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I'll go to my grave believing the N-Zap '85 is underrated.
- The gun specs are serviceable. Range of a Tentatek with the fire rate of a Jr? Heck yeah.
- Splat Bombs cover weaknesses at a distance and give the gun a safe pressure option.
- Echolocator builds extremely quick and does Echolocator...
And the ink tank was never empty...
I've considered switching back to the CJS for Museum, but I really want to develop a solid .96 Deco game before I go running back to the main.
What other abilities are people running on this weapon? I've seen some people in Ranked running Ink Saver Sub, but...
Looks good! The Damage Up pieces are remnants of a Custom Jet Squelcher set I previously ran, so I was tempted to keep them.
Tested it out last night, and I was very much pleased. The Special Duration Up, though small, gave me juuuuuust enough extra time to secure an extra couple splats with...
Bit of a bump.
I've been playing around with some different gear builds, but the .96 Deco's versatility makes it so hard to pick one. I need some opinions from ya'll.
:head_eye005::ability_damage: :ability_specialduration::ability_specialduration::ability_specialduration...
Glad to see this thread getting some buzz! I'm gonna go through today and start adding everyone's NNID. Feel free to jump in my games anytime I'm online, because I'll certainly be doing the same. :P
Yeah, positioning yourself is super important with the weapon. There's definitely a sweetspot range where you'll want to stay, which hurts the weapon's overall versatility. At least it has the Wall to help establish that zone, but I worry that's still a bit too specialized. I'm looking forward...
I think the utility of the Squelcher family goes waaaay up in Splat Zones simply because of their range. The kill power may be a bit lacking (although I've found myself getting shot up by them on numerous occasions), but sometimes harassing the opponents and keeping paint in their controlled...
This is definitely my worst stage in ranked, but I find that most of my wins occur when the team is making good use of the mobility offered by the center tower and staying mobile. A typical chain of events for me on the stage might go:
- Team caps both zones
- Quickly either splat or push back...
The Splat Zone version of this map is Charger heaven. You can go to either position 1 or 2 (listed above) and the opponent has no safe way to approach you. At the very least, you'll get a shot or two off on anyone trying to crash your position, which should really be all you need. If someone...
I actually did the same yesterday! I was testing out the Kelp Splatterscope on the Urchin Underpass Splat Zone and was consistently leading my team. The long range covered the whole zone, the Sprinkler dangled perfectly from the speakers on the ceiling, and Killer Wail remained an excellent...
Yeah, it's a pretty standard tactic, but that doesn't make it any less effective, especially in in ranked. Those little bits of turf can add up over time!
Speaking of ranked, the Kelp Splatterscope was godly for me yesterday in ranked. Covering entire streaks of the zone in a single shot...
Alright, I put in 10 ranked games yesterday with the .52 Gal and went 9-1 with it. The weapon's not perfect, but there were periods where it could dominate. I should note that the maps were Arowana Mall and Saltspray Rig.
On Rig, the weapon was perfect for shutting down the front entrance to...
I think the reason Rig is my least favorite is the same reason everyone else likes it. I don't dislike it, per se, but I find that most of the matches there just become a battle of "grab the top section and hold it," which forces the opposing team to devote at least 1-2 members of their squad to...