The linear nature of the stage definitely puts an advantage on chargers. Less wiggle-room = easier kills for any weapon but particularly for chargers because of the massive linear range. See where I'm getting at? Not only can they cover turf here very well but can kill foes easier too because the linearity of the map and the weapon itself match up. This is why I believe its the best charger map, more so than arowana mall especially with Kelps. The sprinkler makes covering the wider sections much easier and the killer wail works similarly to the charger itself with massive linear range just on a larger scale. As a charger user, I really like this stage though I won't deny that counters are much harder on this stage than most.
On the flipside, seekers and splash wall work very well on this map. Splash walls already make for a great defensive option but here ots very good as an offensive push. Have someon set up the wall and the teammates get behind him. Seekers work a lot like chargers but here its a really good warding off tool or distraction tool. The enemy will of course be preoccupied with y'know, not getting hit that if they decide to jump over it that's your chance to get them. Alternatively, if they run away, ink turf. Them running away gave you a chance to reclaim ground/push forward.
Edit: When I say linear, I mean the middle grid-like ground. The paths are straight and clumped together. There are small alternate paths but nothing like other maps.
Another point: echolocators work well too since sneak attacks are very viable options. If you know the position of a player, get them. The close quarters nature of the map will limit their options so if you can get behind them, they're gone.