Since MGrant's been taking the whole weapon analysis angle and been running with it, and also inspired by debating with Magnet Man about some of the Clash's criticisms, I decided to follow up a bit with my own discussion from earlier and dig a little deeper into some raw numbers for what I'll call...Blaster Math. There're several angles to hit this from so I'll try and keep things organized here...
Blaster ink efficiency
All of the blasters in the game right now consume ink at different rates, which is pretty typical of every weapon class, but since each blaster shot happens individually, it's much easier to count bullets for these than something like, say, the Aerospray. Lucky me. These are all measured by starting with a completely full tank and holding fire until your ink runs dry.
Blaster: 10 shots per tank
Luna: 11 shots per tank
Rapid: 14 shots per tank
Clash: 20 shots per tank
Sensible enough overall that the faster firing weapons get more shots, though the Luna being more efficient than the regular blaster does surprise me a little. The other weapons aren't out yet but given these trends I'd assume that the Range Blaster will have the worst efficiency in the class, while Rapid Pro would fit somewhere around the normal blaster/luna kind of range.
Just for fun, I also tested out how many shots you get from each blaster immediately after throwing out your subweapon:
Blaster: 3 shots after Mist/Autobomb
Luna: 3 shots after Splat Bomb
Rapid: 6 shots after placing 1 mine (you can't immediately place two mines without gaining some ink back first, so I assume you'd have 0 shots after placing the second as fast as you could)
Clash: 6 shots after Splat Bomb
Again not too surprising. Mines are individually less ink-hungry than the other blasters' respective sub-weapons, meanwhile the trend seems to be that the Clash accounts for half of a normal Blaster shot, which makes sense given the firing rate and comparatively-weak ink pattern that I've brought up before. But of course, all this shooting ink around has to have a purpose, right? Like, say...the blaster class' primary purpose?
Ink consumption for offense
Ah yes, the part where we kill people. Or "splat squids." Family friendly and all.
I think the general power of each blaster is pretty well known already but I'll rehash this a little bit first in order to tie it back around with each weapon's general efficiency:
Blaster: Does 50-70 points of damage per indirect hit, depending on proximity to the center of the explosion. Direct hits do 125 damage. So you can kill with 2 indirects or 1 direct.
Luna: Literally the same attack power stats as the Blaster, with the same power-curve for indirect hits. Worth noting that the Luna's burst-size is a little larger though.
Rapid: A flat 35 damage per splash hit, but with no scaling for proximity at all. 85 damage per direct hit. So you can kill with 3 indirects, 2 directs, or one of each.
Clash: A flat 30 damage per splash and no scaling, much like the Rapid Blaster. Direct attacks deal 60. This means you can kill with 4 indirects, 2 indirects and one direct, or two directs.
So two of the four have OHKO potential, the others require at least two. With this in mind, we can see how much ink it would take for each weapon to dispatch another player relative to their entire ink tank:
Blaster: 1/10 shots for a direct KO, 10% of ink tank. 2/10 for 2-shot burst, 20% of ink tank.
Luna: 1/11 shots for a direct KO, ~9% of ink tank. 2/11 shots for 2-shot burst, ~18% of ink tank.
Rapid: 2/14 directs for a KO, 14% of ink tank, 3/14 for a splash damage KO, ~21.4% of ink tank.
Clash: 2/20 directs for a KO, 10% of ink tank, 4/20 shots of splash damage, 20% of ink tank, 3/10 shots for one direct and two splash, 15% of ink tank
This technically makes the Luna Blaster the most ink-efficient killer among the Blaster family, albeit not by much. Blaster and Clash are tied, but with the caveat of the Clash potentially saving an extra bit if it manages to get a hybrid-shot KO instead of solely splash damage. The Rapid Blaster brings up the rear, and will probably retain that crown of least efficient until the Rapid Pro comes out. Now, since we're already on the topic of killing, let's shift away from ink usage and pivot over to the other big resource cost on the game:
Time consumption for offense
Since each of the blasters has different ranges and attack powers, the time-to-kill for each is naturally different too. I decided to take some measurements for ttk using the smallest number of shots (all-direct) from the absolute furthest tip of their range, as well as how long it takes using only splash damage. It's worth noting that this is a bit unscientific since I just used my phone's stopwatch for recording times, but ran each one through the test several times to average together an approximated ttk, and for the purposes of comparing these weapons specifically it should still prove the point just fine.
Blaster: .5 seconds for direct OHKO; 1.35 seconds for 2-hit splash KO
Luna: ~.4 seconds for direct OHKO? (I had a lot of trouble getting consistent times for this in particular, but unsurprisingly it's the fastest at any rate); 1.15 seconds for 2-hit splash KO
Rapid: 1.05 seconds for direct 2HKO; 1.65 for 3-shot splash KO
Clash: .80 seconds for direct 2HKO; 1.52 seconds for 4-hit splash KO
No major surprises here: the harder-hitting weapons with shorter range (and less time between shots as a result) happen to kill faster. At the very least it shows that the Clash Blaster decently holds its own despite being the lowest attack power among the class, and it's worth taking into account that it can also get 3-hit KOs too, which would also keep its ttk more in-line with the regular blaster.
Inking for mobility
Okay this is the last thing I wanted to look into for these tests, and that's the ability for each blaster to cover space and move quickly. Remember that I wouldn't advise using any of these to try and push solo into enemy territory quickly, but this can at least give people a bit of an idea in case you need to form an escape route, or just to have a look at how "fast" each one is when you take their trail-length and shot time into account.
I recorded for this test in the test range, seeing how long it takes each weapon to go from the starting location to crossing the furthest test dummy, so 8 lines-worth of distance. Starting the timer from the moment I press ZR for the first shot, I swam forward to the edge of the shot's trail before firing the next shot and repeating that until crossing the line. As with before, I took down numbers for several runs with each weapon to try and get a more accurate average.
For the Clash Blaster, since I already pointed out its weird deficiency in inking in my first blaster comparison, I decided to fire two shots before swimming forward, since that at least creates enough of a lane to swim through unbroken where one shot would not. Does having to fire twice as many rounds to forge a path hurt it that badly?
Blaster: 3 shots to clear (30% of ink tank), ~4.79 seconds
Luna: 4 shots to clear (36% of ink tank), ~5.40 seconds
Rapid: 2 shots to clear (14% of ink tank), ~4.21 seconds
Clash: 6 shots to clear (30% of ink tank), ~4.83 seconds
If the test I used ran a little shorter, 7 lines let's say, then the Luna would have performed much better, but the need to fire an additional round hurt it a lot. Otherwise, things line up more or less how you might expect after seeing everything else up to this point. Rapid forms the longest line and thus allows for the most unbroken swimming. The bigger surprise might be the fact that even going two shots per swim, Clash once again winds up remarkably close to the normal Blaster.
So, after plowing through all of these numbers, what can be taken away from all of this? Luna Blaster is the best pure killer-blaster in the game, but requires the most risk to get in, though that's also mitigated by the larger blast radius putting it only just slightly behind the effective range of the Clash and Just Blaster. The Rapid, meanwhile, is obviously the safest of the group and the most ink-efficient when it comes to just firing shots and covering turf to move through, but that comes at the cost of its time-to-kill.
The Clash, for the most part, winds up being pretty comparable to the normal blaster in many respects, although for the way the game as a whole is played right now that may not be great news for it. Its inking and efficiency is on par with its contemporaries, and seems to function as kind of an alternative to the normal blaster, wherein you trade straight power and the 1-hit KO and in return gain a little more versatility and reaction ability. The faster fire rate basically means you don't have to commit to every single shot in the same way the normal blaster does, meaning you don't have to remain exposed for as long before and after every shot and letting you more easily break off from an encounter if it's not going your way. Whether or not you think that's worth the small hit to TTK mostly comes down, I think, to a matter of preference.
...Either one is kind of pointless to use over a Tentatek though. God damn it Tentatek. Thanks for reading!