Gathering the CTF strategies/tactics

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Taleweaver

Wandering spirit
May 11, 2004
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Okay...this is my 1000th post \o/
This means I've contributed 1000 replies on questions, remarks or simply for fun. I probably wasted ...eeehm spent dozens of hours in here, hoping to help the community somehow.

Right now, I'm hoping this effort gets rewarded, because I have a favor to ask. Most of you know I'm writing guides, guides from which I hope they cover about everything worth knowing about the subject. Right now, I'm trying to write about CTF...

Unlike my previous guides on gametypes (ONS, AS, BR), CTF has been around longer than I have on the multiplayer scene. On FragBU's, there are much more experienced players than me out there. I observe and try to learn from them, but I don't think I've got all the info on "how to decently play CTF" yet :hmm:

So...here's my request: read what I have written, comment on it, mention whatever is missing, point out the errors (even if they're just grammar errors) and/or simply give some feedback on the whole. In particular, I'd like to know how adrenaline is best spent in each role (I just use speed, but I'm a flag runner)

Some small rules:
-no level specific tips/tricks. These would make the guide too long (feel free to write your own one, if you have to ;) )
-standard setup: no instaGib lowgrav tricks, or tips that only work if translocators are off or whatever
-don't mention things that are already missing, unless they aren't clear enough

Ok...That's about it. Here's what I have so far:

---

Capture the flag guide

NEVER give up on CTF. CTF is the one true way, the middle path as it were. It's where the rubber meets the road and your chocolate gets into my peanut butter. CTF is insured against acts of God AND Satan. CTF is all things, and none of them, and dammit we like it that way! - [Apoc]Discord, BeyondUnreal forums


Capture The Flag (or CTF)...From all the possible gametypes a First Person Shooter can have (with possible exception of deathmatch) CTF might be the most popular one. At this moment, there are hundreds - maybe even thousants - of clans that focus mainly on this gametype. The reason for this popularity can be found in the objectives: these are simple to understand, but hard to master. They require teamwork and coordination, skill and agility, guts and common sence, and in our case... a retail copy of UT2004 as well ;)

In essence, CTF is played with 2 teams. Each team starts in a base that contains a flag. The goal is nothing more than to go out to the other base, grab their flag and bring it to your own base. You score a point whenever you touch your own flag post and your own flag is still in that position. Enemy flags can be picked up simply by walking over them. A flag drop if you die while carrying it. It can then be picked up picked up by a teammate. If someone of the own team touches the flag, it is immediately reset to the starting position. The flag is also reset if it drops in a death zone (chasm, lava, ...) or when it isn't picked up within 23 seconds.
CTF can be found in most arcade-style FPS'es, but the Unreal-based ones have thing that set them apart completely: the translocator. This little device gives every player an incredible movement boost, allowing them access to all corners of the map in a matter of seconds. There are some disadvantages to the thing, though. It's limited in use (though it recharges), and if you teleport yourself while holding the flag, you immediately drop the thing.

Roleplay

An important thing to keep in mind is that the gametype revolves around the flags. It isn't deathmatch, and you're doing nothing but weakening your team's position if you forget this fact. When playing CTF, you should stick to a particular role and only change if your team has too much players doing the same thing you do, or if a role is needed in a game. Each role has its set of priorities, but if the context requires it, you should be able to adapt quickly (eg. when you're a defender and a flag drops next to you, you should pick it up and carry on the work of the flag runner).
As far as I know, these are the different roles:

defender

As a defender, your main role is to prevent the enemy team from touching your flag. You leave your position once the flag gets stolen, to chase down enemy flag runners, even if it means they have to get all the way to the other base.
Note that 'chasing' is only used by lack of a better word: if possible, they should get ahead of the flag carriers, awaiting them at points the Enemy Flag Carrier (or EFC) has to pass. In emergencies, defenders also take the enemy flag: not so much to hope for a cap, but more to prevent the other team from scoring a point. And "emergencies" can be just about everything that helps the EFC: the EFC picked up a keg/super shield, he can be covered by many people or he is just close to their own flag.

If the defenders succeed in taking down the EFC, try to delay returning the flag until the rest of the defence is in position (about 5 seconds max). I repeat: try; don't hesitate to return the flag for even a second if there are other hostile forces in the area.
Anyway...after returning the flag, they should get back to the base as soon as possible. Run, translocate or even suicide if you have to, but make it back to the flag post before an enemy arrives there.

roamer

Unlike the other roles, a roamer's goal doesn't directly involve flags. Instead, they provide backup for whomever needs it (as long as they are from the same team ;-) ). They will try to get a lockdown on the center of the map by getting all the power-ups and items that linger around there. They should try to get the attention of enemy attackers, so they won't proceed toward your flag, stop or stall EFC's whenever they come by, and cover Friendly Flag Carriers (FFC's) the rest of the way (see below).
Roaming isn't easy. You have to know just about everyone's position at all times to be of any use and have to get in the right position fast. Oh, and warn your team about the important stuff, will ya?
Lots of maps have two or even more completely independant routes to / from the flag, which makes roaming close to impossible.
Roaming is a good way to check out behaviour at pub games; you get to see what the strong and weak points of your team are, so you can shift your role to whatever is more needed.

attacker

These are the guys who risk their lives to get to the other base and steal their flag. Since this is so dangerous, it's best to group together to make it out alive.
Nothing makes you a more eager target than when you carry a flag (except carrying a BR ball). Whilst everyone of the other team has their roles as well, no one is going to leave an opportunity to at least take some shots at you. Therefore, you must be able to move quick and agile, being able to change direction in the blink of an eye.

Be carefull as you aproach the flag: many flag runs end after a few meters (or yards) because the defenders predicted the time these guys pick up the flag and shot their rockets to the flag at the right time. Watch out for defenders; they usually hide out, waiting for someone to approach the flag post. Sometimes it's better to start shooting them first, to make sure they target you rather than the flag post (don't turn it into a duel; you can still pick up the flag as soon as his aim is off the place).
Even if you survive this encounter you better have lots of health, since having the flag is never a healthy situation. In fact, sometimes it's better to wait before picking it up, and go fetch some health/armor from the enemy base. Or let your fellow teammate pick up the flag, while you support him/her.

Lots of attackers pick up the flag and immediately rush back to the own base. Whilst the enemy base is always an unsafe place to hang around in, it usually has more items and power-ups than the center area. If you don't have anyone on your tail, you could hide out in the base and replenish your health / armor / weapon status before you begin the journey back home. The longer you can stay out of sight, the more the other team will asume you are already left the base, and will start looking in the direction of your own base. This is also the reason why you should only fire when you're seen: one shot can alarm the entire team, which limits the chances of a succesfull run.

Sooner or later, you're going to run back to your base anyway...And you're going to be spotted just as well. Then don't just "do nothing" with your weapons: either run backwards while firing some explosive stuff (assuming you know where you're going), or deploy your shield gun's shield.

There are good chances that in the course of the game, both flags will be taken at the same time. When this happens, you must try to find a safe hiding spot, preferrably somewhere in your own base (doorposts, meshes, ...). Don't trap yourself, and always be ready to restart running whenever you're spotted, but otherwise try to keep a low profile.

When supporting another flag carrier, your position is important: in each case, you should be between the enemies and the flag carrier at all times. This makes it easier for you to pick up the fallen flag, and you can serve as a human 'shield', blocking some fire for the flag carrier. The distance isn't that easy: if you're too close, an enemy can take you both out. But you can't be too far either, because you should be able at all times to pick up the fallen flag if your flag carrier dies.

After a succesfull attack, it's best to stick around the flag pole for a couple seconds. Many enemy defenders will be close, and they usually try to make a run with the flag while they're at it.

variations

Generally speaking, players should try to stick with their designated flags wherever they go. Since this isn't always possible, some attackers and defenders choose to orient themselves around the flag poles rather than having to search for the flag carrier.
Attackers choose to stay behind in the enemy bases, gathering up the items and weapons while waiting for the time the flag returns. This strategy is commonly referred to as 'freestyling' or 'base raping'.
Defenders very rarely stay behind to camp the home flag post, since they can't do anything to prevent the enemy team from scoring. It's only worth considering if the other team is raping your base on a regular basis.


Levels

As with all levels, knowing the levels allows for more complex actions. And with CTF, you're in luck: over 95% of the maps have some kind of symmetry into them. They are either mirrored around the center point (providing both sides the same view, seen from their bases) or around an axis that crosses the middle (what is left for red is right for blue, and vice versa).

This kind of symmetry allows for better balanced games and easier coördination. It's important to know all routes a flag carrier can take in and out the bases, and where he could hide (either to use it, or to counter these tactics). Knowing how to cut off an EFC is important for about everyone who's near one, and you shouldn't let the enemy team allow to grab all the power-ups of the level either.

On most levels, the center serves as a passing ground. It's pretty common that enemies simply pass by each other here, in order to reach the other team's flag first.

translocator

No matter what your role is, never forget about the translocator. With a little practice, it allows for great means to travel fast (for some basics, check here) and thus fast navigation of the level. No matter what your role is, good translocator skill always comes in handy (even if it is "just" to quickly get a weapon). Beside these increased movement abilities, the device is also usefull in following ways:

As a defender, you can leave the disc on a safe spot in your base. This allows you to pick a "backup spot" when defending the base. The enemy has taken your flag? No problem: just translocate to the entrance of your base, where the carrier has to pass through. You're a sniper, but are spotted and an easy target? One click and you're transported to some med packs.

Attackers can do something similar in the enemies base: if they drop the disc somewhere in the enemy base, they have a relatively safe backup spot to get back to once things get too rough, or when your team captures the flag. Sometimes it's even a good choice to translocate while you're holding the flag! You'll drop it, so a potential teammate can pick it up and carry on, while you replenish your health with their items. And if there is no such teammate around, then you can comfort yourself with the thought that you're still alive and near the flag post.
Note that dropping a translocator in the enemy base is (of course) more dangerous than dropping it in the own base: if an enemy sees it, he/she can easily destroy it, turning it into a death-trap for the owner. Therefore, it's best to first find a good spot to drop it, before you try to grab the flag. Oh, and check the camera before you translocate: your disc is destroyed if there are sparks showing.

Due to the fact that everyone is translocating all the time, it won't be easy to simply frag someone. Most of the time, you don't need to (this isn't deathmatch, you know?), but it's not that hard as it sometimes seems. You have to know that translocating everywhere becomes a routine, and routines have the habbit to be done without thinking. So whenever you want to frag one of these guys, do not aim for where they are. Instead, take a shot at where the disc is going to. If you manage to hit the disc, you've scored yourself a telefrag, and otherwise you can be sure that the damage will hit the player. In turn, these players can withdraw their disc rather than transporting, but because 'disc fragging' (or whatever it's called) is kinda rare, most of them simply transport theirselves to bits.

Communication

CTF is a team game. And as with any team game, you'll have to play...as a team player. This comes basically down to checking how the rest of your team plays and then filling in the void. Trying to get a high personal score or being the hero of the team is stupid, and in many cases even dangerous. Your offensive / defensive power must be about equal to allow for a succesfull capture, otherwise your team has some problems (unless the other team is playing unbalanced as well).
A part of problems with this is caused by off-line games. Epic has set the bots to balance out the roles pretty nicely, and they adapt their role to whatever is needed or called for by the player. Strange enough, this intelligent behaviour this is unlike a multiplayer game of CTF (at least the ones in the pubs). In multiplayer, you don't have the luxury to just do your thing and expect everything to work out in your advantage. Keep in mind that there is no team leader, and that commands like 'attack the base' don't get blindly obeyed. Anarchy (=everyone plays as he/she wants) is the norm of pub play, and you better adapt to that or go back to offline.

Now...there is no leader, but this doesn't mean you're on your own. Everyone on your team still has the same objective you do (cap some flags!), and if you suggest actions rather than (try to) order people around, chances are higher that people are willing to help you out. Keep in mind, though, that they have their own role picked, and you must respect their choices in the game.

As far as communicating goes, it's about telling as much as possible in the shortest amount of time (no one is going to wait while you are typing your messages). That's why it can help to bind keys to things like speech OTHER 2 (I got the flag) and speech OTHER 12 (EFC is here)...You can find a full speech list in the middle of this page.
These commands also indicate your position, so don't use them unless you're still alive...or have keys bound to general indications like "teamsay <<<left<<<" and "teamsay ^^^ up ^^^" (all 'teamsay' commands also include your current position)

If you're lucky enough to have a microphone, you can inform your team over voice as well. I don't have any experience with this, though, so I'm leaving this for you to find out.
 
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Salvatore

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Aug 25, 2004
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Nice guide, mind if I give a few addendums?

A team full of snipers doesn't even help with the defence. A single shield-gunner can beak in and steal the flag leaving you powerless.

Be adaptable. If the flag drops near you, your sole priority should be to grab it before the enemy and score. Waiting for the designated runner won't help a bit.

Use hitscan to take out the EFC if he's running. If he tries to hold you off, he's stupid. Use the biggest gun you've got.

Distractions can really help, and I'm pretty good at 'em :)
If you are able to meet an attack wave, then alone try to draw them off course. This works even better against the defender type, so a runner can slip in un-noticed.

Campers, keep your rifles pointed at head-height above the flag! Easiest way to stop an attempt!
 

Old Gil

°J2°'s resident lagger
Jun 20, 2004
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- an important strategy ive learned from playing bots, is that killing the opposing team is not always important... if u have a guy inside the enemy base and just got the flag, and u see an enemy, DONT kill him, killing him will just provide more opposition for your flag carrier, i like to follow him, and after my teammate had some time to run with the flag, THEN i kill the enemy ;)
 

Raffi_B

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Oct 27, 2002
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Hints for carrying the flag:

If you take it when nobody's around, the enemies will be anticipating that you will be exiting their base soon. Throw off their timing. Wait a bit and go around collecting health and ammo. This will confuse them, and they will go off to search your base to see if you have already returned. Now you can just sneak right behind them and hope your defense can defend your flag.

The flag is not only an offensive weapon, but also a defensive one. If you happen to see the enemy FC pick up a health keg or supershield or something, it might be more efficient to go take their flag instead of trying to kill him. While this isn't always the case, it certainly holds true on a map like Citadel where the flag carrier can confuse enemies very easily in his own base.

Always try and do all of the wierd stuff you can. Drop down from a ledge, then go right back up via a lift. This will confuse enemies greatly, who have just translocated where they thought you were going, leaving you a headstart on where you want to go.

Lastly, never "do nothing" with you weapons while running backwards toward your base. Either deploy your shield, or just spam rockets everywhere. Just doing nothing is the worst thing you could be doing.

That's all for now... I'll try and think of more tips later.
 

haarg

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Apr 24, 2002
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If you remove the base camper and freestyler roles, you have a pretty good start. Camping either base when the flag isn't there doesn't help your team.

When on defense, you follow your flag. If it leaves your base, you chase after it (or intercept it). When it gets returned, run, trans, or suicide back to base to defend again. Flag carrier defense is better provided by the players on offense.

Camping the enemy base (freestyler) when their flag isn't there is pointless. At FragBU, it is the thing I hear the most bitching about. If a teammate has the enemy flag, cover them!

While flag room defense (with no flag around) and enemy base camping help occasionally, they shouldn't be done enough for them to qualify as a dedicated role.
 
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Renegade Retard

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Dec 18, 2002
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Midfield (roamer, freelancer, whatever) - it is important to keep in good communication with both your offense and defense. When communicating with your defense, it is important to know where the EFC is going, and quickly move into position to cut him off. You may not be able to kill him, but you can slow him down until your defenders catch up, make the EFC change routes to one he's not comfortable with, and relay updated info to the defenders on the EFC's position. When communicating with the offense, you've got to what route your flag carrier is coming and quickly move to provide him cover. Do NOT follow closely near your flag carrier. Instead, move into position so that the defenders are between you and your offense, creating a crossfire situation for their defense. It makes it much more difficult for them to stop you FC if they're getting hit from two sides.

Defense - you often find yourself having to chase down an EFC. Often though, as soon as you return the flag, another EFC is picking it up. Do NOT make the mistake of trying to hurry back to intercept, only to have to go searching for him again. As soon as you return the flag, suicide to respawn back at your base to get on defense as soon as possible. (Something I've known for a long time, but have recently forgotten. Thanks for reminding me Haarg ;) )
 

haarg

PC blowticious
Apr 24, 2002
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Renegade Retard said:
Defense - you often find yourself having to chase down an EFC. Often though, as soon as you return the flag, another EFC is picking it up. Do NOT make the mistake of trying to hurry back to intercept, only to have to go searching for him again. As soon as you return the flag, suicide to respawn back at your base to get on defense as soon as possible.
Also note, sometimes it helps to delay returning the flag until a teammate is back in base to defend. This can be extended to returning it just as your carrier walks over the flag base, making it impossible for the enemy to pick it up before the cap.
 

m&ms

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Jul 13, 2003
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Salvatore said:
A team full of snipers doesn't even help with the defence. A single shield-gunner can beak in and steal the flag leaving you powerless.

actually, with two snipers on opposite sides of the enemy, that enemy can only shield against one at a time. if the snipers are any good, that fc is dead.
 

hal

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Some basic spelling/grammar correction:

Capture the flag - of all the possible gametypes a First Person Shooter can have (with possible exception of deathmatch) CTF might be the most popular. At this moment, there are hundreds - maybe even thousands - of clans that focus mainly on this gametype. The reason for this popularity can be found in the objectives: these are simple to understand but hard to master. They require teamwork and coordination, skill and agility, guts and common sense, and in our case… a retail copy of UT2004 as well

In essence, CTF is played with 2 teams. Each team starts in a base that contains a flag. The goal is nothing more than to go out to the other base, grab their flag and bring it to your own base. You score a point whenever you touch your own flag post and your own flag is still in that position. Enemy flags can be picked up simply by walking over them. A flag drops if you die while carrying it. It can then be picked up by a teammate. If someone of the own team touches the flag, it is immediately reset to the starting position. The flag is also reset if it drops in a death zone (chasm, lava, etc.) or when it isn't picked up within 23 seconds.
CTF can be found in most arcade-style FPS'es, but the Unreal-based ones have thing that set them apart completely: the translocator. This little device gives every player an incredible movement boost, allowing them access to all corners of the map in a matter of seconds. There are some disadvantages to the thing, though. It's limited in use (though it recharges), and if you teleport yourself while holding the flag, you immediately drop the thing.

Roleplay

An important thing to keep in mind is that the gametype revolves around the flags. It isn't deathmatch, and you're doing nothing but weakening your team's position if you forget this fact. When playing CTF, you should stick to a particular role and only change if your team has too much players doing the same thing you do, or if a role is needed in a game. AFAIK, these are the different roles:

base camper

Base campers guard the base at all costs. They protect the flag post with their lives, even if the flag is taken (to prevent base rapes). In lots of games, this role gets forgotten because these players can't stop the enemy team from capping. Nevertheless, it's important to counter enemy players who remain behind in your base. In the event that both flags are taken, their role becomes more important, as these are the guys that provide the most cover for the flag carrier.

flag protector

This is the common variant of the defender. As a flag protector, your main role is to prevent the enemy team from touching your flag. But as soon as the flag gets stolen, these guys leave their position and chase down enemy flag runners, even if it means they have to get all the way to the other base.
Note that 'chasing' is only used by lack of a better word: if possible, they should get ahead of the flag carriers, awaiting them at points the EFC has to pass. In emergencies, flag protectors also take the enemy flag: not so much to hope for a cap, but more to prevent the other team from scoring a point.

roamer

Unlike the other roles, a roamer's goal doesn't directly involve flags. Instead, they provide backup for whoever needs it (as long as they are from the same team ;-) ). They will try to get a lockdown on the center of the map, harassing large groups of attacking enemies and providing cover fire for friendly flag runners.
Roaming isn't easy. You have to know just about everyone's position at all times to be of any use and have to get in the right position fast. Lots of maps have two or even more completely independent routes to / from the flag, which makes roaming close to impossible.
Roaming is a good way to check out behavior at pub games; you get to see what the strong and weak points of your team are, so you can shift your role to whatever is more needed.

flag runner

these are the guys who risk their lives to get to the other base and steal their flag. Since this is so dangerous, it's best to group together to make it out alive.
Nothing makes you a more eager target than when you carry a flag (except carrying a BR ball). Whilst everyone of the other team has their roles as well, no one is going to leave an opportunity to at least take some shots at you. Therefore, you must be able to move quick and agile, being able to change direction in the blink of an eye.
It's a bonus if you can run backwards and shoot enemies who are following you, but nothing more than that: 2 guys will replace the 1 guy you just fragged.
Be careful as you approach the flag: many flag runs end after a few meters (or yards) because the defenders predicted the time these guys pick up the flag and shot their rockets to the flag at the right time. Watch out for defenders; they usually hide out, waiting for someone to approach the flag post.
Even if you survive this encounter you better have lots of health, since having the flag is never a healthy situation. In fact, sometimes it's better to wait before picking it up, and go fetch some health/armor from the enemy base. Or let your fellow teammate pick up the flag, while you support him/her.

Lots of flag runners pick up the flag and immediately rush back to the own base (I'm one of these guys). Whilst the enemy base is always an unsafe place to hang around in, it usually has more items and power-ups than the center area. If you don't have anyone on your tail, you could hide out in the base and replenish your health / armor / weapon status before you begin the journey back home.

There are good chances that in the course of the game, both flags will be taken at the same time. When this happens, you must try to find a safe hiding spot, preferably somewhere in your own base (doorposts, meshes, etc.). Don't trap yourself, and always be ready to restart running whenever you're spotted, but otherwise try to keep a low profile.

When supporting a flag carrier, your position is important: if you're too close, an enemy can take you both out. But you can't be too far either, because you should be able at all times to pick up the fallen flag if your flag carrier dies.

freestyler (a.k.a. base raper)

It's commonly the best strategy to cover flag runners, but due to their sometimes unpredictable movements, they can throw supporters off their trail as well. These players can then choose to stay behind in the base and regaining their health status on the enemies' items. Sooner or later, the flag will be returned (either by a cap, or because the flag runner was shot down). At that point, the freestyler will come out and make a run with the flag.
As a freestyler, you must avoid being seen while you pick up as much items as you can. Don't waste your ammo on fragging people: they spawn directly again on almost the exact same location.
Freestyling often appears in a '2 flags taken' situation: in this case, these are the guys that try to find the EFC (together with the flag protectors) to be able to return the flag.

Levels

As with all levels, knowing the levels allows for more complex actions. And with CTF, you're in luck: over 95% of the maps have some kind of symmetry into them. They are either mirrored around the center point (providing both sides the same view, seen from their bases) or around an axis that crosses the middle (what is left for red is right for blue and vice versa).

This kind of symmetry allows for better balanced games and easier coordination. It's important to know all routes a flag carrier can take in and out the bases, and where he could hide (either to use it, or to counter these tactics). Knowing how to cut off an EFC is important for about everyone who's near one, and you shouldn't let the enemy team grab all the power-ups of the level either.

On most levels, the center serves as a passing ground. It's pretty common that enemies simply pass by each other here, in order to reach the other team's flag first.

translocation

No matter what your role is, never forget about the translocator. With a little practice, it allows for great means to travel fast (for some basics, check here) and thus fast navigation of the level. No matter what your role is, good translocator skill always comes in handy (even if it is "just" to quickly get a weapon). Beside these increased movement abilities, the device is also useful in following ways:

As a defender, you can leave the disc on a safe spot in your base. This allows you to pick a "backup spot" when defending the base. The enemy has taken your flag? No problem: just translocate to the entrance of your base, where the carrier has to pass through. You're a sniper, but are spotted and an easy target? One click and you're transported to some med packs.

Attackers can do something similar in the enemy base: if they drop the disc somewhere in the enemy base, they have a relatively safe backup spot to get back to once things get too rough, or when your team captures the flag. Sometimes it's even a good choice to translocate while you're holding the flag! You'll drop it, so a potential teammate can pick it up and carry on, while you replenish your health with their items. And if there is no such teammate around, then you can comfort yourself with the thought that you're still alive and near the flag post.
Note that dropping a translocator in the enemy base is (of course) more dangerous than dropping it in the own base: if an enemy sees it, he/she can easily destroy it, turning it into a death-trap for the owner. Therefore, it's best to first find a good spot to drop it, before you try to grab the flag. Oh, and check the camera before you translocate: your disc is destroyed if there are sparks showing.

Due to the fact that everyone is translocating all the time, it won't be easy to simply frag someone. Most of the time, you don't need to (this isn't deathmatch, you know?), but it's not that hard as it sometimes seems. You have to know that translocating everywhere becomes a routine, and routines have the habit to be done without thinking. So whenever you want to frag one of these guys, do not aim for where they are. Instead, take a shot at where the disc is going to. If you manage to hit the disc, you've scored yourself a telefrag, and otherwise you can be sure that the damage will hit the player. In turn, these players can withdraw their disc rather than transporting, but because 'disc fragging' (or whatever it's called) is kind of rare, most of them simply transport themselves to bits.

Communication

CTF is a team game. And as with any team game, you'll have to play...as a team player. This comes basically down to checking how the rest of your team plays and then filling in the void. Trying to get a high personal score or being the hero of the team is stupid, and in many cases even dangerous. Your offensive / defensive power must be about equal to allow for a successful capture; otherwise your team has some problems (unless the other team is playing unbalanced as well).
A part of problems with this is caused by off-line games. Epic has set the bots to balance out the roles pretty nicely, and they adapt their role to whatever is needed or called for by the player. Strange enough, this intelligent behavior this is unlike a multiplayer game of CTF (at least the ones in the pubs). In multiplayer, you don't have the luxury to just do your thing and expect everything to work out in your advantage. Keep in mind that there is no team leader, and that commands like 'attack the base' don't get blindly obeyed. Anarchy (=everyone plays as he/she wants) is the norm of pub play, and you better adapt to that or go back to offline.

Now...there is no leader, but this doesn't mean you're on your own. Everyone on your team still has the same objective you do (cap some flags!), and if you suggest actions rather than (try to) order people around, chances are higher that people are willing to help you out. Keep in mind, though, that they have their own role picked, and you must respect their choices in the game.

As far as communicating goes, it's about telling as much as possible in the shortest amount of time (no one is going to wait while you are typing your messages). That's why it can help to bind keys to things like speech OTHER 2 (I got the flag) and speech OTHER 12 (EFC is here)...You can find a full speech list in the middle of this page.
These commands also indicate your position, so don't use them unless you're still alive...or have keys bound to general indications like "teamsay <<<left<<<" and "teamsay ^^^ up ^^^" (all 'teamsay' commands also include your current position)

If you're lucky enough to have a microphone, you can inform your team over voice as well. I don't have any experience with this, though, so I'm leaving this for you to find out.

There are still a lot of errors and passive sentences, but you're writing a guide - not a thesis. ;) Good job. :tup:
 

1337

1337
Jun 23, 2004
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One cool technique if you can communicate to your team effectively is to go ahead of your team's attacking group, grab the flag and try to run the flag as far as your able to on one pathway of the map (a pathway farthest from the the one your teams attacking group is on). Before you drop the flag (either because the group of chasers killed you or you used xloc to escape) you could have already given your teammates an alert that the flag will be dropped. Then one of the scoreboard point hungry enemy player will hastily reset the flag. And your attacking team can anticipate the return grab the undefended or lightly defended flag and take a path to their base that is farthest away from the path you've led the FC chasers. This potentially could take a lot of defenders out of the picture. And the effectiveness of this depends greatly on the map you are playing on. And it only works if you can run the flag a distance from their base, ofcourse.

Also if your are one of the people chasing down the FC and managed to kill or force the FC to drop the flag and their no more potential FCs in sight, communicate to your team that the flag will be reset in 5 seconds or something. Some people predict the flag to be reset after they get "XXXX dropped the flag" but the benefit of being on the team that returns the flag is you can choose almost exactly when the flag is returned. Sometimes if you are defending against more attackers than you can handle anticipating the flag being returned and want you more time for backup to come, you can message a request to your teammate to delay the return of the flag in order to get more reinforcements.

Taleweaver said:
Be careful as you approach the flag: many flag runs end after a few meters (or yards) because the defenders predicted the time these guys pick up the flag and shot their rockets to the flag at the right time. Watch out for defenders; they usually hide out, waiting for someone to approach the flag post.
I commit suicide a lot too. On some maps the only way you can grab the flag knowing you might not get a decapitating shock combo is to frag all the defenders or to have them engage in duels with teammates. Unless they just let you get away without a fight because they are tired of the map. :D This can be fun sometimes, because they are anticipating you to take the flag so you can use that against them.

Sometimes very early in a "double flags taken" situation it is best to purposely return the enemies flag if it is likely to be returned anyways. Because the more time you hang on to the flag the more time the EFC has to get closer to his/her base. Also if you are chasing an EFC and have him cornered or you can finish him off whenever you desire and it is a double flag taken situation and your TFC is giving you lots of info on his progress, you can attempt to time it so when you return your flag there isn't a lot of time for an enemy to steal your team flag and hinder the TFC from capping.
 

T2A`

I'm dead.
Jan 10, 2004
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Richmond, VA
Trick jumps and snazzy flag returns only work in videos. ;)

I don't know if it's a viable strategy, but if I make it back with the flag and score, I always stop what I'm doing and defend my flag until I die, then I'll go on the offensive again. Or say I get owned pretty good before I get to their flag and I don't want to start a flag run with such crappy health, I'll come back to my base to defend until I die, or I'll just harass the other team in their base. :D

That's probably not a good strategy though, but I do it because I'm not all that competitive with it.
 

hal

Dictator
Staff member
Nov 24, 1998
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www.beyondunreal.com
I'm a little more cautious with returning the flag than some of you seem to be. Most likely, a dropped flag will be closer to the enemy base than its original place at the flag stand. You dancing around the flag, waiting to return it is a nice prize for the enemy who can pick it up and be all the closer to his/her base as a bonus.

While a flag off the flagstand is in an unknown place to much of the enemy team... it's probably in a location unknown to ALL of YOUR team. At least when you return the flag... when/if it gets picked up again... EVERYONE on YOUR team knows where the flag is.

Now... if I can SEE a horde of enemy players camping on the flagstand waiting for its return, I'm certainly not just going to hand it to them. But otherwise... it's going right back in place.
 

Taleweaver

Wandering spirit
May 11, 2004
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Off course
W00t...1001th post \o/ ;)

As I've expected, there was indeed a lot of tweaking possible. I've edited my first post to mark the changes/additions/whatever so far. Lemme see how I can comment each comment:
-Salvatore: using trace-hit weapons is your best choice, not a general better way. The 'distraction' is added in the roaming department
-Old Gil: I've already mentioned it, but made it more clearly now
-Raffi: hints for flag carrying added. The "how to move" isn't specifically CTF; more details should be covered another time
-Haarg: base camper and freestyler roles now set as a variation on attacking/defending (should have done it like that in the first place). Defender and attacker tips also included
-Ren: tips added somehow (can't exactly recall where)
-Hal: unfortunately, I have already rewritten lots of stuff when I saw your corrected post. I just noted enough to know that my Enlish isn't perfect :(
-briachiae: these aren't added, 'cause I have some doubts over them. Might add them later, though
-T2A: I do this too, so it must be a good course of action ;)
 

dXII][Pa

FABRICATI DIEM, PVNC
Jan 3, 2004
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In the communication area I think the most use, on pubs, comes from the simple keybinds " Our FC leaving left/right/high/low" and "Enemy FC leaving left/right/high/low". Very rarely do I see this in pubs and yet, that is what will give the team the most help when deciding where to go to provide backup or intercepting the FC. These simple messages, together with mapknowledge, is so much more effecient compared to the frantic garble where people goes "I have flag and I'm leaving our base, I mean their base, that is the red base right, and I would like some backup, oh they saw me now I' turning back to their base, somebody help me please, oh****o****o****imgonnadiegetyourassesbackherenow...argh, dammit why didn't i get any backup!!!" over the voice chat. Voice chat is good but you can read a short and effecient message much faster than you can say it.
 
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T2A`

I'm dead.
Jan 10, 2004
8,752
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Richmond, VA
Those "No No's of CTF" articles are pretty good. In fact, they're all good, if I remember correctly from reading them all awhile back. However, in the Shield Gun article it talks around shield jumping while flag carrying. In the example they provided it's just a waste of health. If you're gonna use your health to shield jump with the flag, you'd better have a good reason [see attached shot 1]. These are shield pops (no charging; just tap fire button) which take 20 health a piece, rather than the example in the article which takes 50+ and has no reason to be done.

Additionally, the only fully-charged shield jumping you should be doing, if any at all, is to do backwards shield dodges to move long distances over a short period of time [see attached shot 2]. While you're running, charge up the shield, turn around (while still running), and discharge shield gun into ground at 30-45 degrees downward while dodging backwards. Around 30 degrees will make you go a bit further and should take slighty less health, but it's generally a bit more difficult to get it to connect with the ground. The whole jump takes some practice, but once you do it a bunch, it becomes fluid and simple. It is also possible to use a shield pop with this manuever to only take 20 health, but, as expected, you won't go as far. However, two of these will take your further than one fully-charged shield dodge, so which one you use depends on the situtation.

In any case, health is your friend as a FC, so these should only be used in certain and/or dire circumstances. For example, it might be useful when you have a bunch of armor and you desperately need to put some distance between you and your pursuers. Or, just like in the first picture, you can get to a good place to chill or get to an item you can't normally reach as an FC.
 

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