// per-class strategy
How Each Unit Should Play Administration HQ #
Administration HQ has the most class-divergent map performance — Sniper is dominant, Enforcer is borderline, and Infiltrator finds usable flanks.
TG-87 was designed for these lanes. 152 damage at 30-50m means most engagements end in 1-2 shots before the target can return effective fire. The map's atrium sight lines are long enough that Sniper rarely needs the Rifle0 secondary — you can disengage and reposition without exposing yourself. Play patient: hold an angle, force the enemy to commit, and break line of sight after every kill.
Xray's value is highest here — the map is large enough that visual scouting is slow. Cloak supports the flank route around Sniper sight lines, since the map's corridor system has enough corners to support uncontested traversal. Your role: flank around enemy Snipers and TT-02 them from behind, then disengage before their team rotates.
Rifle0 at 30-50m is technically usable but inefficient — you'll lose damage trades to TG-87 across atriums. Assault works in the corridor junctions, where Rifle0's sustained fire dominates 5-15m engagements. Force atrium enemies to come through your corridor.
Long atrium lanes are outside EnfExt210's efficient range, which puts Enforcer outside its preferred geometry. The class can still anchor specific corridor chokes — the map has 2-3 natural anchor points where Enforcer's sustained fire matters — but you can't free-roam here the way you can on DMArena. Pick Enforcer only when your team needs a specific corridor locked down.