So... ink saver sub...
Although I stand by my previous calculations, I've been talking about it wrong. I could've sworn that its original mechanic was not to directly reduce the ink cost of subs, but rather to give ink back after use. You still had to have the base amount of ink in the tank to deploy. But now it is clearly reducing the ink cost of subs; it's easy to test. I can't seem to find the patch notes from when(if) this changed, but it's certainly much more intuitive this way.
Anyways, at first I was loving the Jr- going aggro with the bubble is as good as the trislosher. But my performance has since normalized; the gun itself is low tier, and movement abilities only help so much. It feels like the real determinant of Jr skill is splat bomb use, so I switched to a double bomb build (35pts ISS, 12pts special charge, 10pts ink recovery). It's pretty fun, but I suspect that the most elite way to kill with the Jr is to chip with one bomb and then finish with the gun.
Although I stand by my previous calculations, I've been talking about it wrong. I could've sworn that its original mechanic was not to directly reduce the ink cost of subs, but rather to give ink back after use. You still had to have the base amount of ink in the tank to deploy. But now it is clearly reducing the ink cost of subs; it's easy to test. I can't seem to find the patch notes from when(if) this changed, but it's certainly much more intuitive this way.
Anyways, at first I was loving the Jr- going aggro with the bubble is as good as the trislosher. But my performance has since normalized; the gun itself is low tier, and movement abilities only help so much. It feels like the real determinant of Jr skill is splat bomb use, so I switched to a double bomb build (35pts ISS, 12pts special charge, 10pts ink recovery). It's pretty fun, but I suspect that the most elite way to kill with the Jr is to chip with one bomb and then finish with the gun.