Life
Senior Squid
- Joined
- Apr 23, 2015
- Messages
- 60
As for tiers, my opinion is that Splattershot is the best weapon while the other three are around the same level.
Splattershot has the most mobility out of the weapons, the most flexibility in terms of combat role (you can swim and gank people like the Roller, you can camp the high ground like the Charger), and the most flexibility in terms of ink coverage (i.e. you don't have to move as close to the ground you want to ink). As long as you don't get caught off guard, you can win any duel against the other weapon types, and even when you do get caught you still have the ability to outplay your opponent if you've got enough ink on the ground nearby.
Splattershot Jr. in theory should be good for the same reasons as Splattershot, but I couldn't get it to work as well when I tried it. Maybe it's just not my style.
Splatroller is very reliant on the element of surprise in combat, which is fine, but it's more vulnerable than the other weapon types if caught out. As for ink coverage, it might have a strong coverage rate, but it only covers melee range, so when it comes to contested territory you put yourself in a lot of danger trying to cover.
Splatcharger is underrated in terms of ink coverage--it just specializes in corridors rather than open areas. It's mostly a combat-oriented weapon otherwise, though. Your line of sight being visible to the enemy will prove to be a huge problem, as people will learn to just swim back as soon as they see the line training on them. That said, I think this weapon stands to gain the most from customization: the default version had a long charge time and hardly-impressive range, making it difficult to work with. When caught out, it's semi-vulnerable, but stands a better chance than the Splatroller if it has to retreat behind cover.
Splattershot has the most mobility out of the weapons, the most flexibility in terms of combat role (you can swim and gank people like the Roller, you can camp the high ground like the Charger), and the most flexibility in terms of ink coverage (i.e. you don't have to move as close to the ground you want to ink). As long as you don't get caught off guard, you can win any duel against the other weapon types, and even when you do get caught you still have the ability to outplay your opponent if you've got enough ink on the ground nearby.
Splattershot Jr. in theory should be good for the same reasons as Splattershot, but I couldn't get it to work as well when I tried it. Maybe it's just not my style.
Splatroller is very reliant on the element of surprise in combat, which is fine, but it's more vulnerable than the other weapon types if caught out. As for ink coverage, it might have a strong coverage rate, but it only covers melee range, so when it comes to contested territory you put yourself in a lot of danger trying to cover.
Splatcharger is underrated in terms of ink coverage--it just specializes in corridors rather than open areas. It's mostly a combat-oriented weapon otherwise, though. Your line of sight being visible to the enemy will prove to be a huge problem, as people will learn to just swim back as soon as they see the line training on them. That said, I think this weapon stands to gain the most from customization: the default version had a long charge time and hardly-impressive range, making it difficult to work with. When caught out, it's semi-vulnerable, but stands a better chance than the Splatroller if it has to retreat behind cover.