Discussion-How has the Meta changed?

SlimyQuagsire

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SlimyQuagsire
I think most people have realized prioritizing kills will win you the match, which is something I saw a lot more debate over before.
Also I think most people have come to accept that gear abilities basically don't matter.
que
They definitely do matter; they won't determine a match (usually) but they can make things a hell of a lot rougher. They can occasionally influence crucial moments, as well. They're not the most important thing in the game, but they matter.
 

Chhipz

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Chhipz
Having played a ton of ranked and currently A+ (which honestly isn't hard to get), I wanted to give my thoughts on the current/ early meta for RANKED (Splat Zones):

***Strongest Main Weapons: Standard/ Dynamo Rollers, Blasters, .52 gal, and the .96 Gal.

*Note: I am not taking into account sub and special abilities, I am focusing only on the primary weapons themselves. The weapons listed are not in order from best to worst.

-Standard/ Dynamo Rollers: Similar to blasters but have a wider kill radius, making it easier to not miss shots and get kills more efficiently. Also much easier to use. They are usually one shot kills, have decent range, can zone/ pressure, and also play sneaky. Can also jump and splash people making it harder to be killed. Having been a Blaster main I can say Rollers make my life easier in combat situations because it alleviates my fears of missing a shot with it's far wider kill radius. Can kill multiple targets in quick succession, as well as cover a lot of ink in a short period of time. Depending on the map, one roller type will have a slight advantage over the other, but ultimately both are very good.

-Blasters: They take skill to use and in the right hands can be devastating. The trick is to always keep the enemy at the end of your blast range and not fight at extended or shorter distances, as well as keep jumping so your opponent misses shots. It excels at getting in and getting out, can safely hold off choke points, lock down a setup, hit people around walls, and win you games.

-.52 gal/ deco: Solid, versatile, overall weapon. It kills people very quickly and efficiently. Has just enough range and a high amount of damage for many situations, making it trump other close-medium range weapons such as the Splattershot, N-Zap, Aerospray, Splattershot Jr., Inkbrush, etc.

-.96 gal: Even more range and power, making it great for safely locking down a setup, and killing people without having to put yourself in danger. It trumps other medium-long range weapons such as the Dual Squelcher, Jet Squelcher, Splattershot Pro, and perhaps most importantly is NEARLY on par with chargers in terms of range and doesn't rely so heavily on one shot like they do.

These are my opinions which I have accumulated over many hours of ranked thus far. Weapons that didn't make the cut aren't bad weapons by any means, and can still be used effectively in matches. However, I am confident the weapons I listed can do the same job, but even better by giving you the extra competitive edge.
 
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