Some stuff I think we've probably all noticed:
- Splattershot Jr. seems to be a preferred loadout at this stage in the game, and it's easy to understand why. Great ink coverage, using Bubbler to crash positions, and a handy projectile in Splat Bombs. I'm seeing a lot of people running it with Damage Up +3.
- I think every single match I've played in has had at least one variant of the Aerospray in it. Until a gun with better coverage comes out, I don't think that's going to change, especially in Turf War. I seem to be seeing an even split of RG and MG.
- If I see a Roller, 9/10 times it's the Krak-On version. This isn't really surprising, as I consider it to be much better than the counterparts. Beacon is underutilized (and probably always will be in public matches), and Krak-On is a bit more versatile a super than Killer Wail. I suspect we'll be seeing a lot of it throughout the metagame's development.
- As far as Chargers go, I see a lot of Classic Squiffer. My guess is that people feel limited by the high charging times and choose to lean on the quickest Charger. It remains to be seen if this is the most effective option, but my guess is that people will gradually move to the slower Chargers once team coordination becomes more prominent. That said, Point Sensor is an amazing Sub, so it's possible the weapon will have utility at all levels.
Now, some of my own personal thoughts.
- The .52 Gal is scary good and underplayed (at least as far as I've seen). With a Damage Up perk, it has enough range and damage to take out pretty much any weapon at mid-range. Its fire pattern stays in a mostly straight line, meaning it has surprisingly good mobility for a slower Shooter. Beyond that, Splash Wall is just an incredible sub. I rarely see it used to it's full effect, but as the meta develops I won't be surprised if we see the weapon played more solely for Splash Wall.
- Echolocator (and Point Sensor to a lesser extent) is an incredible Super and should always have a place on a competitive team. Thankfully, it's held by a good mix of weapons. Of our currently released weapons, Custom Splatt. Jr., the Dynamo Roller, .96 Cal, the Dual Squelcher, and the E-Liter 3K all have it. I think every team will be able to work it in their loadouts without sacrificing too much.
- Getting kills should take a backseat to not getting killed. I know it seems like a "duh" statement, but I believe it to be true. Not every confrontation with an opposing inkling needs to result in one or both of them dying. The first priority is spreading ink (especially if you play a weapon with good coverage), something you obviously can't do when dead. There's nothing wrong with tossing a bomb, retreating, and continuing your work elsewhere. (One of the big exceptions is Arowana Mall, where the only consistent way to get more real estate is to push further into the opponent's territory.)
- More people should play Splatterscope.