the ability to make it unsafe for your opponents to approach the objective.
Booyah bomb is the answer haha
the thumbnail... lmfao
I will say, as a backliner, it has been a struggle recently to ACTUALLY backline bc my team will push up and Im like ok sure, I have to back you up
And then they all immediately die. And I have to back up. And then we keep getting pushed back
i feel this (i play Charger), i feel a bit powerless and guilty when i see the rest of the team dying and me being the last to die while retaliating / backing up / hiding for jumps, then seeing the WIPEOUT on screen
I'm being out painted because the matchmaking decided to give me two E-liters and a heavy Splatling for teammates
hey now, blame the eliters, not the splatling.
You can't blame all E-Liters equally. I'm a Scope E-Liter main and with how much experience and training and playing the weapon I've done I kill good and paint well. Blame the lack of experience, not the weapon. An inexperienced Aerospray can paint badly. It's truly about skill level.
An experienced nautilus user can also play as a frontliner.
I had to tap shot someone with Hydra once. We ended up trading, but it was funny as hell
Oftentimes I'll watch your videos despite knowing the concepts in it just because they're entertaining, but this video revealed a concept that's gonna change the way I play the game forever, so thank you so much
Got it: Blame the shooter players, everytime.
Darn shooter players.
I mean U've seen a lot of players just charge into the enemy without realizing "Oh my teamates are dead, I should charge my special and wait for them"
This is one of the things that I realized I am being so weak. I kinda of brute forced my way into S+ rank just by playing really aggressively with tetras and that rewarded me a lot on the other ranks. But even on my rank up battles I noticed something wasn't feeling quite right. The awareness gap between an S and an S+ player is huge. Also, almost anyone on S+ rank has the concept of map control figured out so I am feeling a lot more difficult to just go in and be "the hero" to open up an opportunity for the team. I usually just end up feeding and getting frustrated. But by never really having to pay attention to that I am finding it really difficult to switch from going into and just chill out, get map control, reposition etc. Also I find it really difficult to just gather information about enemy positioning in this rank and keeping myself away from danger (doesn't help that even at the slightest opportunity I try to splat someone - and it usually goes wrong because they have so much more room to move and hide than me). Even though this is really basic concept I noticed I wasn't doing this instinctvely and now I have to work on it.
that line about being aggressive when your team is dead is so real.
i remember splatting 2 people, running to their spawn and ending up fighting 4 people because their entire team respawned after trading with my whole team and me thinking i had numbers advantage when in fact we were even or worse.
This is why it's good practice to press up on the D-Pad when you die, so people know you're dead, and where you died. Lots of people die and then don't announce it, making it hard to keep track of how the team is doing especially in the heat of the moment
A small nitpick about these videos is that a lot of the discussion assumes a front/aggressive midliner position. That being said, as a flex player who regularly plays front through backline, this video was great for that purpose!!
As a Aerobaby, I don’t worry about getting out-painted.
Well depends on which you use
Well as long as you're alive...
I mean you kinda do, if you die you aren't painting and woomy knows you aren't winning many fights
@@crazfamily6931 RG.
@@malcovich_games Positioning is key.
Before watching this video, I thought it was going to be why I'm always out of ammo at the worst time, but this is also helpful.
wow, this video really changed how I think about the strategy of the game, thanks gem
A little bit ago i just won a 100x for team love!!
Congratulations!!
-a Team Love user
Good work, soldier
I was messing around with tent, got an 100x battle, and lost :( thank you for making up for my failure
"I'm not seeing enough ink"
-Ninja Squid Blevins
I love this comment
This was super helpful, thanks!
Yeah I didn't expect a video about paint to be so widely applicable to my skill issues, who knew a misunderstanding of the central mechanic of the game would be broad in nature lol
Yeah. I've noticed in my own Zones games that while having paint advantage can get you the Zone from time to time, the much more consistent method is killing someone on the enemy team. Not only does that reduce their paint output, it can also be used to pivot into a major advantage to force everyone out of the Zone, basically guaranteeing a free cap.
Players are stones, turf is territory, and the threat of players, is aji. The state of the board is determined by the turf, the players, and the threat of players, and victory is determined by the state of the board.
This is something that I tend to take advantage of as an enemy base camping Undercover Brella player, paint as much of the enemy's base as possible, and if they respawn or come back then I immediately hide out and place mines. Then I go for them, splat them, and then clean up the mess they've made and repeat the cycle for infinity or as long as I can do so while hoping that my team can send those opponents my way in a timely and orderly fashion. That's my predominant strategy (which I only rely on if it can be executed), and it's an incredibly effective strategy that should be looked into more for competitive matches. Basically, my philosophy with the Undercover Brella is "Paint what you can, give none of it back."
Trying to play stamper, my main, without sufficient paint support online is frustrating. it gets to a point that i just play a support shooter like nzap if my losses accumulate too much if the problem is paint control.
This is how low paint comps can work too, you just gotta be really good at finishing fights safely
The number of times ive been paired with 2 eliter and a blaster or something as a roller main... Playing ink support kraken roller is not a fun way to play roller
Im waiting every day for gem to make a tableturf video
Blame the roller
Duh
How would location sub like auto point sensors, auto bomb, etc. Would factor into this?
9:51 laggiest suction ever
No paint?
8:19 Vwoûp
Yooooo Abirnova cameo, dynamo roller beeg
900 feels too high for vblaster lol
Only good vid in my recommended this time around
first
What are you expecting a award for being first?
@@deeyorn6798yes. give the man an award
woah thats crazy
I was expecting a mild dose of seratonin, which was received.