Q2CTF Tactics
Last updated on April 15 by Hudson
Overview and Universal Concerns
This document aims to put the tactical approach required to win in simple terms. This is something you won't find in many strategy guides.
There are two components to winning a CTF match as a clan:
- Fighting performance.
- Being in the right place, with the right equipment and in numbers.
Fighting performance depends on many things: Do you know what weapon to use under what situations? Do you know how to use it effectively? Can you evade with ease? Do you know when to run and when to fight? And all this is a crucial part of success in CTF. But we won't talk about it in this document.
We'll talk tactics - the art of being where you need to be, along with the other members of your team, and in good shape.
Without getting into long winded discussions of suggested strategies, let me make one thing clear: tactics are entirely based possibilities. You should be ready for what your opponent may do, and you should be ready to execute the same maneuvers your opponent uses successfully against you.
With that perspective in mind, let's develop the tactical approach for the first three Q2CTF levels. But first, the general principles that apply to all levels:
The jobs - what do to in a given situation
| Own Flag |
Enemy Flag |
Flag Carrier |
| At Base |
At Base |
None |
| Defense should stay and defend. Offense should link up and attack together. |
| Stolen |
At Base |
None |
| Defense should stay and defend, with the exception of one Defender who should pursue the flag, unless the base is taken. If the base is taken, Defense group and take the base back. Offense should immediately attack the enemy base without coordination. |
| Stolen |
Stolen |
Incoming |
| One Defender should move out to the perimeter to meet the carrier. Rest of Defense should stay and defend. One Attacker should escort the carrier. Rest of Offense should immediately go on flag retrieval. |
| Stolen |
Stolen |
At/Near Base |
| One Defender should stay and defend, one Defender should stay with the carrier, rest of Defense should assist in flag retrieval. Offense should go on flag retrieval in a coordinated fashion. |
| In Base |
Stolen |
Incoming |
| Defenders should stay and defend.Offense should escort carrier. |
The only, and very important exception to the above table is when own flag is at base and the Defense is not ready - at that point at least one attacker should assist the defense of the base. How do you know the defense is not ready? You may be at the base at the time or all the defenders might report
You have to learn the above by heart. When you die, get back to your position immediately unless you are away from the base; in which case you should properly equip yourself first. The only other exception is outstanding circumstances, such as spotting enemy or own flag carrier. If you are on offense, always be aware when you should attack alone (see above, uncoordinated=attack alone) and when to try to link up with other offense members (wait at link up point for a short while)
Equipment
- Equipment collection depends on whether you are near your base, or near the enemy base. Never, ever, take on a defensive or offensive task when you are under equipped. Always have at least the RL along with a chaingun or a hyperblaster.
- Note that equipment is still limited and there will usually be more than one marine going for the equipment. Therefore, if there are other marines collecting equipment, do not hoard everything. I have provided equipment collection routes near your own base - if there are two marines who need equipment, each should start from the opposite ends of the routine e.g. if one marine goes for the chain gun on McKinley, the other should go for the megahealth. This will ensure both are adequately equipped without going for the same stuff.
- Go for the powerarmor if you can. If you get the power armor, do not use the hyperblaster or BFG as they both use cells, which the powerarmor also uses. The more cells for the powerarmor, the better.
- Always collect the megahealth periodically to deny it to the enemy.
- NEVER go on offense. without considerable armor. Disruptor shield is the only tech you should take in offense. If you have something else, drop it in the base and ask for the disruptor shield.
- If you are going to use the hyperblaster or chain gun, get the ammo pack, or the bandolier to go beyond the 200 ammo limit and charge up. This gives you a lot of room to waste ammo and still score kills.
- NEVER attack with the autodoc, change it for another tech at the base if you get it. The disruptor shield is most useful for offense. It might be wise to change even the time accelerator or the double damage tech for the disruptor shield at the base.
- Do not stand over the powershield spawn position. Let the offense pick up powershield if they are in the base collecting equipment.
- If you are on offense, do not pick up ammo you can collect on the road from the base. Let the defenders get their share.
- Do NOT hoard ammo, and especially do NOT hoard cells if you don't have the power shield or the BFG. Replace as you run out, or use the RL and the chain gun.
Defense
- Critical positions for each level will be assigned to defenders prior to match. The rest of defense: take up one of the indicated positions for the level that suits you. If a defender at a critical position is eliminated, another defender should rush to fill in until the original defender returns.
- Normally, there will be 3 defenders and 2 attackers for a 5 player game. If we fall behind by 2 captures, one of the defenders should assume the attacking role, for a total of 2 defenders and 3 attackers. When the scores are equalized again, we will return to 3 defender, 2 attacker formation.
- ALWAYS make sure there's at least one defender around the base, even without the flag. If the flag is at base, then at least two defenders are required. After a capture is made, the ex-carrier should stay at base, until the regular defenders return to take up their positions.
- Use communications to the fullest. Defenders will have more time to communicate than attackers.
- If you are guarding a perimeter position or choke point and all the enemies get past you, don't just sit there. Turn around and give pursuit after announcing the incoming route. After the threat is eliminated, immediately return to your position. D
- Don't go too forward where you are totally cut off from rear support. No need to meet the enemy alone, when you can do it in numbers.
- Change defensive positions between attacks if your previous position was not 100% critical. If you stay at the same (non-critical) position, enemy will get you on the next attack. Even if the position is critical, try to modify your posture a little.
- Sniping:There are sniping positions on all levels. Rocket Launcher and the Railgun are the weapons to use here. To use the railgun, you definitely need a zoom alias - it improves accuracy a great deal. Get one from the config section.
Pursuit
- NEVER pursue an enemy to leave a base defenseless.
- Every defender should attempt the pursuit initially, but once it is clear who is closest to the escaping carrier, the other defender(s) should return to their positions. Only the closest defender should continue pursuit.
- The only exception to the above rule is if the closest defender is ill-equipped for pursuit (e.g. only a blaster or a shotgun) - then the second closest defender will assist in pursuit.
- If you are in pursuit with merely a blaster, MOVE ASIDE to see if there's anyone behind you with a better weapon who is trying to get a bead on the enemy. There's nothing more annoying than a teammate with a peashooter blocking your line of fire.
- See if you can cut off the enemy's escape via an alternative route, rather than direct pursuit (which is not always easy). This is almost the safest bet, if it can be done (easy in Stronghold Opposition, and sometimes possible in the Smelter, for example)
- Use rapid fire weapons rather than rockets in pursuit, unless the enemy has to pass through a choke point - in that case, bombard the choke point as the enemy enters it.
- Try not to return flag if base is taken. Instead, guard it where it's dropped. Of course, there are locations where this is not feasible and sending the flag back to base is a better alternative.
Offense
Attack
- Attacker Esc. below means the attacker assuming the escort duty. Attacker FC means the attacker assuming the Flag Carrier duty. If the Esc. ends up picking up the flag once at the enemy base (it can happen, will happen, doesn't make any difference in plans), then he will be the FC from there on, and the other attacker will be the Esc.
- Execute the plan laid out in the level specific documents, step by step - do NOT act on your own. Meet with the other attacker(s) at the designated choke/link point. If you wait for over 20 seconds and the second attacker doesn't show up, go on your own. Otherwise, NEVER attack alone unless the situation is urgent (enemy flag carrier sighted, or they have their flag and we don't have theirs - see the table above).
- One attacker should proceed AHEAD of the other, never side by side. When setting out, check to see if the other attacker is following you. It is better to go in through multiple exits whenever possible.
- Try to use multiple entrances. If you do, allow the other attacker time to reach his attack point before engaging yourself.
- If you cannot all proceed together, and the attack needs to be synced: the first attacker to arrive in position should send out the ready signal. When you get a ready signal, try to get into attack position within 20 seconds and signal ready as well.
When all attackers have signalled ready, the attack commences. If 30 seconds pass without a ready signal, the attack commences regardless (it's too dangerous to hang around for any longer)
- Always try to get the quad, megahealth and power shield on the way. This is also important as it denies these powerups to the enemy.
Escape
- Always try to take out your pursuers if they are bunching up and you are about to turn a corner or have just turned around a corner. If there's just one guy in pursuit, take him out if you can regardless.
- Switch to a different route in the middle to confuse your pursuers, especially if they cannot see you switch to a different route.
- Pick up health and ammo along the way.
- The escort should follow the carrier till they get near own base. Once near own base, the escort should LEAD the carrier. The carrier should temporarily turn around and slow down to let the escort take the lead.
Flag Carrier Hiding
- Try to get autodoc if you don't have it. Defenders with autodoc should hand it to the carrier when they see him.
- Hide in one of the indicated locations. Change your location after every attack.
- Get the powershield as well and collect cells.