NekoBlast
Inkling
- Joined
- Jan 2, 2019
- Messages
- 12
I've been trying out the ballpoint splatling for a few games and really love this weapon. The combination between a close range mode and a long range mode is deadly and fun, and the low speed penalty while firing is just so good.
However, the unique aspects of this weapon make me believe that it probably needs a different kit than traditional splatlings:
Skills that I think fits other splatlings but don't really fit the ballpoint:
Run Speed Up: The ballpoint already have pretty fast run speed while firing. This is still a good skill to have, but I doubt if it is as important as for other splatlings.
Ink Recovery: An interesting fact about the ballpoint: in order to maintain the long range mode, or maintain spread mode while keeping high charge, you have to fire constantly. This translate to more time walking and less time swimming. Base on this fact, I think it is better to have ink saver main rather than ink recovery.
Skills that I think fits the ballpoint but not commonly found in other splatling builds:
Main Power up: Main power up improves damage output and damage dropout for the ballpoint. The ballpoint has base damage of 32 per shot; 1 main skill (or less, didn't test) raises the damage to 33.3, so 3 shots deals 99.9 damage rather than 96. Sounds good, but not great, right? The more interesting side is the damage dropout: with 2 main skills the ballpoint still deals 33.3 damage for 4 grids range in the training room. Without any skills, the damage drops off to around 20 at about 4 grids, making it a 4 or 5 shot kill at longest range. I believe this considerably boost the kill power of the ballpoint splatling.
Ink Saver Main: As mentioned above, to maintain long range mode or maintain high charge while using short range mode, you should be firing quite a lot.
But after that, I don't find other skills particularly useful. Special charge up & Special power up is good, but given the painting power of this weapon, I don't find myself lacking in special charge very often, and stacking special power up just doesn't improve Ink Jet by much (I heard up to 2 sub is enough). Sub saver can be good, but I haven't figure out how to effectively use the toxic mist. I've been mainly using toxic mist to lock people down before going Ink Jet...
Currently I'm using:
Run speed up: 1 main, 1 sub;
Main power up: 1 main, 2 sub;
Ink saver main: 1 main, 2 sub;
Bomb defense: 1 sub;
Special charge up 1 sub;
Special power up 1 sub;
Empty Slot: 1, b.c. my gear is not maxed.
However, the unique aspects of this weapon make me believe that it probably needs a different kit than traditional splatlings:
Skills that I think fits other splatlings but don't really fit the ballpoint:
Run Speed Up: The ballpoint already have pretty fast run speed while firing. This is still a good skill to have, but I doubt if it is as important as for other splatlings.
Ink Recovery: An interesting fact about the ballpoint: in order to maintain the long range mode, or maintain spread mode while keeping high charge, you have to fire constantly. This translate to more time walking and less time swimming. Base on this fact, I think it is better to have ink saver main rather than ink recovery.
Skills that I think fits the ballpoint but not commonly found in other splatling builds:
Main Power up: Main power up improves damage output and damage dropout for the ballpoint. The ballpoint has base damage of 32 per shot; 1 main skill (or less, didn't test) raises the damage to 33.3, so 3 shots deals 99.9 damage rather than 96. Sounds good, but not great, right? The more interesting side is the damage dropout: with 2 main skills the ballpoint still deals 33.3 damage for 4 grids range in the training room. Without any skills, the damage drops off to around 20 at about 4 grids, making it a 4 or 5 shot kill at longest range. I believe this considerably boost the kill power of the ballpoint splatling.
Ink Saver Main: As mentioned above, to maintain long range mode or maintain high charge while using short range mode, you should be firing quite a lot.
But after that, I don't find other skills particularly useful. Special charge up & Special power up is good, but given the painting power of this weapon, I don't find myself lacking in special charge very often, and stacking special power up just doesn't improve Ink Jet by much (I heard up to 2 sub is enough). Sub saver can be good, but I haven't figure out how to effectively use the toxic mist. I've been mainly using toxic mist to lock people down before going Ink Jet...
Currently I'm using:
Run speed up: 1 main, 1 sub;
Main power up: 1 main, 2 sub;
Ink saver main: 1 main, 2 sub;
Bomb defense: 1 sub;
Special charge up 1 sub;
Special power up 1 sub;
Empty Slot: 1, b.c. my gear is not maxed.