It's probably a tad early to make one of these threads, as the meta will shift for splat zones, but I'd sure like to see your thoughts on the "Sub Weapons" based on practicality.
Tier 1
Suction Bomb
-My personal pick of all the subs. This one's personal preference, but it's a far more reliable OHKO that the other bombs, and can easily be hidden. I've gotten too many double frags from cornerspamming these. God, they're too satisfying to use. In terms of practicality, they have quite the stopping and kill power. Allows for great as heck mindgames.
Squid Beacon
-Your team just got wiped by a well placed suction bomb, in a choke near enemy territory. They have to fall back and sacrifice turf and lose the match soon afterwards. The Squid Beacon is essential for forward holds, backup plans, etc. Too many times I've been tunnelvisioned and ignored a flanking roller who wiped out team in a choke. I can see these guys DEFINING the meta, with them as key picks-taking them out basically takes out a team mate. Having them on flanks, and sneaky spots like in corners can really help with control too.
Ink Mine
-Great mindgame potential. See someone with a aerospray? The enemy team will have to tread carefully- it punishes over extenders. The chokes in Skatepark are a good example. You can basically teamwipe a choke.
Tier 2
Splash Wall
-They're pushing in. You've only 45 seconds left and there's time to manage a push if you can wipe their team.
No one has their special ready, but you pop a splash wall and it soaks up enough damage so that your team can wipe them allowing you to come back.
Seeker
-Acts as a mini charger for movement. It's good for rolling out in straight lines, like for some routes of saltspray. It homes in and insta's. Though this seems OP, it does expire, can be destroyed and moves pretty slowly. You can use it to put pressure on enemies, though you lose your ink fast enough to make you vulnerable.
Tier 3
Sprinkler
Fully defensive. Misses a lot. It can be used to claim turf, but you do it faster. It can kill overextenders though.
Splat Bomb
There are 2 radiuses. The "Graze" radius and the "OHKO" Radius. How original. However, it's rather hard to use it properly- In a game like this, these nades can be dodged easily. However, I have seen some great plays with it as a fall back deterrent- throwing a explosive behind the enemies can restrict their escape and allow for them to be picked. This is rare but, dangerous. It only works on maps with thin chokes.
Tier 4
Point Sensor
Some synergy with the inkzooka and inkstrike. Otherwise basically useless. It takes your sub so you can't even throw nades or kill. But, what about the wall hax? Not very useful for me, though that'll change as the meta progresses. The combat's more or less who has the
1st shot
Then
2 shots 3 shots or 4 shots.
However, running away also works and lets you set mindgames up.
While you can anticipate ambushes with this, it's more likely you'll trade. That's it really. If you're using a weapon like the junior you'll lose your charge anyway.
Tier 5
Disrupter
A somehow worse version of the Point sensor. It slows enemies down. Uhhhhhh....
Tier 4
Burst Bomb (Edit, it's preetty terrible, should be in T5)
Not a OHKO but spammable. All hits are in Graze radius. (30 damage, needs 4 for kill.)
Go ahead and post your own tierlist. I'm interested in seeing what y'all like to use.
Tier 1
Suction Bomb
-My personal pick of all the subs. This one's personal preference, but it's a far more reliable OHKO that the other bombs, and can easily be hidden. I've gotten too many double frags from cornerspamming these. God, they're too satisfying to use. In terms of practicality, they have quite the stopping and kill power. Allows for great as heck mindgames.
Squid Beacon
-Your team just got wiped by a well placed suction bomb, in a choke near enemy territory. They have to fall back and sacrifice turf and lose the match soon afterwards. The Squid Beacon is essential for forward holds, backup plans, etc. Too many times I've been tunnelvisioned and ignored a flanking roller who wiped out team in a choke. I can see these guys DEFINING the meta, with them as key picks-taking them out basically takes out a team mate. Having them on flanks, and sneaky spots like in corners can really help with control too.
Ink Mine
-Great mindgame potential. See someone with a aerospray? The enemy team will have to tread carefully- it punishes over extenders. The chokes in Skatepark are a good example. You can basically teamwipe a choke.
Tier 2
Splash Wall
-They're pushing in. You've only 45 seconds left and there's time to manage a push if you can wipe their team.
No one has their special ready, but you pop a splash wall and it soaks up enough damage so that your team can wipe them allowing you to come back.
Seeker
-Acts as a mini charger for movement. It's good for rolling out in straight lines, like for some routes of saltspray. It homes in and insta's. Though this seems OP, it does expire, can be destroyed and moves pretty slowly. You can use it to put pressure on enemies, though you lose your ink fast enough to make you vulnerable.
Tier 3
Sprinkler
Fully defensive. Misses a lot. It can be used to claim turf, but you do it faster. It can kill overextenders though.
Splat Bomb
There are 2 radiuses. The "Graze" radius and the "OHKO" Radius. How original. However, it's rather hard to use it properly- In a game like this, these nades can be dodged easily. However, I have seen some great plays with it as a fall back deterrent- throwing a explosive behind the enemies can restrict their escape and allow for them to be picked. This is rare but, dangerous. It only works on maps with thin chokes.
Tier 4
Point Sensor
Some synergy with the inkzooka and inkstrike. Otherwise basically useless. It takes your sub so you can't even throw nades or kill. But, what about the wall hax? Not very useful for me, though that'll change as the meta progresses. The combat's more or less who has the
1st shot
Then
2 shots 3 shots or 4 shots.
However, running away also works and lets you set mindgames up.
While you can anticipate ambushes with this, it's more likely you'll trade. That's it really. If you're using a weapon like the junior you'll lose your charge anyway.
Tier 5
Disrupter
A somehow worse version of the Point sensor. It slows enemies down. Uhhhhhh....
Tier 4
Burst Bomb (Edit, it's preetty terrible, should be in T5)
Not a OHKO but spammable. All hits are in Graze radius. (30 damage, needs 4 for kill.)
Go ahead and post your own tierlist. I'm interested in seeing what y'all like to use.
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