Hi radio-fashion (and everyone!),
It makes me weep quietly every time I see someone in Salmon Run rush to the frontline with a Splatling.
I'll happily share some general Splatling tips... I'm by no means an expert, but they're my favorite weapon class!
My biggest advice: situational awareness is key to playing Splatlings well in any game mode. You have to anticipate where you're needed ahead of time to position effectively and offset the charge time of the Splatling. In Salmon Run, this is a lot easier than in regular games since the Boss Salmonid movements are very predictable.
The next thing to know is the range of each Splatling. Playing this weapon class, range is your best asset. You are not a frontline weapon and you should play at a distance from enemies that is fairly close to your maximum range. Here's my range estimates (someone can correct me if I'm off):
Mini - a little more range than Splattershot or N-ZAP, less than Splattershot Pro and .96 Gal.
Heavy - more range than Splattershot Pro and .96 Gal, not as much as Jet Squelcher or Splat Charger.
Hydra - very close to Splat Charger range.
Nautilus - slightly shorter range than Heavy Splatling.
Ballpoint - in short-range mode, the range is about that of the Splattershot Jr.; in long range mode, it's basically Hydra range.
For Salmon Run, experience will tell you where you can stand with each Splatling to reach targets. Outside of Salmon Run, you can get a feel for the range in the test arena or playing regular games.
Next, know how long it takes to fully charge each Splatling (again, correct me if I'm off):
Mini - half a second
Heavy - a little more than a second
Hydra - two and a half seconds
Nautilus - a little more than a second (note that it can briefly store a charge while swimming like some unscoped Chargers)
Ballpoint - about a second and a half
There is also a mechanic in the double charge rings that Splatlings have. The first ring charges up to maximum range, and the second charges up to maximum firing time. It may not always be necessary to fully charge to be effective. Note that the Hydra gets a damage boost if it is fully charged.
Finally, it's helpful to know how many full charges a full ink tank will give you for ink management, so you can anticipate when you need to pause in firing to refill. This is especially true if you are briefly advancing to collect an egg. As far as I know, these are the same in Salmon Run as they are in regular games... but correct me if I'm wrong:
Mini - six full charges, with a little left over
Heavy - four full charges, with a little left over
Hydra - about three full charges
Nautilus - six full charges (if you don't recharge midstream)
Ballpoint - four full charges (if you don't recharge in midstream)
Note that you can still charge up a Splatling with empty ink, it just takes forever to do so.
If you throw a Bomb, it uses three-quarters of the ink tank in Salmon Run, so you'll get about one charge out of most Splatlings afterwards.
Lastly, damage was increased slightly on many Splatlings in Salmon Run, meaning they can single-handedly tear through Boss Salmonids in no time flat.
Hope this helps... happy Splatling! May you be blessed with them in this weekend's all-random rotation. (Hydra is very good on Marooner's Bay!)
~A.