I only just now started getting into Chargers due to my recent switch from analog to gyro controls, so I've only gotten a little taste of that. I usually try to get into their Hall and try to snipe from there but even there it seems kind of useless.
Being a Tentatek main I got insanely annoyed in Splat Zones where my Inkzooka shots were useless when I wanted to shoot opponents on the other side of the zone.
People praise inkzooka so much but I still can't really make the most of it. I'll use it to pick off snipers when I'm using Carbon, but I generally only get 1-2 splats out of it. It's useless on underpass (not sure I've ever been killed by a non-laggy inkzooka in at least half the maps.) Inkzooka isn't really good on Mall either, if you fire it from above it misses everyone below, and if you fire from below, you're only going to hit someone up to the apex of the ramps. Inkzooka seems to be so meta and considered the apex of specials, but in my hands it still feels overwhelmingly situational.
IMO most maps have obstructions between split zones. Warehouse puts the crates there, Museum has the rotating tower column, skatepark has the tower, Underpass goes in that list, but the problem with Underpass is there's NO angle for straight line weapons. Range & Rapid blasters can just shell the ravine all day, and splat bomb rush is just awful there.
I still don't know why everyone hates mall beyond the spawncamps. As though makarel, warehouse, and skatepark don't end in spawncamps just as often.
Thoroughly convinced that Urchin Underpass is by far the worst sniper stage.
I'm glad to hear someone else that agrees! I don't see that much in the charger threads, but I've been pretty much of that opinion. And Marie promotes it as a charger stage in the stage tips which makes it twice as annoying. it's not so much that it's "difficult" (though getting overrun in the side halls is all too easy and hard to fight back, and in every round I play, the first thing either team does is rush the enemy base), it's just that it's a boring 3-5:00 because there's virtually nothing to DO. Sure, you can use your long reach to paint the long areas, but either there's no one to shoot, or you're fighting off an invasion at close range. It's never in between.
Though I'd give Flounder Heights runner up. Any position in mid gets overrun too easily, and any position in the base can't reach where it needs to up in mid. Port Mackarel is second runner up. It seems like a great map on paper, but due to all the choke points, once you set up in a position, if your team doesn't suck, little else comes your way, but you have to wait there in case of flank attempt.
But Flounder, Mackarel & Mahi are at least strong splat charger/splatterscope maps, they just aren't fun for eliter. Underpass is awful for both.
It really makes me miss mall :(