Posted in wrong thread earlier, sorry.
Alright, sorry for bumping this thread, but since the first time I posted in this thread, I've learned some. I had thought that 1 ability = 1 sub-ability.
Ink Saver Main is an okay ability, but I have not had too much experience with it. It might help a lot to some weapons that fall under the class of a turfer, someone who mostly shoots ink during the game. Ink Saver Sub is nearly useless is most setups. With 2 main Ink Saver Subs, I could still only throw 1 splat bomb, 1 suction bomb, 2 point sensors, etc. I think it might increase the bomb count for the burst bombs, so it could posibly be useful there. Special Charge Up only seems to shorten the time need to fill the gauge by a small amount. I consistency filled ~6.5 lanes in the testing room with it, and about ~6.75 lanes without it. Special Duration Up is really good, at least for Bubblers (does anyone know what it does for inkstrike?) . It does not seem to have a diminishing return, as it adds 1 second each point. I have not used Ink Recovery Up much, so I'm not sure about this one. I hear it goes 20% faster and does not have diminishing faster. Quick Respawn is really good. The default spawn time is around 10 seconds. Only a single sub ability lowers it down to 8.5 seconds and a main ability lowers it down to 7.5, as shown in this video
.
I haven't tried out Special Saver yet, but I'm just going to assume that if you don't die a lot, don't use it. Haunt isn't too good, and when teams can communicate in the future (namely private matches), teams can quickly call out the enemy's position based on the kill cam. Who looks at the map, anyways? It's such a pain and can often leave you dead. I'm going to assume Comeback isn't too good unless you are choked inside your spawn I'm guessing. Bomb Range Up? HA. I know tenacity fills up your gauge when teammates are dead, inactive, disconnected, or are not contributing, so if it charges at a reasonable rate, I'm going to assume that it could be good. I haven't actually even tried it out. I'm not too sure how I feel about Run Speed Up. If it affected rollers, then I would say yes, but I have mixed feelings about it. It can be used to catch up to opponents while using a short range weapon and ink stuff a little faster, but I don't see much use in it. With the worst starting first, I think the worst weapons have this ability on are: The Inkbrush, the Roller, the Dynamo Roller, Chargers, then Blasters. Swim Speed Up doesn't seem to be too useful because you can outrun enemies in the first place. Quick Super Jump is garbage. Stealth jump is okay, make sure to only use it with weapons with short ranges, especially the rollers. I haven't tried out Ninja Squid too much, but pub players don't even look at the ground anyways 99% of the time, so I don't even know it's potential. Recon = garbage in pubs, I'm not too sure how it would work out with communication though, considering that most of the time you know either from looking at the map and seeing ink trails being lain down or looking right in front of you. Opening Gambit might be okay since you should be rushing to the center of the map at the beginning of games, this is useless if you're a roller though. Last Ditch Effort is okay in Turf Wars, mostly useless in ranked. Ink Resistance though. Oh my god it's good. I use it with my Blaster, and it allows me to not be locked in my own ink trail. If I get trapped in enemy ink, I can still escape (since Blaster = not good at shooting your own feet because fire rate). I see it being EXTREMELY useful for blasters and chargers, and it's still really good with everything else. Definitely a staple for Chargers and Blasters. Defense Up needs no introduction. It makes certain weapons require an extra shot, so if you're playing against a Splat-o-matic with bad skills, this is useful. It's okay otherwise. Attack Up is the counter to Defense Up. At least one is needed for Splat-o-matic, and I find it useful for splash damage with blasters. It makes the Splat-o-matic against a main defense up go from 5 shots to kill to 4 shots, so this is necessary for Splat-o-matic. The usefulness for other weapons vary, check the damages of your weapon. I haven't tried cold-blooded and I'm unaware of how much shorter the tracking is. If weapons with trackers end up being unviable, such as the blaster, this may be rather useles. Bomb sniffer is alright, would be even better if communicating with a team (can you destroy ink mines by shooting them?)
Yep, those are my (bad) opinions of the abilities so far, I might go try some of the ones I haven't used yet tomorrow.