Chargers suck at Urchin Underpass Tower Control. Urchin Underpass yet again proves it's the shittiest map. Your team takes the tower and needs to go in the narrow path which completely blocks your shot which means you should take the side paths. Taking the left side path is completely pointless unless your team is already close to winning anyway because you don't have coverage to hit enemies that are fighting at the entrance which is the biggest barrier to go through in this map. Going through the right corridor path also sucks because you have narrow view, but at least you can actually help the tower go through. But most of those point is moot because often when you finally reach the other side of the flank, the tower is already at the entrance and it's a high possibility that the tower has already been taken and is moving back which means all your effort was pointless. Even if you manage to go through and kill some enemies and hold the base area, it's all pointless anyway because there's a possibility that without you and all your enemies jumping straight to the tower, they're on the way to winning and there's no point in holding the enemy base.
I'm thinking maybe, just maybe, there's a point to getting your team ready before riding the ice cream truck, but at this point I don't see a point. Throw yourselves at the tower we shall.
Urchin Underpass almost always times out for me, but I can usually get my team the win. Whenever we take control of the Tower, I'm usually the one on it and sniping away as many enemies as I can. If someone gets too close, I usually leave a bomb, jump off, and swim towards my base for ink, then lob a bomb at the Tower again. Hopefully, the bombs splats them and my team can regain the Tower. If not, I swim up the small ramp from the middle and attempt sniping the enemies on the Tower. If THAT doesn't work, I superjump to the spawn and attempt to take 'em out from the high ground, but it usually never gets that far.
When I'm on the Tower and going towards their base, my job is to either snipe enemies or make Ink paths in order for them to have to work to regain that ground. I cover their ramp from the middle, and am usually contested near or on the ramp. If I have to jump off, I do so like I said above, no matter where I am. Once you get to the ramp, this is where you pray that your teammates can hold the Tower long enough for you to get into a less contested position to snipe ( or even bomb). Then you hope that your team can stay on long enough to get to the zone.
That said, Urchin Underpass is annoying in that it's almost always a time out.
I tried using the splatter scope on my first 5 games of tower control. I went 3-2 but I was getting frustrated with how high the tower is and no one getting on the tower. I might try something with better subs than splat bombs.
While I hate sharing my tricks since I'm only an average player without them or when people know about them, when throwing Splat Bombs, aim for the post. If you get the angle right, it'll stop the bomb from rolling off. At the same time, Suction Bombs are much easier to land on the Tower. But I like my Vanilla Charger, so there you go. =P