@Makuzex, I saw your welcome thread, haha, hey guy! Hope you're doing well!
As for moving forward:
I certainly advocate a shift to motion controls. Your long term game will benefit even if it means your short term game must suffer.
Dealing with chargers is difficult. While it seems obvious to mention, it is worthwhile to use the map to your advantage. If a sniper is blocking one route, you must consider what other routes are safer; in many cases, avoiding the sniper is better than trying to reach them. Their aim is situational, and so long as you don't
give them a good shot, they will have a hard time keeping up with the combat. Ideally, you can create a 4v3 scenario if the opposing team has a sniper and your team plays smart. That brings me to the next obvious but useful tip: using the map for cover. The laser sight shows you where the sniper is looking. In the competitive meta, you know he is going to snap the snipe to you, but you'll certainly give any sniper a hard time hitting you by busing your time in as safe an area as you can find.
Splitting up the paragraph for easier digestion:
Consider the following: when is it easiest to concentrate on a sniper? When they have little to no backup. A sniper, when not given a good shot, is essentially out of the combat area. Get a one or two squid advantage by using cover and taking out oncoming enemies in close quarters where the sniper can't get a shot on you. With the advantage in numbers, begin a natural push forward and either dislodge the charger from its perch or pinch him with a flank. I understand this is all easier said than done, but in practice, you can beat any charger if you read the tide of battle. You cannot always challenge a sniper outright, so when they dislodge from the perch or a flank is possible during a powerplay push, that is the moment to strike.
Blasters are a bit more difficult, as they're a more constant and consistent threat. The best thing you can do is back off of a blaster. A blaster's pop makes audible hit confirming easy, which is what makes blasters a fearsome combatant. One hit kill on direct, two hit on indirect splash damage from the pop, and they can
hear you get hit. For the splat to guarantee, all the blaster needs to do is figure on your most likely action. When hit, a common action is fleeing sideways to figure out a way to better engage without giving the blaster too much turf control. Every blaster user knows this.
So you can't go to the sides all that easily against a blaster, though that is situational. Moving backward is also a bit difficult depending on which Blaster is after you. You have probably seen the patented Megaman playstyle with Blasters; jump and shoot. Swim in the ink, slow jump and shoot. Most blasters use this tactic to pursue and push back the enemy. Rear retreat is similarly difficult and situational.
What are blasters bad at? Close range fighting. Get
inside of a blaster's pop splash radius and you've got a much easier kill most of the time. Using the map for cover helps but is much, much more difficult against a good blaster. Ideally you'll want to flank and get in close with either better map positioning or stealthy entry points into combat. I have seen many brush users utilize these tactics with appropriate gear perks to maximize their kill potential in tighter areas. Sloshers have a better time with maps with more emphasis on vertical positioning regarding both blasters and chargers.
Uh, I think I covered everything. My memory escapes me considering it's late. If you wanna chat more, I'll do my best to provide what knowledge I have. :)