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Guides Guide to Playing Wamai on Oregon
Oregon is on the larger side, but has some very direct avenues to site with quite tight choke points. Its three floors are a bit spread out and feature many destructible floors and ceilings. Three major staircases connect the map together, creating plenty of flank routes. The lobby in the East contains a set of stairs, as does the Security Corridor in the South, and the Big Tower in the North.
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 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.
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.
BOMB SITE 1 – Kids' Dorms (2F) & Dorms Main Hall (2F)
Attackers will have two major pushes available to them. One involves pushing from Master Bedroom and Armory to breach Games Room wall. The other involves taking control of Big Tower and breaching Attic to push. Often you will see an attempt to breach both of these. But be on the lookout for attackers pressuring windows surrounding site or flanking either of the nearby staircases.
A lot of teams like using Ace to safely breach this wall. You may be able to catch an early Selma with a Mag-Net hidden in this upper corner. This is a pretty ratty play though - it isn't a guarantee and it certainly won't work twice... well it shouldn't! But against some teams it might ;)
As for a more traditional strategy, you can play this shield, delaying an attic push as long as possible. These two discs are very difficult for attackers to shoot out. Other positions in the rafters may be spotted and shot out. You could also toss one above the reinforced wall just as the breach goes off.
Otherwise you may wish to cover Big Window in Main Dorms since some teams will bring a Capitao to deal with this position. With a shield here you have more room to move around while doing so and can simultaneously keep an eye on Pig doorway (Trophy Room).
You can also play further up to handle the Games Room breach and plant. Position this shield as far forward as possible so you aren't exposed to White Stairs while playing it.
BOMB SITE 2 – Kitchen (1F) and Dining Hall (1F)
Kitchen and Dining is a tricky site to hold. Attackers tend to push Small Tower and breach Dining wall. Otherwise they may push through Meeting Room to breach Kitchen wall. Be on the lookout for flanks coming through the surrounding hallways and Security Room. Kitchen is vulnerable to soft destruction breachers above, but the ceiling in Dining is largely indestructible. Extend into Showers to control the perimeter and delay the Small Tower push.
With this Kitchen shield, you can line up a pixel angle on this Meeting Doorway. While it's not necessarily worth contesting you can keep an eye on it while stacking this doorway with utility to plug up a push attempt through the hallway.
Another important area to protect is Security. It is another common approach to site for attackers and is more easily defended by extending the site into it. Have a teammate create a rotate next to you and play this shield here.
If your teammate opens up a rotate into showers, you can play this shield to contest Small Tower through these lines of sight and Side Hall window. position your shield so that it protects you from both.
BOMB SITE 3 – Meeting Hall (1F) and Kitchen (1F)
Attackers like to focus on taking control of Big Tower to breach Attic and Meeting Hall, enabling a plant on the Stage. If they do focus Kitchen, they may push from Small Tower and above, and flank through Security, breaching Kitchen wall and hatch. Due to the overlap with the above site, much of the same information applies here as well.
This shield on the Stage provides you with a nasty pixel on the surrounding Hallway. Even if breach is opened, you can waste as much utility as possible, dropping through the hatch if need be.
A position that still has a big impact on the round while still allowing you to keep an eye on the flank coming from Lobby is this shield and these sand bags. This gives you a solid bunker to hold, but you may want to have Mute or Bandit protect the reinforcement behind you so your shield isn't easily disabled. The great thing is, as long as they don't open both sides of Meeting, you can just rotate to the other side of the shield!
Again this hallway is worth holding, but this time you may want to more aggressively challenge attackers.
If your team needs someone to watch for a push coming from Dining instead, though this sort of attack is less common, you can slap the shield in the doorway and hide some discs under the furniture to keep it safe.
BOMB SITE 4 – Laundry Room (B) and Supply Room (B)
The basement has seen a major overhaul since the map rework. Attackers frequently push Blue Bunker to breach, and head into Meeting to open the hatch. This push can be defended by playing the Pillar in Boiler Room, and playing the Elbow connecting Supply to Bunker. They also like to push Small Tower to breach Freezer wall. Watch for attackers flanking Laundry via Lobby Stairs.
Basement can be played in a variety of ways, especially since it's so spread out and a traditional defense involves hunkering down throughout the whole floor. One of the strongest entrances available to attackers is Bunker. Play this shield aggressively stacking utility to stop attacker projectiles, including Ace's Selmas.
You can also play further back, on this shield in Boiler Room, contesting attackers through this hole in the wall. Above the doorways make for some great disc placements.
This forward lip can also be a good position, depending on where your teammates use their own utility.
Freezer is another prominent entrance to site that attackers frequently seek to breach. This position on Lockers is a particularly strong spot to hold from, especially if the hatch remains shut.
Whether you choose to play in here or not, this could be a great early disc to toss to catch a Selma placement.
You can also hold the bottom of Laundry Stairs, using this shield to watch Freezer breach and this Mag-Net to catch projectiles being launched down the stairs.
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