Nice I found a set that is almost perfect need a little work on the shoes though
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Air Jordan's (but empery)



I could switch to my base set of all speed but I prefer some ink resist and the boost in special is great with this weapon
I kinda get what you mean by them being fodder weapons, without team support they are doomed to fail.
However if you had a semi decent team you can also enable a team to do better, the main problem that I find with most other charger players is they reamain stagnant or are "forced" to be stagnant.
Tbh I play tactician most times but sometimes the best thing to is the unpredictable, everyone chasing the sniper, give them a chase, keep them distracted. Goo tuber/ splat charger even have bombd that forces player to take notice or get splatted.
All flanking, walk to their base... then use the special built up to deal some damage.
As long as everyone is dealing with the fodder, than no is paying attention to the rest of the team.
Also on the roller side of things...
Dynamo is great on starfish main stage and uneven terrain it makes it easier to John Cena people from high up while covering lots of turf.
Flinzga...I purely dislike, it doesn't feel right to me, I have been playing carb and Krakon and both are a blast and focus on an offensive support which I have grown to enjoy.
Nice kit! Yeah my normal is ink resist for all chargers. I have a good pair of soccer LE cleats with ink resist and double sub ink resist, but I was playing with full speed rather than the resist. Risky but CAN be great. I took off the run speed. Not sure how useful it is with any charger. Shuffling a little faster might help on an eliter but the other chargers if you miss, you're splatted before the shuffling will save you anyway....I'd rather swim faster than they expect.....but I always play with any mobility.
Definitely good call on special charge. I've definitely been thinking of trying that next (though triple main swim speed IS pretty fun...) I think your build is better for a "stealth" tuber. That's how I played at first, but the new test is "ninja assassin tuber". We'll see which works better :) Stealth tuber is good for TW and RM, but ninja assassin tuber may be better for TC/SZ. You definitely get less kills but you're a bigger menace :P Let the splattershots take out the squids, but pop out of nowhere when the wrong squid gets in the wrong place.
Yeah....I'm definitely NOT a stagnant charger. I despite perch sniping. And the charger nerfs irk me for that. My problem is I try to be too aggressive a sniper, playing the front line....goo tuber is actually cool for that. But yeah. I find with a good team that can hold ground and push consistently, I can rack kills....the thing with chargers is they work best on distracted squids, so if your team can harass, you can do their killing for them. When the squids are just taking the charger on 1v1 (or 3v1) all the time with no distraction, you tend to be helpless. I find myself falling back to spawn often as we keep losing ground, and a charger is nigh useless against a squid that is intentionally avoiding you. Though I too offten miss the shot that one moment there was a chance (I think when I release the trigger I shake the controller too much during a snap shot) and then it's all over. That was true in S1 too.
Particularly with goo tuber I've been doing that chase thing a lot. I keep one squid after me for long periods of time. Sometimes more than one. Sometimes I get them, sometimes they give up, and sometimes one of their friends shoots me in the back. :P But yeah, I fear I may appear to be a terrible charger at times as I'm not the kill leader many times, but I also die very little....I keep inking a lot, and keep them distracted and chasing me a lot. Often that means my shots are meant to ink trails more than kill. But I do feel bad when the other charger on my team gets 12 kills and I got like 4-5....though usually I also died less ;) 1-3 times a match max unless the team sucks and we're overrun, then it gets worse because I end up riding or trying to use an eliter as a tentatek. :P
I was loving dynamo and doing well with it until I got a game with fast/frantic squids and I realized it just can't handle that situation. It was like a charger. The krak-on is very good all purpose and great for holding the line. Carbon.....I just can't like the new carbon....too many shots go right thorugh people. Happens with krak-on too but not as bad. With the range issues induced by tick rate/lag problems it's just too light. And I loved OG carbon. IMO sploosh is a better carbon. Despite suffering tick rate issues as well.
Flingza....the problem with flingza is it's just a splat roller but has a vertical fling that inks like a dynamo that winds up as slow as a dynamo, but can't kill like a dynamo. The trouble is, it's too slow in the vertical to have only the same kill range as a splat roller. That removes the vertical from real combat ENTIRELY, leaving it only for inking. And what are the odds of accidentally jumping and triggering a vertiical? What it needed to be was have the ACTUAL horizontal of a splat roller, and the ACTUAL vertical of a dynamo. Or half-way between each. But right now the horizontal is a vanilla splat roller, and the vertical is a vanilla splat roller but slow as a dynamo and with as much turfing. If it was REAL dynamo in the vert, it would be a really cool wep. I want to love it so much though.
You're not far off, actually.
There was a video about this from just a few days ago, and it turns out the punishment effect is harsher on you than it is for your foes. Now I had figured this would be less of a problem for players that tend to keep their distance (i.e. chargers), but I wouldn't know for sure.
I mean, other than Japanese E-Liter shenanigans, weren't they always like that? At least, to me the entire charger class gave the impression of being an inherently high-risk high-reward weapon, even with Damage Up to make killing things easier. Or is it something else that makes them worse now, that didn't exist back then?
(Do note that I haven't played much of any ranked modes for well over a year now, so I haven't the foggiest as to what works/worked in the meta.)
Now this is the first time I've heard anyone say this. Care to elaborate?
Yeah, I knew the effect was worse on yourself than on foes. And the thing is I don't even notice a difference on myself. So if I don't notice a difference on me, my foes surely don't. I'll chalk it up to another useless ability. I don't die much so the net effect is still ok, but between getting a few tenths of a second off enemy respawn times, or refilling my ink faster, moving faster, charging specials faster (unless I'm using a stingray weapon.... :P ) Hard to waste a slot of "shave a few tenths off enemy respawn."
Yeah, chargers are high risk high reward...not as much as, say, sploosh and carbon, but definitely. The thing that makes them worse now is the lack of partial charges (if you don't fully charge, it's a big, slow bamboozler), and they KILLED the range on the eliter. Unscoped is almost identical range to scoped splattershot. They did that in S1 in may '16, but they killed the range on eliter even more now (but it's a little more mobile.) And no burst bombs, just ink mines. Add to that that all the new maps are very small meaning MOST of where you need to hit is either still out of eliter range, or so close you don't need an eliter to hit it, and with slow charge times on all chargers the maps are so claustrophobic that chargers offer less forgiveness to readjust. Even Moray, with the new shortcut zip lines, means chargers are flanked quite easily and repeatedly and you spend as much time in CQC as sniping. I think they went overboard on the anti-charger salt pacification, making the chargers as a class less useful than before. More team dependent. They always were, but moreso. You can't dig out of a hole without the team digging you out now. IMO people griped about damage up, but I think that made chargers what they were. dmg up should be gone but partial charge should be built into the weps. Getting snap shots took practice. The last 10-15% of the charge or so should deliver full power as standard. dmg up was used abusively, and more importantly turned gals into 1-2 shot killers. Only very skilled users could take advantage of that snap timing on chargers. That made the challenge of taking the weapon and trying to make power plays with it rather than being a fairly passive and waiting for your team to make the play while you just cheer from the rear. They've never felt right without it. That's why I like Goo Tuber because it brings the fast snap back into play albeit differently. charger/eliter feel very....peripheral, now.
Clash blaster? It may take a lot of hits to kill but its sustained barrage of firecrackers is quite the pressuring tool! With good range, too. I don't think I"d replace the vanilla blaster with it any time soon for decisive plays, but the constant barrage of area effect is quite fun to play.