UnLucky
Semi-Pro Squid
- Joined
- Jun 9, 2015
- Messages
- 80
Special Duration Up works the same for every special: the bar drains slower while active. Inkstrike and Killer Wail drain while you aim them. So... you have more time to sit around doing nothing. Yeah.
Run Speed is great with close range/low movement penalty weapons to catch up to others, as well as just plain inking turf. I've got them on the Rockenberg boots with Ink Resistance to more or less get 100% speed on enemy ink. I swear it saves me more often than the other Ink Res pair I've got. Might not be all too necessary with all the jump shooting everyone should be doing. And just because it needs to be repeated, it definitely does not affect rollers, which is a real shame.
Swim Speed affects the Kraken, and lets you catch up to Inkbrush users. Also lets you get to the center/zone faster, escape others who also have Swim Speed, sneak tactics, juking, whatever. I'd say at least one main (or 3 subs) should be on everybody's gear.
Quick Super Jump is terrible. You basically need a full set of nothing else to see any noticeable difference. Even if you use Stealth Jump, there's no need to waste slots on this. Seriously, the cap is like -2s per jump? 3 main abilities amounts to roughly one second saved each time. You'd be better off with a single sub Quick Respawn unless you seriously relocate multiple times while still alive.
Special Saver is like, 3-5% saved per sub ability? Apparently you can keep a full bar on death at the cap, but it doesn't seem that great with only a few.
Ink Saver Main, Ink Recovery, and Special Charge Up are the most useful effects, I'd say. Perhaps not a huge bonus for each slot, but you'll never not want these benefits. Definitely interested in the individual gains here to know for sure.
Run Speed is great with close range/low movement penalty weapons to catch up to others, as well as just plain inking turf. I've got them on the Rockenberg boots with Ink Resistance to more or less get 100% speed on enemy ink. I swear it saves me more often than the other Ink Res pair I've got. Might not be all too necessary with all the jump shooting everyone should be doing. And just because it needs to be repeated, it definitely does not affect rollers, which is a real shame.
Swim Speed affects the Kraken, and lets you catch up to Inkbrush users. Also lets you get to the center/zone faster, escape others who also have Swim Speed, sneak tactics, juking, whatever. I'd say at least one main (or 3 subs) should be on everybody's gear.
Quick Super Jump is terrible. You basically need a full set of nothing else to see any noticeable difference. Even if you use Stealth Jump, there's no need to waste slots on this. Seriously, the cap is like -2s per jump? 3 main abilities amounts to roughly one second saved each time. You'd be better off with a single sub Quick Respawn unless you seriously relocate multiple times while still alive.
Special Saver is like, 3-5% saved per sub ability? Apparently you can keep a full bar on death at the cap, but it doesn't seem that great with only a few.
Ink Saver Main, Ink Recovery, and Special Charge Up are the most useful effects, I'd say. Perhaps not a huge bonus for each slot, but you'll never not want these benefits. Definitely interested in the individual gains here to know for sure.