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Weapon Recommendations Thread

RelicRaider

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sorry if something similar' already been posted, but do you have any weapons you'd recommend for certain maps and modes? Any you'd say to steer clear of? Any build possibilities? I'm currently looking to expand my main weapons, and would be willing to give different things a try, and I'm sure other people are in a similar situation and/or are struggling with certain maps or modes.

I'll start off,

I'd personally recommend Carbon Roller Deco for Rainmaker, the seekers get to the action fast, you can somewhat hide how you swim, and just jump out at people. What I like to do is swim straight to the other side of the Rainmaker and get all of the people shooting at it, it tends to work in the earlier games where people don't expect it, so the element of surprise is on your side, I tend to get at least one kill for doing this and access to the other side of the map. It's certainly easier in maps like Walleye Warehouse, Urchin Underpass and Port Mackerel over Mahi Mahi Resort and Ancho V games. Also a special mention to Mahi Mahi Splat zones, I like to use seekers to swim from th elect side of the zone to the right and back again to take out anyone on the sides. I will say, the Carbon Roller Deco is the only weapon where I run the gear with it, only with looks in mind. I could probably use more efficient gear than Tenacity, Bomb Range up, and, well I'll forgive Ink Resist up, but I like the way I think looks with the weapon.

I'd recommend the Tentatek for almost any mode or map, particularly tower control, with the suction bombs the easiest to stick on the tower. However I would not recommend the tentatek for any mode in Museum D'Alfonsino (maybe bar tower control) or Ancho-V games, for the reason that the Inkzooka is severely hampered. The moving platforms and miiverse signs cut off the tornados and make it very difficult to Splat enemies, compared to other maps at least. Also a problem to an extent in Urchin Underpass, with the trees and walls blocking the places to get a good hit. For equipment, bomb range up with suction bombs should never be overlooked, very powerful, and I use ink saver sub to keep that efficiency up. I've kind of moved away from stealth jump now and owuod recommend ink resist up for firefights. A bit of damage up too to counter defence ups.

For anyone who gets overwhelmed seeing the middle covered in enemy ink, like I tend to, I'd recommend the N Zap 83 which I just recently tried out. The point sensors are excellent for checking if anyone's in that pool of ink, and the fast fire rate am dying decent range make covering it and moving forward a breeze, point sensors cheap too so you can throw two out and still have a decent amount of ink. The Kraken's also great to have, tag an enemy with point sensor, chase them down with a Kraken. I once tagged two and someone else krakened them both instead. I tend to use special charge up, and bomb range up, as throwing the point sensors further can help other teammates in need too.

Now these might not be for everybody, it's just how I play the game, and it's nice to see other people's play styles and recommendations too.
 

Creator438

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I'd personally recommend Carbon Roller Deco for Rainmaker,
NNNNOOOOOOOOOOO. Please no. We don't need more people running this weapon. I'm sorry but I really don't think this weapon is all that good. Seeker Rush is such a niche special and it doesn't work everywhere. And yet, you'll see people running this thing on like Blackbelly, Bluefin, or anywhere Seekers don't work because somebody said it was good. Just run a normal Carbon. Its potential far surpasses any that the Carbon Deco could ever hope to have. Normal Carbon has range options that expand its killing power, make painting easier, give it actual pressure options that work on every map, and one of the fastest point-blank two-shots in the game (if not THE fastest). When you run a Carbon Deco, you throw all of that away just so you can take a zone a few times on Mahi-Mahi and so you can be "sneaky" with Seekers. First of all, a Dynamo is just as capable of taking a zone on ANY map (also you get Echos out of it, which is exponential), and second of all, by knowing there's a Carbon Deco on the other team and seeing a Seeker come near you, you're already anticipating any possible surprise attacks. You shoot the Seeker; they die.

I'd recommend the Tentatek for almost any mode or map, particularly tower control, with the suction bombs the easiest to stick on the tower. However I would not recommend the tentatek for any mode in Museum D'Alfonsino (maybe bar tower control) or Ancho-V games, for the reason that the Inkzooka is severely hampered. The moving platforms and miiverse signs cut off the tornados and make it very difficult to Splat enemies, compared to other maps at least. Also a problem to an extent in Urchin Underpass, with the trees and walls blocking the places to get a good hit. For equipment, bomb range up with suction bombs should never be overlooked, very powerful, and I use ink saver sub to keep that efficiency up. I've kind of moved away from stealth jump now and owuod recommend ink resist up for firefights. A bit of damage up too to counter defence ups.
1) Yes, because Tentatek works on literally every game mode (actually though). 2) It works perfectly fine on maps like Museum, Ancho-V, and Urchin, because Tentatek doesn't rely on Inkzooka to function. That's like saying "hey let's not run an E-Liter on Ancho-V b/c it's not an E-Liter map," except it Tentatek can still function if it doesn't get perfect line-em-up shots w/ its Inkzooka. Any weapon wielding a Zooka needs to know when to use it so they don't waste it anyway. 3) Ttek doesn't need bomb range or ink sub. They can run it, but most Tteks opt for Swim/Run Speed builds, defense and/or damage builds (but damage only builds r garbo on Ttek anyway, or anything for that matter), or QR builds w/ your choice of main-slot only abilities.

For anyone who gets overwhelmed seeing the middle covered in enemy ink, like I tend to, I'd recommend the N Zap 83 which I just recently tried out. The point sensors are excellent for checking if anyone's in that pool of ink, and the fast fire rate am dying decent range make covering it and moving forward a breeze, point sensors cheap too so you can throw two out and still have a decent amount of ink. The Kraken's also great to have, tag an enemy with point sensor, chase them down with a Kraken. I once tagged two and someone else krakened them both instead. I tend to use special charge up, and bomb range up, as throwing the point sensors further can help other teammates in need too.
I mean, not trying to chastise you for your decisions (sorry if it seems like I've been doing that), but one could just use the '85 and be way better off. If you're intending on trying to track people with point sensors when they could literally be hiding anywhere, you may as well go with Echo so you can track everybody down - 100% guarantee rate. That'll also help you get back in with tactics such as pinsiring people who are tracked, then you take back the area because you're more likely to get a full wipe off it. You're even better off using '85 in the long run, because Echo is useful in so many situations and in using it, you have basically nothing to lose and anything (if not everything) to gain. Then it has grenades, which I'd take over point sensors any day.

Also, you really shouldn't be chasing people down with Kraken to try and get a kill. You're going to get one kill at most, then after 5 seconds, you've krakened in and your going to die. In a sense, you really haven't made the most of your special if you use a Kraken on a guy just because he's tracked by a point sensor.


I could make a bunch of recommendations for weapons to use on which modes, but I'll keep it brief.

1) As OP said, Tentatek on every mode.
2) Dynamo in zones is really fricken good, esp. on maps like Blackbelly, Flounder, Mahi, or anywhere really (except Port Mackerel).
3) Zimi works everywhere, seeing as the thing's pretty busted (imo; it has so much going for it & not much going against it).
4) Hydras over E-Liters on most maps, if possible, but if you're good with E-Liter, use it. Otherwise, I wouldn't bother picking it up.
5) Rapid is really good on maps such as Blackbelly, Camp Triggerfish, and Kelp Dome. Its best mode is definitely TC, but it can work in other modes, too (esp w/ Bubble). Wouldn't recommend it on Moray because it just seems awkward, but that's just my thinking.
6) Despite what people tell you, 96 Deco is still amazing. Berry Pro has not overthrown it by any means. The only thing that the nerfs to 96 did was require the user to be good with it.

Now things I would not recommend:

1) Inkbrushes/Splooshes on any map or any mode. These are not good weapons at all and I wish people wouldn't use/try to defend them.
2) Rapid Pro Deco anywhere. This weapon is actually garbage; it can't paint to save its life, makes no good use of its sub, and its just... aaag. Just use vanilla Rapid Pro.
3) Carbon Deco. Just, please stop...
4) Pretty much all point-sensor weapons, unless we're talking Heavy Deco.

And, yeah that's it.
 

Fullmental

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I mean, not trying to chastise you for your decisions (sorry if it seems like I've been doing that), but one could just use the '85 and be way better off. If you're intending on trying to track people with point sensors when they could literally be hiding anywhere, you may as well go with Echo so you can track everybody down - 100% guarantee rate. That'll also help you get back in with tactics such as pinsiring people who are tracked, then you take back the area because you're more likely to get a full wipe off it. You're even better off using '85 in the long run, because Echo is useful in so many situations and in using it, you have basically nothing to lose and anything (if not everything) to gain. Then it has grenades, which I'd take over point sensors any day.

Also, you really shouldn't be chasing people down with Kraken to try and get a kill. You're going to get one kill at most, then after 5 seconds, you've krakened in and your going to die. In a sense, you really haven't made the most of your special if you use a Kraken on a guy just because he's tracked by a point sensor.
I'm going to defend the N-Zap '83 here. Yes, echolocator is useful, but so is Kraken. There's a reason everybody hates the invincibility specials, and it's because when used properly they can completely change the outcome of a game. You would have a hard time consistently doing that with an echolocator. I use the '83 a lot and I tend to not use the point sensors by randomly tossing them out hoping to find kills. Instead, I'll use it to tag an enemy that's trying to hide, or one that's attacking a teammate that is having a hard time finding them. If I see someone shooting at a group, I'll tag them and give my team the opportunity to try and flank or avoid as necessary. This is very useful in maps where there are obstacles and hills everywhere, if you can get your point sensor in the right spot. You also have the advantage of it being always available, unlike the echo which you need to build up after each use. If you are in an engagement (such as trying to block a flank) and you know you are going to die, you can also toss out a point sensor to tag the enemy for your team before you go down. It's much more useful than spamming a callout button because the team will instantly know exactly where they are on the map, and where they are going for 2-10 seconds. It's also great for tracking where/how many people are on a tower or near the rainmaker in ranked, allowing more precise aiming to stop an objective push. By using the point sensor in more of a support role, you can help your team out and avoid potential team wipes, or allow an extra kill or two in a push. If you use it to reach for kills, it's not nearly as useful and you're setting yourself up to get splatted many times over.

So what do we give up for this? Unfortunately it's the splat bombs. Splat bombs are so insanely useful, as I'm sure most know. You can throw the bombs and flush out enemies, or push people off the tower. You can combo with your shooting to pin an enemy down and take them out easier. Without the splat bombs and with the N-zap's lower damage per shot, it can be harder to splat an enemy quickly if they are able to swim or move around a lot and know you are there. For this reason it's better to avoid those types of confrontations with the '83. So I would consider the '85 to be slightly more offensive during regular play, and the '83 slightly more supportive. Now, both are still useful as offensive weapons, but you may want to rely a little more on an unnoticed close approach with the '83.

Speaking of close approach, the Kraken. We should all use our krakens effectively. You don't charge forward and grab 1-2 kills and leave yourself open to get splatted yourself immediately after it expires. The Kraken is a panic button and an objective pusher in my book. The enemy is pushing the tower? When your teammates are nearby and ready to assist, pop the kraken and get everyone off the tower. Your team can then clean up while everyone is trying to avoid the kraken and start a counter-push/clean up the map if the stop is successful. Rainmaker? They can't swim fast, kraken is great for taking them out and stopping a push in its tracks, plus any competent team will have an escort or two with the RM that you can likely get as well. This can keep a lead or prevent a KO, giving your team time to counter. Sure you can echo, but it's one thing to know where the team is and another to approach and take them out efficiently if they know you're coming and can shoot you back. Need an extra 5-10 points on the tower? Kraken on it when things get hairy. It can mean the difference between a win and a loss. Pushing the rainmaker and need a few extra points to grab a lead or get the RM away while the enemy is distracted or respawning? Kraken and get a quick trail through the enemy ink. Here you're setting yourself up to die, but you're pushing the objective in a very efficient manner, so it's worth the splat at the end, plus it's not a guarantee either way. I've made many successful pushes with this strategy that lead to a knockout because we were able to push so quickly the other team didn't have time to retreat to spawn or got distracted by an engagement in mid. Can't do that with an echo...

So you see the '83 can run a different style of support than the '85 and it can arguably be more objective focused in ranked, but it can also run offense and clear a path when necessary with it's invincibility special. Therefore it definitely has a use. Are there better offensive weapons out there? Definitely. Are there better support weapons out there? Sure. Is there much that can fulfill the same role as the '83 and be just as versatile in any situation? Not nearly as much. The T-tek of course is useful in almost any situation, but otherwise I haven't been able to match the capabilities with any other weapon I've tried myself. Let's not forget the insane strafe speeds on the n-zap though, which can make it really hard for the enemy to track and splat you if you use it properly. A run speed Nzap is a dangerous weapon in the right hands, regardless of the variant.


6) Despite what people tell you, 96 Deco is still amazing. Berry Pro has not overthrown it by any means. The only thing that the nerfs to 96 did was require the user to be good with it.
Effective use of splash walls will go a long way towards helping your play with the .96 deco. It can be used to block a frontal assault or cover your flank if you're being pinched. The Berry Pro has suction bombs, but you'd have to get the timing just right to cover a flank and keep someone away. The walls can also help keep you out of a snipe's scope for a few extra seconds if you need to step out of cover to make a play.
 

RelicRaider

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I'll defend the Carbon Roller Deco too. The seekers allow me to get up closer. I'll admit, initially I played the original Carbon when comparing the two, and only really used the Deco when I accidentally picked it up one day, and I had a lot more success. With the original Carbon, in situations where the other team had taken over, I found myself stuck as I had nowhere to move, rolling around was putting a target on my back and burst bombs didn't add too much ink forwards, and if I found a hit with a burst bomb, I didn't extend enough to finish them off and they got me first. I will always emit, burst bombs go hand in hand with inkzooka, it's why I love the Neo splash and choose it over the original. Carbon Roller Deco, personally gets me closer to what's going on, and yes the seeker rush I really like. I don't just stand in one spot and shoot a,load of seekers out because it doesn't paint and only puts pressure on one spot. Spreading out the seekers all over the place puts pressure everywhere, all forwards and is decent area denial.

And regarding the tentatek, if I can't use my special properly, then that's a whole part of the kit that's going to waste. If it's Ancho-V tower control I'll pick out a berry over the tentatek because of the suction bomb, and the suction bomb rush being more useful, as well as being able to stand further back and shoot down to the middle, or if I want the similar gun I'll pick the Wasabi Splattershot, particularly for zones, or the regular splattershot, with the burst bombs which I love, and whilst admittedly burst bomb rush isn't great if you just spam burst bombs, it can eh excellent to get you out of a tight spot if you use it as 10 or so seconds of unlimited ink, which is what it is.

Also N-Zap 83, if I've jut been killed, and they've taken over the central map, I can't get my special off, point sensors are more versatile than the echolocator, when it runs out you can just chuck another one, you can use It to support, as well as aggress, and they're very cheap with ink. I honestly get overwhelmed when I see, say the middle of Urchin Underpass covered in enemy ink, and catching people with point sensors makes their behaviour more predictable and lets me know where to go and where to keep away from til I can have some ink to more freely swim around, and I don't even have to say anything more than the word Kraken regarding the special.
 

Creator438

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There's a reason everybody hates the invincibility specials, and it's because when used properly they can completely change the outcome of a game. You would have a hard time consistently doing that with an echolocator.
That's because you don't consistently change the game with Echo. You do it once or twice, and any Echos that don't change the game are still giving you vital information. Echo saves good teams from ridiculous locks that they otherwise wouldn't be able to recover from. Because the team can coordinate as to where others are, they can take one guy down, and while the locked team still have 4 members up, they pinsir anyone who's focusing on one guy trying to get in and then it leads to a wipe (or something close to it). Then the locked team gets back control and has a chance at turning the game around. Then you have the fact that Echo's basically the closest thing you'll get to a free wipe, which is because you know where they are, not vice versa, so you communicate some kind of flank or something, call out positions, etc., and it leads to this chain of events where pushes become easier, the other team dies, and the team with the Echo in question gets tons of map control and shoves the game down the enemy's throat. You can't do that with Point Sensors, and you certainly can't do that with invincibility specials (invincibilities can still change the game, but not to the same extent Echo can).

I use the '83 a lot and I tend to not use the point sensors by randomly tossing them out hoping to find kills. Instead, I'll use it to tag an enemy that's trying to hide, or one that's attacking a teammate that is having a hard time finding them. If I see someone shooting at a group, I'll tag them and give my team the opportunity to try and flank or avoid as necessary. This is very useful in maps where there are obstacles and hills everywhere, if you can get your point sensor in the right spot. You also have the advantage of it being always available, unlike the echo which you need to build up after each use. If you are in an engagement (such as trying to block a flank) and you know you are going to die, you can also toss out a point sensor to tag the enemy for your team before you go down. It's much more useful than spamming a callout button because the team will instantly know exactly where they are on the map, and where they are going for 2-10 seconds. It's also great for tracking where/how many people are on a tower or near the rainmaker in ranked, allowing more precise aiming to stop an objective push. By using the point sensor in more of a support role, you can help your team out and avoid potential team wipes, or allow an extra kill or two in a push. If you use it to reach for kills, it's not nearly as useful and you're setting yourself up to get splatted many times over.
Well, yes, you use Point Sensors for that very purpose, but Echo exists for that as well. I mean, it is more accessible than Echo, but you can just run a Dynamo that'll get that guaranteed effect on everybody alive. Point Sensors aren't guaranteed to track an enemy unless you read their movements or if they're in a location where they have to stay still (tower, sniper perch, etc.). Then if you throw it, you have to consider that people might know your general location, which can make it harder to challenge them. That's really why it can't exactly get you out of wipes, because you might not hit anyone, and even if you do, you're not going to get very much out of it, whereas with Echo, you get everybody's location and can capitalize off it more easily. It's also kind of hard to use on the move because all you really do is track the enemy, but it's not like a disruptor where you basically paralyze the guy and better your chances. It's not necessarily like that with Echo, yes, but with Echo, you can keep tabs on multiple people at once and make the right attack choices based on where others are, not just where the one guy is. That makes, flanks, pinsirs, and pushes a lot more manageable because of the fact.

I don't know, but I feel like if I'm a team captain, and one of my teammates poses the idea of running a Point Sensor weapon, I'm going to want to know exactly what he intends to get out of it. I need to know what he wants to use it for, how he thinks we can integrate it into our strategy, and how that's all going to benefit the team in the long run. For example, if I suggest someone runs a Sprinkler weapon, I know what we're getting out of the Sprinkler and that what we get out of it is ensured. I know for a fact that we're getting more map control and more specials from the man. But if I'm considering a Point Sensor weapon, I don't know if it'll hit people and help us get them off the Tower; I don't know if it's going to help us if a teammate is surrounded; I also don't know if it will help a guy flank without having to worry about the locations of people that aren't tracked. And most of all, I don't know for a fact that, if those things do happen, it's going to make that much more of a difference.
 

ThatOneGuy

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NNNNOOOOOOOOOOO. Please no. We don't need more people running this weapon. I'm sorry but I really don't think this weapon is all that good. Seeker Rush is such a niche special and it doesn't work everywhere. And yet, you'll see people running this thing on like Blackbelly, Bluefin, or anywhere Seekers don't work because somebody said it was good. Just run a normal Carbon. Its potential far surpasses any that the Carbon Deco could ever hope to have. Normal Carbon has range options that expand its killing power, make painting easier, give it actual pressure options that work on every map, and one of the fastest point-blank two-shots in the game (if not THE fastest). When you run a Carbon Deco, you throw all of that away just so you can take a zone a few times on Mahi-Mahi and so you can be "sneaky" with Seekers. First of all, a Dynamo is just as capable of taking a zone on ANY map (also you get Echos out of it, which is exponential), and second of all, by knowing there's a Carbon Deco on the other team and seeing a Seeker come near you, you're already anticipating any possible surprise attacks. You shoot the Seeker; they die.
Oh my goodness someone who agrees. Yeah, the carbon deco is extremely overrated. It just doesn't have the coverage, the versatility, or any reason why to use it over vanilla. The only thing it's good for is for the "Swim in your own seeker" strat that is extremely predictable, I don't know why people defend it.

Despite what people tell you, 96 Deco is still amazing. Berry Pro has not overthrown it by any means. The only thing that the nerfs to 96 did was require the user to be good with it.
I agree here, .96 deco isn't overshadowed by the berry. However, berry offers much more coverage due to the suction rush. Meanwhile, .96 deco is still a great frontline weapon that can be played extremely defensively. I would honestly compare the Cherry H-3 vs the .96 deco.

Rapid Pro Deco anywhere. This weapon is actually garbage; it can't paint to save its life, makes no good use of its sub, and its just... aaag. Just use vanilla Rapid Pro.
The vanilla pro still sucks too. It still can't paint and it doesn't have many things to use at close range.


And regarding the tentatek, if I can't use my special properly, then that's a whole part of the kit that's going to waste.
About half of tteks I see never get special because the weapon has heavy depletion. It's going to be okay if you don't have an inkzooka ready. If you're needing a zooka, you can just turf the map with the tentatek's good coverage pattern.
 

Fullmental

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Point sensor and echo are to be used in two different ways. Yes you can use Echo once or twice to instantly know everyone's position, but just like the point sensor if you rush in to extend for kills it can backfire. And BY NO MEANS is it a "free wipe", particularly when playing against competent players. Maybe if you're playing solo in C rank, but anyone that knows how to play the game at a higher level knows how to defend their position or at the very least can still be a difficult kill while tagged without leaving themselves exposed, particularly if they have the advantage in map control. An echo, just like a point sensor, can easily lead to the opposite effect if you get overconfident or rush in. It's an excellent recon tool particularly if the enemy is constantly flanking, but you can only use it a small number of times. The point sensor can be used the whole game if you have someone positioned to watch the common flank point(s). It depends on how you make use of both tools whether or not you're successful. One is not inherently better than the other overall, there are tradeoffs and advantages for both. One further advantage to the point sensor though is that you don't give up another special for it. I can't tell you how useful point sensor and kraken/bubbler can be, particularly on tower control. The ability to use your invincibility special removes any uncertainty from engagements with echo alone. If you have 2-3 people tagged and cornered, it's easier for you to take them all out at once when you have the ability to rush in without worrying about damage. In this regard, the point sensor is more useful in certain situation than echo. On the other hand, the echo can be used to find enemies you didn't even know were around, possibly preventing a death or leading to a push. I won't downplay Echo's capabilities, but it's by no means any more of a game changer than point sensor could be.

I don't know, but I feel like if I'm a team captain, and one of my teammates poses the idea of running a Point Sensor weapon, I'm going to want to know exactly what he intends to get out of it. I need to know what he wants to use it for, how he thinks we can integrate it into our strategy, and how that's all going to benefit the team in the long run. For example, if I suggest someone runs a Sprinkler weapon, I know what we're getting out of the Sprinkler and that what we get out of it is ensured. I know for a fact that we're getting more map control and more specials from the man. But if I'm considering a Point Sensor weapon, I don't know if it'll hit people and help us get them off the Tower; I don't know if it's going to help us if a teammate is surrounded; I also don't know if it will help a guy flank without having to worry about the locations of people that aren't tracked. And most of all, I don't know for a fact that, if those things do happen, it's going to make that much more of a difference.
Here's you answer: I intend to get the ability to track a tricky mover or person flanking the rest of my team while they're engaged to my allies or trying to get away/sneak up on someone. It's instant use and doesn't rely on charging, and it is highly informative for a coordinated team. Good for supportive "lone wolf" players, so to speak. In my team we are often able to set up a nearby teammate to get the flank/surprise kill while they're focused in the general direction I threw the point sensor from. I don't get the "kill" from it so it doesn't reflect on my k/d, but it helps the team from a support standpoint, similar to sacrificing a life to push the objective a few more seconds/points. It's much less useful in solo of course, because you have to trust random people to take advantage of your tag properly. In the long run, it can prevent deaths in tricky situations, even if you just respawned or don't have a special ready, and it can be useful if you are typically ahead of or behind the rest of your team, i.e. watching flanks, protecting/pushing the objective, or maintaining your map awareness from a high/low point. It's also useful if you are engaged in a 1v1 and you are both darting in and out of cover at close range, you can instantly know where the enemy is and what they are trying to do, even if they are moving slowly or otherwise trying to outsmart/outsneak you. Of course if you're surrounded, don't be an idiot and use point sensor, just shoot the bastards or get away. Proper use is important just like any other weapon/sub/special. You don't just throw suction bombs or toss a random splash wall when you're being attacked either, they cost (much more) ink and can leave you vulnerable too!
 
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ThatOneGuy

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As for weapons that I would personally recommend, I would recommend the Grim Range Blaster. If my signature didn't give it away

Anyway, it's ability to burst cancel for kills and quick picks is unrivaled. It has a great mid range OHKO that negates defense up abilities. And unlike most blasters, it has some turfing ability with the burst bombs. Just having the ability to virtually delete an enemy or two at the start of a match is an amazing tool to have.

I'd recommend this for any map and mode, as it's a fairly flexible weapon strategy wise
 

Creator438

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I'll defend the Carbon Roller Deco too. The seekers allow me to get up closer. I'll admit, initially I played the original Carbon when comparing the two, and only really used the Deco when I accidentally picked it up one day, and I had a lot more success. With the original Carbon, in situations where the other team had taken over, I found myself stuck as I had nowhere to move, rolling around was putting a target on my back and burst bombs didn't add too much ink forwards, and if I found a hit with a burst bomb, I didn't extend enough to finish them off and they got me first. I will always emit, burst bombs go hand in hand with inkzooka, it's why I love the Neo splash and choose it over the original. Carbon Roller Deco, personally gets me closer to what's going on, and yes the seeker rush I really like. I don't just stand in one spot and shoot a,load of seekers out because it doesn't paint and only puts pressure on one spot. Spreading out the seekers all over the place puts pressure everywhere, all forwards and is decent area denial.
I mean, okay, you had more success with Carbon Deco than you did normal Carbon. But it doesn't necessarily mean the Deco's more effective. From what I'm reading, I feel like you used the Carbon once, it didn't really work out, but then you found the Deco and something was working, so you only went with that as opposed to continuously trying out the vanilla alongside the Deco.

Here's the thing about the scenario you mentioned above: first of all, you likely had that problem because you were playing solo queue, and in solo queue, people don't know that you have to paint to win the game. Just an assumption, because obviously I wasn't there any of those times you got locked in, but it may have happened for that reason. And yeah, if you're losing with a Carbon, it's not exactly the easiest thing to bounce back from. You can still do stuff, but you need your team to help you, too (as with escaping any lock). Secondly, if you found yourself having that problem with vanilla Carbon, you would definitely still have it with the Deco. You can get out easier, sure, but on the other hand, if you're trying to break through to the enemies by yourself as a way of getting some picks, you're doing it wrong anyway. You didn't kill with a Burst Bomb because they had map control, you didn't, and they could easily reposition if they were hit/avoid any other incoming bombs. And if your'e saying Carbon Deco's better than Carbon because you can use a Seeker to paint you a straight path into overextending, you're still not going to get anything about it. It's like I said: the swim-in-your-seeker (SIYS) strat is such a predictable thing nowadays, everybody knows about it, and by running Carbon Roller Deco, people will guess that's a go-to strat of yours the first time, and if they're right, you're dead.

And about Seeker Bomb Rush, it's one thing to like it (and it's great/fine that you do), but it's another thing to properly justify it's effectiveness against every other special in the game. Yes, you're right in that you shouldn't stand in one place to use it; that's just doing it wrong. But even if you spread them out, they're still Seekers, and as such they really aren't that threatening. Like, I'd say it's okay area denial on a few maps (maybe Walleye and perhaps Triggerfish?), but other maps exist in this game, and not all of them work with Seekers. You can really only run it on a few maps, and even if you can, there are better options that do more than just that. For example, running anything with Suction Rush gives you both area denial AND massive swaths of turf (then the fact that they're suctions is just amazing).

And regarding the tentatek, if I can't use my special properly, then that's a whole part of the kit that's going to waste. If it's Ancho-V tower control I'll pick out a berry over the tentatek because of the suction bomb, and the suction bomb rush being more useful, as well as being able to stand further back and shoot down to the middle, or if I want the similar gun I'll pick the Wasabi Splattershot, particularly for zones, or the regular splattershot, with the burst bombs which I love, and whilst admittedly burst bomb rush isn't great if you just spam burst bombs, it can eh excellent to get you out of a tight spot if you use it as 10 or so seconds of unlimited ink, which is what it is.
Okay, that thing about the Tentatek is true for basically any weapon that doesn't have Echo (unless it's some garbage like Tri Nouveau or Custom Jr., or anything that literally can't make use of Echo). It's also true for any weapon with a special that doesn't work well with it at all, aka anything with an Inkstrike, Carbon Deco, Rapid Pro Deco, Neo Sploosh. The list goes on. But you missed my point about Tentatek not needing to rely on it's Inkzooka to do things. You can still do things with the weapon if you're in a spot that you can't use zooka in, but that depends on your positioning too. More to that point, Inkzooka isn't useless on Museum, Ancho-V, and Urchin; you just have to be smart about when to use it as opposed to popping it like it's a Kraken/Bubbler. And that's kind of how it always works with zooka; you have to get good angles to shoot at, you need to at least know where someone is before you pop it, and if you do, you're pretty much doing it right. Otherwise, yeah, you're SOL. You just made your Inkzooka useless because you used it in a bad spot. You could've picked other spots to fire it. And you can use things like Berry Pro for Ancho-V TC, Wasabi for zones, and the like (wouldn't recommend Splattershot tho), but my point on that was that Tentatek still works really well if you to use it instead as well.
 

Creator438

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The vanilla pro still sucks too. It still can't paint and it doesn't have many things to use at close range.
I feel like you can argue mid tier at best for vanilla Rapid Pro. I mean, yeah it's not great, but I don't think it's all that terrible. I honestly think the biggest thing holding it back is Seeker, but those hold back every other weapon they're on too.

It's sort of a niche weapon, I guess, but it's basically able to play the role of a min charger, I guess. You run Damage Up on it to give it really strong directs, and then if your Seeker does splash damage, you have a long ranged indirect to follow up for a kill (though I feel like that's very unreliable and kind of situational, but it's Seekers we're talking about here so you can't really do much about it). So in a sense Seekers kind of make sense on it, because at least it's not Carbon Deco where you'll be like "hey, let's throw a Seeker and see if it one-shots someone!" *Throws Seeker*. "****, why did I think that would work?" Also, even though Seekers take up hella ink, you can kind of give yourself more time to refill your ink so you can more reliably follow up with a shot or two. It's hard to justify, but it has that tool, I guess. Then Inkzooka is a no-brainer as to how that supports the mini charger thing.

So while I don't think I'd put it on a comp after giving it some thought, I wouldn't say it's trash tier. On the bright side, it still isn't the Pro Deco.
 

ultra777

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The only place where you should use the Carbon Roller Deco is Port Mackerel. Seekers work really well on that map.
 

RelicRaider

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(Cba to quote :P) Trust me, I did not write off the vanilla Carbon right away, I played with it a fair amount, mostly in turf, like I always do to get the hang of the weapon, and I really liked it, I didn't think I'd like the Deco at all, until I tried it out of nowhere by accident. Also, if you look at my signature, you'll see I tend to main 2 inkzooka weapons already, whereas the other specials are all different (exception being bomb rush, but there's 3 different kinds of that and none are repeated so I think it's fine) and I didn't think the Carbon would fit in as another inkzooka user, it's the same reason I dropped the Sploosh o matic 7, that and it's more of a turfing weapon. I prefer the Deco, I feel more comfortable using the Deco, and tbh my best results come from using the Deco, out of any of the weapons, and i always pack it with the least useful kit too, just because I think it looks nice. (O a side note, I lot S again with the tentatek, disconnected whenever I was going to win so that was a lost cause and I think my gamepads broken Now) and that's fine, I know the tentatek can do fine without its special, but I like the most ergonomic use possible, if I have to search for special places to use the inkzooka then what's the point, after each shot it become S harder to get a kill and if they're wasted on a tree or spinning platform then that's my special wasted. I like the most useful sub and special for each map and mode in my own opinion, so that's personally why I don't pick inkzooka for those maps.
 

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