ShadowStriker34
Inkster Jr.
- Joined
- Feb 8, 2018
- Messages
- 22
- Switch Friend Code
- SW-3051-4861-5047
I'd like to see what weapons people main and how they use them
Do you have any advice for the jet squelcher, id like to use them more.I play the Custom Jet Squelcher in every mode except Tower. I play very defensively, staying back and punishing enemies who try to rush me.
Yeah, I made a guide.Do you have any advice for the jet squelcher, id like to use them more.
I use the forge splattershot pro a lot. I've tried using the Splattlings and can't get the hang of themI started splatoon 2 knowing that I'd want to learn a couple play styles. My weapons that I do best with in particular niches are in my signature.
Hydra Splatling is for defense and stopping pushes. Out of all the very defensive, long-ranged weapons out there, it's the hardest to approach. It has better range than a jet squelcher and can kill as fast as post-roll dapple dualies when it has a full charge. It's probably the easiest weapon with that kind of range to stay alive with when enemies get close. If you have a charger, they may be able to juke your shots to get close. No one jukes a splatling, though. You also have splashdown to escape when you need it. You could try to go for the kill if it doesn't OHKO, but there's really no way to follow it up with a splatling. Autobombs can flush out enemies that were trying to wait for your charge to end to pop out and attack. The kit's just really great on this weapon, and it's my go to for modes like rainmaker and tower control that really benefit from a heavy defense teammate.
The next weapon is the forge splattershot pro. The first time I started playing this, I did pretty well for myself. A little while later with proper gear to make this weapon shine, and I started to understand why it's in the meta. It is very good at offense. I usually use it in clam blitz for how good it is at rushing the basket, and it's also good on splat zones. The main weapon itself is okay and can outrange the rest of the meta with what is still a pretty decent TTK, but it is a little ink hungry. Ink saver does have an increased effect on it, though. It wouldn't be meta though without the bubbles and the fact that it has a bomb to go with them. The bomb, bubbles, bomb technique will burst the bubbles almost immediately, and it's super easy to kill with. This is definitely the best weapon for bubble blower.
Both .52 gals I use for offense and and offensive support mostly. The original I usually use on splat zones when I don't feel like using the Forge (also it paints faster, so there's that). It helps to be able to see enemies hiding in the zone and baller can help as your team pushes into the zone. The .52 gal deco I usually use for tower control when the map isn't hydra-freindly. I slay enemies with ease, getting around with curling bombs and if I need to, I jump back to spawn to stop a push with sting ray. Also, I run ninja squid playing both of these weapons. Ninja squid on this weapon will let you spawn camp so hard with that fast of a TTK.
I can't use the scoped weapons, I'm decent with the normal charger but can't get the hang of the scoped oneI'm a Splatterscope main who almost exclusively plays Turf Wars.
I feel like the gun really shines as a support weapon. I use it to ink, to break enemy paths, bear trap opponents, rescue teammates, and steal enemy-side terrain that is normally hard or impossible to reach. As for sniping, I'd say most days I would merit a solid B/B+. Most of the time I just wait for squids to charge me up a ledge and splat bomb them. Infact I like the scope/splatbomb combo so much I've stuck with this kit despite never really getting the hang of the Stingray.
See I'm the reverse. With the new stored charge mechanic, I've forced myself to play the splat charger for weeks at a time in the hopes of utilizing its advantage, and haven't been able to get it to click.I can't use the scoped weapons, I'm decent with the normal charger but can't get the hang of the scoped one
( ͡° ͜ʖ ͡°)‘jack-off-trade’.