Competitive:H-3 Nozzlenose D

Unofficial

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.

Use
The H-3 Nozzlenose D has a diverse array of abilities, enabling it to be either a slayer or support, depending on its gear abilities. The H-3 Nozzlenose D is also a very capable support weapon, thanks to its range and other traits: As a burst-fire shooter, the H-3 Nozzlenose D requires a higher level of skill than an automatic shooter to be effective: The primary weaknesses of the H-3 Nozzlenose D are its slow mobility while firing and long lag between firing bursts: Suction Bombs can be used similarly as Splat Bombs, including clearing areas, such as perches or the Tower, of opponents. However, there are key differences: Ink Armor allows its user's team to either initiate a push, to recapture a Splat Zone for example, or maintain one, such as while locking out the opponent.
 * Its relatively high damage per shot (41 health points, or HP, of damage) guarantees a three-hit splat, or a one-burst splat, unless falloff damage is being used (minimum 20.5 HP of damage).
 * Main Power Up can increase the damage per shot up to 49.9 HP of damage — nearly a two-hit splat.
 * Its medium range (115 units — equivalent to that of the Splattershot Pro and the Dualie Squelchers) exceeds those of other typical slayer and support weapons, such as the Splattershot and the N-ZAP '85, allowing it to both zone them out and turf from a safer distance.
 * Because the maximum angle its shots – whether fired from the ground or while midair – can ever deviate is 1 degree, the H-3 Nozzlenose D is one of the most accurate weapons in the game.
 * Its ink coverage and Suction Bombs are very efficient for turfing, which helps maintain map control and quickly build up the special gauge.
 * Its range and Suction Bombs allow its wielder to safely provide support fire for teammates and poke at and zone out opponents during the neutral phase.
 * Its user must be more accurate with aiming, due to the long delay between bursts.
 * A user of any burst-fire shooter has to be able to lead their shots in order to maximize the damage per burst.
 * While firing, its movement speed while firing (0.6 units per frame) is slower than most slayer weapons and most other support weapons, which, combined with the lag between firing, can leave it vulnerable to attack.
 * The long lag between firing bursts is easy to punish at close range if the H-3 Nozzlenose D is either poorly aimed or mindlessly fired — especially by flankers and sharks.
 * They can attach to surfaces, allowing both more room for error when aiming and the planting of craftier traps, such as underneath a grate.
 * They take two seconds after attaching to a surface to detonate, as opposed to one second for a Splat Bomb.
 * They inflict more damage from a direct hit and have a larger overall radius of damage.
 * Time the activation of Ink Armor carefully; it takes up to two seconds to activate Ink Armor, which lasts for at least six seconds.
 * Try to activate Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.
 * Upon activation, Ink Armor will protect its user and their teammates except for those either carrying the Rainmaker or using either Baller or Booyah Bomb.
 * Also, players protected by Ink Armor lose it upon gaining possession of the Rainmaker.
 * A support player is often expected to carry the Rainmaker while their slayer teammates provide protection up front while turfing a path of ink. While Ink Armor will not protect the Rainmaker carrier, it will still benefit their teammates. If using the H-3 Nozzlenose D as a support weapon, cast Ink Armor just before picking up the Rainmaker whenever possible.
 * Special Charge Up can hasten the process of building up the special gauge for Ink Armor, particularly to overcome the very high special gauge requirement.

Synergy
The H-3 Nozzlenose D has good range and thorough turfing but is not very mobile while firing and is vulnerable up close due to its long lag in between firing bursts. Therefore, it makes a good complement to – and is well complemented by – a a more rapid firing slayer's weapon, such as a Splattershot, an N-ZAP '85, or a Splash-o-matic. Multiple Ink Armors used by the same team do not stack. Therefore, it would be redundant for a team to have more than two Ink Armor users.
 * Turfing while following a teammate builds up Ink Armor and provides friendly turf to which a teammate can retreat whenever needed.
 * Cooperate with the teammate using both the main weapon and Suction Bombs when engaging an opponent: attack from different angles, or force the opponent to come within range of the teammate's weapon.
 * If your teammate gets splatted and an opponent is still present, then determine how weakened they are before deciding whether to continue engaging or retreat. If more than one opponent is present, then consider retreating – via super jumping if necessary – to maintain Ink Armor progress.
 * In general, when two Ink Armor-based weapons are on a team, the user of the more aggressive weapon should activate Ink Armor first, freeing them to engage the opponent without potentially losing both a potential Ink Armor and special gauge progress. An H-3 Nozzlenose D user should act accordingly to their gear abilities. For example, one with an aggressive build should cast Ink Armor first unless accompanied by a Tri-Slosher, whereas one with abilities based around support should generally allow the other Ink Armor user to cast theirs first.

Countermeasures

 * Other Ink Armor-based support weapons each have at few advantages over the H-3 Nozzlenose D, including a lower special gauge requirement and less firing lag:
 * The Splattershot Jr. has faster turfing and a larger ink tank, the latter which more easily enables bomb spamming.
 * The Splattershot Jr., the N-ZAP '85, and the Kensa Undercover Brella all have more mobility when firing than the H-3 Nozzlenose D has.
 * The .96 Gal overpowers and slightly outranges the H-3 Nozzlenose D.
 * The Kensa Undercover Brella has a shield for protection and Torpedoes for both zoning and distracting opponents.
 * Mobile, quick firing weapons, such as the Splattershot, once within range, can exploit the H-3 Nozzlenose D's slow mobility and long lag after firing.
 * Brellas can pose a problem for the H-3 Nozzlenose D due to the latter's slow mobility and lag between bursts, but beware of Suction Bombs.
 * Any long-ranged weapon, such as a charger or most splatlings, can fire upon an L-3 Nozzlenose with impunity. Some of these weapons even outmaneuver an H-3 Nozzlenose D; however, do not allow one to get too close.
 * When pursuing a opposing H-3 Nozzlenose D, be wary of any Suction Bomb traps the opponent may have planted, such as around a corner.
 * Keep an eye on the HUD to know when the opponent's H-3 Nozzlenose D has Ink Armor ready to use, and both watch and listen for when it is activated.
 * The best way to prevent the opponent from using armor is to splat the opponent with the H-3 Nozzlenose D (or any other Ink Armor-equipped weapon). A charger user can prioritize said opponent when sniping, or a slayer can attempt to pick off an unwary H-3 Nozzlenose D.
 * Focus fire on armored opponents for longer than usual - preferably with everyone ganging up on one opponent at a time - to compensate for their armor.
 * Object Shredder allows a player to inflict three times damage onto armored opponents, as long as the armor is active. Combining this with Ink Storm can nearly neutralize armored pushes by the opponent.

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. Ink Saver (Sub) allows more frequent use of Suction Bombs and saves ink for the main weapon after each Suction Bomb used. Having the ability to use Suction Bombs more often allows an H-3 Nozzlenose D user to more reliably slow the opponents' push. For example, constantly tossing Suction Bombs onto the Tower can force opponents off of it, delaying their Tower push.
 * 13 ability points – one main and one sub – reduces the ink requirement per Suction Bomb to just above 60.6% for an H-3 Nozzlenose D user.

Last-Ditch Effort is a Headgear-exclusive ability that, under specific conditions, grants its user 1 to 24 ability points each of the following abilities: These abilities only begin to take effect under either of the following conditions: Like other support weapons whose builds include bombs, the H-3 Nozzlenose D can greatly benefit from the reduced ink consumption per Suction Bomb used, allowing its user to spam Suction Bombs during either a crucial defensive stand or a late attempt to reclaim the lead.
 * There are at most 30 seconds remaining on the game clock, or Overtime has begun in a Ranked Battle, at which the maximum 24 ability points will be granted for each of the above abilities.
 * In a Ranked Battle, the opposing team's countdown has at most 50 points remaining. The effects of Last-Ditch Effort increase as the opposing team's countdown decreases from 50 to 30 points remaining, starting with 1 ability point for each ability and maxing out to 24 ability points.

The H-3 Nozzlenose D is one of many weapons whose damage is increased by Main Power Up, maxing out to 49.9 points of damage at 42 ability points – equal to three mains and four subs – as of Version 4.5.0.
 * 30 ability points – or three mains – are enough to exceed 48.5 hit points of damage.

Special Charge Up accelerates building up the special gauge for Ink Armor. Because of the H-3 Nozzlenose D has the highest special gauge requirement (220p) among all Ink Armor-based weapons, this ability is essential for a supportive H-3 Nozzlenose D user to build up the special gauge quickly enough to provide their team Ink Armor at a moment's notice.
 * 20 ability points – two mains – are enough to reduce the special gauge requirement to below 189p.
 * 30 ability points – three mains – are enough to reduce the special gauge requirement to below 180p.