If you like being more proactive, I'd spend some time getting used to playing Chargers with the Kelp Splat and move to the Bamboozler/Squiffer. Those are more aggressive chargers that rely on hit and run tactics. The Bamboozler requires a "double tap," as it won't kill with a full charge, but can hit its maximum range w/o charging. Classic Squiffer is pretty solid for that too, and will kill with a full charge.
The best thing to do now is get used to shooting "across the bow" to leave a stream of ink in front of enemies swimming past. This will force them to pop up and get out of your ink before they can run. Then you can follow up with a kill shot. This will be good practice for when you use Bambi or the CS, as ambush tactics are everything.
Thanks for the great advice all around!
The funny thing is I've always liked the idea of chargers, but every time I tried any of them I did HORRIBLE. About a week ago after playing around with tons of different weapons and realizing I really need to add range to my assortment, I I picked up the squiffer again (realizing that I love ohko/2hko potential) and started doing ok with it. Then tried to apply it to the kelp splat unscoped, and realized I was now doing ok with that. Tried the scoped version and found ith ard to get used to, but ok. Tried the reglar unscoped and found the bombs added to it make it like a long range offensive squiffer that's not all that much slower to charge. Then tried out the scoped eliter and, while it's a higher learning curve all around, I'm actually managing it increasingly well.
So I kind of went the opposite of your progression, squiffer->long guns rather than the other way around. That said, I love squiffer for it's mobility and point sensors, but have a harder time justifying it against the flexibility of the unscoped default splat charger. But I do indeed like it a lot.
The one I want to give another look at is the bamboozler. It's hard for it to compete with the squiffers point sensors, but the double tap used to be a huge problem for me, and I was worthless with it. But scoped eliter has tought me out of necessity to do double taps at medium range to avoid the scope kicking in. I might do way better with bambi than last time. (on the other hand if the eliter already handles double taps ok, why give up the range?)
I just love them all. But I have another thread about that :p
Anyway, the shooting across the bow idea is something I've been sort of employing already, though with eliter scope, it takes sufficiently long enough to recharge it's not as effective as with any of the others. By the time I can get a kill shot even at 75% charge, they're gone.
As for support, it's a good idea to keep an eye on where your teammates are and to make a trail for them to swim through to escape or rush a certain point. You can also help them get up walls by aiming a full charge at the very top of the wall you want to climb. Looking for other snipers is always helpful when you unlock a scoped charger (or even if you don't have one and they just aren't paying attention). Lastly, just shoot at people to keep that zone denial and pressure on them.
It's actually good to hear that much of what I've been doing already is considered good for a support sniper. Anytime I miss one of those ranged shots I'm never sure if it's just a disastrous miss, or if it does genuinely keep pressure up. Some of the rollers, especially are just so hard to hit, even scoped.
I do have all the chargers purchased and available (except the custom eliters with the beacons, they're not for me.) Good support, maybe, but dangerous. And I need my echolocator. :)
And thanks for the tips for each game mode! I'm not ready to bring chargers into ranked. I did well with neo-luna and splash-o in the past. For TC, I can't imagine anything but neo luna, but for RM and SZ I'd love to wait until I'm competent enough with the charger family to go back. Or improve on forge pro which would be great in RM. Not sure the ideal for SZ yet.