ナメロウ金属

Mincemeat Metalworks

The weapons that shine most on Mincemeat Metalworks are E-liter 4K Scope (Zones), Hydra Splatling (Clams) and E-liter 4K (Tower) (version 11.3). Stage advantages are estimated from stat.ink battle data.

Data through

Two levels, upper and lower, connected by grate bridges. There are few ways into the enemy side, and lines of fire from the upper level and high ground reach the lower level easily. It's known as 'the stage where the E-liter is absurdly strong' because long-range weapons, especially the E-liter 4K, can safely affect the zone and the center from their own high ground. Ver. 6.1.0 brought a big rework that widened the center and added cover and slopes, but most say the long-range advantage only eased slightly.

Two levels: upper and lowerMany spots you can only reach by crossing grate bridgesEasy lines of fire from the high ground down to the lower levelNot much coverFew routes into the enemy sideMajor rework in Ver. 6.1.0 (wider center, more cover)

Splat Zones

Zones tips

  • Ver. 6.1.0 made the zone smaller, so it's easier to force a capture with Reefslider.
  • You can now climb from the lower level up onto the grates using the pole (pillar) added in the center.
  • Long-range weapons can easily pick you off, so don't go too deep into the zone. Paint it from the near side.
CE-liter 4K Scope

Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.

★Weapons that shine here
+6.1
pt
DE-liter 4K

Players say: It can affect the center and the whole zone from the safety of its own high ground, and with little cover and a perch that's hard to attack, it's still considered strong after the rework.

★Weapons that shine here
+5.4
pt
CSnipewriter 5B

Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.

★Weapons that shine here
+5.2
pt
DSplatterscope

Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.

★Weapons that shine here
+4.6
pt
CBamboozler 14 Mk I

Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.

★Weapons that shine here
+3.0
pt
CHydra Splatling

Players say: Zoning from the high ground works well here, and long-range Splatlings like the Heavy Splatling are also recommended.

★Weapons that shine here
+2.5
pt
ASploosh-o-maticWeapons that struggle here-5.1
pt
BCarbon Roller DecoWeapons that struggle here-3.1
pt
BSplat RollerWeapons that struggle here-3.1
pt
A.96 Gal DecoWeapons that struggle here-2.6
pt

Tower Control

Tower tips

  • Since Ver. 6.1.0, between the first and second checkpoints it's easier to jump from the Tower onto the enemy's high ground.
  • After the second checkpoint the Tower moves through the enemy base and takes heavy fire. Line up your specials and push through.

Rainmaker

Rainmaker tips

  • Ver. 6.1.0 made the left route easier to push, and carrying the Rainmaker up to the enemy's high ground earns a big chunk of count.
  • On the right route the truck (cover) got bigger and it's easier to defend, so build a numbers advantage before pushing there.
  • It's fairly short from the checkpoint to the goal, so once you break through, go all in.

No large stage-specific differences found in this mode.

Clam Blitz

Clams tips

  • Since Ver. 6.1.0 it's easier to get in through the front grate, and you can now throw a power clam into the basket with a jump without walking on the grate.
  • The side route is now a slope. Attacking from the truck side and the slope side at the same time, two players each, makes it easier to break the defense.
  • Taking the high ground by the enemy basket decides the game. When defending, prioritize the high ground too.

Turf War

Turf tips

  • Prioritize taking the top of the truck in the center. If they paint over most of the center, just fall back to your own high ground.
  • You don't need to force your way into the enemy side. The attacking team tends to be at a disadvantage.
  • It's hard to get through the lower level with enemies up top, so deal with the enemies on the upper level first.
DE-liter 4K Scope

Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.

★Weapons that shine here
+2.3
pt
DSnipewriter 5H

Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.

★Weapons that shine here
+2.0
pt
DSplat Charger

Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.

★Weapons that shine here
+1.9
pt
CHydra Splatling

Players say: Zoning from the high ground works well here, and long-range Splatlings like the Heavy Splatling are also recommended.

★Weapons that shine here
+1.9
pt
DE-liter 4K

Players say: It can affect the center and the whole zone from the safety of its own high ground, and with little cover and a perch that's hard to attack, it's still considered strong after the rework.

★Weapons that shine here
+1.8
pt
DCustom Goo Tuber

Players say: You can paint the lower level from the high ground and go for splats without much risk, and it's still considered a long-range-friendly stage after the rework.

★Weapons that shine here
+1.5
pt
SNeo Sploosh-o-maticWeapons that struggle here-1.8
pt
CSplat RollerWeapons that struggle here-1.5
pt
BFlingza RollerWeapons that struggle here-1.5
pt
CCarbon Roller DecoWeapons that struggle here-1.1
pt

Update changes

Sources

What the notes on this page are based on. The (source N) marks in the text jump here.

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