Okay, new questions.
How do I play against krakens? Running away obviously, but I kept getting wrecked by them on Kelp Dome where there are limited routes of escape in a lot of the hallways. Can they be killed? It didn't seem like it, but maybe I did it bad.
What's the point of the paintbrush? It looks to me like a much narrower (maybe slightly faster?) roller with a bigger arc for the ranged mode. Is that all there is to it or am I missing something? What kinds of situations is it good for?
Is there any kind of mechanic to compensate for 3v4s? Maybe this is nothing, but I noticed last night that uneven games seemed a lot closer every time the fourth player didn't spawn than when they spawn but don't leave the starting area. Not close enough for the outnumbered players to win, but both times that happened they just lost by a little.
With the 1.3.0 patch, you can also shoot at Krakens to knock them back like you would a Bubbler. If you use a short-range weapon, just be wary of the roller trying to fling at you as soon as the Kraken ends (I know from experience lol). You want to come out the winner of this kind of exchange, not the victim of a trade or worse. Something I want to try out is timing a grenade to catch them once the Kraken wears off.
The Inkbrush is actually a bad weapon - there are only like a couple such weapons in the game, which is a testament to Splatoon's overall balance, but the Inkbrush is one of them. It has terrible range and doesn't even kill that fast up close (even with mashing), which is where you'd think it would excel. The extra speed also doesn't help it much at all since it barely lays any ink while "rolling", nor can it adequately defend the areas that it would get to first.
Unfortunately no. If someone disconnects, that team is stuck with the man-disadvantage for the rest of the game (unless multiple people D/C across both teams, at which point you should really consider switching rooms anyway lol). You can tell someone D/C'd if, on the top of the TV screen, you see someone's marker indicate that they are "dead" for more than 10 seconds. I admittedly don't do that often enough myself. But if you find yourself on the wrong end of this, don't worry so much about winning or losing anymore and just play it out.
Imo too few people using mid-fight jumps to assist / tactical swap. Somehow people only use jump when they died. Which is bit sad. Not sure how this is with Ranked wars, still trying to get to 10.
I've found Squid Jumping is really not as effective as people first made it out to be. The main reason, as I've heard it described recently, is that by the time you get there, the information you saw on the Gamepad, i.e., where your teammates are, and more importantly where your enemies are, is roughly five seconds old (even more now with the nerfed Stealth Jump). A lot can change in five seconds - your teammates could die, or enemies with long-range options (not just weapons, but also subs and specials) can set up to pick you off from a distance. It also reveals the rough position of whoever is being jumped to - even with Stealth Jump, you can't turn off the audio cues - meaning it's bad for your team's overall stealth too.
There are times when you can tell a Squid Jump will be relatively safe, such as when a buddy is in an area that is only easily accessible by your team, but even then you can't always guarantee that'll be the case. Personal anecdote, I was playing a round of Turf Wars on Port Mackerel with some friends last week. The enemy team had the clearing on their side of the map secure, but I had managed to sneak on top of the nearby forklift overlooking that area. Without my Bubbler charged, naturally I wasn't going to just rush in. However, then I noticed someone Squid Jumping to an enemy along the right-side wall. I timed a grenade throw for when the dude would land - boom, easy double-kill. It's even worse in Splat Zones, because both teams will be fighting over well-defined areas, and you do not want to feed the other team an easy kill and give them a choke-hold over the zones - that's how matches end quickly.
If you're about to lose and your team is making one last push but you're back by the spawn, then you should Squid Jump if only because you have no other choice - make them have to deal with your entire team at once if they want to close it out, even if it's a clear desperation play. Jumping back to your spawn is also not a bad idea if you find yourself in a sticky situation, since it's much faster than dying. There's also using it to get out of your spawn area if you're being spawn-camped, but if that's happening then there's a much bigger problem going on to begin with.