Rainmaker really seems to be the bloodthirstiest mode in the game, by which I mean, the mode where playing as if it were Team Deathmatch seems to be the most effective. Which is perhaps why I've struggled with more than the others, as my playstyle tends to be quite conservative and maintentence-orientated. I'm generally fine defending a Splat Zone, tidying up the map, and keeping the enemy at bay (if not necessarily killing them), but have never felt as comfortable in the dynamic, fast-paced world of RM.
Still, since I've started playing with that more splat-orientated mentality, the win to loss ratio seems to have improved, so hopefully RM will stop being the one that stays static while the other two modes pull away.
So yeah, it's cool how varied the necessary skillsets are between modes, but it does mean you can't just rest in your laurels in the faith that 'general skill at Splatoon' will make you unquestionably dominant in all of them.
@Maxz Tower control can be pretty bloodthirsty too. It almost feels more so sometimes because, unlike rainmaker, you know where the tower is going to be and also that the enemy is going to at least have one person on it and others patrolling it. Both modes you have to get so closer to the enemy team's spawn (more so for rainmaker I think) that you have to focus on splatting them so you can actually get to the goal. At least in rainmaker if you have the lead with 30 seconds left you can run off to a hard location for the enemy and run out the time.
I was worried I was going to have troubles with the bamboozler in ranked mode, but man is it such a flexible weapon. SZ I can sit in a safe place and keep the zone covered. RM you can move quickly and lock down certain areas and make the enemy team avoid you like the plague (I love after splatting somebody a couple of times they'll see you later in match and just be like "nope" and turn around and try a different path. In TC you can feel safe either on the tower or patrolling around it, though I think it matters at what part of the map you are to decide which one to do.
@NapalmPsalm I definitely view Tower Control as a sort of amalgamation of SZ and RM, or at least something that draws on various elements of each. There's obviously the theme of driving something into the opponents' base which it shares with RM, but the steady speed makes mad-cap pushes a lot harder, meaning the ability to 'defend a region', and general map management are almost as critical as in in SZ. The linearity of TC lends a certain predictability to opponents' moves, which can be harnessed to strike at opportune moments. I find RM is such a mad scrabble that it's easier to be more sneaky and predatory, and the relative lack of emphasis on maintaining overall map control (you only need one path to the exit after all) means that seconds can often be more fruitfully spent hiding for an ambush (say) than inking the ground.
That's my experience anyway. My naturally conservative, maintenance-orientated playstyle has carried me to S+5 and 7 in TC and SZ respectively (often without sustaining a single crack in the latter), whereas I've been floundering around S+2 in RM for a while, and have generally felt less sure of myself.
I feel that the limits on TC and SZ mean that an effective overarching strategy will eventually prevail in the long run, where as RM is much more about identifying and seizing particular opportunities when they arise, and taking risks to create those opportunities in the first place. It's way harder to play algorithmically, so I should probably stop trying.
@Maxz Interestingly enough I pretty much agree with you on your take, except for one thing. I find it a lot easier to be predatory in TC and SZ from the begging of the match compared to RM where it gets easier the longer the match goes to be predatory since I have to figure out their tendencies given there are multiple paths to push the rainmaker even though they really only need one, like you said. It's interesting, how I can be more predatory with structure and given paths/areas where you thrive as a predator in "chaos". I'm also only a clean A in each mode since I started so late in ranked and I usually don't have time for long play sessions, but I'm slowly working my way up.
I guess I'm part of the lucky few that likes all three ranked modes, I don't know why I didn't play ranked hardly at all in splat1.
So I was grinding ink resistance with sea snails for a pair of shoes and it wasn't going very well and I thought to myself that I bet I'll get a perfect gear on my last reroll... and sure enough.
I have a nice shirt but now I'm grinder on the headgear the slow and expensive way... yaaaaaay
Splat Zones is probably the mode that most directly rewards consistent plays and coordination. Rainmaker (especially) and Tower Control (to a lesser extent) favor hard an daring pushes. While Splat Zones is timer based and mechanically requires consistency.
@Hieronymus-E There is info that there will be a 4th mode in the data mine. It was a little confusing due to lake of details really.
If I had to choose a favorite mode it would be SZ for what @-Green- said. RM can be a lot of fun, but can turn really sour really quick with the lack of proper teamwork. TC can be absolutely disheartening at times as you watch yourself slowly lose, but it feels very rewarding when you knockout the other team.
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