ILikeKirbys
Inkling Commander
Hey, uh, so, I've been going back to weapons I previously dropped and seeing if I can use them at all, and I really underrated the Dynamo Rollers. I used to think they were awful because they rolled slowly and took a bit to swing, and they were so unlike the Splat Roller (don't think Carbon was out at the time), so I dropped them in favor of quicker weapons. Now that I've had some time to work with them, their power and range have drawn me in (I really like strong weapons, and ones that can midrange decently). Still, I have several questions, and if you don't mind I'll just drop them all here:
1) Which one should I use? I like the swing on both of them, so it really just comes down to the loadouts on this one. The regular Dynamo's arguably better for covering areas since it has Sprinkler, and I can prefill my ink tank instantly with Echolocator (and also it shows me where the enemies are, but that's not as important to me), but I have no idea how to handle Chargers with it and I hate relying on my teammates to take out Chargers. On the other hand, the Gold Dynamo's got answers to Chargers and other weapons that outrange it in Splat Bombs and Inkstrikes, but I haven't ever been good at aiming Splat Bombs so they're fairly ineffectual when I try to use them. I want to say I should use the Gold Dynamo, but I figure I should ask, since I'm not 100% sure.
2) I've been using 2 Damage Up main abilities (a carry-over from using Octobrush, which kinda needs Damage Ups) with a bunch of Ink Recovery Ups, Quick Respawn and Ink Saver Main sub-abilities (depending on which gear I'm using, I have one Head/Clothing/Shoe each with a Damage Up main ability), and Ink Saver Sub main with Ink Saver Sub/Main/Recovery Up subs (Octoling Armor). Is this a good loadout? Should I replace both Damage Up gear, or keep one? I'm not sure Damage Ups make much of a difference on the Dynamo (maybe toward the end of its range? Well, that was my logic for keeping them anyway), but I dunno.
2.5) If I drop one of the Damage Ups, what should I replace it with? I was thinking Bomb Range Up, since both Dynamos use thrown Subs and the increased range would help when dealing with Chargers, but Swim Speed Up could be useful too (since rolling won't get me anywhere quickly, swimming has pretty much become my main mode of transportation), and I'm wondering if Run Speed Up would do anything for the Dynamos (since I spend all my time either swimming or jump-swinging at the moment, I'm not sure), or maybe Ink Saver Main, since this thing goes through ink fairly quickly, or maybe Special Charge Up, to get more frequent Inkstrikes orinstant refills Echolocators (mostly Inkstrikes though). Maybe Quick Respawn, to respawn faster (since I tend to get splatted pretty often no matter what weapon I'm using), or Quick Super Jump, to reach teammates faster (though that's a bit risky). I already have Ink Saver Sub as a main ability on the Octoling Armor, so I don't think I need another one of those, and I already have a bunch of Ink Recovery Ups as sub-abilities, so I don't think having it as a main ability too would do much.
3) How the hell do I deal with Chargers with the regular Dynamo Roller? It just feels so hopeless trying to get near a good E-Liter (and it's always an E-Liter, why did that get a scope again?), I have no idea how to do it, at least with the Gold I can throw up a Splat Bomb and hope for the best (or drop an Inkstrike, though that never hits).
4) I understand that I should jump when I swing the roller, but should I be jumping in a specific direction? Like, should I jump from side to side, or backward, or forward, or just in place?
5) Should I ever roll on the ground with Dynamo Rollers? It moves slowly while rolling, and the swing covers turf at a decent enough speed anyway, so I don't see any use for rolling, I just swing all the time unless I'm recharging or throwing a sub or Inkstriking.
6) Are there any times outside of dealing with Chargers (or other higher-elevation enemies) where I should throw out Splat Bombs? Because I never do right now, I just focus on jump-swings and use my Special when I get it. I know how to use Sprinklers decently enough (they're pretty simple, just throw them at a place that needs inking, then leave it to do its thing), but I completely forget Splat Bombs exist 90% of the time.
1) Which one should I use? I like the swing on both of them, so it really just comes down to the loadouts on this one. The regular Dynamo's arguably better for covering areas since it has Sprinkler, and I can prefill my ink tank instantly with Echolocator (and also it shows me where the enemies are, but that's not as important to me), but I have no idea how to handle Chargers with it and I hate relying on my teammates to take out Chargers. On the other hand, the Gold Dynamo's got answers to Chargers and other weapons that outrange it in Splat Bombs and Inkstrikes, but I haven't ever been good at aiming Splat Bombs so they're fairly ineffectual when I try to use them. I want to say I should use the Gold Dynamo, but I figure I should ask, since I'm not 100% sure.
2) I've been using 2 Damage Up main abilities (a carry-over from using Octobrush, which kinda needs Damage Ups) with a bunch of Ink Recovery Ups, Quick Respawn and Ink Saver Main sub-abilities (depending on which gear I'm using, I have one Head/Clothing/Shoe each with a Damage Up main ability), and Ink Saver Sub main with Ink Saver Sub/Main/Recovery Up subs (Octoling Armor). Is this a good loadout? Should I replace both Damage Up gear, or keep one? I'm not sure Damage Ups make much of a difference on the Dynamo (maybe toward the end of its range? Well, that was my logic for keeping them anyway), but I dunno.
2.5) If I drop one of the Damage Ups, what should I replace it with? I was thinking Bomb Range Up, since both Dynamos use thrown Subs and the increased range would help when dealing with Chargers, but Swim Speed Up could be useful too (since rolling won't get me anywhere quickly, swimming has pretty much become my main mode of transportation), and I'm wondering if Run Speed Up would do anything for the Dynamos (since I spend all my time either swimming or jump-swinging at the moment, I'm not sure), or maybe Ink Saver Main, since this thing goes through ink fairly quickly, or maybe Special Charge Up, to get more frequent Inkstrikes or
3) How the hell do I deal with Chargers with the regular Dynamo Roller? It just feels so hopeless trying to get near a good E-Liter (and it's always an E-Liter, why did that get a scope again?), I have no idea how to do it, at least with the Gold I can throw up a Splat Bomb and hope for the best (or drop an Inkstrike, though that never hits).
4) I understand that I should jump when I swing the roller, but should I be jumping in a specific direction? Like, should I jump from side to side, or backward, or forward, or just in place?
5) Should I ever roll on the ground with Dynamo Rollers? It moves slowly while rolling, and the swing covers turf at a decent enough speed anyway, so I don't see any use for rolling, I just swing all the time unless I'm recharging or throwing a sub or Inkstriking.
6) Are there any times outside of dealing with Chargers (or other higher-elevation enemies) where I should throw out Splat Bombs? Because I never do right now, I just focus on jump-swings and use my Special when I get it. I know how to use Sprinklers decently enough (they're pretty simple, just throw them at a place that needs inking, then leave it to do its thing), but I completely forget Splat Bombs exist 90% of the time.