#Dualie Squelcher Build Pitch
166 messages · Page 1 of 1 (latest)
Upon experimentation though i'm thinking having 10 ap of special charge could have some potential
Because you generally find yourself using it often and the fact it fully refills your tank i think being able to spam it more would generally mean you'd have alot more ink to work with
what are your thoughts
would 10 ap of ink recovery up also be something to consider or is that not enough
would likely be more useful than any of those options. If ya want
with the current setup, drop a sub each
&
for 2s of it.
I'm afraid i'll have to pass on that offer
I really need 2 subs of ink res and IA
so how does this look
Is the stealth jump droppable?
Probably not but thought i'd ask
or wait actually an inverse of this
this is actually very similar to a build i made recently lol
you could try this, and you can drop the sub of
if you'd like
before s3 launched i did consider running
but its not as good as it was in s2
it has a niche in having an easier time vs sloshing machine tho
you could always consider running it, since machine is so common right now
Even though it doesn’t actually defend against specials anymore the extra bomb protection is nice
Much in the same way ink res won’t assassinate me hard if i just so happen to step in something
yeah the invulnerability for a sliver of a second is great. its why i like to run 1 sub of it as well
you dont have to follow the exact build, but its to give an idea
@slow bough @sinful egret I'm really puzzled as to why some of you guys recommend Last Ditch Effort. Isn't that a waste of ability slots since it doesn't do anything most of the match?
It’s good in ranked at the very least
Since it activates by numbers AND the time limit
But even still it synergizes nicely with the squelchers
Which benefit massively from it
Well yeah... for the last 30 seconds of the match. That is if you're even alive for that full 30 seconds
I dunno people more qualified than me could tell you why it’s good
"Not active most of the match" only applies in turf war, and turf war isn't a real competitive mode so it doesn't matter there anyways
In ranked, LDE starts whenever enemy points reach 50, and gets stronger until it maxes out at 30. It lasts the majority game if u stall long enough and don't forget about overtime
Oh! Then it's a lot better than I thought it was
What I don't understand is intensify action on dual squelchers
This weapon is one of the few that DONT have jump RNG due to a specific tech
The only benefit is marginally easier squid rolls, which in both ways is just a skill issue
it works much better in ranked than turf war
a lot of the time a team's counter will be at 50 or less, and the game will last for a few minutes after that, so for like 1/3 of the match or longer u get the effects, with them growing stronger as the enemy teams counter ticks
You don’t jump often with squelchers but having 50% more air accuracy would be great
It still has jump rng i think
That’s what the sendou site implies anyway
Dash then jump and it has no rng
Dodge roll you mean?
Same shit
I didn’t know that was a tech that existed
That's the reason why I'm confused why everybody was running it
Well is it practical tech?
It's practical if you practice it
Ah well then that’s 2 more free sub slots
Is it a strict timing or not
Like when doing the jump after the roll
Not really
U just need to do stationary jump I think
That may be the only restriction
No you can still move from what it looks like
And yes it is 100% practical actually
This is sweet
So since 2 more sub slots are on the table what would you suggest
More Ink saver, swim speed never hurts
Could even just keep one sub of intensify
Cuz vanilla jumps still benefit if you ever need them
But I wouldn't go past 1 sub
If i ain’t goin through the full 50% i say it’s not a good enough investment
I’ll get more savers
Oh wait
Special power up is nice for waves
It increases the radius
That's a good option too
Waves and cooler are like the only good special power up options
Is 6 ap of it even enough though
Idk
Or i could have 10 ap of it and shove the rest with savers
But I know it's pretty good
More research is in order
Okay so 10 AP of special power up raises the radius to 22
As opposed to 29
Err
20
I don’t know how substantial that is in practice
Trying it out right now and it doesn’t really seem worthwhile
I rather put special charge up tbh
More spam power is theoretically better in the long run
That’s kind of a strength of the original echolocator which is this thing but more balanced
More spam power means more chances to instantly refuel your ink while also putting some security on the map for a couple of seconds
So heres my new pitch
pay attention in math class squids
Sorry i don’t know complicated math equations for a squid game
Even still that diameter isn’t enough to sell me with the limited slots i got
And i think special charge has more theoretical potential because the cost is cut by roughly 10-20%
And special saver saver lowers the amount you lose upon death by 10%
It’s not bad but i’m still leaning on spammability
yeah but remember that your spam is limited by a timer
you need to wait for the 3 waves to finish before you can even begin building the next
compared to missile which you can build right after shooting them
so thats a bunch of downtime where special charge cannot activate at all
imo, swimspeed or more savers are better
Well it takes about 10 seconds or so for the breaker to end
10 seconds is a long time
I’m running estimates in my head and i wager you could get an average of 4 uses of wave in a single turf war
Maybe more depending
imo its not worth it
spammy specials are ones that i would press the instant they charge up because they affect the entire map
which is killer wail and missiles
cuz it doesnt matter if the entire enemy team is dead, they can still hit them at their spawn
with waves, u need to make sure the enemy is somewhat near an objective to get value
i think its good but its up to you if u like the bigger circle
its quite a large circle
Seems like it’ll work for me if i can get away with 2 subs of ink saver main
That is a nice circle
2 subs of ISM will net me 10 more shots so that seems fine enough to me
We have made excellent developments in the strategy
As one more final question, are there anymore objections with this kit
Was wondering if someone had already been in the lab with the dulies yet
Nice thank you for the work you guys put in!
Alright i’m runnin tests in my head and i still don’t think that special power up is necessarily the best investment i’ll stick to ink saver main on this one
I use the wave breaker 3-4 times a match and the radius it already covers can cover most important ground
And it being bigger doesn’t necessarily increase the chances of it actually hitting it’s target
It increases it’s range of general impact but it’s also not really enough to make me not choose the abilities that let me shoot more
So i still say this is the most optimal set
Either that or the 6 ap of IA just in case you need to jump in a pinch
Actually yeah nvm
IA is consistent and good
So this seems like the best way to minmax the core of the design
I’m not sure if sub saver can be thrown here but regardless i actually have the main saver and the 2 subs of IA and ISM and i’ve been getting incredibly consistent and good results
So i think with value subs once the fest is over, this is very strong
And i don’t even have last ditch effort on my kit rn so i can’t see this being anymore minmaxed
But i’m always up for discussion
I do have enough chunks to actually add in the rest of the value subs and silent jump so i am going to do that
Play some rounds
And come back with documented results
The only thing you can’t really do is throw splat bombs willy nilly but i don’t think you’re supposed to anyway
I think the only potentially droppable one is Stealth Jump but it’s hard to pass that up
Another ISM would let you fire 14 more shots
Which is fairly good
But with the 16AP of ISM you can fire 105 as it is
Which let you fire for 10 whole seconds
So far the only problems i've really encountered with this kit is either bad aim (Which i fix by getting better) aswell as ink management and bomb management
Otherwise i'd say this is basically perfect
What would be a good option to replace last stand main?
Because I was thinking of making 2 head gears with the same subs but just one for turf and one for ranked
Well i dunno i guess you could throw another ink saver on there
But last stand works just fine
Thank you was thinking ink saver but wanted to make sure because builds aren’t my forte
I’d like to learn more about how to make a good build for weapons though
You’re not really gonna lose anything by having last stand
My logic for wanting ism was that you only get stand for the last 30 seconds if I remember correctly
And you are going to be painting a lot more then in ranked
i grabbed this from someone else, any idea of if it’s worth running over anything here? or should i look at swapping to one of the builds in this thread
I just have found that i’ve become comfortable with this one here
do you notice the extra intensify action? i might do similar but with swim speed
It’s not really noticable but it’s easier to jump knowing most of my shots won’t just miss