Girls, girls, calm down.
The roller (with the exception of the Dynamo) is not meant for fighting. Sure, can it survive a fight, yes. But against most other weapons in most scenarios, the range and overall lack of fighting power make it weaker then say, a charger. I'm not saying that you can't fight with splat rollers, sure you can! But I am saying that because the splat roller has some disadvantages, it should have a different strategy then a weapon like a charger.
About brushes, that's true. A 1-2 brushes are weaker though, with smaller ranges. I will admit though that most brushes are not in this category.
Also, of course every weapon should ink turf! As a charger myself, if I see no enemies on the battlefield, I'll make sure to pump out a few shots to the area, spreading my ink. In fact, this should always be in the back of your mind in TW. However, when in a combat scenario, each type of weapon will do its own thing.
Thanks for the link. I'll definitely check it out.
Remember that I also said "be flexible"? This is key in my guide. Yes, Splat Rollers can make good fighters (rarely) but that does not mean that that should be their main goal. Because they are better at painting then chargers, they should take that opportunity and spend more time inking turf. Unless, of course, the situation needs them elsewhere.
About special types of each weapon that are on the verge of Splatters and Inkters/Inkters and Inkers or downright in another category (you mentioned the squiffer) by all means go ahead and do what your weapon calls for. Unfortunately, I care too much about my time to list where every singly weapon exists on the spectrum.
Speaking of, I should probably clarify in the guide that Splatters, Inkters and Inkers are not three separate categories, but an intertwined spectrum. A Eliter Scope Sniper should act a lot more like a Splatter then a Kelp Splattershot or Squiffer.
Your personal experience is touching but does not add to your argument. I'm assuming that you're a pro, but this guide is targeted at mediocre players who maybe aren't as good about moving out of their spectrum. Admit it, the more you move into the other side of the spectrum as a charger, the harder and harder it is to maintain your position. You have the ability that others just don't have.
The last point is an example of the failure of most Splatoon players, and why I made this guide in the first place. Because of the failure of Splatters and Inkters, I find that the population of Inkers disappearing too, and the few that remain are taking a more Inkter stance or messing up. This isn't there fault, more of the fault of untrained Splatters and Inkters who try to do things that they are not skilled enough to do.
Again, did you read the guide? I'm not even going to make a new paragraph, instead, I'll give you the source material:
This is where the puzzle analogy begins to fall apart. If your team (including you) is four Inkers, then you need to have flexibility. This means that in this, and ONLY THIS, scenario, can you go to other sides of the spectrum. Let's continue with the roller example.
Instead of going everywhere to ink, you need to find strategic positions to attack the other team, focusing on furthering the front line, something that would usually be for the Splatters.
Overall, this small section is a light touch, but it is the most important. Knowing to observe the players around you and adapting to that scenario is necessary before you can became a pro.
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I know my attitude may seem like I don't approve of the criticism, but truly I am happy about this, as it has made me rethink and add upon my own theory. I encourage you and others to continue to call me out on errors in my judgement so I may build my theory up from rubble.
Good inking!
(Also, thank you Libra for being a charger. I encourage you to continue to splat those damn rollers)