so, after beating the world one boss in the singleplayer, you're going to pick up its scroll and find that it's the blueprints to the custom splattershot jr., which you can take to sheldon and buy for 800 coins.
don't let that cutesy little star sticker fool you; this is one of the best loadouts in the game, and i'm about to tell you how to use it and why it's so effective.
there's a reason the regular splattershot jr. is your first loadout in the game, and that's because it's so easy to use. it has a wide cone of fire that shoots ink in semirandom directions, yes, but that's to its benefit; it's very competent at covering area in ink. it's also a 5 hit kill, regardless of the amount of defense up a player's got equipped. it's no aerospray, but all that coupled with its fast rate of fire and you're going to get a lot of ground covered and very fast. getting frags in a direct, one on one firefight is difficult because of that semirandom spray, but you just have to secure a frag safely; and this loadouts sub and special cater to that, and very, very well.
first of all, the disruptor: a very unassuming sub. as the flavor text informs you, it slows down enemies when hit, more than half of their movement speed i'd have to assume. i don't have any real numbers, but it sure as hell slows them down alright. they can go into squid form, but it will actually be the same speed as their walk, so it won't do them any good since it means they can't shoot back.
the disruptor doesnt make for a guaranteed frag, but because the enemy can't run, they have to commit to a fight; which is a very, very bad thing for them. even assuming they don't panic and mess up their shot on you, if you're coming from behind or from high ground, they have to turn around and react to you, and you can land a few shots before they can even really react. like i said, it doesn't guarantee a kill; you have to throw the disruptor smartly, but assuming that you do, you'll come out of that fight alive.
the echolocator is the real backbone to forming this loadout's playstyle. when activated, it traces a line from you to everyone on the enemy team (and even their bombs) that your entire team can see. you know what that is? free information. you know where everyone is at all times as long as this special is active and they can't in return.
so how do you use this loadout? why can't you just toss disruptors on the front lines? why can't you just engage in direct firefights? well, maybe you can with other loadouts with any of these weapons, but this particular one is asking you something; to stay on the other team's flank. if there's anything to take away from this guide, when using this loadout, stay on the flank.
the splattershot jr. has amazing mobility because of its fast rate of fire and decent range. you can shoot a straight line forward and swim up it, splatdash/splatterhop if that's your fancy, climb up walls with impeccably, etc. other splattershot variants can do this as well, but it's something the jr. can do especially well.
build up your special, first of all. that won't be hard to do since it's only 180 points without any special charge up abilities, you'll probably have that much before you even reach the initial firefight at the start of the ground. as soon as you have it, use it. if you die with it unactivated, you won't respawn with it, and there's no benefit to using it later rather than sooner. once you have it active, you can either frag people close to you or get behind them, which is where you'll spend most your time.
once you're behind them, act like a child throwing a tantrum and just ruin everything for the other team. cover up their ink with your own, throw disruptors onto them from above, frag lone-wolf players, etc. do everything you can to be a thorn in their side and attract attention away from the meat of your team and onto yourself. if they ignore you, then that's more ink for your team, and if they come after you, that's... more ink for your team.
and here, you start to see why this loadout is so effective: you're basically driving a wedge in the other team if you play it well. if they don't come after you, then you're going to cover up their ink with your own, and if they do, they're giving up more territory to the rest of your team. there's no real way for them to handle this situation without losing anything.
if someone comes after you, you can ambush them, throw a disruptor at them to make the commit, and 99% of the time come out alive. that's going to make the round a 3v4 until the other player respawns and rolls back out into the firefight, which can be up to 20 or 30 whole seconds. around a sixth of the round can be spent with your team winning the numbers game, and that's just assuming you only take down one player at a time (hint: you won't.)
if someone else on the other team is playing with this loadout, then there's basically 2 games being played at the same time; the main firefight where most of the action is happening, and then you and the other player, taking turns messing up each other's team. the player who's better at it is going to ensure safety for their team. treat engagements with this hypothetical player like any other; disruptors are your friend, come from above or behind, use your echolocator all the time, et cetera.
for your abilities, i'd recommend anything that caters to your special; especially special duration up and special charge up. your echolocator is very paramount to your effectiveness with the loadout. it's important to be aware of everything that's happening without it, but free information about everything the other team is doing and where they're at is... well, free. it just makes your life easier.
and there you have it. i hope you this has helped you or otherwise convinced you pertaining to this loadout. it's one of my favorite ones, and i do hope it'll be one of yours.
don't let that cutesy little star sticker fool you; this is one of the best loadouts in the game, and i'm about to tell you how to use it and why it's so effective.
there's a reason the regular splattershot jr. is your first loadout in the game, and that's because it's so easy to use. it has a wide cone of fire that shoots ink in semirandom directions, yes, but that's to its benefit; it's very competent at covering area in ink. it's also a 5 hit kill, regardless of the amount of defense up a player's got equipped. it's no aerospray, but all that coupled with its fast rate of fire and you're going to get a lot of ground covered and very fast. getting frags in a direct, one on one firefight is difficult because of that semirandom spray, but you just have to secure a frag safely; and this loadouts sub and special cater to that, and very, very well.
first of all, the disruptor: a very unassuming sub. as the flavor text informs you, it slows down enemies when hit, more than half of their movement speed i'd have to assume. i don't have any real numbers, but it sure as hell slows them down alright. they can go into squid form, but it will actually be the same speed as their walk, so it won't do them any good since it means they can't shoot back.
the disruptor doesnt make for a guaranteed frag, but because the enemy can't run, they have to commit to a fight; which is a very, very bad thing for them. even assuming they don't panic and mess up their shot on you, if you're coming from behind or from high ground, they have to turn around and react to you, and you can land a few shots before they can even really react. like i said, it doesn't guarantee a kill; you have to throw the disruptor smartly, but assuming that you do, you'll come out of that fight alive.
the echolocator is the real backbone to forming this loadout's playstyle. when activated, it traces a line from you to everyone on the enemy team (and even their bombs) that your entire team can see. you know what that is? free information. you know where everyone is at all times as long as this special is active and they can't in return.
so how do you use this loadout? why can't you just toss disruptors on the front lines? why can't you just engage in direct firefights? well, maybe you can with other loadouts with any of these weapons, but this particular one is asking you something; to stay on the other team's flank. if there's anything to take away from this guide, when using this loadout, stay on the flank.
the splattershot jr. has amazing mobility because of its fast rate of fire and decent range. you can shoot a straight line forward and swim up it, splatdash/splatterhop if that's your fancy, climb up walls with impeccably, etc. other splattershot variants can do this as well, but it's something the jr. can do especially well.
build up your special, first of all. that won't be hard to do since it's only 180 points without any special charge up abilities, you'll probably have that much before you even reach the initial firefight at the start of the ground. as soon as you have it, use it. if you die with it unactivated, you won't respawn with it, and there's no benefit to using it later rather than sooner. once you have it active, you can either frag people close to you or get behind them, which is where you'll spend most your time.
once you're behind them, act like a child throwing a tantrum and just ruin everything for the other team. cover up their ink with your own, throw disruptors onto them from above, frag lone-wolf players, etc. do everything you can to be a thorn in their side and attract attention away from the meat of your team and onto yourself. if they ignore you, then that's more ink for your team, and if they come after you, that's... more ink for your team.
and here, you start to see why this loadout is so effective: you're basically driving a wedge in the other team if you play it well. if they don't come after you, then you're going to cover up their ink with your own, and if they do, they're giving up more territory to the rest of your team. there's no real way for them to handle this situation without losing anything.
if someone comes after you, you can ambush them, throw a disruptor at them to make the commit, and 99% of the time come out alive. that's going to make the round a 3v4 until the other player respawns and rolls back out into the firefight, which can be up to 20 or 30 whole seconds. around a sixth of the round can be spent with your team winning the numbers game, and that's just assuming you only take down one player at a time (hint: you won't.)
if someone else on the other team is playing with this loadout, then there's basically 2 games being played at the same time; the main firefight where most of the action is happening, and then you and the other player, taking turns messing up each other's team. the player who's better at it is going to ensure safety for their team. treat engagements with this hypothetical player like any other; disruptors are your friend, come from above or behind, use your echolocator all the time, et cetera.
for your abilities, i'd recommend anything that caters to your special; especially special duration up and special charge up. your echolocator is very paramount to your effectiveness with the loadout. it's important to be aware of everything that's happening without it, but free information about everything the other team is doing and where they're at is... well, free. it just makes your life easier.
and there you have it. i hope you this has helped you or otherwise convinced you pertaining to this loadout. it's one of my favorite ones, and i do hope it'll be one of yours.