I just realized we never had a place to talk about random gear updates you're making for your builds, which feels weirdly obvious in hindsight.
We did actually have at least two threads on sharing builds but they just never stayed active for long but this thread has the best title so I'll just use this one instead.
LDE vMachine build
This is what I've been using on vMachine for around 4 or 6 months now.
It's a slight variation from my previous build which only had one sub of ism and one sub of iss for double Fizzy.
The more I played vMachine though, the more obvious it became to me that double Fizzy was not worth building my gear around for such an ink hungry weapon like Machine.
It was very rare for double Fizzy to be relevant in any of my matches so now my previous build is only used for Humpback RM where spamming bombs on choke is extremely important.
Outside of that map/mode though, there's practically almost no situation where I would take the double Fizzy over the extra slosh.
Sure, I only get it with LDE effects active but Machine desperately needs to have less downtime so it can play towards its aoe slayer role.
The main and sub of rsu are pretty standard as well as the two subs of ssu. If I could fit more ssu i would but ink efficiency is too important for this weapon.
There's probably an argument to be made that I could even remove the single sub of rsu but I don't think it's too important.
Machine can be a little more flexible with the type of mobility it decides to prioritize but I would still say one main of rsu is optimal.
Sub Defense is the only other interesting thing to talk about with this build and while I wouldn't call it mandatory, it definitely feels much more important here than on something like Slosher.
Machine is a slow weapon, both with its mobility and kill time but the positions it likes to play in make it a target for the enemy team pushing in. It's going to deal with a lot of bombs and random chip damage so decreasing the chance of dying to that with a single sub is really nice, especially when it also reduces the location time of subs like Angle Shooter and Point Sensor.
Ntri build
My Ntri build shares a story of a desperate Cooler addict who doesn't have the pfs to get enough of them.
One main and two subs help deal with the terrible 210p Cooler cost which has only gotten worse with the recent Fizzy changes that nerfed their paint output.
Despite those changes though and my previous statements on double Fizzy with vMachine, having double Fizzy on Ntri is actually pretty important.
It won't always play a big factor but the main weapon already has pretty good ink efficiency, it just doesn't have the range to move in safely and that's very important as the Cooler support of its team which is why having the option to increase your Fizzy output can be very useful.
That's especially true for a mode like RM or certain Zones maps.
There's definitely an argument to be made that another sub of scu would be better here but there's only so much scu you can stack before it doesn't make much of a difference so I would prefer the option to increase my paint output with double Fizzy instead.
You also get the very fun experience of throwing two Fizzy's, popping Cooler, and then throwing two more again.
Lastly, the two subs of special saver are there to help mitigate the cost of dying while still needing to get Cooler.
Ntri is a lot more likely to die before getting its special compared to Zap or Edit so lessening the impact of that is extremely important to the weapon's Cooler output.