Post by 1l2kid1l2squid on Jul 29, 2015 5:26:36 GMT
Port Mackerel [SZ]
Recommended weapon loadout: .52gal, Tentatek, Krak-On/Carbon, Dual Squelcher.
A lot of maps in this game reward aggression and forceful taking of areas, but Port Mackerel is one of the few that favors patience the most. The following strategy considers defense heavily.
Splash Walls are strong on this map for advancing through the center area with the crates. The .52 gal should be using as many as possible to pressure the opposing sides SZ. The Tentatek and Roller will lurk in and out of the crated area since they can kill extremely fast. Their main job is to stop people from getting to our SZ by picking them off in the crates while also supporting the .52gal in pressuring the other SZ from behind the splash wall. By controlling and camping the crates the goal is to eventually kill 2 or 3 of the enemy at once which signals an aggressive push onto their side and capturing the second SZ (this should only be done if we have at least 3 or 4 alive, it is almost never a good idea to advance with only two alive unless they are completely dead or you can double team the last person). We then proceed to the Port Mackerel spawn lock that we all know and love. It's not hard to hold the second zone if we don't them escape their spawn crates. It is CRUCIAL that if at any point when we control both zones that two or more of us die and they outnumber us, then the surviving players need to retreat back to the center crates. Flips happen so often on this map because teams push too far into their spawn or go to aggro and all of a sudden the entire team is dead and the enemy catches both zones and starts locking back.
Summed up the strategy is to camp center with fast killing weapons and splash walls until we get a numbers advantage and then proceed to lock them in their spawn, and if at any point we get seriously outnumbered the survivors need to retreat back to crates and stall them/zone them out.
Now for the Dual Squelchers role. The squelchers main job is to cover our own SZ in the beginning and then proceed to charge up its special as fast and as much as possible while providing support to the crates from the back with it's respectable range and with the splat bomb. Echolocator is very strong, especially on Port Mackerel for tagging and killing people in the center where there are lots of opportunities for enemies to sneak up on you. The Tentatek and Carbon roller should have their inkzookas on stand-by ready to deploy during echolocator. This is a strong combo and can easily wipe out at least half the enemy team which could give us an opportunity to advance. Additionally the .52 gals Killer Whail can also be used in conjuction for more accuracy, however the gal is recommended to use the whail for defense. The other role for the Dual Squelcher is to provide a safe area for teammates to super jump to, and to stall the enemy for as long as possible as a last line of defense if at any point we get outnumbered. During a spawn lock the squelcher's attention will be at the second story flanks which it should aim to control with it's range and splat bomb.
Here is a picture to give a general idea, as well as a summary of each weapons role:
The first section is pretty much where each weapon will be for most of the game. The Krak-On and Tentatek can obviously go in and out of where they are needed and are expected to be versatile. After the red dotted line is an idea of where will the weapons will be deployed once we have captured theire SZ and are keeping them in their spawn. The .52 gal should be dropping Splash Walls as much as possible in both of the indicated areas.
Tentatek:
-Control crates and kill enemies entering crates with the gun's fast kill speed and with good sticky bomb placement.
-Save Inkzooka for echolocator or for emergency defense if we are outnumbered.
-During spawn lock, keep enemies pinned in their crates but be ready to help squelcher with people taking the 2nd story flanks.
-Overall most versatile weapon and should play as such.
.52Gal:
-Pressure opposing SZ with splash wall.
-Help maintain the center.
-During spawn lock place splash walls in the corridor nearest the new SZ.
-Use killer whale in conjunction with echolocator if there is a good opportunity but it should be used for defense primarily.
Krak-On:
-Help control the center and keep it covered in our ink.
-Save Kraken for an advance or as a defensive play in the crates.
-During spawn lock, make an effort to flick ink onto the second story flanks and to harass enemies trying to use them.
Dual Squelcher:
-Capture and maintain or SZ.
-Provide support to crates from the back with long range and splat bombs.
-Charge echolocators.
-Stall advancing opponents when outnumbered. (Most likely the last person alive)
-Provide safe jump points.
-During Spawn Lock, maintain second story flanks with long range and splat bombs.
As far as recovery, it is really hard on this map. I think our best bet would be to charge specials and use them in conjunction with echolocator to regain our SZ.
Hope you guys like this formation, feel free to discuss.
Recommended weapon loadout: .52gal, Tentatek, Krak-On/Carbon, Dual Squelcher.
A lot of maps in this game reward aggression and forceful taking of areas, but Port Mackerel is one of the few that favors patience the most. The following strategy considers defense heavily.
Splash Walls are strong on this map for advancing through the center area with the crates. The .52 gal should be using as many as possible to pressure the opposing sides SZ. The Tentatek and Roller will lurk in and out of the crated area since they can kill extremely fast. Their main job is to stop people from getting to our SZ by picking them off in the crates while also supporting the .52gal in pressuring the other SZ from behind the splash wall. By controlling and camping the crates the goal is to eventually kill 2 or 3 of the enemy at once which signals an aggressive push onto their side and capturing the second SZ (this should only be done if we have at least 3 or 4 alive, it is almost never a good idea to advance with only two alive unless they are completely dead or you can double team the last person). We then proceed to the Port Mackerel spawn lock that we all know and love. It's not hard to hold the second zone if we don't them escape their spawn crates. It is CRUCIAL that if at any point when we control both zones that two or more of us die and they outnumber us, then the surviving players need to retreat back to the center crates. Flips happen so often on this map because teams push too far into their spawn or go to aggro and all of a sudden the entire team is dead and the enemy catches both zones and starts locking back.
Summed up the strategy is to camp center with fast killing weapons and splash walls until we get a numbers advantage and then proceed to lock them in their spawn, and if at any point we get seriously outnumbered the survivors need to retreat back to crates and stall them/zone them out.
Now for the Dual Squelchers role. The squelchers main job is to cover our own SZ in the beginning and then proceed to charge up its special as fast and as much as possible while providing support to the crates from the back with it's respectable range and with the splat bomb. Echolocator is very strong, especially on Port Mackerel for tagging and killing people in the center where there are lots of opportunities for enemies to sneak up on you. The Tentatek and Carbon roller should have their inkzookas on stand-by ready to deploy during echolocator. This is a strong combo and can easily wipe out at least half the enemy team which could give us an opportunity to advance. Additionally the .52 gals Killer Whail can also be used in conjuction for more accuracy, however the gal is recommended to use the whail for defense. The other role for the Dual Squelcher is to provide a safe area for teammates to super jump to, and to stall the enemy for as long as possible as a last line of defense if at any point we get outnumbered. During a spawn lock the squelcher's attention will be at the second story flanks which it should aim to control with it's range and splat bomb.
Here is a picture to give a general idea, as well as a summary of each weapons role:
The first section is pretty much where each weapon will be for most of the game. The Krak-On and Tentatek can obviously go in and out of where they are needed and are expected to be versatile. After the red dotted line is an idea of where will the weapons will be deployed once we have captured theire SZ and are keeping them in their spawn. The .52 gal should be dropping Splash Walls as much as possible in both of the indicated areas.
Tentatek:
-Control crates and kill enemies entering crates with the gun's fast kill speed and with good sticky bomb placement.
-Save Inkzooka for echolocator or for emergency defense if we are outnumbered.
-During spawn lock, keep enemies pinned in their crates but be ready to help squelcher with people taking the 2nd story flanks.
-Overall most versatile weapon and should play as such.
.52Gal:
-Pressure opposing SZ with splash wall.
-Help maintain the center.
-During spawn lock place splash walls in the corridor nearest the new SZ.
-Use killer whale in conjunction with echolocator if there is a good opportunity but it should be used for defense primarily.
Krak-On:
-Help control the center and keep it covered in our ink.
-Save Kraken for an advance or as a defensive play in the crates.
-During spawn lock, make an effort to flick ink onto the second story flanks and to harass enemies trying to use them.
Dual Squelcher:
-Capture and maintain or SZ.
-Provide support to crates from the back with long range and splat bombs.
-Charge echolocators.
-Stall advancing opponents when outnumbered. (Most likely the last person alive)
-Provide safe jump points.
-During Spawn Lock, maintain second story flanks with long range and splat bombs.
As far as recovery, it is really hard on this map. I think our best bet would be to charge specials and use them in conjunction with echolocator to regain our SZ.
Hope you guys like this formation, feel free to discuss.