Guides Important Pinging
Can we get into the habit of using the yellow ping instead of a red ping (Spotting the enemy)? If you use the red ping the enemy now knows that you know where they are. But let’s say we use the yellow ping they wouldn’t know that you know where they are. Although we will have to eliminate those people that go afk in a important drone or cam. Yeah you reading this I know it’s you. But this recent feature that allows us to ping on cams without the enemy knowing isn’t being used to it’s full content. I could have won so many ranked games if this would be used. And quit ignoring the yellow pings they are there to Mark and important area or an enemy that’s there. USE YOUR UTILITY! Seriously.
Guides Guide on playing 'Blackbeard' in 'Themepark'
■ Theme Park - Blackbeard Guide
Theme Park is a 2 story building map. There windows all around the building, so the attackers can consider starting their attack from these windows. However, the windows are also useful to the defenders because they can try spawnkilling or do a run out play. The inside of the building is very complex and you can easily be ambushed by the defenders’ roamers, so be careful.
There are two objective locations on each floor. The Armory ~ Throne Room has limited number of entrances and it’s hard to do a vertical play, so unless you bring a hard breacher to make a new angle, it’s very hard to win here. This is why the defenders often vote for this area even though it is on the 1F.
▲ The 1F Armory ~ Throne Room is infamous for being favored towards the defenders
Blackbeard can attach a rifle shield on the front part of his primary weapon, and his ability is made for quarrels, making it powerful in 1v1 situations. The rifle shield has 50 HP, so it can block one or two shots from the defenders. This means you can block up to two headshots, which is huge. This ability makes Blackbeard extremely strong in situations where he can fight while covering his body.
As a consequence, Blackbeard’s primary weapon isn’t exactly the best weapon. The MK17 CQB assault rifle has a high damage of 49, but has a low fire rate of 585, and its’ capacity is only 20. Not only that, after the Shadow Legacy season’s scope rework, it can’t use the ACOG scope anymore and can only use the Scope 1.5x, making people choose the SR-25 DMR more often.
▲ MK17 CQB can only use the Scope 1.5x or use one without magnification after Shadow Legacy
▲ SR-25 on the other hand can use Scope 3.0x because it’s a DMR
▣ If '2F Initiation Room ~ 2F Office' is the site
This area had the bombsite in the middle of the 2F, so the basic plan for the attackers would be to attack from both sides and surround the bombsite. For example, part of the team can come through Café or Arcade Stairs from Café Terrace, while others rappel up to castle Entrance and head to Cash Stash or Dragon Stairs.
There are a lot of good angles from the windows, so doing a rappel play around these windows isn’t a bad idea. Blackbeard can hold an angle on the inside of the bombsite while only exposing his head. Just doing this distracts the defenders and allows your team to move around more freely.
▲ You can have an angle on the inside of Infiltration Room bombsite from the Control Room window
▲ There’s a hatch to the Control Room from the rooftop
▲ Window from Castle Entrance to Dragon Stairs. Defenders often hide here.
▲ Castle Entrance leads to Cash Stash
▲ The Office Showers window gives an angle on Office
▲ If a hard breacher takes down this wall at Yellow corridor, you can get an angle on Office
▣ If '2F Bunk ~ 2F Day Care' is the site
It’s focused more on the west side of 2F. You can start the attack by going to Café or Upper Arcade from the Terrace. Of course, the defenders might be aware of this and could be waiting for you so always be careful. It would be best if you split the team to stall with the defenders at Café or Upper Arcade while the rest flanks the enemy from a different angle.
It’s also possible to rappel down the south side of the building, and attack from the Break Room window. Depending on the defenders’ setup, you can hold an angle upto Bunk, making it rather powerful. However, there are times when the defenders do a runout from the 1F window to catch people doing this so listen to the sound of the barricade being destroyed.
▲ When the going through the Café door, you might see a defender peaking, and waiting for you
▲ When entering from Upper Arcade window, careful of this angle
▲ If you cleared Café corridor and Upper Arcade, a hard breacher can take down this wall for a new angle
▲ You can rappel up the south wall and have an angle on the Bunk side from the Break Room Window
▲ If you shoot this wall down, you get an angle on Yellow Corridor
▲ If you do a rappel play here, the defenders might do a runout play from the 1F window.
▣If '1F Armory ~ 1F Throne Room' is the site
The bombsite is right in the middle of 1F, and there aren’t any windows or hatches from 2F, meaning you have to go inside through entrances. Not only that, the bombsites are stuck together, so there are only two entrances for the bombsites. Therefor it’s necessary for the attackers to have a hard breacher make a new angle for them.
There isn’t an angle to attack from the outside, and Blackbeard doesn’t have any breaching ability, so it’s not Blackbeard’s favorite area. If you want to help out, you can cover your hard breacher working on a wall. However, there is a penalty for equipping the rifle shield which is making zooming in slower. This can be dangerous when suddenly faced with a roamer. In such cases where immediate reaction is needed, it might be better to use your secondary weapon D-50 Pistol.
▲ Dragon Stairs, the one of two entrances to the bombsite. If you try going in without intel on defenders’ location, it’s easy to get wiped out
▲ Blue room which is connected to both bombsites. There’s a hatch to it on 2F, but it’s hard to use.
▲ Wall breached after entering through Barrel Room. It’s usually this wall or
▲ this wall, after coming in through Maintenance window
▲ You can come in from 1F Tellers and shoot at this wall for a long angle on Red Corridor
▲ You can do a vertical play on Armory from 2F Office, but the floor on Infiltration Room is indestructible so you can’t do a vertical play on Throne Room
▣ If '1F Lab ~ 1F Storage' is the site
Compared to the Amory ~ Throne Room, this area has a smaller surface area and there are windows leading to the bombsite, allowing attackers to freely attack Storage from the outside. Not only that, you can do a vertical play from 2F Café or Upper Arcade, meaning there are multiple options for the attackers. As a result, sometimes the defenders minimize anchors and the rest all act as roamers.
Blackbeard can use the breach charge on the floor to do a vertical play, so he can be used in multiple situations. However, as mentioned before, he has a hard time reacting immediately when he faces a roamer, so it might be better to cover your team from the windows. However, just rappelling from windows is useless so actually go in with your team when needed.
▲ Window giving angle on Storage from outside
▲ The window on the North side leads to Arcade Toilet
▲ If you use your breach charge on the floor of 2F Upper Arcade, you can make an angle on Lab
▲ You can do a vertical play on Storage from Café
▲ If you come in through Barrel Room and take down this wall, you get an angle on Lab, but it’s often reinforced.
Guides Im Starting New Series on My Channel!
My idea is that i start doing *how to play* not very original i know but thats a great way for me to start showing what i can do and use my voice more in my videos! I really wanna do this youtube thing right
Guides Guide on playing 'Thatcher' in 'Outback'
■ Outback - Thatcher guide
Outback is a medium sized map with 1F and 2F. The map is shaped like a flipped L if you look from above, and there are a lot of rooms inside, making it confusing. This means that the defenders can have a good time using roamers, while attackers would have to use their drones thoroughly before going in.
However, the 2F does have a lot of areas for the attackers to climb such as, Motel Balcony, Terrace, Convenience Store Roof, and there are a lot of windows which they can use to enter the building. For the best results, it’s recommended that you go inside while having other members hold an angle on the inside.
▲ Outback’s objective location. Two on 1F, and two on 2F.
Thatcher has the EMP Grenade which can disable the defense team’s electronic gadgets. It’s a unique ability, and he is used mostly with hard breachers to breach key walls. EMP grenade can also be used to get rid of Maestro’s Evil Eye, Echo’s Yokai drones, and other gadgets that are hard to get rid of, making Thatcher very useful in multiple situations.
Thatcher usually takes either the AR33 or L85A2 as his primary weapon. There isn’t an answer to which one is better so take whatever you prefer. Ar33 has a higher fire rate but has a low capacity of 25, while L85A2 has small recoil and a capacity of 30, but can not use the angled grip, making aiming slow.
▲ Due to the Shadow Legacy season’s scope rework, AR33 can now use Scope 2.5x
▲ L85A2 can use 2.0x
▣ If '2F Laundry ~ 2F Games Room' is the site
There is a Motel Balcony on the outside of the 2F, which the attackers can climb up to. This is a good place to start your attack. It has a window to Dorms, Showers, and Mechanical Bull, so you can attack the inside from here or even enter the building depending on the situation. If different people take different angles and attack at the same time, it will be more effective.
Due to the map’s design, there isn’t a key wall that you must take down, but if you wanted to, you can make a rotation from the Mechanical Bull or Piano Room to the bombsite and make a new angle. If you don’t have a hard breacher on the team and you have some extra EMP grenade, you can throw one at the bombsite’s entrance before heading in.
▲ Dorms window, seen from Motel Balcony. You can snipe Showers.
▲ If you shoot this wall from Showers’ window, you have an angle on Back Stairs
▲ peaking from Motel Balcony, careful of getting shot from Mechanical Bull side’s window
▲ If you went inside from the mechanical Bull window, you can take down this wall from Games Room to make a new angle
▲ Take down this wall for an angle at Laundry if you entered through Piano Room
▲ Take down this wall for an angle at Games Room
▣ If '2F Party Room ~ 2F Office' is the site
There a lot of windows here, meaning you can have a lot of options. You can go up to Convenience Store Roof and enter through Garage Lounge and Electrical Room, or enter Mezzanine from Terrace. There are multiple routes to go inside, but it’s getting near the bombsite that’s hard.
There aren’t any walls that requires a hard breacher. If you really wanted to though, you can take down the wall from mechanical Room to Party Room, but getting there is hard so it’s not recommended. If you want to use your EMP grenade, use it on areas where you expect defensive gadgets to be placed.
▲ If you spawned from Gas Pumps, go up here,
▲ to arrive at the Garage window
▲ There’s also a window to Garage at the Convenience Store Roof
▲ On the right side of the window, there’s an object you can take cover, allowing safe entrance. If you entered, you can have an angle on the Office
▲ Window to Electrical Room behind Party Room. There can be defenders hiding here.
▲ Opposite side Terrace Window, you can enter Mezzanine from here
▲ If you entered safely, head forward and start pressuring the bombsite
▣ If '1F Nature Room ~ 1F Bushranger Room' is the site
The most effective tactic here might be to go to Back Entrance at the west side, and breach the wall to Bushranger Room. If the attackers spawn at the Camping area and just barge in here, it’s almost like rushing to the bombsite. The defenders will know this and reinforce it with Bandit’s Shock Wire or Kaid’s Electroclaw. Meaning Thatcher should use his EMP Grenade to deactivate the gadgets and let the hard breacher make a new angle.
However, it’s possible that the defenders made a murder hole on the ground from 2F Back Stairs. Worst case scenario, your hard breacher dies while entering Back Entrance. So always remember, drones before entering rooms.
The bombsite is on the 1F so you can try a vertical play from the 2F or do a hatch drop. Thatcher can use breach charge on the floor at the Motel Hallway or Piano Room and do a vertical play.
▲ Taking down the wall from back Entrance to Bushranger Room is a well working tactic
▲ As a result, defenders might wait for the attackers to come in from 2F Back Stairs
▲ There’s a hatch at the 2F Laundry to Bathroom, which is between both bombsites
▲ If you entered through Restaurant, you can take down this wall at Nature Room for an angle.
▲ You can do a vertical play on Piano Room if you break the floor from Piano Room
▣ If '1F Compressor Room ~ 1F Gear Store' is the site
This area has a lot of places for the hard breachers to breach due to its shape. However, getting there to breach will be difficult. The bombsite is right in the middle of the building, so always be careful of defenders’ roamers. It might be better to not breach if you think it’s too dangerous.
The bombsite is on the 1F, meaning that you can do a vertical play from the Office or Office Supplies. However, there is a hatch to the bombsite, so choose wisely depending on the situation.
▲ Heading to Restaurant after spawning at Storage Yard and going to Loading Bay window
▲ You can go straight to Gear Store from Restaurant or go around to Kitchen
▲ can breach the wall to Gear Store from Restaurant, but you have to get close which is a risk
▲ If you spawned at Gas Pumps, careful of this window. Defenders often tries to spawnkill.
▲ Heading inside after taking down Garage’s wall is also a good idea.
▲ Window to convenience Store. You can push in from Convenience Store to Gear Store from here.
▲ You can make an angle on the bombsite by breaking the floor from Office of Office Supplies
Guides Guide to Playing Warden on Chalet
Prior to its rework, Chalet was uncomfortable to play on – for defenders and attackers alike. There were relatively few positions to hold angles from, without feeling like you were overly exposed or risking getting caught out by someone on flank watch. Kitchen/Trophy and Garage/Wine tended to be the favored sites. Since the rework, it appears that the strongest site is now Master Bedroom and Office. In my personal opinion, Bar and Gaming make for a better second but many teams prefer Garage since it's more familiar. I also believe that Kitchen/Trophy (now Kitchen/Dining) takes the cake for worst site of the map – though this may prove false in time. Roaming, while strong before, is significantly stronger now, leaving effective roam-clear and flank-watch even more essential than before.
With the release of Warden, Operation Phantom Sight heralded in the ultimate answer to an attacker composition loaded with stuns and smokes. This makes Warden a rather situational defender, excelling against particular attacking rosters designed to pull off a “smoke execute” with the intent of planting the defuser. He is rounded out a bit though as a two-speed, two-armor operator who brings mediocre fire power with some of the best secondary utility in the game. As an added bonus he is perhaps the most suave operator in the game with unmatched impeccable style.
WARDEN’S GADGET
Warden comes equipped with the Glance Smart Glasses. Upon activation, the glasses grant immunity to blinding effects from flash grenades, Blitz’s shield, and Ying’s candelas. If already blinded, the glasses will cleanse this, returning vision. Additionally, Warden gains vision through smoke, though the clarity fades with positional changes including walking, leaning, and crouching. Standing still will cause clarity to return shortly. The glasses function using a charge mechanic. They drain over the course of 10 seconds and recharge over 12 seconds. As long as the glasses have roughly one third of the charge, Warden can activate them.
PLAYSTYLE & COUNTERS
Warden best uses these glasses to gun down the attacker going for defuser-plant. They also allow you to perform as a thorn in the side of attackers, enabling you to hold positions that are difficult to deal with – positions that attackers traditionally use flash bangs to handle. As for counters, watch out for Thatcher, since his EMPs will disable your glasses. If zapped by Twitch’s drone, the same will occur. IQ can also detect your position while your glasses are in use, which can leave you vulnerable to wall-bangs and prefires in certain situations. You are also incredibly vulnerable to a well-cooked frag grenade and Capitao’s fire bolts. Zofia’s concussion grenades will still affect you completely, and Glaz is a formidable foe since he can see through smoke as well.
LOADOUT
Warden brings either the MPX or the M590A1. The MPX offers an SMG with virtually no recoil at the expense of pitiful damage output. As of Operation Shadow Legacy, you can equip it with the 1.5x scope, which combined with its tasty fire rate of 830, makes it a headshot machine. The M590A1 allows Warden to remodel site as well as hold very tight angles. This CQB shotgun favors the playstyle that aims to be a nuisance for attackers to deal with. As for secondaries, Warden brings either the P-10C or the SMG-12. The SMG-12 is very difficult to use, especially at range, but provides a fully automatic weapon for those who bring the shotgun, and performs much better in close quarters than the MPX. The P-10C, in contrast, is blessed with a clean sight and some low recoil, with respectable damage and low recoil. Great for spicy long-range 1 taps!
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It fits well into Warden’s kit for use as plant-denial.
The Deployable Shield is an amazing choice as well. It creates additional positions for defenders to play on site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits. As an added bonus, this allows you to bring a gadget which forces attackers to expend their own utility in order to deal with it.
DEFENDER BOMBSITES
BOMB SITE 1 – Master Bedroom [2F] and Office [2F]
The main approach to this site comes through Fireplace Hall. Teams pushing here will mostly clear Library and establish flank watch so they can breach Office and plant in the pocket by Wine Rack. In addition, they may send someone onto East Balcony to pressure Office further and West Balcony to pressure Piano. Holding Piano and Bathroom with a rotate or two in Closet creates more opportunities to control site perimeter. If attackers don't take control of East Balcony, use the window to your advantage as an angle or rotate against attackers in Fireplace. Garden is not a common option for main pushes, but it is a prime candidate for flanking attackers, so keep an eye on it. Lastly, attackers can rappel Master window, but there are so many run-out opportunities that it is a bit of a death wish.
If you bring the MPX this half wall in Office gives you an amazing perch to cover the site perimeter as well as Garden door. The only issue with this position is if attackers breach the corner behind you.
Alternatively, play this shield, or even consider placing the shield in the hallway flush with the doorway. This allows you to contest the site perimeter and keep an eye on Piano window.
When playing this shield, be wary of Balcony door and Master window. Reinforcing the corner on ping gives you another excellent position to retreat to. The table between will offer cover while rotating between spots.
If you bring the shotty and defend the Office, consider this shield on Wine Rack to cover Balcony door. You can also sit behind the half wall, waiting to swing on attackers pushing in Office Breach so you can blast them point-blank.
This is another amazing shield to defend site from, particularly if you run the MPX. It sits against the reinforced pocket in Master and can keep an eye on Balcony doorway.
This rotate in Bathroom can be great for moving around without overly exposing yourself to multiple angles. And Bathroom is an excellent room to hold with Warden's shotgun.
This line of sight, combined with the rotate into Office, gives you the ability to cover Balcony door and even Piano from yet another angle. You can even make this into a complete rotate if desired to give anchors added mobility.
BOMB SITE 2 – Bar [2F] and Gaming Room [2F]
Bar and Gaming was previously the least popular site in many ELOs – so most teams feel uncomfortable defending it. Now, however, it offers a pretty reliable defense. Since Gaming is difficult to penetrate, attackers are mostly forced to focus their assault on Library and Bar. This makes a push from Garden and Office the best bet for attacking teams. This approach is vulnerable to flank paths from Garden and features many destructible floors for roamers playing with C4s in Dining and Kitchen below. Site entrances can be defended by two anchors and one lurking Library Stairs to control perimeter. This player can also support whoever holds above in Library. The last can play C4s below the attackers' approach and possibly flank.
This reinforcement and line of sight help kep an eye on Gaming window and Mudroom. The shield on Pool Table keeps you safe while rotating between.
This line of sight gives another point to contest Gaming window while rotating between the reinforcements for cover. Make a rotate next to Gaming Doorway as well since that rotate isn't exposed to site window.
If you run the MPX you can play this shield in Bar watching Fireplace windows. Just be careful for attackers on the window to your close right on the stairs.
With the MPX you may also need to keep an eye on pushes coming through this hallway. The wall and hatch should be reinforced to keep you safe in this area of Bar. Just be wary of attackers opening the wall on ping.
A great position to play when defending this site is these stairs since you can contest attackers in the hallway above or below. This position is best held with the MPX.
With the shotty you are pretty equipped to deal with holding Library. This corner is a pretty safe default place to sit, and you can swing on attackers vaulting in the window on ping while watching Gaming window below through the hatch.
BOMB SITE 3 – Kitchen [1F] and Dining Room [1F]
This was previously the community favorite in most ELOs. Now though, it is quite difficult to hold onto Trophy since the staircase provides attackers with an easy pinch. This creates a common pressure point to be wary of. There are also a surplus of Soft Walls surrounding Site demanding reinforcements, and not a ton of cover in the site itself. The Kitchen Hallway is going to be a powerful position to hold onto, but can potentially be exposed to many angles and requires finesse to work properly. The main breach seems to come through Fireplace with a Dining Wall breach. And attackers will split pressure either above, or on West main, or Trophy. But the meta is still early and developing.
Playing on ping using this shield and reinforcement makes for a safe and influential anchor position. You can play here with the MPX or the shotty, but if you bring the shotty, open a rotate next to the reinforcement.
Place another reinforcement here and make sure the hatch is reinforced, opening this rotate too if you bring the shotty. If your team has an extra shield, have them place it here. This half wall is a great spot for the MPX.
Watch for flanks coming through West Main or coming from Trophy. These three reinforcements will help protect your team from these flanks. Notice the line of sight between Kitchen and Trophy for watching attackers trying to vault in Trophy window.
You can play this Kitchen corner with a shotty to keep an eye on Trophy window and potentially play vertically against attackers breaching the ceiling from Master Bedroom above.
Alternatively, you can play the breach close with a shotty, falling back to Dining Table or dropping hatch if needed.
BOMB SITE 4 – Snowmobile Garage [1F] and Wine Cellar [1F]
This site can be easily attacked if they bring multiple hard breachers and just blow all the walls open. If this is allowed, there are very few places left to sit in site safely. The site is best held from Connector (between sites) and 90 Hall (Blue Hallway) with another anchor in either Garage or Wine. Roamers should work on delaying control over Fireplace or delaying the breaches.
If you prefer the MPX consider playing this shield in 90 Hall watching Blue Stairs.
Alternatively, you can play this shield in Wine which covers the doorway and even the Boiler breach if attackers open the wall.
You can slip into Connector so long as the hatch above is shut and keep an eye on default plant.
If you're bringing the shotty make the rotate here where it is least exposed to attackers in 90 Hall.
When playing the shotty, sit on Fireplace stairs and keep an eye on this window. You can also go for nitro-chucking plays through the window on attackers breaching below.
Guides Guide to playing 'Mute' in 'Bank'
■ Bank - Mute Guide
Bank is a map with three floors, from basement to 2F. While basement and 2F aren’t that big, 1F has the Lobby area and is much bigger than the other two floors. As a result, while there are only one objective locations on basement and 2F, there are two on 1F.
There are a lot of stairs and hatches in the building, meaning if the defenders use their roamers well, they can make the game a lot easier. It’s recommended that part of the defenders stay near the bombsite and hold an angle on the entrance and the windows, while the rest roam around and flank the enemy from behind. However, remember that there are routes like Sewer and Bank Garage, where the attackers can come in safely in the basement.
▲ Bank’s Objective Location. Each floor has different traits, making the fights different
Mute is a support operator, who can use the signal disruptor which can deactivate the attackers’ electronic devices. By placing it behind reinforced walls you can deny hard breachers using their gadgets or place it where you expect drones to come to prevent attackers from gaining information. You can place four signal disruptors so Mute is known as one the busiest operator during Preparation Phase.
Mute can use the SMG-11 as his Secondary Weapon like the other SAS agents, so it’s common to take the M590A1 Shotgun as the Primary Weapon. SMG-11 has a fire rate of 1270, but has a lot of recoil so it’s hard to use it in long range fights, making it a powerful but hard to use weapon. If you need something for long range fights, take the MP5K. If you need to remodel inside the bombsite, you can take the M590A1 shotgun and be versatile with your guns.
▲ SMG-11 is a Machine Pistol, but has a fire rate of 1270, and can be used like a Primary Weapon
▣ If '2F Executive Lounge ~ 2F CEO Office' is the site
On 2F, there often will be situations where the attackers surround the bombsite from multiple directions. The attackers often come up the Terrace, go to the Skulight Stairwell and try to break the wall at CEO Office, or come in through Stock Trading Room, and capture Hallway. Mute can place a signal disruptor behind the reinforced walls to prevent breaching. However, if you have Bandit or Kaid on your team, you shoud focus more on blocking drones.
Sometimes the attackers will rappel by the windows near the bombsite, and hold an angle there or snipe from the Lobby’s side. If you’re defending from the inside, be careful not to be exposed to these angles when positioning.
▲ You can open the top a little bit and throw a C4 or impact grenade when you hear a sound to stop hard breaching
▲ When defending from CEO Office, careful of windows and the circled angle, there can be snipers
▲ It’s recommended to have a rotation from Conference Room to Janitor Closet
▲ Signal disruptor placed at the Janitor Closet’s entrance, the signal reaches to Hallway, blocking drones
▲ You can check if the attackers are coming, at the Hallway, if you open this side at the Stock Trading Room
If you combine Staff Room and Open Area, it’s a very wide area, making it hard to cover the entire bombsite with his signal disruptor. There are wide entrances on both sides, and at the Printer Room, there is a window leading to, outside area, Back Alley. Try to place the signal disruptors at these areas, and make sure to check if the enemy comes in through these areas.
It’s also possible to come in through the 1F Archives, open the wall to Admin office, or go to the 2F and try a vertical play or a hatch drop. There are three hatches that leads directly to the bombsite, making it extremely vulnerable if the attackers get to the hatch.
▲ Place the signal disruptors so they don’t get shot easily
▲ Careful of attackers coming from this window at the Printer Room. Place a signal disruptor here
▲ If you open this area with a shotgun, you can detect enemy that came through the Printer Room window form the Staff Room.
▲ You can get a clear view on the bombsite if you open the hatch at the 2F, making it dangerous if the attackers get to it
▣ If '1F Tellers' Office ~ 1F Archives' is the site
Compared to the Open Area ~ Staff Room, this area is much smaller and there are no hatches here, making it feel like a closed area. As a result, it’s easier to stop drones. By placing the signal disruptors near each entrance, you can prevent the attackers gaining information.
While there are no hatches, the attackers can still try a vertical play from the 2F CEO Office, Conference Room, or the Executive Lounge, so be careful. It’s a small area, so if you get attacked from below and above, it will be a very difficult game. Make sure the place people to prevent this.
The attackers can breach the reinforced walls from Office Hallway to Tellers’ Office or breach the wall to the Archives from the Admin Office at the Open Area. Mute can use his signal disruptor here but it can easily destroyed by opening the floor from the 2F, so it’s not recommended.
▲ It’s standard to not reinforce the walls and open an angle or have a rotation open between each bombsite
▲ It’s easy to catch attackers coming through the Skylight Stairwell window from this angle
▲ The wall at the Admin office is three walls wide, making it not efficient to use the signal disruptor on it
▲ You need a signal disruptor here to prevent attackers breaching wall to Tellers’ Office from Office Hallway
▲ However, you can easily destroy the signal disruptor by opening the floor from the 2F. You can counter it with a Nitro cell if you want to.
▣ If 'B Lockers ~ B CCTV Room' is the site
The basement doesn’t have any windows, but there are routes like Bank garage and the Sewer, which lets the attackers to come near the bombsite at once. As a result, defenders often use a setup where Mira places her Black Mirror where the attackers might come.
Bank’s 1F floor is mostly unbreakable, so it’s impossible to do a vertical play. However, there are a lot of hatches. The ones in Open Area and Admin Office are very close to the bombsite so have people at these areas.
▲ Basic setup when defending CCTV Room. If the attackers come in, you can stall by throwing a Nitro Cell.
▲ Signal disruptor position at CCTV Room. If the attackers want to destroy it, they get exposed to defenders.
▲ They can come from the Bank Garage too.
▲ Hatch at 1F Admin Office opened. It’s right above CCTV Room, so it’s difficult to defend the bombsite opened, so don’t let the attackers open it.
Guides Guide to Playing Goyo on Chalet
Prior to its rework, Chalet was uncomfortable to play on – for defenders and attackers alike. There were relatively few positions to hold angles from, without feeling like you were overly exposed or risking getting caught out by someone on flank watch. Kitchen/Trophy and Garage/Wine tended to be the favored sites. Since the rework, it appears that the strongest site is now Master Bedroom and Office. In my personal opinion, Bar and Gaming make for a better second but many teams prefer Garage since it's more familiar. I also believe that Kitchen/Trophy (now Kitchen/Dining) takes the cake for worst site of the map – though this may prove false in time. Roaming, while strong before, is significantly stronger now, leaving effective roam-clear and flank-watch even more essential than before.
Goyo, the Mexican defender released during Operation Ember Rise, packs some serious firepower in his kit – in more ways than one! He is a two-speed, two-armor operator that excels at creating more aggressive defenses and expanding the positions defenders can play, while limiting attacker movement. He is able to waste time, provide cover for his teammates, and even trap his enemies.
GOYO’S GADGET
Goyo brings two Volcan shields which feature the glass slits you may peek through for intel just like regular deployable shields. Additionally, they are each modified with combustible gas canisters that detonate when triggered. Upon detonating, the shields explode, dealing 34 damage to nearby operators, and destroying other gadgets within 4 meters. Following the explosion, fire propagates to fill the area, burning any player caught for 12 points per second over the next 10 seconds. When finally forced off the shield, you may want to blow it up to deny the area and provide cover while rotating or dealing with attackers from a different angle.
SYNERGIES & COUNTERS
The gas canister can be shot or hit with a melee attack by any player behind the shield. So position it with the rear protected, and don’t accidentally punch it! You can coordinate with Maestro, as an Evil Eye behind the shield can zap it to detonate it. A Kapkan trap, placed at knee-height, will detonate the canister when both are placed in the same doorway as an attacker vaults over (if placed at ankle-height, attackers will dodge the Kapkan trap). The shield can be destroyed by Sledge’s hammer and Maverick’s torch, but when properly placed, and when a defender plays behind it as intended, this should be practically impossible, leaving attackers with one solution – EXPLOSIVES. Ash’s breaching round can be countered by electrifying the shield with a Bandit battery or Kaid’s Electroclaw. But all explosives are countered with Jaeger’s ADS or Wamai’s Mag-Nets. For this reason, the shield is often best placed offset if near doorways, instead of locking it in the doorway, so these gadgets can properly intercept projectiles.
****YELLOW PINGS IN THE GUIDE WILL OFTEN BE USED TO REPRESENT ADS PLACEMENTS***
LOADOUT
Goyo has two amazing guns to choose from – the Vector .45 ACP and the TCSG12. Most players will prefer the Vector .45 ACP with a vertical grip and compensator. But I run it with a flash hider for better burst since the magazine capacity is a bit small, especially given the high fire-rate. In some situations I plan on taking long-range engagements and equip the extended barrel. When the team needs it, you can bring the TCSG12 to help remodel the site. It also has a much better optical zoom for players that prefer it.
The Nitro Cell is perhaps the best secondary gadget available to defenders. With it you can take out attackers above you through destructible ceilings, or toss it over some cover from a safe position, detonating it to wipe out attackers. This is also the best gadget in the game for securing multi-kills. It has the added bonus of synergizing with the Volcan shield – place it safely behind the shield to detonate it when an attacker treads too close for an instant kill.
The Proximity Alarm can be a decent choice too though. Place it to alert teammates to incoming flanks or use it to inform the team when attackers are close to a Volcan. Shooting the canister in response can potentially secure a kill, or at least deal some serious damage and bide some time.
DEFENDER BOMBSITES
BOMB SITE 1 – Master Bedroom [2F] and Office [2F]
The main approach to this site comes through Fireplace Hall. Teams pushing here will mostly clear Library and establish flank watch so they can breach Office and plant in the pocket by Wine Rack. In addition, they may send someone onto East Balcony to pressure Office further and West Balcony to pressure Piano. Holding Piano and Bathroom with a rotate or two in Closet creates more opportunities to control site perimeter. If attackers don't take control of East Balcony, use the window to your advantage as an angle or rotate against attackers in Fireplace. Garden is not a common option for main pushes, but it is a prime candidate for flanking attackers, so keep an eye on it. Lastly, attackers can rappel Master window, but there are so many run-out opportunities that it is a bit of a death wish.
This corner pocket in Master is a cozy spot for anchors, and with a rotate into Bathroom from the Closet it leaves you with a bit more mobility.
Add to the corner with a shield placed up against the Cabinet. Protect it with Mag-Net in the rafters or an ADS on ping which cannot be shot by attackers on rappel.
This line of sight, along with the Bathroom rotate creates even more angles to threaten attackers pushing into site. The line of sight could instead be opened into an entire rotate to add even further mobility.
If you need some flank watch or simply expect a push coming through this way, use this Volcan, protected with discs in the rafters or an ADS on ping. Just be sure to position the shield so the canister isn't exposed to Bathroom window.
You can also instead use one of your Volcans over here where it is easily protected with an ADS on ping or Frisbees in the rafters. This is great for denying attackers seeking entry through the Balcony. Whoever plays in the Office pocket can work this Volcan.
Alternatively, use the Volcan to keep an eye on Piano and the hallway leading up to it. You could have Wamai lob some frisbees above the window and into the rivets in the ceiling above.
BOMB SITE 2 – Bar [2F] and Gaming Room [2F]
Bar and Gaming was previously the least popular site in many ELOs – so most teams feel uncomfortable defending it. Now, however, it offers a pretty reliable defense. Since Gaming is difficult to penetrate, attackers are mostly forced to focus their assault on Library and Bar. This makes a push from Garden and Office the best bet for attacking teams. This approach is vulnerable to flank paths from Garden and features many destructible floors for roamers playing with C4s in Dining and Kitchen below. Site entrances can be defended by two anchors and one lurking Library Stairs to control perimeter. This player can also support whoever holds above in Library. The last can play C4s below the attackers' approach and possibly flank.
If you're on site setup duty, I highly recommend this combination of lines of sight and reinforcements, along with a rotate by the door. The shield on the table protects defenders rotating through Stock from Gaming window. The far wall on my crosshair should be reinforced, along with the single panel in Stock. Lastly, be sure Bar hatch is reinforced, and Gaming hatch is opened, with a defender playing the hatch from above. If you use a Volcan as the shield on the table you can trap attackers who hop in so that they can't push forward into site without taking damage.
This is a good Volcan to use to deny attackers from hopping in Mudroom. It is easily protected with an ADS or two or even some Mag-Nets. Break the furniture behind the shelf so you can tuck into the corner when aggressing towards the window.
In conjunction with the shield in Mudroom, you can stick one here in the hallway. Protect it with discs in the rivets in the ceiling above, or I believe you can melee some books and jam an ADS in the shelf! Though I have not tested this.
BOMB SITE 3 – Kitchen [1F] and Dining Room [1F]
This was previously the community favorite in most ELOs. Now though, it is quite difficult to hold onto Trophy since the staircase provides attackers with an easy pinch. This creates a common pressure point to be wary of. There are also a surplus of Soft Walls surrounding Site demanding reinforcements, and not a ton of cover in the site itself. The Kitchen Hallway is going to be a powerful position to hold onto, but can potentially be exposed to many angles and requires finesse to work properly. The main breach seems to come through Fireplace with a Dining Wall breach. And attackers will split pressure either above, or on West main, or Trophy. But the meta is still early and developing.
This half wall in Dining provides an excellent position to cover the main breach on Dining wall. You can even contest attackers in the hallway. Protect it with an ADS on ping or behind Dining Table, or discs as shown, or again behind the ceiling rivets.
This setup gives freedom to rotate between Kitchen, Dining Half wall, and Kitchen hallway, while providing multiple angles for anchors to cover attackers approaching from Kitchen Hall or West Main. I'd recommend reinforcing the wall on the right if your team can spare them so your Volcan can't be shot from behind.
You can also slap a Volcan here to use for watching West Main windows, with ADSs protecting it under either window, or potentially behind the mini table in the center.
This Volcan can help delay attackers trying to enter into Trophy window. Using it with the Line of sight shown, you establish a crossfire with the help from a defender in Kitchen.
BOMB SITE 4 – Snowmobile Garage [1F] and Wine Cellar [1F]
This site can be easily attacked if they bring multiple hard breachers and just blow all the walls open. If this is allowed, there are very few places left to sit in site safely. The site is best held from Connector (between sites) and 90 Hall (Blue Hallway) with another anchor in either Garage or Wine. Roamers should work on delaying control over Fireplace or delaying the breaches.
This is a standard shield which can be used to cover Blue Stairs. Just be sure it is protected with a decent amount of utility so it isn't destroyed and used against you to stop rotates against your will. Conversely, detonating it to deny flanking attackers can prove quite useful if attackers are approaching from all sides.
You can also slap a Volcan here and protect it with an ADS or two or even Mag-Nets above. This is great for plant denial or using as cover to toss a nitro over to kill the planter.
This Volcan will be a huge nuisance for attackers to deal with as well and can also be used as cover for tossing nitros over. Frisbees in the rafters, or an ADS
behind the Snowmobile will keep it safe so it isn't used against you.
These walls in Wine should be reinforced, with the one on ping being optional, depending on whether or not you want to hold Boiler.
If you do choose to hold Boiler, set it up as shown with either an ADS on ping or Mag-Nets behind the pipes and electrical boxes to soak up additional utility.
From here you can swing on attackers in Trench through site doorway as well. If a teammate is covering Trench, you could potentially try reinforcing this wall with one from your pocket while your Volcans are burning and preventing attackers from approaching.
Guides Who'd be interested in this?
If I made posts explaining operators that I would bring to a certain site, in ranked, and why I'd bring them and maybe where and how I'd play them, would anyone like that or would it help anyone?
Like it might be more than 5 operators I mention but I'll just explain some useful operators and maybe mention the 5 best operators for defence/attack
Guides Ps4 Ranked
I'm a bronze 2 at the moment due to randoms selling every game. My KDR is 1.14 and the online id is xXTragic_TearsXx
Guides training grounds
I'm looking for 1 or 2 people to grind 20 games of training grounds.
Guides Easy Guide to find Secret area in siege
Use someone with grenades in the map Tower in a custom game and go to first floor Bird room and you’ll see a box
then shoot it and throw your drone in there and this is what you’ll find
take your drone out and throw your grenades which will break the books
and this is what you’ll find i’m not gonna show what’s in there so then it’ll be a surprise for you hope you enjoyed let me know if you did this
If anyone had trouble with this i’ll do it with them in customs
Guides Guide to playing 'Fuze' in 'Kanal'
■ Kanal - Fuze Guide
Kanal is a map where two buildings are connected together. The west building consists of basement and 1F, while the east building has an 1F and 2F. The west building is colored blue and the east building is colored red, so sometimes people call it blue building and red building. On both 1F and 2F there’s a bridge that connects the buildings so you can consider it as one big building.
There are two objective locations in each building. One on 1F and 2F for Red Building, and one on basement and 1F for Blue building. The defense team tends to prefer the Red buildings 2F because they don’t have to worry about vertical plays, or the Blue building’s basement where it doesn’t have any windows leading outside.
▲ Kanal’s objective locations are divided on each building
Fuze can use the Cluster Charge, which can be deployed on destroyable walls, floors, or a barricade and shoots out five grenades (that looks like a hockey puck). One hockey puck is strong enough to kill an enemy, but it shoots out five so it’s a very powerful weapon. However, there’s a delay until it shoots out the pucks and actually explode, making it hard get kills with it.
▲ AK-12 has a damage of 45 and a fire rate of 850, and is known as one of the best gun available to attackers
▣ If '2F Server Room ~ 2F Radar Room' is the site
You can’t do a vertical play on the Red building’s 2F, so it has a relatively high pick rate. However, there is the Balcony Renovations area outside the Red Building’s 2F, which the attackers can climb and attack the inside. The attackers can also breach the wall on the Radar room’s side. So it’s a good idea for the attackers to use Thatcher with a hard breacher.
There’s a window on Control Room Hallway and Server Room corridor, giving an angle on the inside of the bombsite. They defenders may be waiting for you there so have a drone go in first. If you want to, you can use your cluster charge to destroy defense gadgets and push the enemy away.
You can also try to snipe from the Blue Building’s roof through the Radar Room’s window, or clear the Printer Room and head to the Control Room through the Upper Bridge. If this works, you can the pressure the defends from both inside and outside.
▲ The Balcony Renovation’s reinforced wall, the key to capturing 2F. If you breach this wall, you get a clear view until the Radar Room.
▲ You can hold on angle from the Control Room Hallway’s window to Radar Room. The defends can you this angel too.
▲ You can get an angle on the Server Room from Server Room Corridor window
▲ You can hold an angle at the Radar Room from the Blue Building rooftop
▲ through the Coast Guard Roof to the Printer Room,
▲ and cross the Upper Bridge to head to Control Room. This route can ruin the defenders’ plans.
▣ If '1F Security Room ~ 1F Map Room' is the site
Bombsite is on the 1F of the Red Building, and a vertical play can be done from the 2F. The 2F Radar Room and Server Room both has destroy able floors, and there are three hatches going down, so vertical plays are very effective. Fuze can use his cluster charges, making his vertical plays especially effective.
If you’re planning on going directly to the 1F, go through the Parking Entrance or the Construction Entrance, or cross the Lower Bridge from the Blue Building. Either way, make sure to work with your team coming from the opposite side.
▲ The 2F has a lot of hatches to the 1F and is good to do a vertical play so clearing it first is recommended
▲ Fuze can deal damage on a wide area by placing his cluster charge on the floor, so he’s effective when doing a vertical play
▲ 2 When coming down the 2F Red Stairs, be careful of defenders waiting in the circled area
▲ You can rappel from the Middle Road and go for the Projector Room’s window
▲ If you entered through the Construction Entrance, you can breach the wall to the Kitchen or go to the Map Room Corridor
▣ If '1F Coast Guard Meeting Room ~ 1F Lounge' is the site
Bombsite is on the 1F of the Blue Building. Blue Building’s 2F has the Coast Guard Roof laid out so it feels like it’s the entire floor, but the Printer Room in the corner of 2F is the only place you can do a vertical play on the 1F Lounge. Her, you can use Fuze’s cluster charge to clear defense gadgets behind the Lounge’s reinforced walls. If there’s a hard breacher on the team, you can continue by breaching the wall to the Lounge.
You can also go down by the 2F White Stairs to the 1F, head to reception and go to Archives or Radio Room Hallway. However, there aren’t that many place Fuze can use his cluster charge so it might be better to be an Entry Fragger.
▲ Angle on Radio Room by rappelling down East wall of building
▲ If you break the floor or use a cluster charge from the 2F Printer Room, you can clear the defense utilities behind the Lounge’s reinforced wall
▲ can then go down Blue Stairs and breach the Lounge’s wall for advantage
▲ You can hold an angle on the Lounge’s window from the Middle Road while rappelling, but it’s not recommended
▲ Breaching Archives’ wall after entering through Reception. If you don’t have a hard breacher on the team, you can go straight to the entrance.
▲ Coast Guard Meeting Room wall breached after going to Radio Room Hallway from Reception
▣ If 'B1 Kayaks ~ B1 Supply Room' is the site
Bombsite is on the bottom of the Blue Building. There are no windows, so the attackers can’t attack from the outside. Meaning they have to enter the building first to get near the bombsite, making it hard for them to win.
Of course you can do a hatch drop from the 1F Coast Guard Meeting Room or do a vertical play. Fuze can use his cluster charge on the floor at the Archives to clear defense gadgets behind the walls at Pipes.
If you went directly to the basement, enter through Basement Stairs or Supply Room Corridor, or head to Diving Room or Locker Room from Diving Alcove. All of those routes must be used after checking with drones.
▲ Heading to Supply Room Corridor after coming down Basement Stairs and breaking the barricade. Careful of defends waiting in the Bathroom on the right.
▲Diving Room window broken from Diving Alcove
▲ Locker Room window destroyed from Diving Alcove. Careful of defends hiding inside.
▲ Hatch at 1F Coast Guard Meeting Room destroyed. You can have a clear view on the Supply Room.
▲ can use your cluster charge to clear defense gadgets by placing it on the floor
Guides Guide to playing 'Frost' in 'Club House'
■ Club House – Frost Guide
Club House is a medium sized map, consisting of three floors from basement to 2F. There are two objective locations on 2F, one on 1F, and one on the basement. The bombsites on 1F and 2F has windows leading outside, making it easier for the attack team to shoot from outside. So it’s important that the defending team position themselves so they won’t be shot from outside.
Usually the attack team will try flank the enemy by having some people attacking from the windows, and the rest going into the building. Which is why it’s ideal for the defense team to have roamers and block the flank.
▲ Club House’s objective location. The basement doesn’t have windows, but is smaller than the other floors
Frost is one of the trap operators, and can use the Welcome Mat which instantly downs the attack team who stepped on it. However, the Welcome Mat can only be placed on floors, and it’s not invisible like Lesions’ Gu Mine, so it’s a high risk high return gadget.
This is why it’s crucial for Frost to make sure the Welcome is placed where it wouldn’t get destroyed easily. Club house has multiple windows the attack team can use to get in the building. Placing the Welcome Mat under windows would be a good way to use them. If you do this, the attack team has to either shoot the Welcome Mat under the window frame or shoot the defense team hiding inside, making it harder for them to come in.
Frost can use the 9mm C1 SMG and the Super 90 Shotgun for her primary weapon. Of course the C1 SMG is used more, but it has a high damage of 45 but an extremely low fire rate of 575, making it an odd weapon that requires getting used to. The low fire rate makes it hard to use in a 1v1 situation so try to avoid that and go for ambushes.
▲ 9mm C1 can use the Scope 1.5x
▣ If '2F Gym ~ 2F Bedroom' is the site
In this area, the attack team will try to use a hard breacher to breach the wall at the west Balcony to the Bedroom Hallway, while covering their team from the windows at the Gym or the Bedroom. The defense team can use Bandit or Kaid to prevent that, but the attack team has an angle behind reinforced walls from the Gym windows. So instead of blocking them from coming at all, it’s stalling as long as you can.
There are a lot of windows around the bombsite, so you can place the Welcome Mat under these windows and wait for the guests. If they don’t come in, position yourself at an angle where they can’t shoot you unless they come in through the window, and wait for the enemy to shoot the Welcome Mat while coming in.
If Frost has the Deployable shield, you can place it on the doorframe at the Gym, giving Bandit or Kaid trying to do a Bandit Trick at the Bedroom Hallway.
▲ Both bombsites has a window leading to Central Sub-roof, so be careful of the enemy coming through here during the whole round
▲ You place the Welcome Mat under window frames you expect the enemy to come
▲ You can ambush the attacking team attacking the bombsite from the Central Sub-Roof, from the the CCTV Room’s window
▲ If you place a Deployable Shield here, you can cover behind the reinforced walls at the Bedroom Hallway
▲ If you place the Welcome Mat here, the debris from breaking the hatch from the roof kind of hides the Welcome Mat. It works well more than you think.
▣ If '2F CCTV Room ~ 2F Cash Room' is the site
There’s a window that leads to the CCTV Room and a breachable wall, so there is a high chance of attackers trying to flank. The default plan for the defense team would be to divide between Cash room, garage, and Eastern Stairs while stalling as long as possible.
The attacking team often enters through the windows at Gym or the Bedroom, and heads to the Cash Room, so it’s possible to place the Welcome Mats under those windows and wait. Or you can place them at the Eastern Stairs or at the stairs at the Garage to block the enemy from coming in. When you’re going up the stairs, it’s hard to see the Welcome Mat so it works quiet often.
▲ There’s a window at the CCTV Room be careful of enemy attacking through here
▲ At the Construction window, you can have an angle on the enemy attacking through the CCTV Room’s window
▲ It’s good to make a rotation from Cash Room to eastern Stairs
▲ It’s hard to notice the Welcome Mat while going up the stairs
▲ It’s hard to notice the Welcome Mats when placed above the stairs
▣ If '1F Bar ~ 1F Stock Room' is the site
1F has even more doors and windows leading outside so it’s a harder place to defend. The Stock rom bombsite has two doors leading outside making it almost impossible to hide inside. As a result, the defense team usually breaches the walls beside each bombsite and defend the Stock Room from the Bar or from the Stage.
Also, be aware of vertical plays from the 2F. There is a hatch from the 2F Gym to the construction, and if the attackers come through here, the defense line could break very easily. So reinforcing the hatch and having a roamers for this area specifically is a considerable option.
▲ Stock Room has two doors leading outside, so there’s almost no place to hide
▲ So it’s common to breach this wall and defend the Stock Room from the Stage
▲ Attackers often attack from the Bar’s window, so have a Welcome Mat under it
▲ Or you can open the Hatch at the 2F Gym and wait for them coming through the Bar window
▲ You can look down at the Stage from the Construction hatch. Reinforcing it is recommended.
▣ If 'B Church ~ B Arsenal Room' is the site
Unlike the previous locations, the basement doesn’t have any windows, doors, or walls leading outside, so the gameplay is very different. The attack team will either come straight to the bombsite after entering the building or try a vertical play from the different hatches on the 1F. The defense team should try to find out where the enemy came from and strike from behind.
There are no windows so there’s not that many areas to place the Welcome Mat. So if the basement is the bombsite, maybe it’s best not to choose Frost. But if you did, set up a Deployable Shield at the bombsite’s door frame and place a Welcome Mat behind it. Or place them on the 1F, where you expect the attackers to enter through.
▲ Try to reinforce the Escape Tunnel route at the Construction site during the Preparation Phase.
▲ Reinforce the hatch at the 1F Kitchen to the Arsenal Room
▲ The hatch at the Bar leads to the Memorial Room which is next to the Church so reinforcement is a must.
▲ There are no windows at the basement so place the Deployable Shield at the door frame and place the Welcome Mat behind.
Guides Looking for a squad
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Anyone could join !
Guides Guide on playing 'Jackal' in 'Oregon'
■ Oregon - Jackal guide
Oregon is a medium sized map made of basement, 1F and 2F. Each floor itself isn’t that big but since there are three floors, if the defense team’s roamer roams around multiple floors, it might be difficult for the attack team. However, the attack team can use the windows near the bombsite. Allowing you to flank the defense team from the window while others go rush inside.
There is one objective location on the 2F, two on 1F and one in the basement, making a total of four. Both objective locations on the 1F, uses the Kitchen as the bombsite. Which is why capturing the Kitchen is preferred by the attack team. The defense team prefers 2F or the basement for the same reason.
▲ Oregon’s objective location, both locations has the Kitchen
Jackal’s unique ability is the Eyenox Tracker, and is known as one of the best counter for roamers. If you use the Eyenox Tracker, you can see the defense team’s footprint, and you can know when the footprint was made depending on the color. Not only that, you can scan the footprint to show where the owner is at that moment, and the location can be seen by the entire attack team. This ability made Jackal banned in ranked games for a long time.
Jackal’s also know for having a decent weapon loadout. The C7E assault rifle in his primary weapon has a decent fire power with damage of 46, fire rate of 800. The PDW9 SMG also has a fire rate of 800, and a capacity of 50, with very stable recoil, making it an ideal weapon.
Not only that, Jackal can use he ITA12S shotgun as his secondary weapon, allowing him to breach non reinforced walls and hatches. You can also try a vertical play by shooting the floor. You can even make a hole on the floor and check for footprints below or scan them to learn the enemy’s location.
▲ C7E can use the Scope 2.0x, but has relatively strong recoil so you need an attachment like vertical grip.
▲ PDW9 on the other hand can use the Scope 1.5x and has almost no recoil so you can use an angled grip and rush in.
▣ If '2F Kids' Dorms ~ 2F Dorms Main Hall' is the site
The bombsite is on the 2F, but there are a lot of windows around the building so there are multiple options for the attack team .You can use the windows at the Dorm Main Hall, or the Kids’ Dorms, to get an angle on the inside. Or come through the Attic or the Master Bedroom. It’s best to attack from multiple angles at the same time to force the defense team to change their defense plan.
Instead of using Jackal’s counter roaming ability, it might be better to just use C7E’s high specs and just have a shootout with the defense team at the bombsite. If you want to the Eyenox Tracker, you can break the wall to the Attic from the Big Tower, or use it at the when you go up to the bombsite from the 1F stairs.
▲ Angle at Dining Hall Roof, which is used most often when attacking 2F. It’s good to have one person here.
▲ Path coming from the 2F Armory, which is the opposite direction
▲ Window at Kids’ Dorms, you stay rappelled at this angle
▲ Path going to Master Bedroom from 2F Balcony, come up here
▲ and have a hard breacher breach this wall from the Walk, which is the next room, giving you an angle to the Game Room
▲ Window heading to Attic after climbing to Meeting Hall Roof, this route could be dangerous if there is a defense team on the right side
▲ Another way is to breach this wall from the Big Tower and head to the Attic
▣ If '1F Kitchen ~ 1F Dining Hall' is the sight
Each bombsite has a different route for the attack team to use. If you want to capture the Dining hall, you should first go to the Small Tower and then make an angle on the Dining Hall. If you want capture Kitchen, you should do so by attacking the Kitchen Corridor or the Meeting Hall. Both routes become easier if a hard breacher makes a new angle, so have Jackal cover the hard breachers.
If you want to attack the Dining Hall, doing so by clearing the Small Tower and breaching the wall is the most known tactic. However, the defense team can hide near the 2F Small Tower Office, and ambush the attack team heading to the Small Tower, so clear the Small Tower Office first with your team. If you captured Small Tower, you can then make a wall to the Dining Hall, or try head in through the entrance.
As mentioned before, you can try a vertical play from the 2F Kids’ Dorms or open the hatch instead of attacking through the Kitchen Corridor or the Meeting Hall when going to the Kitchen. Again, Jackal can make a hole on the floor and use them as angles to attack or scan footprints to learn the defense team’s location.
▲ The defense team can be cover the Small Tower windows from these two points
▲ The defense team’s roamer could be hiding at the Small Tower Office so never rush in before sending a drone
▲ If you break this floor at the Small Tower Office, it gives you an angle behind reinforced walls
▲ After clearing behind the reinforced walls, have a hard breacher breach this wall to safely get the bombsite
▲ You can make a decent angle on the Kitchen from the Security or the Meeting Hall
▲ You can also do a vertical play by opening the hatch from the 2F Kids’ Dorms
▣ If '1F Meeting Hall ~ 1F Kitchen' is the site
Kitchen is still part of the bombsite, but the instead of the Dining Room, it’s the Meeting Hall. The attack team should start from the Small Tower when going to the Kitchen and start from Big Tower when going for the Meeting Hall.
Meeting Hall has a wall connected to the Big Tower, and the Attic on the 2F has a hatch to the Meeting hall, so there are a lot of placed that need reinforcement. Meaning that if they reinforce everything until the Kitchen, there are places that would be left empty in other places. During the preparation phase, try to find out where the enemy left out and you can take advantage of that.
▲ Getting an angle from the Big Tower by breaking the wall is a basic when attacking Meeting Hall
▲ Or break this wall from the 2F and head to the Attic,
▲ and open the hatch for an angle on the bombsite
▲ Window leading to Kitchen Corridor from the outside, if you go through the right door it’s the Kitchen
▲ If the defense team reinforced the Meeting hall and the Kitchen, there would be a lot of places left empty at the Dining Hall. You can take advantage of this.
▲ If you break the barricade at the Main Lobby, you get vision on Split at the Meeting Hall.
▣ If 'B Laundry Room ~ B Supply Room' is the site
Unlike other bombsites, the basement doesn’t have any windows leading outside, making it preferred by the defense team. However, it doesn’t have windows, but it does have a route where the attack team can spawn from the Construction Site and go to the Blue Bunker. If a hard breacher can make a new angle, it can be very useful.
Not only that, you can use the hatch on the 1F to the basement, or go down by Laundry Stairs, Back Stairs, and Freezer Stairs. Make sure to be divided appropriately to diverse the defense team’s attention but be careful of roamers. Jackal is especially powerful in this situation so make sure to utilize the Eyenox Tracker while moving.
▲ Entrance leading to Blue Bunker after spawing from Construction site
▲ When going to the Blue Bunker, the defense team might be waiting in the circled area
▲ Hole form Blue Bunker to Supply Room. If you breach here, there are very little places for the enemy to hide
▲ Coming down from Freezer Stairs. You can use the hatch from Security too.
▲ Coming down from Laundry Stairs. The circled area often has Mira’s Black Mirror
▲ There’s a hatch in the Meeting Hall that is connected to the Electric Room, which is right next to the Supply Room.
Guides Guide to playing 'Thatcher' in 'Coastline'
■ Coastline – Thatcher guide
Coastline is a small map which consists of 1F and 2F. The building isn’t that big, but the map has a Courtyard area right in the middle of the building, which looks like a square if you look from above. This is why when you move inside the building you usually move through the Hallway. If the attacking team positioned themselves on the rooftop, they can get an angle on the defending team moving through the hallways.
There are two objective locations on each floor. If the objective location is at the 1F, it makes it easy for the attacking team to try a vertical play from the 2F, so the defense team tends to prefer the 2F. However, the Theater ~ Penthouse area is hard to defend so it’s not that preferred even thought it’s on the 2F.
Since the map is pretty small, the defense team uses the entire map to defend. Therefor, attacking through multiple routes and clearing roamers and then reaching the bombsite is recommended, instead of just rushing in.
▲ Coastline’s Objective Location, the map is pretty small, so the defense team has a lot of roamers
Thatcher can use the EMP Grenade which can deactivate the defense team’s electrical gadgets. EMP Grenade is a unique ability only Thatcher has. He can disable shock wires and electroclaws behind reinforced walls so he is usually used together with a hard breacher to breach important walls.
Due to the uniqueness of his ability, after the Shadow Legacy season update, the EMP Grenade got nerfed so that it no longer destroys the defense team’s gadgets, but only disable them for 10 seconds. But the EMP Grenade still has a lot of use making Thatcher maintain his high pick rate.
Unlike the other SAS operators, Thatcher can’t use the SMG-11 as his secondary weapon, so you rarely take the shotgun as your primary weapon. You usually go with the L85A2 or the AR33 assault rifle, but they’re honestly the same in terms of spec so go with whatever you prefer.
▲ AR33 can use the Scope 2.5x and has a fire rate of 749, but has a slightly low capacity of 25
▲ The L85A2 can use the Scoe 2.0x and has a capacity of 30 and fire rate of 670
▣ If '2F Hookah Lounge ~ 2F Billiards Room' is the site
There’s a door on Hookah Lounge and Aquarium. Outside the door, there’s a balcony where the attacking team can climb, so it’s good to start from here. Not only that, each bombsite has a window that leads outside, so you can have an angle on the inside, giving you multiple options, so try to attack from multiple angles.
In this map you can have a hard breacher rappel from the rooftop and break the hard wall at the Billiards Room’s side and make an angle. However, unless you’re Hibana or Ace, the hard breacher has to remodel while rappelling so it’s quite dangerous and it’s difficult for Thatcher to throw his EMP Grenade, so it’s not that recommended. You can use your EMP Grenade at the Hookah Lounge or the Aquarium’s entrance to disable gadgets.
▲ If you climb the Ruins, you can look at both the door at Hookah Lounge and Billiards Room’s window
▲ If you have a high power scope, you can snipe from this angle but it’s quiet limited
▲ Usually you can attack Hookah Lounge from Hookah Deck,
▲ Or start from Aquarium Balcony going to Billiards Room
▲ You can have an angle to the inside form Hookah Lounge’s window
▲ Or break this wall for an angle at Billiards Room
▣ If '2F Penthouse ~ 2F Theater' is the site
In the Penthouse, one of the bombsite, there is a big window that leads outside, allowing the attacking team to do a rappel play and have an angle to the inside. The attacking team just hanging on this side is very pressuring for the defense team. So usually, they empty the Penthouse and defend from the Theater or the VIP Lounge. So you should divide up and attack from Theater and the VIP Lounge.
If Thatcher is going to breach a wall with a hard breacher, go for the hard walls that connect Hallway to Theater or the wall that connects VIP Lounge to Penthouse. Either one is crucial to the defense team, but the defense team’s roamer can get behind the hard breacher while breaching, so Thatcher should cover him well.
▲ The Penthouse window. If you rappel play from here, the defense team can’t defend from inside the Penthouse
▲ However, the defense team can wait from the 1F Service Entrance and ambush by a runout
▲ You can enter by the hatch to the Bathroom from the rooftop
▲ If you want to make a new angle break the wall from Hallway to Theater,
▲ Or clear the VIP Lounge,
▲ and break the wall to the Penthouse side
▣ If '1F Kitchen ~ 1F Service Entrance' is the site
You should first start from the window at the Kitchen and the Service Entrance. They both have an angle on the inside so you can divide up by having people cover from these angles and have others pressure the bombsite by going to other areas. Or you can capture Main Lobby or Sunrise Bar and move to the bombsite.
Also, the bombsite is on the 1F, so you can try to do a vertical play from the 2F. Kitchen is right under 2F VIP Lounge, and Service Entrance is connected to 2F Penthouse. Most of the floor is made of destructible materials so you can easily make an angle below. If Thatcher has a breach charge, he can also do a vertical play.
▲ This window at the Kitchen gives an angle on the inside
▲ Same for Service Entrance. You can throw a smoke grenade and plant the defuser here
▲ If you come through the 2F VIP Lounge, you can use your breach charge to make an angle on the Kitchen for a vertical play
▲ If you breach around the bed at the 2F Penthouse, you can have an angle on the Service Entrance
▲ Path to Kitchen from Sunrise bar
▣ If '1F Blue Bar ~ 1F Sunrise Bar' is the site
There’s window leading to outside in each bombsite, making it easy to have an angle on the inside. This is especially the case for the Blue Bar window, because the only place to hide is the Blue Bar Table, so it’s good to have one person at this angle.
Like before, you can do a vertical play from 2F. Blue Bar from Billliards Room, Sunrise Bar from 2F Hookah Lounge. You can breach the floor for an angle below. The bombsite area is narrower than the Kitchen ~ Service Entrance, so if you attack from both the windows and the 2F, it’s very difficult for the defense team to defend. Just be careful not to get flanked by the defense team’s roamers.
▲ If you spawn at the Ruins, be careful of spawnkills from this window
▲ There’s almost no place to hide from this angle at the Blue Bar window
▲ Be cautious of enemy taking cover from the table at the Sunrise Bar when coming through Pool Entrance
▲ If you breach this area at the 2F Hookah Lounge, you can have an angle at the defense team taking over at Sunrise Bar’s table
▲ Same as Billiard Room, if you breach the floor, you can have an angle on enemy hiding behind Blue Bar’s table.
▲ Angle on Sunrise Bar from Kitchen
▲ When coming down from the stairs at 2F Hallway, be careful of enemies hiding behind the circled area
Guides Guide to Playing Wamai on Chalet
Prior to its rework, Chalet was uncomfortable to play on – for defenders and attackers alike. There were relatively few positions to hold angles from, without feeling like you were overly exposed or risking getting caught out by someone on flank watch. Kitchen/Trophy and Garage/Wine tended to be the favored sites. Since the rework, it appears that the strongest site is now Master Bedroom and Office. In my personal opinion, Bar and Gaming make for a better second but many teams prefer Garage since it's more familiar. I also believe that Kitchen/Trophy (now Kitchen/Dining) takes the cake for worst site of the map – though this may prove false in time. Roaming, while strong before, is significantly stronger now, leaving effective roam-clear and flank-watch even more essential than before.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Master Bedroom [2F] and Office [2F]
The main approach to this site comes through Fireplace Hall. Teams pushing here will mostly clear Library and establish flank watch so they can breach Office and plant in the pocket by Wine Rack. In addition, they may send someone onto East Balcony to pressure Office further and West Balcony to pressure Piano. Holding Piano and Bathroom with a rotate or two in Closet creates more opportunities to control site perimeter. If attackers don't take control of East Balcony, use the window to your advantage as an angle or rotate against attackers in Fireplace. Garden is not a common option for main pushes, but it is a prime candidate for flanking attackers, so keep an eye on it. Lastly, attackers can rappel Master window, but there are so many run-out opportunities that it is a bit of a death wish.
Place your shield flush with the Cabinet to give you a nice position to anchor from. From there you can set up a nice angle watching East Balcony door. To complete this position, reinforce the entire corner.
I personally like a rotate through Closet to Bathroom, but if attackers are problematically pressuring this window, you may wish to reinforce this entire wall.
As for this wall in Closet, I like to reinforce the right wall and create two holes providing a straight line of sight onto East Balcony. But I could see a case for a hole being made on the right as well. Either way, a complete rotate should be made to give you safe passage through Piano. Just keep in mind this is a two way passage - but it is typically much more difficult for attackers to access.
Given that flanks may come through these windows or this staircase in Garden, you may need to invest some frisbees to negate this push.
This shield makes it quite difficult for attackers to make headway through Piano Room. It provides great views onto Piano window and the wide doorway.
The Couches offer some decent cover to use while rotating through a rotate to your immediate left, or you can swing over onto ping for a nice fallback position. In general the rafters provide excellent locations for your discs.
BOMB SITE 2 – Bar [2F] and Gaming Room [2F]
Bar and Gaming was previously the least popular site in many ELOs – so most teams feel uncomfortable defending it. NOW, however, it offers quite a reliable defense! Since Gaming is difficult to penetrate, attackers are mostly forced to focus their assault on Library and Bar. This makes a push from Garden and Office the best bet for attacking teams. This approach is vulnerable to flank paths from Garden and features many destructible floors for roamers playing with C4s in Dining and Kitchen below. Site entrances can be defended by two anchors and one lurking Library Stairs to control perimeter. This player can also support whoever holds above in Library. The last can play C4s below the attackers' approach and possibly flank.
This basic setup, with the far right wall also being reinforced provides plenty of lines of sight while also creating additional cover since there is not much in the way of cover between the two sites other than the Bar itself. While someone with a shotgun should be completing this task, I figured it worth sharing so you can show your friends or use on other operators since the site is so different!
These two walls and the hatch on ping complete the basic site setup. This leaves your team with 4 extra rotates to use either upstairs or in Fireplace. If possible, make sure there is either a Mute jammer or Bandit battery protecting the Stock wall.
You don't need a shield if you wish to play the Bar position, and there are other positions with Bar itself which offer some decent cover. In fact, the reinforcement behind you keeps you protected from Gaming window. But I would recommend bringing a shield anyways!
Place your shield here in Gaming on Pool table to give cover and intel on attackers pressuring Gaming window. I recommend using at least 2 discs initially to protect this shield since it keeps defenders safe while they rotate between Stock and Bar.
BOMB SITE 3 – Kitchen [1F] and Dining Room [1F]
This was previously the community favorite in most ELOs. Now though, it is quite difficult to hold onto Trophy since the staircase provides attackers with an easy pinch. This creates a common pressure point to be wary of. There are also a surplus of Soft Walls surrounding Site demanding reinforcements, and not a ton of cover in the site itself. The Kitchen Hallway is going to be a powerful position to hold onto, but can potentially be exposed to many angles and requires finesse to work properly. The main breach seems to come through Fireplace with a Dining Wall breach. And attackers will split pressure either above, or on West main, or Trophy. But the meta is still early and developing.
Dining and Kitchen is incredibly awkward to hold without proper usage of reinforcements. Now I am not positive I have found the best combination, but what I have found is currently working! But I still think this site is sub-optimal... The strategy is focused around enabling this position as a highly-influential position to hold.
I prefer rotates to be made in both of these positions, though if you prefer you could probably make due with just one and potentially reinforce the other. This Power Position works to control Kitchen hallway and prevent attackers from dropping hatch, while simultaneously covering the Dining breach and doorway.
Definitely reinforce Kitchen hatch! I prefer leaving a line of sight to watch Trophy window and scare attackers from hopping in. Reinforcing the panel next to it gives a nice corner to hold while watching Trophy window or West Main.
How you use the remainder of your reinforcements between these two walls is up to you and largely depends on anticipating the attack strategy. You can ALSO forego the reinforcements on the Power Position to instead reinforce BOTH. I haven't figured out which walls are most important yet but it may be that you want to reinforce all four of these. It depends on how strong a West-Main push ends up being.
Lastly, you can place a shield watching West Main window and Stairs. And if you have multiple shields I would highly suggest this one, particularly if you skipped out on the reinforcements in Kitchen Hall. This is my preferred approach currently.
BOMB SITE 4 – Snowmobile Garage [1F] and Wine Cellar [1F]
This site can be easily attacked if they bring multiple hard breachers and just blow all the walls open. If this is allowed, there are very few places left to sit in site safely. The site is best held from Connector (between sites) and 90 Hall (Blue Hallway) with another anchor in either Garage or Wine. Roamers should work on delaying control over Fireplace or delaying the breaches.
Holding Blue Hall is now more important and effective than before. And it was already super important! You might as well set up shop and start chucking Frisbees.
Another solid position to hold which can set up crossfires on the Garage Door breach is this shield. From here you can have a decent influence on plant attempts.
Another possible shield placement is here, particularly if you expect a Back side push, which is currently quite common and effective. In fact the ease with which attackers breach all sides of site is one of the reasons this site is currently so tough to defend. You can probably get away with hiding a disc by the Boiler in Trench if you expect Ace to breach that wall.
From this shield you can influence both the default plant (on ping) and Blue Hall through this rotate and soft wall.
Guides Guide to playing 'Castle' in 'Kafe Dostoyevsky'
■ Kafe Dostoyevsky - Castle Guide
Kafe Dostoyevsky is a three-story building map. Each floor isn’t that big, but if you combined all three floors, it’s a medium sized map. Since the Bar and the Balcony area was designed so that you can look down at the 2F, you can treat 2F and 3F as one area when defending.
Another feature of this map is that there are a lot of windows. These windows can be used by the defending team to spawnkill or used for rappel plays by the attack team. Therefore, when the defense team is moving, they should be careful of the opponents attacking from the windows.
There is one objective location on the 3F, two on 2F, and one on 1F. The two objective locations on the 2F are both designed so that they have the bombsite at the Fireplace hall.
▲ Kafe Dostoyevsky’s objective location, the two places at the 2F both include Fireplace Hall
Castle can deploy an Armor panel on places where you can set up a barricade like doors and windows. Armor Panels are used to block the attack team’s path and prevent them from getting an angle. In that case the attack team will try to breach through the Armor Panels even by using their explosives. If they do so, you can waste their explosives, delay time, and even know their location by the noise.
Castle can use the Super Shorty shotgun as his secondary weapon and can do the remodeling for the team. As a result, for the primary weapon, the UMP45 SMG is preferred than the M1014 shotgun because of the longer range. As for gadgets, you can use the Proximity Alarm or Bulletproof Camera depending on your choice.
▲ Unlike Pulse, Castle can select Scope 1.5x scope on he UMP 45
▣ If '3F Bar ~ 3F Cocktail Lounge' is the site
If it’s the 3F, the attack team will try to come up the stairs from 2F, rappel down from the 3F windows, or come down using the hatch on the roof. The defense team can try to fight this by waiting at points where they expect the attack team to come and stall there.
If the attack team drops through the hatch that leads to Red Stairs and tries to breach the wall to Cigar Lounge, you will need some people to cover there. However, that can be difficult if the attack team rappels from the windows. If you can place the Armor Panels on the Cigar Lounge windows, you won’t be attacked from both sides making defending much easier.
Sometimes people will try to attack through the window at the Cocktail Lounge. You can use the Armor Panels here too, but as mentioned before, people can use explosives, so don’t let your guard down.
▲ Roof hatch that leads to Red Stairs. The attack team often comes through here so listen carefully.
▲ The defense team will try to break this wall at the Cigar Lounge, so have an operator like Bandit waiting here.
▲ People often cover Cigar Lounge from this window, so blocking it with Armor Panels is useful.
▲ You can get a view on both Cigar Lounge and Cigar Balcony if you place a Bulletproof Camera here
▲ Setup for moving between both bomb sites by using Super Shorty and Armor Panels
▲ Block this window if you’re worried about opponents rappelling down Cocktail Lounge
▲ Bullet Hole Setup to catch enemy dropping from Cocktail Lounge to Cigar Lounge
▲ There is also a window at Cocktail Balcony and you can block it if you’re worried about it.
▣ If '2F Fireplace Hall ~ 2F Mining Room' is the site
This area has a window on both bombsites, making it easier for the attacking team to come through the window. If the defense team tries to defend at the bombsite, they won’t have any place to hide and will be easily taken down. As a result, they often take cover in the Train museum, the room between both bombsites.
The real problem is when the attack team comes through the Cigar Lounge on 3F. Cigar Lounge is right above Train Museum, and even has a hatch. If they captured Cigar Lounge, the people at Train Museum would easily be under attack. Which is why you must place people on the 3F.
You could block the widows at each bombsite with your Armor Panels, but they can always be blown off. It might be better to instead place them at the windows on 3F and delay the attack team from capturing 3F. You can even know their location by the sound.
▲ If they’re shooting from the window at the Mining Room, it’s good to take cover in the Train Museum
▲ There is also a window at the Fireplace Hall, making it dangerous to defend inside the bombsite
▲ Attacking team may come through the hatch so always have someone on 3F
▲ if you jump off the window on the west side at 3F Cigar Lounge
▲ You can ambush the opponents at the Mining Room at the circled area
▲ You can break this wall and get a view on the enemy coming down the stairs
▣ If '2F Reading Room ~ 2F Fireplace Hall' is the site
The bombsite will be Fireplace Hall same as above, but the other bombsite would be the Reading Room instead of the Mining Room. However, if you left the Mining Room and the Train Museum unattended they can come through those rooms to the Fireplace hall so you have to do what was written above, and also defend the Reading Room.
Sometimes the attack team will come inside through the Pillar Room from the 2F Terrace. This door is right next the Reading Room’s exit so if no one pays attention to it, the round might end really fast. Therefor, have someone at the 3F Cigar Balcony.
▲ Note that there’s a door that leads to the Balcony right next to the Reading room
▲ You can have an angle on the enemy from the 3F Cigar Balcony so it’s good to have one person stay
▲ You can have setup like this and wait for the attack team coming through the Reading Room
▲ But there is a hatch at the Cocktail Lounge leading to the Laundry room so reinforce it
▲ Or vault to the bookshelf and take cover like the photo
▣ If '1F Kitchen Service ~ 1F Kitchen Cooking' is the site
The bombsite is at the 1F so there’s almost no fight at the 3F. At most it will be the attack team coming through the 2F and going for a hatch drop or a vertical play. The rest of the fights will be all at the 1F.
There are no windows near the bombsite, meaning there’s less place for Castle to place his Armor Panels. You have to leave the bombsite and go to the hallway to find window so it will be a busy Preparation Phase. Using it on the Bakery, Small Bakery, Dining Room, and the door and the window at the VIP Corridor is recommended. Or you can block the window at the 2F Fireplace Hall which has a hatch that leads to 1F Freezer.
▲ Armor Panel placed at the front door of Bakery
▲ If you shoot this wall from the Small Bakery window, it gives an angle to the Prep Room, so if you have time reinforce it.
▲ Armor Panel used on Dining Room’s window
▲ Armor Panels used on the door at VIP Corridor’s side. If you’re on the offense, it’s easier if you attack from White Stairs
▲ At Fireplace Hall, there’s a hatch that leads to the Freezer which is right next to the bombsite. Make sure to reinforce it.
Guides Guide to Playing Wamai on Villa
Villa, the Italian map of operation Para Bellum, features three floors, and three staircases that enable bold flanking plays to be made, especially through the poorly watched basement. In addition to these many flanking routes, all sites lack an external wall, so multiple rooms need to be pushed through when attacking. These features make it a generally defender-favored map.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Aviator Room [1F] and Games Room [2F]
Aviator Room and Games Room connect to each other through Vault and are surrounded by a few hallways and Study. Attackers like to push from Study and invest utility into opening either of the walls. They may also pressure “90 hallway” from the window by Vault. Other than that, watch for flanks coming from Landing by Red Stairs, or Lobby Stairs.
Holding the top of Lobby Stairs is super common with Wamai and can delay quite a bit of time and utility. This shield is great for focusing on the Study window, but you can also put it on ping to instead focus on denying attackers from entering Study door.
If attackers instead appear to be focusing on pushing the other side of site, you can rearrange your shield early in the round to face 90 hallway. Just be sure you have some barbed wire on Lobby Stairs or something to prevent you from getting flanked.
You can also position your shield here and play on ping to work on flank watch. Don't place your shield flush in the doorway. Instead stagger it like this so you can rotate into Statue and swing on attackers in Trophy if needed. But mostly you just need to hold here as long as possible. From ping you can also influence Study door if attackers try to push into Aviator.
These positions might just catch an early Selma or two from Ace if attackers don't seem to drone thoroughly.
BOMB SITE 2 – Trophy Room [2F] and Statuary Room [2F]
This site is almost as popular as the former, and is the preference for some teams. Attackers nearly always take control of Master Bedroom and breach Statue wall. Bathroom can be played, and even Closet can be played to delay this as long as possible. Teams often push through Landing and sometimes Trophy Entrance, coming from Red Stairs and 90 Hall. Astronomy Room is very crucial to hold onto and whoever controls it influences the round outcome heavily.
Playing in the Closet with an ADS or two on ping can waste immense amounts of time and utility. The brick flooring is indestructible, leaving you plenty of wiggle room as well. Just be careful to avoid exposing yourself to these windows.
These windows are also important to steer clear from. Having a teammate play in Bathroom to support you against these will be essential to your success.
Astronomy is heavily influential to the outcome of the round so soaking utility to hold it with Wamai is always a reliable strategy. You need to be wary of upside-down rappels on the window, attackers crouch-walking up the stairs, and waltzing through the Bathroom.
You can also keep an eye on Statue since this is usually where the plant goes down. From behind this shield in Statue you can intercept explosives or smokes that attempt to cover the plant.
BOMB SITE 3 – Living Room [1F] and Library [1F]
This site is perhaps the least popular, mostly because it is extremely large and holding it requires spreading out your resources. Attacking teams typically take control of Lobby and Piano to breach Desk wall in Library. Otherwise they may take Kitchen and Dining to focus on pushing Living Room. Whether or not they breach above to flush out anchors depends on their playstyle and familiarity with attacking the site. Be careful of Mudroom and Toilet as they each offer attackers quick access to site.
This little fortress in Library is a great corner to sit while watching the default plant on ping.
You can even vault up onto this desk for an off-angle after smashing some of the junk on top.
This shield gives you protection from attackers hopping in the bathroom while playing around this pillar on A bomb. You can also vault onto the arm chair on ping. The shield provides cover while peeking Mud Room or the other door.
This door is going to be a potential flank threat and if you are playing the pillar you will likely want to reinforce the triple wall. HOWEVER, if you have a coordinated team it can actually be better to create a rotate through Red Stairs along the triple wall.
If you want to hold Red Stairs you can support site, watching for attackers in the Bathroom through a rotate. You can also open up an angle through Piano if you'd like, to cover this area, but I prefer to reinforce Piano wall to allow defenders to rotate through the hallway more safely.
Playing Red Stairs allows you to also support your roamers playing upstairs. Place a shield at the top to give you better control over this hallway, thus allowing you to hold onto Red Stairs to maintain rotate access.
BOMB SITE 4 – Kitchen [1F] and Dining Room [1F]
Attacking teams will usually take Master Bedroom to play vertically and enable a Laundry push. It is also common to see them hold Living Room and Mudroom or Piano so they can cut off roamers attempting to return to site. Be careful of rushes coming through the basement either up the stairs by China Room, or Pantry. Memorial Room is a good place to hold Dining without playing inside it.
One thing I love about playing Kitchen and Dining is setting up a fortress around the Dining Table and Bomb. This shield makes the position much stronger and keeps you protected from Art.
Open lines of sight here to give you better influence over attackers seeking to flank through China.
You can also instead play in Kitchen itself, breaking the mini table here to set up a shield watching Laundry Door. Leave a small pixel so you can cover Art door into Dining while crouched behind your shield for cover.
Attackers pushing pantry will either chuck nades through the Pantry window or perhaps try to breach with Ace Selmas from the other window. These discs will deny these attempts.
Guides Guide to Playing Wamai on Outback
Outback, home to the famous Kangaroo Sandwich, is shaped like an elbow. This two-floor map contains many staircases, both inside and out. At the top left of the map you can find the Back Stairs and at the bottom right is the Garage Stairs. Where the two wings join together in the Northeast, you can find the Piano Stairs, and the Restaurant Stairs, recognizable by the massive shark. Piano and Shark Stairs are connected by an external patio which even 1 speed operators can traverse without being detected.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Laundry [2F] and Games Room [2F]
The defense of this site involves extending into the surrounding rooms, particularly the power positions in Piano Room, and Showers. Hold onto the perimeter for as long as possible. Once attackers are in, it is a very quick rush to site. This means the round tends to be packed with explosive action, so focus on trading kills off fallen teammates. The main pushes come from either Bull or Dorms.
From Piano you can cover attackers trying to rush in Patio or push Games from Bull.
You can also watch for attackers trying to bravely hop in Showers while sitting safely behind this shield.
Playing in Showers itself is also a great option with a lot of influence. Place the shield such that a pixel angle sits between it and the shower for you to peek through. The shower stall on ping is your default position.
You can also influence Bull door leading to Games. Traditionally a rotate hole is made here.
BOMB SITE 2 – Party Room [2F] and Office [2F]
Attackers mostly clear dorms to push through Games and simultaneously push Shark stairs. But watch for attackers pressuring Bull window, Electrical window, and Garage Catwalk. Be mindful of the 2 drone holes on the roof which attackers can use for grenades; one is by the Raptoil poster in Office, and the other is by the Hotel sign in Mezzanine.
This shield provides a nice perch to help cover Bull and Shark from. It's quite exposed to the vent above though, which some attackers like to drop nades through.
You can alternatively place a shield flush with Office doorway to use as cover while also forcing attackers who to vault if they wish to enter site here, leaving them exposed in the process. There is a drone hole behind it though, so place a disc on the other side of the door in Office up above to catch grenades that get rolled through.
This is another effective pocket to hold with Wamai. Just be sure the shield is placed far back enough that the disc on ping will catch explosives sailing your way. You can also instead place the shield immediately at the top of the stairs.
BOMB SITE 3 – Nature Room [1F] and Bushranger Room [1F]
These two bombsites can be distinguished by the décor found in each. The bed in Nature is adorned with a canopy of vines, while the Bushranger suite feels more like an old timey Cowboy's home. This is perhaps the worst site on this map since the whole ceiling above is destructible, and there are many flank paths to the hallways surrounding site, as well as a window cutting site in half.
This shield allows you to cover the Back Hall, which is a main push for many attacking teams that want to breach the corner and plant behind the fridge. If they try to toss a Selma or shoot X-Kairos, you can shoot it out from here. Reinforce the hatch above to enable you to play here and have a teammate play above in Dorms - perhaps a Vigil.
You can open a hole through this Cabinet and the closest wall to give you lines of sight onto the Stairwell or attackers pushing the shield. This gives them more angles to worry about during their approach.
If they ignore you and push the other side you can also cover both site rotates through the same hole from atop this Bench.
Another great position is Reptile Hall behind this shield. Just be wary of attackers behind White Car outside trying to cut off rotates.
You will also want to be sure you and perhaps a teammate are monitoring your flank - whether it's coming from Kitchen and Restaurant, or Reception.
BOMB SITE 4 – Compressor Room [1F] and Gear Store [1F]
This is hands down my favorite site to play and I believe it is an underappreciated pick, with the two upstairs sites being overrated. The East half of Gear Store and all of Convenience Store bear indestructible ceilings, making them great candidates for anchors. There does seem to be some difficulty in defending site if attackers effectively take control of Restaurant however and pull off a breach. Extend the site into Convenience and either reinforce all of Beer Fridge, or create a rotate hole and reinforce Garage.
This aggressively placed shield gives a great perch to watch Kitchen from. This is super helpful for denying that wall from being breached.
This shield is much more passive, though it still can gather some intel on Kitchen. I wouldn't peek it though! Instead, have a defender open up lines of sight in the soft wall between you and the other site so you can deny the plant after attackers breach.
This shield can be protected by the disc on my crosshair and the disc on ping. The one on ping is particularly nice since it covers projectiles coming through both doorways.
You can also get a line of sight onto Compressor door if you leave a wall soft in Freezer. I actually personally prefer creating a rotate through Freezer and instead reinforcing Garage wall. If you do this though, make sure someone has established overwatch over the Garage. From here you can also line up an angle on the breach in Compressor if a teammate opens a rotate in the Northwest corner of Convenience. Whenever playing this position, just be sure there isn't a claymore sitting in the drone hole behind the counter.
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the tachanka rework. can i get your honest opinion?
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Hi rn i have 1 black ice (glaz) and im level 117 can someone between level 100-150 can comment their black ice status?
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Guides Guide to playing 'Fuze' in 'Villa'
■ Villa - Fuze Guide
Villa consists of 1F, 2F and basement, making it a relatively large map. However, in bomb mode, the objective location is always placed two on the 2F and two on the 1F so there aren’t that many fights in the basement. Unless the objective location is 1F’s Dining Room~ Kitchen.
Every bombsite has a door or windows that leads outside, and that gives the offensive team an angle. It would be a good idea to flank the opponent, while part of the team handles the enemy team, the rest of the team can come from the other side of the bombsite. However, the defensive team will use roamers to catch out any opponents coming inside so make sure not get flanked.
▲ Villa’s Objective Location. There is a basement, but the bomb sites are only on the 1F and the 2F.
Fuze is an operator that uses Cluster Charge, which can deploy 5 sub-grenades. One hit from the Cluster charge can kill you and the explosive range is also quite wide so it can be very effective if well used. However, the sub-grenade has a delay until it detonates, making it hard to hit people. So its’ main use it to get rid of the defensive team’s gadgets hiding behind walls and windows.
Fuze is also known for his primary weapons all being useful. The Ak-12 assault rifle is one of the best gun out of all the guns available to the offensive team. You can use any weapon, but if you want just plain power, it might be best for you to take the AK-12 and actively look out for fights and be the Fragger of the team.
▲ After the Shadow Legacy update, AK-12 can now choose between Scope 2.0x and 2.5x.
▣ If '2F Aviator Room ~ 2F Games Room' is the site
For the attacking team, it is crucial to capture Study, the room between Aviator and Games Room. If you captured the Study, a hard breacher can breach the room that leads straight to the bombsite. So, the defending team will try to defend the area as well. Therefor it is common for the attacking team to have a shootout at the windows and doors after Climbing the Veranda outside the building.
Study has one window and one door, so it would not be a bad idea for Fuze to use his Cluster Charge on the barricade. There is a high chance of traps and other gadgets from the defending team being placed on this window frame, and if so, you will be able to clear them all at once.
Fuze can also infiltrate from the other side of the bomb site and flank the enemy. Try to capture the Master Bedroom or the Trophy Entrance and reach the bomb site by catching out roamers.
▲ You can now have an angle on the inside of the Study from the South Veranda
▲ It’s a good idea to detonate the Cluster Charge before breaking window to get rid of the gadgets behind the window frame.
▲ Common hiding place for the defending team. Be careful of this angle when looking through the window at the Study.
▲ However, when looking through the window at the Study, also be careful of the window at the Master bedroom’s side.
▲If you captured the Study, you can breach the wall to the bomb site to gain victory.
▲ Window at the Classical Hall’s side. You can often find campers here.
▲ If you captured Classical Hall, breaching this wall would be a good idea.
▲ Path to the Aviator room from the Master Bedroom.
▣ If '2F Trophy Room ~ 2F Statuary Room' is the site
It’s important for the attacking team to capture the Master Bedroom located right next the bomb site. Like the Veranda of Study, the Bedroom Roof allows the attacking team to have an angle on the inside, so it would be a good idea to start from here. If you captured the Master Bedroom, you could go straight to the bomb site from the Statuary Room by breaching through the walls.
There are a lot of windows here, meaning Fuze has a lot of places to use his Cluster Charge. It’s enough to use one where you think there would be a lot of defense team’s gadgets under the window frame. However, that’s about it for the Cluster Charge, so focus more on looking out for fights.
▲ You can climb to the Bedroom Roof and get an angle on the Master Bedroom.
▲ You can use Cluster Charge here and clear gadgets.
▲ If you captured the Master Bedroom, you can breach this wall and get a clear view on both bomb site.
▲ Since the Astronomy Room is connected to both bomb sites, capturing it is a good idea.
▲ Window very close to Trophy Entrance’s side. It’s smart to have one person cover here.
▣ If '1F Living Room ~ 1F Library’ is the site
If you combine both Living Room and the Library where the bombsite is located, it’s quiet a wide area. As a result, there are a lot of windows connected to the inside of the bombsite making them great attack points. The attacking team can try to do a vertical, by coming through the 2F, or breach the hatch and try a drop. Overall, there are many options for the attacking team.
Fuze can plant his bombs on windows, but since the bombsite is on the 1F, it’s more recommended to plant it on the ground from the 2F. Cluster Charge spreads further vertically, so one shot would be able to destroy a wide range of area.
▲ There are a lot of windows that can be used near the bombsite.
▲ If you use the Breach Charge on the floor of 2F, you can get an angle on downstairs
▲ Or you can plant and detonate the Cluster charge on the floor…
▲ Because Cluster Charge is most effective when used vertically
▣ If '1F Dining Room ~ 1F Kitchen' is the site
Compared to the Living Room~ Library, this is a much smaller area. However, there is a window that can give you an angle near the bombsite, and you can still do a vertical play or try a hatch drop. Not only that, the Pantry which is next to the Kitchen has a staircase that is connected to the basement, meaning you can try going from the basement to the 1F. But the opponents may be be aware of this and might wait for you so be careful.
Using the Cluster Charge on the floor from the 2F is still viable in this area. Use your Cluster Charge at the Master Bedroom, Master Bathroom, and Astronomy Room, and bombard the enemy.
▲ You can breach this wall at the 1F Laundry,
▲ But the defense team might be waiting for you from the 2F through the hatch.
▲ If you shoot the circled area and make hole, from the window at the Pantry side, it gives you a small angle on the Kitchen
▲ You can go up the stairs by the basement Garage and arrive at the Kitchen
▲ You can do a vertical play from the 2F Master Bathroom to the Kitchen, or use a Cluster Charge.
▲ If you come in the building through the window at the 1F Bicycle Storage, you can get a view on the Dining Room.
Guides Quick Question, Who Are Your Fav Operators (Don'thave to be your mains) To Play In Ranked?
Mine Are Maestro,Finka And Fuze LMG PARTYYYYYYYY
Guides Guide to playing 'Mute' in 'Chalet'
Chalet received a rework on last September during the Shadow Legacy update. The map still consists of basement, 1F, and 2F, but there have been some changes to the bombsites, and it would be useful to know them. Previously, there has been a lot of angles for the offensive team to attack inside of the building from the outside, but after the rework, those angles have been reduced so it feels more balanced.
The Objective Locations are still placed, one on the 2F, two on the 1F, and one in the basement, same as before. However, due to the change in bombsite location, the Objective Location which was Kitchen ~ Trophy Room changed to Kitchen ~ Dining Room. The bomb site itself is still the same and there were only minor changes so it shouldn’t be hard to get used to it.
▲ Chalet’s Objective Location, 1F’s Kitchen ~ Trophy Room changed to Kitchen ~ Dining Room
Mute is an operator that can install the Signal Disruptor, which deactivates the offensive team’s electronic devices. Signal Disruptors are usually placed in an area where the offensive team’s drones go, to prevent them from gaining information, or installed behind reinforced walls to deactivate breaching equipment. Only Mute and Mozzie are able to disable the offensive team’s drones and it is a very useful ability.
Mute can use the SMG-11 Machine Pistol as his secondary weapon so the M590A1 Shotgun is often used as the primary weapon. M590A1 is a pump-action shotgun, but it has a long-range for a shotgun and is great at breaching walls. If your team needs you to Remodel, then you can go for this. However, the SMG-11’s recoil makes it hard to use in long-range shots, so if you need long-range, you can use the MP5K.
▲ After the Shadow Legacy’s sights rework, you can now use the Scope 1.5x on the MP5K
▣ If '2F Master Bedroom ~ 2F Office' is the site
Before the rework, the offensive team would attack the bombsite by climbing the Bedroom terrace, but after the rework, the terrace is gone and it was merged with the indoor area and is now called Solarium. This area still has windows that allow the offensive team to attack the inside of the building, but the walls in Solarium blocks the path to Bombsite, so you can no longer freely attack the bombsite. There has been a lot of changes to the structure of the map and the location of the windows are quite different, so the defensive team should be aware of the window locations and be careful not to get attacked from unexpected angles.
The offensive team can infiltrate and try to breach the walls around the bomb site, but if Mute places his Signal Disruptor on these walls, the breaching equipment of the hard breacher will be jammed. Players often climb through the office Balcony and breach the walls in Mezzanine, or capture Solarium and breach from there. If you don’t have Bandit or Kaid in your team, it would be a good idea to place a Signal Disruptor here too.
▲ Now that Solarium has been added, you should have in mind the offensive team rappelling from this window.
▲ If you use the wall on the left as cover, you can have an angle on the window
▲ Wall connecting Mezzanine to the Office, highly recommend reinforcing
▲ On the left side of Solarium, there is one window in the Master Bedroom…
▲ And there is another window in the Piano Room. Be careful of these angles.
▲ If the offensive team tries to use the windows mentioned above, you can use this window in the Library hallway to get an angle on the offensive team.
▣ If '1F Bar ~ Gaming Room is the site
Each bombsite is blocked by walls and placed in line so it’s recommended that you breach this wall and make a rotation. Having the M590A1 here as Mute would be very helpful for the team. Apart from this, a new area Bar Stock has been added so you can use this area as Rotation.
If the offensive team tries to attack through the gaming Room, you can defend from the Bar and the 2F’s library, and if they try to attack through the bar, it’s best that you defend from the 2F Mezzanine. Previously, the Gaming room had a lot of windows and doors that gave angles from the outside of the building to the inside. After the rework, there is only one window that goes outside and became very good for defense.
In this area, Mute can use the Signal Disruptor as jamming drones instead of reinforcing walls. If you really wanted to use it to defend walls, you can use it to reinforce the walls in the Bar area, but the Signal Disruptor’s range can cover the drones in the hallway so it’s not a bad choice.
▲ You can break the wall to the Gaming Room from the Bar and use it like this. Would be even better if you had Mira’s Black Mirror.
▲ Even after the rework defending by looking down the hatch is still viable.
▲ A new area that connects each bombsite called Bar Stock has been added. Highly recommend reinforcing the circled area.
▲ Place Signal Disruptor here to deactivate drones and reinforce the wall at the same time.
▲ There is a hatch that goes straight from the 2F library to the Bar so have in reinforced.
▲ You can have an angle on the enemy from the 2F Mezzanine if they are coming from the Fireplace to the Bar.
▣ If '1F Kitchen ~ 1F Dining Room' is the site
Due to the rework, the bomb site in the Trophy Room has been moved to the Dining Room. This might make you feel like the Trophy room is useless, but a new staircase that connects the Trophy Room to the 2F Solarium has been added. Combined with the windows in the Trophy Room, the total number of attack routes for the offensive team has been increased so it’s not a good idea to leave this room neglected. Sometimes, players breach the wall to the Kitchen and defend from the Trophy Room.
Since the bombsite is located on the 1F, the offensive team can come through the 2F and try a vertical play. The hatch originally located in the Master Bedroom has been moved, but it still leads to the Kitchen so the offensive team may try to breach through here. They are both annoying to the defensive team, so it would be wise to place people on the 2F.
The offensive team may come through the Fireplace and breach the wall to the Dining Room. If this wall is breached, the Dining Room gets too exposed so if you don’t have Bandit or Kaid on your team, have a Signal Disruptor placed on the wall.
▲ Signal Disruptor location to prevent breaching the wall from the Fireplace to the Dining Room.
▲ A new staircase has been added to the Trophy Room that leads to 2F Solarium.
▲ The window in the Trophy room still exists, so it might be a good idea to break down the wall to the Kitchen while defending.
▲ Have in mind the possibility of the offensive team coming through the Main Entrance.
▲ The hatch’s location on the 2F Bedroom has been changed, but it’s still on top of the Kitchen reinforcing it is a must.
▣ If 'B Wine Cellar ~ B Snowmobile Garage' is the site
Even after the rework, it’s still crucial to have the 2 walls in the Snowmobile Garage covered. Mute can reinforce the walls with his Signal Disruptor, but Mute’s Signal Disruptor can’t be used for Bandit Trick so if possible it’s best for the defensive team to have Bandit or Kaid. Therefore as Mute, try to use the Signal Disruptor to jam drones.
However, the Wine Cellar has gone through a lot of change after the rework. Previously, there has been a small room in the Wine Cellar called the Wine Stock, but now it became one big room. Also, a new path that leads to the Snowmobile Corridor has been added here so there are a lot of places the defensive team can use.
The hatch in the Bar that leads to the basement from the 1F has been removed. Now the hatches that lead to near the bombsite are the two in the Fireplace and the Dining Room. Both are very crucial so make sure to have them reinforced.
The wall at the Snowmobile Garage is still important, but if you have Bandit or kaid on the team, it’s not necessary to use a Signal Disruptor here.
▲ Can still breach this wall in the Wine Cellar and place a Black Mirror.
▲ If you open this window here in the 1F Fireplace and leave the runout,
▲ You can ambush the offensive team trying to breach the Snowmobile Garage walls.
▲ Wine Stock has been removed and Wine Cellar became one big room.
▲ Blue Hallway has been added to the Snowmobile Hallway’s side so now you can get an angle while taking cover.
▲ After the rework, only the hatches in the Fireplace and the Dining room are left.
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Idk man I’m trying to figure out this app and still not sure if this is public post or not so if you see this just ignore it or hit me up and tell me to delete my entire account. I won’t do it cause NO ONE TELLS ME WHAT TO DO but let me know what’s up
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I really think elas elite doesn't look that good and personnaly I think ela should get a new elite for the new season
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Guides Guide to Playing Wamai on Theme Park
Theme Park, the Chinese map of operation Blood Orchid, is an abandoned spooky amusement park which has since been repurposed for rather devious activity. It features two very spread out floors and three staircases as well as two roof hatches. The map is essentially rectangular in shape, being split in half East to West. The choice between four viable bomb sites, and the time it takes for attackers to completely roam clear tends to leave the defending team in favor.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Initiation Room [2F] and Office [2F]
Initiation and Office are split apart by Waiting Room, which is itself quite exposed and risky to play in. This makes it easy for attackers to cut off rotations between sites when attacking from the West, forcing defenders to rotate instead through the hallway between Cash and Control Room. Beware the roof hatches above Yellow Corridor and Control Room providing attackers quick access to site. The site can also be held by extending into Cash and Control or instead stretching into Bunk and Cafe for more elaborate setups.
Grab a teammate to open a rotate in place of this soft wall on my cross hair. Play in that corner to cover Initiation and the large doorway in Waiting Room (I call it Benches). This shield in Benches provides wonderful cover to use when contesting either side of Benches.
This wall on my crosshair is the primary wall attackers breach when pushing this site. If you place this disc on the angled part of the altar, attackers cannot see it from Control Room doorway to shoot it out. From behind this shield or in the corner against the foldable chairs you can cover attackers seeking to push in through the breach.
Another position that gives you flexibility is this table in Cash. Place a shield against it so you have additional cover and can peek through the slits while positioning in this corner of reinforcements. Just be sure you have a teammate to open a rotate in place of the holes I made in the soft wall.
Alternatively, you can hold Cash with this shield up against the half wall. You can contest this door and the Hallway window from here. You may also wish to create a small line of sight on ping to contest attackers through the soft wall.
It is also possibly worth stalling out attackers pressuring the Control Room hatch with some discs hidden throughout the room to protect a defender playing on ping. It basically takes attackers on 3 positions to remove a defender from here - below, the window, and the hatch.
BOMB SITE 2 – Bunk [2F] and Day Care [2F]
A rather popular site, Bunk and Day Care are surrounded by three hallways and Break Room. Attackers will likely push from Cafe, and possibly up Yellow or Arcade Stairs. Be wary as well of the hatch in the hallway by the vending machine that attackers may drop. The other push comes from Cash and Control in through Initiation to breach Bunk wall. There is also always the threat of attackers rappelling into Break Room to flank site.
A super important area to hold when defending this site is Cafe - placing this shield gives you added cover when rotating in and out of here, and the shield is easily protected with discs hidden behind the variety of furniture.
When you dip out of Cafe, you can work to also keep an eye on Arcade window and soak up projectiles sailing through.
Whether you play Cafe or not, someone should play behind this box, and this position becomes even stronger with lines of sight made through this reinforcement. The position is somewhat vulnerable to grenades being dropped through the hatch but your discs can take care of that. Whoever plays here can also watch for the flank coming through Benches.
From behind the box, using the above line of sight, you can line up a crossfire on Cafe door alongside whichever defender is playing in there.
Another reliable position to hold is the top of Yellow Stairs, where you can protect Day Care wall from being breached and threaten the attackers pushing through Cafe from their rear. Just watch for flanks coming up Yellow Stairs.
BOMB SITE 3 – Armory [1F] and Throne Room [1F]
This is widely considered to be the most defender-favored site. The reason for this is because there are many different ways to deny breaching of the three reinforced walls, and the ceiling above Throne Room is indestructible. Given that the tops of the panels can be shot open, impact tricking is viable, or teammates can throw C4s over the reinforcements, and of course traditional breach denial operators work well. Be sure someone is keeping an eye on Split from either side to easily trade kills on attackers pushing through.
Holding Armory from the Furnace provides a comfortable perch to keep an eye on Split as well as attackers pushing through the breach from Barrels. Use this shield for intel and added safety. If the hatch is opened you will want to stop attackers from flashing/smoking their drop.
Alternatively, play behind this shield against the reinforcement. It is easily protected by discs that snatch up any projectiles zipping through the doorway.
Another great place to hold is this pocket in Throne, behind a shield. You can plant some discs in the Throne area to intercept projectiles flying over.
Leave enough room between the shield and Throne to give you the ability to push up if needed. You should also leave spacing between the shield and the wall so you can contest attackers from either side.
BOMB SITE 4 – Lab [1F] and Storage [1F]
This site can be defended in a few ways. One option is to send a few roamers above to to cover site entrances using holes in the flooring. Another is to extend the defense into Armory and Throne Room by reinforcing East and West Throne Wall, effectively granting control over the site flank and creating a safe area for roamers above to retreat using Split hatch. To complete this strategy someone should open a line of sight onto Yellow Stairs from Armory using a shotgun. Attackers tend to push upstairs to establish vertical control, but if they get a pick by Bathroom or Storage they may simply rotate to site to plant.
A critical area is Toilet nearby - protect it from behind this shield, flinging your fisbees against the tiles to intercept explosives and the like.
From Toilet, it's a quick rotate over to keep an eye on Storage window. Plant some Mag-Nets on the ceiling or the underside of the vents above where they can interfere with attacker attempts to plant.
A great strategy to hold this site is extending into Throne Room. The hatch on ping can either be reinforced, or opened to allow roamers a place to fall back to site. placing a shield in the hallway provides added cover for defenders rotating between Throne and Lab.
If instead you want to assist the top floor roam, place your shield at the top of Arcade Stairs and deny attacker attempts to soft breach above site.
Guides Guide to Playing Wamai on Kafe Dostoyevsky
Kafe Dostoyevsky is a large, tightly-packed map with three floors, three staircases, and two roof hatches. The many rooms are a bit clustered and connected by hallways. The third floor has an open layout with a skylight above shining down on a set of balconies. The balcony railings can be safely vaulted for a quick rotate to second floor. Doing so lands you in the sizable Pillar Room which offers little in terms of cover. This open area is surrounded by a few hallways linking a cluster of rooms together. The first floor again has an open restaurant area with hallways leading to the sectioned-off Kitchen, which can be broken down into a few compartments, and the Bakery rooms.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Bar [3F] and Cocktail Lounge [3F]
Bar and Cocktail are typically attacked from the roof through the hatches and skylight. It is also quite common for attackers to rappel on the windows. These rappelled attackers can be countered with nitro cells or run outs. Attackers will almost always seek to establish control of Cigar Lounge, so delaying this push as long as possible is always a great strategy. Beer Fridge can be completely reinforced to protect anchors, or rotates can be opened up to keep defenders mobile. In the current meta attackers mostly push and plant Bar.
This corner in Piano, named Pixel, is an extremely powerful position to hold, vulnerable mostly to the window in the hallway behind.
The position becomes even more powerful if you reinforce only the corner but open up these surrounding lines of sight. The one on the left allows you to watch New Balcony, the one on the right gives coverage over Skylight drop. Other than those, keep an eye on the Cigar shop and the far left window.
An alternative position which is very much a nuisance and requires a bit of finesse to properly work is this spot on ping. You will be keeping an eye on Skylight and New Hatch, contesting just enough to waste time, but not so much your head flies off!
To keep you from being shot in the back while playing this position, place a shield in the doorway so you aren't killed from attackers rappelling way over on this Piano window.
Another solid anchoring position is Cocktail, with plenty of cover available and long-range angles that favor your 1.5x siht if you run the MP5K. From here you can watch for attackers flashing their way through White hallway or smoking the Skylight drop.
BOMB SITE 2 – Fireplace Hall [2F] and Mining Room [2F]
Fireplace and Mining are connected by Train Museum and surrounded by hallways. The roof of Fireplace is indestructible, but it is quite small with little cover. There are two hatches above site to reinforce, one above the hallway by Red Stairs, and one above Train. Attackers will likely take control of Cigar Lounge above to play vertically, so reinforcing the wall at the top of red stairs and playing in Cigar Lounge can help eat up utility and time. The site flooring is mostly destructible, so playing below with nitro cells is viable too. This is uncommon, making it unexpected and therefore difficult to counter.
This shield, placed almost completely against the Mining Engine, gives excellent added cover when rotating from this reinforced wall into Mining itself. Protect it with discs lobbed above the portraits on either side of the window.
Alternatively, help to control the hallway from behind this shield. It is a quick peek around to contest Mining window from this position as well, and discs can be hidden in the bookshelf nearby.
***This position also works well when defending Reading.***
You can lob your other discs behind the lamps in this hallway, and you will want to reinforce this wall so you cannot be wall banged by attackers rappelling on Fireplace window.
Another ideal location to hold is behind this shield under the hatch. You will, however, want to be sure that Kaid is protecting the hatch and a teammate opens a rotate on ping. Position the shield such that you can peek between it and the Fireplace mantle while keeping an eye on Mining.
***This position also works well when defending reading.***
BOMB SITE 3 – Reading Room [2F] and Fireplace Hall [2F]
A defense of Reading and Fireplace shares a lot of overlap with a defense of Mining and Fireplace. Attackers may implement a lot of the same strategies as above, but may also focus on White Stairs more, and Pillars Room. The site can be extended laterally into Train Museum to help with flank watch. When attacking vertically, they will place more emphasis on Bar and Cocktail above Reading. The outcome of the round often depends heavily on your team's ability to delay attackers top floor without dying in the process. Roamers can also rotate to first floor and flank late in the round by coming up the stairs.
***Some of the positions above work well while defending this site too!***
This shield along with these three reinforcements are critical to a successful hold of Reading. Cocktail provides an incredibly strong position to hold from, allowing you to safely sit with your back protected (except for this window!) while covering Bar and delaying attempts to breach above site.
Holding the top floor is not a one-person-job! Someone should hold Cocktail and someone should hold White stairs to keep an eye on all approaches to Bar & Cocktail.
If you prefer to play on site, you can establish a nice position using this shield to keep an eye on Reading Doorway, the furniture will provide plenty of options for soaking up projectile utility to protect the shield and absorb attempts to plant the defuser.
You can also cover Fireplace window through this line of sight (easily created with your Keratos or the AUG) from behind this tipped over book shelf.
BOMB SITE 4 – Kitchen Service [1F] and Kitchen Cooking [1F]
Kitchen is a super spacious site surrounded by hallways. Much of the ceiling is destructible but the site itself offers plenty of equipment and protective counters for cover. Attackers may choose to focus on breaching above to clear out Cooking and breach Bakery wall to pull a plant off. Or else they may focus on the backside, breaching Freezer instead. Watch for flanks coming in Service door from the Coat Check hallway.
The most common route of attack is through Bakery. Defending Bakery can prove a pain to deal with if Thatcher is banned. If you plant a shield here, and have Bandit or someone similar protect this reinforcement, and plant an ADS in this corner to supplement your strategy, you'll be set to soak plenty of time and utility.
Plant your discs so that they cannot be shot by attackers outside the doorway. Your team may also wish to leave the left or right half of Prep wall soft and open up some lines of sight on the other - this allows teammates in Prep or Cooking to set up a crossfire with you on attackers pushing into Bakery.
Just be wary of this angle attackers can take above this armored car. If they vault on the hood of the car behind it, they can peak with barely their head showing, so be cautious!
If you prefer not to contest such hot territory, place your shield instead against the bomb to give you a safe perch to watch Kitchen Prep from. You can lob discs on ping or my crosshair so that they intercept projectiles without being vulnerable to IQ or other attackers above.
You can also play in the site rear, against Service bomb - just watch for projectiles coming through Red Carpet hallway or over the holes above. You'll also want lines of sight between sites so you can keep an eye on the breach after it's opened.
When holding Service you are vulnerable to flanks coming through Freezer. Reinforce the wall and hatch to keep it safe, but projectiles may fly through holes opened above the breach or even the drone hole. And in case these reinforcements are breached, you will certainly want to have some discs handy.
You can also lurk in Restaurant in the bar area. Just reinforce this wall so you aren't wall banged! Place your shield watching the Restaurant window, Brown Stairs, and leave a small slot of space so you can contest attackers entering Coat Check.
Another good position to hold is VIP. Here you will want to instead reinforce Garage and open lines of sight through Freezer. This allows you to set up a crossfire with someone anchoring on site for any attackers pushing this way. Place your shield to keep an eye on the hallway and stack discs in the shelving. A punch hole or some other line of sight on Restaurant in the single soft panel could come in clutch.
Guides Guide to Playing Wamai on Kanal
Kanal is made up of two towers joined by two bridges and contains three internal staircases, plus two secret ladders in the West basement. This all adds up to plenty of ways to navigate the map. Kanal also features plenty of windows for attackers and defenders to fight through. The Eastern tower consists primarily of first and second floor, and a smidgeon of basement. The Western tower is made up mostly of first floor and basement with very small bits of second floor leading to the roof.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Server Room [2F] and Radar Room [2F]
Typically the preferred site, Server and Radar contain an external wall in Renovations. In addition to this whole cubby, reinforce the corner walls of the L-shaped hallway surrounding site. Attackers will breach any of these walls, but they tend to focus on the Cubby. They also may push through Upper Bridge or up the Red and Green Stairs. They also pressure the hallway windows from the balcony outside and the window in Control Room from the opposite roof.
This shield close to Box helps delay the push after breach as long as possible, while still allowing rotating between the shield and the table if you need to make an aggressive play.
You can also watch from further back, either through a line of sight, or a rotate, depending on your team's preference. If you have a rotate between the shield and the breach, someone should be playing on Red Stairs or at least some utility should be in place to protect the rotate from attackers walking in Fire Escape.
You can also hold down Control Bridge since attackers looking to push up this way will need to expend projectile utility to safely do so.
Another great position to hold is the top of Green Stairs since you can shoot out Ace's Selmas or Hibana's X Kairos while simultaneously watching the flank and protecting yourself from grenades with your frisbees.
BOMB SITE 2 - Security Room [1F] and Map Room [1F]
This site can be pretty rough and requires either extending vertically into Server and Radar or horizontally into Kitchen and Model Room. Attackers typically take vertical control since the whole ceiling is destructible and there are three hatches to drop. They also may push into Kitchen from Museum or push Security from West Tower through Lower Bridge.
Holding Security Bridge and Model Room becomes much easier with Wamai, especially if a roamer delays attackers seeking to take Reception early on to give you enough time to stack up some Mag-Nets. If you prefer, you can also jam the shield in the Hall doorway, but where it is now gives more viable locations for well-protected discs. Be sure the Security hatch (in Box above) is reinforced!
You can peek around the corner too to keep an eye on this critical hallway, tossing Mag-Nets above or below the stairs depending on where attackers are pushing.
For the next two positions you will want these two hatches reinforced, it is also generally good practice, unless you have roamers looking to leave Kitchen hatch open to fall back to site. The close one is above Kitchen, the one on ping is directly above site.
This shield can help you retain control over Kitchen, serving to protect the East flank. Hide your discs so that they cannot be shot out by attackers rappelling on this window though.
You can also play forward in site around this pillar in Maps, placing a shield close to the doorway to give you added cover while going for aggressive plays.
BOMB SITE 3 - Coast Guard Meeting Room [1F] and Lounge [1F]
This site is a decent third choice if your squad is more comfortable with holding the West tower, but it is quite tough to hold. All but a small portion of Lounge bears destructible flooring, so defending from below with C4s works in theory, as you can toss them up through the Lockers hatch. Extend the site into Radio for more wiggle room, making Lounge wall tougher to breach. If your team runs a pocket strat here, I recommend an Ace ban.
This shield keeping an eye on Reception, particularly when placed with a pixel to peek through, helps to retain control over Archives and prevent breaching of the wall.
This corner pocket, when reinforced and supplemented with a shield, becomes a safe haven for anchors in Lounge. You should have plenty of time to stack up discs before attackers can successfully breach this wall.
When you go prone on the treadmill, you can line up some shots on attackers pushing into Coast Guard through Radio door.
You can also play in Radio behind this shield and the desk keeping an eye on Green Stairs for attackers trying to breach Lounge wall. Just watch out for attackers rappelling on the window behind you!
Similarly, through this hole you can keep an eye on attackers trying to rappel on this Lounge window.
BOMB SITE 4 - Kayaks [B1] and Supply Room [B1]
This is my favorite site on Kanal. It makes for some really interesting gameplay, and uniquely features a second basement, accessible via two ladders - one in Showers and one in Diving. Attackers most commonly push above, as well as through Supply Room Corridor. They may also pressure Lockers and Diving windows to threaten a hallway flank and possibly breach Kayaks. When attackers begin to execute, watch for pushes coming down either staircase or the Supply hatch.
This is an aggressive position that stalls out a push through Trench, but it is vulnerable to attackers who soft breach above. If you choose to play this position, you should have an aggressive roamer wasting as much time above as possible to defend you. Set the shield so that you can peek between it and the wall on the right side so you can hold a pixel angle from inside the doorway.
Alternatively, play deeper in sight using this shield to give you cover when exiting the closet and moving towards the red Tool Chest.
You can also play a shield here to lock down the site perimeter.
Swing around the corner to cover Diving Room and any attackers pushing down Yellow Stairs.
If you prefer instead, you can place a shield close on Diving window and play this room much more aggressively, dropping the ladder on ping if you peek the window and need a quick escape.
Guides Guide to playing "Castle" on "Consulate"
Consulate consists of three floors: an underground, first, and second floor. Each floor is well connected to the others which makes the map larger than it seems. Defenders can use these pathways to catch advancing attackers.
The many exterior windows allow defenders to spawn-kill attackers or make a runout play. Attackers can also use these windows while rappelling to check the interior before entering. The windows are going to be an important point of focus for both teams, so be sure to check which windows are near the Bombsites.
There is one objective location on each floor plus one that includes both the first and underground floor. The latter requires defenders to cover two floors so it isn’t preferred.
▲Consulate has an underground floor plus two surface level floors.
Castle is an operator that can install Armor Panels on walls, doors, and barricades to block enemy gunfire. These can be destroyed with explosives or 12 melee attacks. They cannot be destroyed by any other means which makes them incredibly useful for blocking the attackers’ angles. However, incorrect placing of these can also hinder your team so be smart about their usage.
Castle can equip the Super Shorty Shotgun as his secondary weapon and help with remodels. Good use of this weapon can make new rotations for your team as well as bullet holes in walls. Because he can use a shotgun as his secondary weapon, Castle tends to prefer the UMP45 SMG for his primary weapon instead of the M1014 Shotgun.
▲Castle can equip the Scope 1.5x with his UMP45 in addition to non-magnified sights.
▣ 2F Consul Office ~ 2F Meeting Room
There is no chance of a vertical play here so defenders will be under less pressure. To get to the second floor, attackers rappel to windows or use one of the stairways from the first floor. Good positioning from the defenders can make this extremely difficult for the attackers, so make sure your team is well spread out to cover all routes.
Again, attackers might use the exterior windows to check inside. Guard the Consul Office or Meeting Room windows as these will allow attackers to see inside the Bombsites.
Castle can completely block off these windows with his Armor Panels. If the attackers want to use the windows, they will have to destroy the Panels with explosives which will alert their positions to the defending team. Try to choose a good spot to place these Panels, preferably one your team can reach if breached.
▲Make a rotation in the Waiting Room between the Consul Office and Meeting Room like so.
▲Placing Armor Panels on the Consul Office windows can slow down the attackers.
▲You can do something similar in the Meeting Room.
▲Block the Exit Stairs with an Armor Panel as well and lead the attackers to the Private Bathroom.
▲Breach this Administration Office wall to cover both the Service Stairs and Meeting Room windows.
▣ 1F Lobby ~ 1F Press Room
If the first floor Lobby barricade is breached, the Lobby Bombsite will be open. There are also many exterior angles into the Lobby attackers can use, so try not to defend from inside the Lobby itself. Use the Public Bathroom or breach the 2F Meeting Room floor for a downwards angle into the Lobby.
You can place Armor Panels in the Lobby but they will likely be destroyed quickly. Instead, place them in the Press Room or the Antechamber windows.
If the attackers decide to go for the Press Room instead, they will likely come through the Emergency Exit or West Corridor. Place Armor Panels here to delay their approach. If you hear one being destroyed, quickly group up to take the enemy out.
▲You can place Panels in the Press Room.
▲The Antechamber windows are also a good spot.
▲You can look down into the Lobby from the 2F Meeting Room by breaking the floor.
▲Placing Amor Panels in the West Corridor windows.
▣ B Archives ~ 1F Tellers
The Bombsites are divided up into two floors. The Archives room is right below the Tellers room, so it isn’t super far away but if you don’t take the hatch down you must take the Service Stairs. This makes it difficult to move between Bombsites. Defenders unfortunately must divide their teammates to cover each floor separately.
Attackers will often try to reach Tellers by going through the second floor Administration Office and taking the hatch down. This is actually rather difficult to stop. Your team must assign people to the second floor but they will be outnumbered because the rest of the team will be on the lower floors.
There are no windows on the underground floors to install Armor Panels on so you must use them on the first or second floors. I would recommend the 1F Visa Office or the 2F Administration Office.
▲Breaching the Archives Corridor roof will allow you to stop attackers coming from Visa Entrance.
▲You can also check the Visa Entrance using the 2F Administration Office hatch.
▲Breaking the bookshelf next to the aforementioned hatch will allow you to check the Visa Office window.
▲Creating a rotation from Tellers will let you access the Service Entrance directly.
▲Placing Armor Panels in the Electric Room.
▲You can also make a rotation between Archives and Archives Corridor.
▣ B Cafeteria ~ B Garage
Before all else, your team must defend the triple-wall in Garage. This wall leads outside and if breached will open up the Bombsite to the exterior. If you have Bandit or Kaid on your team make sure they reinforce this wall.
Even if your team performs a Bandit Trick, attackers can still penetrate the Emergency Exit door and scout inside. Rather than focusing on stopping the attackers completely, focus on delaying them for as long as possible because frankly your defenses will be breached eventually. How well your team can do this will decide the outcome of the match.
The underground floor doesn’t have many windows for Castle to use Armor Panels on. Instead of windows, try to install them on entrances while creating rotations with your Super Shorty Shotgun.
▲The triple-wall in Garage. Defend this wall for as long as possible.
▲Attackers might try entering through Emergency Exit so try to have someone cover this area.
▲A good set up of Cafeteria. Try to have Mira set up a Black Mirror in the indicated spot.
▲You can similarly set up the nearby Security Room as well.
▲Be wary of attackers going for the opposite side Cafeteria.
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Guides Guide to Playing Wamai on Coastline
Coastline, the Spanish map released during Operation Velvet Shell, is widely considered to be one of the most balanced maps, but is perhaps arguably attacker favored. The map is fundamentally a large rectangle composed of two floors and two staircases. The middle is cut out, leaving a very open courtyard. This area offers attackers plenty of angles to cut off defenders, while safely positioned on the roof, so be careful when rotating.
Wamai came into Operation Shifting Tides as the Kenyan partner to Kali, and the first to join her private military company, NIGHTHAVEN. He is a two-armor, two-speed defender with an appealing arsenal fit for most players. His gadget requires a more patient approach though, and dying early means being much less effective, similar to Lesion. He works best as an anchor, whether on or off-site, but he can lurk near site as well, readily rotating to supply his teammates with his utility.
WAMAI’S GADGET
Wamai’s Mag-Nets are discs that intercept all attacker projectile gadgets, including Capitao’s crossbow bolts, but excluding Hibana’s X-Kairos pellets. The projectiles are redirected and drawn towards the Mag-Net, triggering on their position instead after a few seconds. This makes them very effective at protecting bulletproof gadgets from being destroyed with explosives. Since they can be thrown and have a large range, they are fairly versatile, but there is a brief delay before activating.
Position your discs carefully so explosives are not drawn towards your teammate’s gadgets. Similarly, positioning them grouped next to each other can cause them all to be blown up with a single grenade, so space them out when possible. Wamai obtains up to five Mag-Nets over the course of the round. He begins the round with one, and gains another every forty seconds, obtaining all five just before the final minute of the round. Throughout the round, it is useful to keep at least one in your pocket to use reactively. If you predict the enemy team will bring Ace, you may wish to hide your first disc outside the main reinforced wall in attempt to deny one of his Selmas. It can also be useful to hide them outside windows near site that attackers commonly try to throw grenades from.
LOADOUT
Wamai enjoys the choice between either the Aug A2 or the MP5K. The AUG is one of the few assault rifles available to defenders, and it packs a powerful punch. Run it with your preferred 1x sight and either the flash hider or compensator. You may also equip it with the suppressor without suffering significant damage penalty; you will still kill attackers with the same number of bullets. If you want a higher fire-rate weapon, bring the MP5K with either the flash hider or compensator. You can equip it with a 1.5x scope as well, which will make it easier to land those headshots. Since the SMG features poor DPS, headshots will be key to winning your gunfights. As for secondaries, bring the Keratos if you fancy a hand cannon with awesome stopping power and some destructive capabilities. But if you prefer a more traditional pistol, you have access to the P12 as well.
The Deployable Shield is usually the ideal choice for Wamai, as it synergizes well with his Mag-Nets. Use your discs to soak utility while protecting your shield as long as possible. Use the shield to create additional positions for defenders to play on or near site while watching key areas. While covering these areas you can prefire at attackers thanks to the intel gained via the see-through slits.
The Proximity Alarm is perhaps not as strong as the Deployable Shield, but can be helpful for alerting your team to flanks. It may even be preferred if your team already has plenty of bulletproof gadgets that need protecting. Use the alarms to give you a heads up when attackers try sneaking through a key area to access site. Since you know where attackers will try pushing from, you can prepare by lobbing a disc or two in that direction.
DEFENDER BOMBSITES
BOMB SITE 1 – Hookah Lounge (2F) and Billiards Room (2F)
Most of the community prefers Hookah and Billiards, despite exposure to two balconies, two windows, and the roof. Navigating rotations requires a good bit of map knowledge to avoid getting caught between cross-fire. Attackers will likely push from the Hookah and Aquarium balconies, as well as up Cool Vibes stairs or through VIP hallway or Luggage hallway.
This shield gives great cover while keeping an eye on the default plant where attackers push through Hookah Balcony door. Protect it with Mag-Nets hidden in Hookah but keep some of those frisbees handy in case attackers try to flank you from Cool Vibes.
Another great position to hold is this shield in Billiards. Place it flush against the wall so you can still rotate between it and the table. Each of these holes I made in the wall will be made into rotates.
Rotate into Aquarium to lob some discs in case attackers try pushing in from the balcony or up through Luggage. If you have a player behind Bar, you could support them with a disc in the vent to catch explosives being dropped down.
Regardless of where you play, you may choose to hide some discs in the slots above in this hallway. This is to catch flashes and smokes from teams that prefer to push through this hallway - a very common strategy.
BOMB SITE 2 – Penthouse (2F) and Theater (2F)
While this site was initially a community favorite, as the meta has evolved it has become clear that the site is actually quite tough to hold and depends largely upon successful roams. The large window in Penthouse makes the whole room unplayable when someone rappels upside down. This leaves defenders with Theater, VIP Room, and the “L-shaped” hallway surrounding site, as well as playing below with nitro cells. In general, reinforce all theater walls leading to the hallway and the walls on the West side of Penthouse.
This setup is good if you mean to anchor as hard and long as possible in Theater. This gives defenders plenty of opportunities for plant denial if attackers focus Penthouse. A vaultable rotate should be made on ping so crouching defenders still have some soft cover and nitros can be thrown over.
Alternatively, place the shield here and hard anchor on top of this reinforced hatch. If this is the strategy, protect the hatch from being breached by Hibana below with a Mute Jammer or Kaid electroclaw. Both of these will doubly protect your shield from either Ace or Ash respectively. A Bandit battery could also be used on the hatch. There are plenty of lips in the furniture for you to lob your discs, but if the wall is breached, many of these discs might end up being shot out.
Another effective place to anchor is off-site in VIP. Plant a shield here where you can peek attackers in Guitar Hall from either side. Soak up as many projectiles as you can!
Make sure the right wall in VIP is reinforced so you aren't so easily flanked. You can also contest attackers in Theater Hall through this hole in the wall, setting up a crossfire with whoever anchors in there.
BOMB SITE 3 – Kitchen (1F) and Service Entrance (1F)
This is my personal favorite. It does, however, require a coordinated team. Otherwise attackers may successfully pull off a rush plant in Service doorway. Other than that, watch for attackers cutting off rotations from Kitchen window, breaching the floor above, and flanking through Lobby or the Bars.
Kitchen window is a candidate for an onslaught of projectiles, playing the Beer Rack behind the shield gives you a comfortable roost to perch while keeping an eye out.
Similar to Blue Bar, only half of this wall in Kitchen needs to be reinforced. Opening the top of the wall allows roamers to contest Kitchen Window from Luggage, and opening the feet gives a line of sight on attackers pushing through the perimeter. Alternatively simply open around head and chest level. This allows defenders to cover Kitchen doorway from Lobby. Reinforcing the entire wall just provides added cover for attackers that jump in Kitchen window.
This reinforcement should be placed between sites, and a rotate should be made in the corner so you can move between sites safely and keep an eye on Service door - another candidate for an onslaught of projectiles.
You can also place a shield here giving you a cozy corner to sit in. There are plenty of available disc placements, particularly those in the shelving so they cannot be shot out from above.
Place the shield such that it gives you cover from Bathroom and you can line up the slits to prefire attackers pushing through here.
BOMB SITE 4 – Blue Bar (1F) and Sunrise Bar (1F)
Though this site is a bit less popular, it is actually quite strong, so long as your team practices it regularly. It is similar to Penthouse and Theater, but objectively better; it just takes practice. Blue Bar, similar to Penthouse, is nigh impossible to play in due to the window; avoid contesting attackers outside unnecessarily. But Sunrise is larger and safer to hold than Theater. Office, like VIP, can be played to delay and control the flank, but has better cover. Unlike Theater and Penthouse, you also have the option of playing above until inevitably falling back. This can be challenging so your team may choose to spread out on first floor instead, flanking attackers upstairs or collapsing on them during their execute.
Holding onto Office will be very influential in the round outcome. Wamai can support these efforts quite effectively if attackers push laterally. If control over this room is maintained you can even keep an eye on Blue Bar window without playing inside it.
This setup is quite standard for Blue Bar. Many novice teams want to completely reinforce Blue Bar wall. This is a mistake. You are only giving massive amounts of cover to attackers that make it in here. Rather open these lines of sight with a shotgun or your Keratos so roamers can assist in defending Blue Bar from Lobby or Courtyard. A rotate can be opened up on my crosshair to give flexibility in rotating in and out of sight, but this is not necessary.
Many teams will prefer to completely reinforce this instead of opening a rotate so they cannot be pressured from attackers rappelling on these windows. However, keeping it open allows whoever is playing Blue Bar to set up a crossfire on this hallway with the teammate playing in Office.
On the other side of site, This corner on ping is commonly held with plenty of utility. While Wamai is perhaps not the best operator for this (a Smoke/Bandit would be better), he can certainly assist in these efforts with his shield and discs.
Support the player tucked in the corner by playing in the Bar area, covering this site window and through this line of sight, even covering attackers pushing in through Towels.
If the corner player brings their own shield, place yours here to give you cover and some solid flank watch potential.
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