タラポートショッピングパークBarnacle & Dime

Barnacle & Dime

A long, S-shaped stage set around the fountain plaza of a shopping mall, with most of the fighting in the central plaza. There's little tall cover and sightlines are wide open, so whoever holds the middle controls the routes forward, and for a long time people said it was really hard to break back in once you got pushed. The big ver. 8.0.0 rework added a low route to the middle on the left along with slopes and cover, making holds easier to break.

Long, S-shaped stageMost fights happen in the central plazaLittle tall cover and wide-open sightlinesFavors the holding team; breaking holds is hard (eased in 8.0.0)The dip below spawn is a danger zoneSurrounded by water

Splat Zones

Zones tips

  • The high ground to the left and right of the zone is effectively your last line of defense. Lose it and you can only get back through the low ground, which puts you way behind.
  • Once you have the zone, don't sit in the middle. Push the front line up to the top of the enemy-side slopes and high ground. Just don't go too far, or you'll get shot from above.
  • If you're pushed in, draw attention in front while pressuring with subs and specials from the high ground on the right route, and time your push with your team.

Tower Control

Tower tips

  • The fight over the first checkpoint pretty much decides the game. The moment there's a numbers gap, focus on rebuilding the front line.
  • At the second checkpoint it's easy to focus fire from on top of the platform, but without mid range or longer you can't stop them one-sidedly from up there. Short-range players should flank via the Inkrail or use bombs.
  • After the rework there are three checkpoints, and the third one is where the enemy can take high ground, so charge your specials and push through.

Rainmaker

Rainmaker tips

  • After the checkpoint, climbing the left ramp is the relatively safe route. The center route over the unpaintable stairs tends to take concentrated fire from the high ground. (This is pre-rework info. Ver. 8.0.0 changed the terrain between the checkpoint and the goal.)
  • Obstacles are low, so Rainmaker shots land easily. Defenders should stop the carrier with bombs or Splash Wall.
  • The stage is surrounded by water, so you can jump off to reset the Rainmaker, but numbers matter a lot on this stage, so don't overdo it.

No large stage-specific differences found in this mode.

Clam Blitz

Clams tips

  • Lots of clams spawn in the middle, so controlling the middle makes it easy to get ahead on numbers.
  • On defense, holding the two high spots on your side lets you shoot down onto the area in front of the basket and stop them.
  • The rework added a jump platform in front of the basket, making it easier to score clams.

Turf War

Turf tips

  • At the start, send at least two players, ideally three, to the middle to stop the enemy's push. If your weapon has the range to hold them off, head to the middle without hesitation.
  • The lowest dip, two drops down from spawn, is a death zone for short-range weapons. Don't drop in there without a plan when you're losing.
  • The enemy can't reach the high ground around your spawn, so it's hard for them to paint back. Paint it thoroughly.

Update changes