Competitive:Snipewriter 5H

Unofficial

Splatoon 3
The Snipwriter 5H is a charger with the unique gimmick of having five shots with one full charge, at the cost of lower shot power. Its mobility lets the weapon play similarly to the Bamboozler 14 Mk I although with more range and higher ink consumption. Its kit however, does not enable the weapon's strengths.

Use
The range allows the Snipewriter 5H user to an anchor role, while the turf and chip damage allows the user to also play a supportive role.


 * Being a charger, the Snipewriter 5H has to charge before firing.
 * Partial charges, while they do have some range advantages over some weapons, do not deal the maximum damage and only gets one shot. These should only be used if under fire against opponents or to follow up after firing a fully charged shot.
 * A full charge takes about the same time as a Splat Charger. This is the only way to get the five shots but it also leaves the user vulnerable. Be away from enemy fire to safely charge.
 * The Snipwriter 5H, after fully charging, gets 5 shots, giving the user unique strengths.
 * Its five shots allow the user to get multiple opponents on a single charge
 * It also lets user afford to miss some shots as only two are needed to splat an opponent.
 * The five shots can also deal damage to objects from a safer distance.
 * Another strength of the Snipewriter 5H is its mobility.
 * The mobility allows the user to follow up after hitting opponents.
 * The Snipwriter 5H cannot store a charge, leaving the user reliant on its strafe speed if it wants to move with a charge.
 * Along with being unable to store a charge, the Snipewriter 5H has some other weaknesses.
 * It takes 40% of the ink tank to fully charge. The user will run ink quickly during a match.
 * The damage it deals to objects such as the Crab Tank and Big Bubbler is low. While it can deal damage from a distance, it will take a long time to break objects.

The Sprinkler can be used in a variety of ways to help a Snipewriter 5H user:
 * Turfing areas that are either out of reach or unsafe to approach.
 * Maintaining turf onto highly contested areas, such as on the Tower. A Sprinkler placed high on a wall or ceiling can also be a distraction for an opponent.
 * Acting as a light shield in a pinch. Sprinklers have 120 hit points but are easily destroyed by opponents armed with Object Shredder.

Tacticooler can help the user and the enemy team push in.
 * Place a Tacticooler where most the user's team can get to it. Placing it too far back or forward will not help a team as much.
 * When equipped, Tacticooler provides many different abilities, all helping a team push in.
 * Run Speed Up, Swim Speed Up, and Ink Resistance Up helps the users move faster and evade enemy attacks
 * Intensify Action helps most weapons be more mobile and consistent with the jump spread being equal to shooting on the ground.
 * Special Saver and Quick Respawn both reduce the punishment of getting splatted, allowing the users to push in without worrying about losing special progress or being out of the battle for too long.
 * When under the effect of Tacticooler, be aware that arrows will reveal your location while swimming. If attempting to shark, it may be better to not get the effects to stay hidden.
 * The Tacticooler itself can be used as a mini shield, helping the Snipewriter 5H user stay safer if in the frontlines.

Synergy
Like other, more conventional chargers, the Snipewriter 5H can provide support fire and help maintain maintain spatial control, and its mobility allows its user to more easily either push forward with the rest of the team or retreat from an advancing opponent. Nevertheless, it can still be redundant to have one or two more long-ranged weapons on a team for a few reasons: Although the Snipewriter 5H is better at turfing than traditional chargers, it is still less efficient at turfing than other weapons, due to its high ink consumption and charge time and will have to rely on their teammates to maintain map control. Not having enough turfing ability – usually from having too many blasters and chargers – presents its own set of problems:
 * A team with too many long-ranged weapons will have fewer mobile weapons that can more quickly capture turf and wrest control of the objective, hindering its ability to begin an effective push into the opponents' territory. Such a team will also have difficulty breaking out of an opponent's spawn camp.
 * Longer-ranged weapons, including the Snipewriter 5H, are generally less effective at close range, so a team with too many long-ranged weapons is more prone to getting flanked and sharked by the opponent than usual.
 * A team whose composition lacks enough turfing ability can be rendered immobile if the other team dominates map control.
 * A lack of turfing also makes it difficult to alter the course of a game, even after wiping out the other team.

The Snipewriter 5H's lack of lethal bombs – particularly either Splat or Suction Bombs – generally necessitates its user's teammates to equip weapons that include them. Lethal bombs provide their user's team a couple advantages over another team that has no lethal bombs in its composition:
 * Their one-hit-splat offers its user's team chances of instantly gaining a numbers advantage, from which a game-winning push can arise.
 * Their lethal explosion provides space for its user's team to either push into an area held by the opponent or stall an opponent's push.

Gear abilities
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.



The Snipewriter 5H consumes a lot of ink. Normally, the Snipewriter 5H can charge 2 times without slowing down. With one piece of gear with only the Ink Saver Main ability the Snipewriter can charge 3 times with out slowing down. This means the player can fire 15 shots without having to refill their Ink tank. This is extremely useful when playing Splat Zones because the player can ink a splat zone from far away. By inking the zone from far away the player can help gain control of the zone with out going out into the battlefield.



Having the Tacticooler as the Snipewriter 5H’s special helps it be a good support weapon. It takes the Snipewriter 12 shots on empty turf to activate the Tacticooler. 12 shots means that the player must charge the Snipewriter 5H 3 times. This means they would have to refill their Ink Tank after finishing the tenth shot. With one piece of gear that is all Special Charge Up it takes 10 shots to activate the special. The player won’t have to refill their Ink Tank to activate the special. Having Special Charge Up helps the player use the Tacticooler as many times as possible so that they can support their teammates.