Yeah, I used to be HUGE into ink saver main, but after I got more experience in the game I noticed that ink recovery seemed to work better. However, on these ink hungry weapons I find that ink saver lets me have more ink after tossing a sub, which is mainly what I need ink saver now. I used to use it on everything, now I use more ink recovery and movement buffs. But I still like it on the pro, for sure.Just chipping in that I find ink saver main to be debatably useful for these ink-hungry weapons. From my experiences, one main ability or equivalent provides roughly 1 additional second of firing time. It's a bit exponential though, ramping up if you use more.
Outside of that, SupaTim's advice is on the ball.
Actually, "Sanic" Nzaps are a pain in the a**. They are pretty efficient. Have a great fire-rate. Good coverage. With the buffs a bit ago they even splat pretty fast. Trying to get a bead on a Sanic nzap can be REALLY frustrating.I'll be honest, I've never been able to find a really good set-up for the N-ZAP '89. I normally only use it during Splatfest, but i've been trying to use it outside of it to improve my aim.
What I use for it is this:
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It's pretty well rounded, i would think.
I play fast, but I don't really think that my usual "Cram all of your/
's you own into your gear" as i do with my baby Sploosh-o won't do much.
EDIT: pissed that 2x now I rolled this (i hate Inkline/and want to roll 2x of ANYTHING else.) it's ruining my Chie Jacket.
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You definitely want ink saver and ink recovery for the jet squelchers and splattershot pros. They pro especially uses a lot of ink.
One damage up main (or three subs) helps splat people at extreme ranges with both weapons. The (C)JS needs it more so than the pro, as one damage main gets it to 33.3 damage with each hit, which can steal a 3 hit splat here and there. Damage also helps with burst bombs, so one dmg up main and one sub is usually minimum for the CJS.
I'd also invest in some swim speed up gear. You need to be able to retreat and re-position quickly with both of these guns, so swim speed is vital. Spacing is really important for both of these weapons and swim speed helps you keep that space.
Defense is good on the pro as you outrange almost everyone, so sometimes having an extra shot before you die allows you to splat foes that you have trouble getting a bead on. But you don't need to go this route.
For reference, here is what I use for these weapons:
From the gear you've listed, I can see maybe the headgear from the first set being ok. I'd probably go for more ink saver main and more speed though. Like I said before, you can definitely go the defense route, especially with the pro. Get some speed, defense, and ink saver main and you're golden.Jet Squelcher
Studio Headphones|
Part Time Pirate![]()
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Red Hi-Tops|
I play this gun as pure support. I stand in the back and cover things from a distance and never get up close and personal. The special duration reduces the end animation for ink strikes.
CJS
Snorkel Mask|
White Shirt|
Red Hi-Tops|
I play this gun with more versatility. I usually stay in the back like with the vanilla, but I can hold my own up close with burst bombs and krakens. One of the best guns in the game, for sure. Like I said before, one damage main and one sub gets you a splat with one burst bomb and one bullet. So that helps in close quarter situations.
Splattershot Pro (all variants)
Studio Headphones|
White Shirt|
Red Hi-Tops|
(I didn't realize this was a combination of the two until just now)
I play the splattershots pretty aggressive, but I like to paint a lot too...so a lot of ink saver for this gun. Special duration helps with all specials (an extra second for inkzooka and bomb rush, and less end animation for ink strike).
Lightweight Cap![]()
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Baby Jelly Shirt![]()
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Pro-Trail Boots|
That's a pretty good set there.
Looks solid. Totally forgot that the short beanie was inkline. Mine rolled something random but useful, so I kept it.Thanks for the advice, and I almost have my new set-up:
Rank Battle Set-up (In Progress):![]()
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