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Made a large update with better explanations of the mechanics and added max range TTK for every weapon, leaving out Rollers because they don't have a clear max range. Will add accuracy data and the cost of a missed shot for each weapon later.
E: Added cost of a missed shot. Gonna excel this later.
One thing I want to point out is that it's much harder for your teammates to play well in teams where some players keep dying a lot and it's effectively a 3v4 or 2v4 for the others. On the contrary, the players dying might think that they can't do anything because their team is bad, but in...
I'll take back what I said previously about Ninja Squid, it's definitely a good special for close/mid range weapons especially when combined with Ink Resistance. Cold-blooded is almost a must with Echolocators but the problem is you don't know when there's going to be one and you have to let go...
Updated with Inkbrush as well as Charger repeated shots and fixed Dynamo Roller which had 2 frames too much. The Inkbrush does less damage the faster you mash it, but the fastest it can kill is 26 frames.
Regarding the range values I can't do it until I find reliable stats for them. Some weapons on the wiki have incorrect numbers such as the Jet Squelcher having 50/100 range when the in-game meter for that is clearly not half full.
Yeah might as well.
What is TTK
TTK is a shooter term that means "time to kill", referring to the amount of time it takes to kill your opponent. Each weapon has different damage output and fire rate as well as varying accuracy which affect this value. Accuracy comes into play more and more the further away you are...
It doesn't matter. Go and test it yourself with a stopwatch, several times if you must. Whatever the guide says the effect is about 10% in practice and that's what it comes down to.
I've tested every ability myself. Whatever your sources say, swim speed up decreases the time it takes to go from one wall to the other in the weapon test stage from 5 seconds to about 4½.
Most of the time in combat you only have one or a couple paths to choose from, and the opponent can ink...
The effect of swim speed up is roughly 10% which is far from 25%. Run speed up I don't see being very useful unless it increases your movement speed while shooting as well, since you're ideally always moving by swimming or shooting. Ink resistance up sounds good but you can escape any situation...