Splatoon/Kelp Dome: Difference between revisions

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===Tower Control===
===Tower Control===
The tower begins on the middle pillar, descends to the ground and travels into the corner regions. It then makes a loop around the inkable wall and passes through the bottleneck into the defender's base, with the goal situated right in front of the defender's closest ramp from spawn. All of the map additions from Splat Zones return here, although an additional metal block has been added to the top of the ramp at the left branch leading on to the grates.
The tower begins on the middle pillar, descends to the ground and travels into the corner regions. It then makes a loop around the inkable wall and passes through the bottleneck into the defender's base, with the goal situated right in front of the defender's closest ramp from spawn. All of the map additions from Splat Zones return here, although an additional metal block has been added to the top of the ramp at the left branch leading on to the grates.
Contesting the tower while it is in its neutral position is a standard affair. However, the tower's position on the pillar creates an obstruction that can be used as cover from enemy fire while limiting your movement on the pillar itself. Attempting to push the tower while there are still enemies swarming around the center is unwise, because as the pillar begins to make its descent, enemies on the pillar can drop on to the pillar to take out any tower pushers. Once the tower reaches the ground and starts travelling away from the pillar, it just becomes a matter of the attacking team clearing out enemies in the path of the tower.
Around the 70 point mark, the tower starts to exit out of the central area and into one of the corners. Here, both teams have a quick, straight path from spawn to the tower, though the defenders do have a slightly shorter path, so the tower often stagnates in this area. Most players will be travelling straight to the corner the tower is in from spawn, though it's worthwhile to take an alternate route to claim map control at the center in case the push fails, bearing in mind that the tower's current progress is still top priority.
The last 40 points is a real challenge to push through, but it's not any easier on the defending side. The tower must squeeze through a chokepoint leading to the defenders inner territory, with the grated walkways as the only alternate route of attack. The defenders have a slight advantage in that they can enter the center quickly using the block in front of spawn, from which they can deal a devastating blow to the attacking force from behind, whereas the attackers have to take a much longer, indirect path to do so. The grated path beside the chokepoint is a risky route best taken by long-ranged or mobile shooters to take down enemies positioned behind the wall. On defense, the ramp becomes a strong sniper spot to fire at foes coming into the base, particularly through the chokepoint. Killer Wails from either side are quite effective at clearing the path around the tower as well.


===Rainmaker===
===Rainmaker===