So let's talk about this new Ballpoint, shall we? I'm sure I've evangelized enough about the main weapon, but I've been struggling to make it work because of its kit. I wanted to abuse the low range mode's painting to maintain map control while also pressuring and poking at the opponents with the long range mode - effectively I'd be playing this as a mobile mid/backliner, but because of the inkjet I'd always find myself getting into sketchy situations.
With the new kit of Beakons and Ink Storm, I'd be able to play the main weapon as I wanted, but also keep pressure on the objective with the special and strategically place Beakons to provide safe jumps or to scope out sharkers with the location feature.
So let's talk abilities.
@Metasepia convinced me to run more Run Speed perks, to a max of about 30 ability points. With about 30 points remaining, I was wavering between ~10 points of ISM, 3-6 for QSJ to escape bad situations, 0-3 for sub power to make my Beakons more appealing to teammates (if they bother to use them, which is why I'm hesitant), 3 points of Special Saver, possibly IR just to keep up the paint pressure. Honourable mentions go to Thermal Ink because of how slow the long range shot speed is, Ninja Squid to help space out people and make me harder to track when they get the jump on me (because I have remarkably poor map awareness), and Comeback to give boosts to mobility/efficiency/special charge after jumping back in with my Beakons.
Does anyone have feedback for the perk utility I've plotted out?