# Individual VoD Review for Tressa
### 2021-02-18 1800
VoDs used:
Ranked (~2200 XP)
Wahoo/Inkblot RM
Heavy Splatling
## Goals
* General improvements
* Playing in games with multiple anchors
## What you should do
* Use rays with intent
* Rays pretty much need to get kills in order to be useful
* To get kills, we do two things:
* Cover as much of where the enemy wants to go with as little aiming and movement as possible
* Make sure that we know where our first target is and then track them on the map once we start hitting them
* I'm seeing a lot of rays that are used perpendicular to where the enemy team wants to go (e.g. to stop the Wahoo elbow push, you want to be up on the top right from your spawn, not on the far left)
* I'm also seeing a lot of rays where you've kinda decided that you're going to use the ray, but you don't actually have anything to use it on, and it doesn't get any assists
* If you don't know where to target your rays, look at your teammates and see if you can assist
* Rays are also good in situations where the objective is out of your reach and you can't catch up
* Inkblot comes to mind; you fall off plat, RM is way ahead of you, and you need to deal with enemy respawns? Pop ray from the bottom of the ramp rather than trying to chase the RM
* Plan your retreats
* You seem to know when to retreat, just that sometimes you get caught while doing so or take a really long path that keeps you out of the game for a while
* Wahoo for example, you're always retreating through elbow when you could be dropping back to the ramp, which lets you break line of sight more easily
* Key concepts for retreat paths:
* First, make sure you actually need to retreat; typically, even with anchor weapons, if you can stay on the map and maintain control while the enemy tries to get a push started, that's better than retreating
* If you do need to retreat, it's best to retreat away from where the enemy wants to go
* So retreating through elbow on Wahoo is not great because that's where they want to push
* Not all maps give you this option, which only reinforces the idea that you should only retreat toward your base when absolutely necessary
* When retreating, your goal (especially with charging weapons like Splatling) is to break line of sight as soon as possible so that you can re-engage on any pursuers
* Notice how when retreating to Wahoo elbow, you only get a chance to turn around once you're around the corner; if you're retreating from carousel, then you're running for like 5-6 seconds without having any idea what the enemy is doing
* This gives you chances to turn on pursuers and stop them from gaining ground, or even outright killing them
* Be mindful of your engagements
* Engagements are basically what you're focusing on at any given time; usually what you're shooting at, but you can engage with something just by mentally fixating on it
* Shooting the RM shield = engagement. This means:
* You can't easily change targets
* You can't see things that are happening around you
* The enemy knows where you are and that you're not going to engage them if they try something
* If you have a numbers advantage, your inability to engage with the enemy team means you are not actually contributing to your team's fighting capability
* In other words a 4v3 where you're shooting the RM is just a 3v3
* This is OK when popping the RM shield is immediately useful for control purposes e.g. it's in their base and popping it guarantees the lead
* Using ray is also an engagement
* This is why you MUST achieve something major (e.g. kills, obj control) with it
* Using a ray and failing to achieve anything with it makes you effectively useless on the map for the duration of the ray + however long it takes for you to be able to engage with something useful
* If you jump back to spawn for a ray that doesn't do anything, this can be *20 seconds or more*
* Note that if you screw up a ray that was otherwise the right idea, you're probably messing with at least one enemy player, so as long as you have clear intent for that ray you are probably at least not throwing (and that's fine)
* Splatling charge times mean that managing engagements is very difficult on short notice
* You have to plan slightly ahead, you can't just react to everything the way a kpro or squeezer might do
* Heavy can at least quarter charge fairly quickly, so you only need a little bit of time, but that small amount of time becomes more and more difficult to fit into a game as the players you're fighting get better