With all that in mind, we can specify that how we approach engagements needs to factor in a lot of different things. Because Splatoon doesn’t factor kills into scoring in anyway, it actually isn’t always ideal to kill someone as quickly as possible, it’s actually not necessarily always ideal to kill someone in general. Time is ultimately the most important currency in Splatoon, and so, if your team is behind, you want engagements, or oftentimes want engagements to be quick so that you can go about the objective or other things, whereas if you are in the lead, especially if an engagement is what I would say is inconsequential(ie not directly contributing towards the objective) you want to waste as much time as possible, because wasting the opposing players time puts you closer to victory. Obviously if you are pushing an objective, say your team is riding the tower, you are behind, and you find yourself engaging an enemy in open field, that could be when you want to drag out the engagement, but that is dependent on your team not needing your assistance in another area. We are of course accustomed to trying to get as many kills as quickly as possible, by and large doing so will lead to victories, however I am always of the opinion that we should understand the reasons behind something instead of just assuming it is the most ideal option, and I would largely say that a team that cannot at all compete for kills is simply at too high a skill deficit for the game to have been a contest anyways.

Click to expand...