The Aerospray RG works very similarly to the Aerospray MG. It fires quick bursts, so its user can cover a relatively large area with ink in a short time.
It's also a short range weapon, so it will make quick work of nearby targets. It's in a set with the Ink Mine and the Inkstrike. It's useful in small lanes and extremely close-range splats.
Weapon Quote[]
“
An Aerospray MG with variant sub and special weapons courtesy of Sheldon. Give foes a nasty surprise with Ink Mines, or drop an Inkstrike on them when they least expect it.
”
Strategy[]
Shooters are the backbone of (almost) any good team. They're versatile and varied with each weapon, and cover plenty of ground, as well as apply more pressure to the enemy team than either charger or roller weapons.
The Aerospray RG is basically an inferior N-Zap '89. It only has a slightly faster fire rate, while the N-Zap '89 has more range, overall better damage, Sprinklers (arguably more useful the Ink Mines) as well as the same special.
Tips for facing each weapon type:
Shooter-type weapons will be what you most commonly run into, and you'll almost always be at a disadvantage. You have the worst range of every shooter in the game, and deal on of the worst shooter damages in the game. Since Ink Mines will likely take too long to deploy, it is best to run or try to splat your opponent quickly.
Roller-type weapons will be your only favored matchup, since they have a bit of a charge time before they can get you (either from range or trying to run you over). Just point & shoot. Keep in mind that the rollers fling range is greater than yours.
Charger-type weapons are difficult to deal with for any shooter, but you'll treat this no differently than facing another shooter - sneak up to these players and take them out quickly. If you know that a charger is camping somewhere, a well placed Inkstrike can catch them off guard and take them out if they're not paying enough attention.