Q2CTF1: McKinley Revival

Equipment

Near own base

Grab the chain gun and the ammo. Get the rocket launcher. Get the rockets on the same platform. Jump down the lift area, grab armor and more rockets. Hook up, get the power shield, cells. Hook across, get more cells and rockets. Get the rockets, armor and mega health under the ramp.

Near enemy base

DON'T GO IN. Back off. Get a machine gun. Jump in water OVER BFG (know where BFG is - don't drop in at the opposite corner). Grab cells in the opposite corner, watching your back. Get rockets, if you have the RL. Go through the hatch, get hyperblaster. Get Quad, grenade launcher.

Defense

Enemy will come up the ramp, or through water. If they come through water they will have the BFG. If up the ramp, they'll have the Quad. You need to be able to hide from both, yet avoid the splash damage. A LOT of positions that work:
  1. High above the super shotgun watching flag. Best with RL/BFG
  2. Above the lift area, watching all three entrances. Best with RL.
  3. Top of the water entrance, watching main entry and listening to water. Best with projectile weapons, but RL if you hear someone coming by water. Unnecessary position if BFG is being defended. (not shown in picture)
  4. At the top of the ramp leading to the main entrance, ready to back off against quad attack. Best with RL.
  5. Above the RL by the power shield (NOT *ON* THE POWER SHIELD), watching the entrances.
  6. Behind the boxes nearest the main entry, ready to hide behind them to avoid incoming shots.
  7. On the ramp by the RL, slightly forward, watching entrances.
  8. Outside the base, defending BFG and red armor - this is necessary if enemy is fond of BFG - but of course requires at least three defenders.
Enemy will usually go for the flag or megahealth rather than clearing the defences. Multiple entrance attacks are very rare. On escape, they will either go back down the ramp, jump down to megahealth area and try the water, or jump to the left platform to the RL area. Do not shoot AT the enemy, but lead them with rox, shooting where they'll be.

Sniping

The sniping position is down the lift, and is not very effective. Only the railgun is any use in tackling both the far side and the near side and there are better defense positions available. However, in a crowded game, a fourth defender with a good ping can protect this area with the railgun.

Pursuit

If they take the main entrance, bombard the far end with rox, then switch to projectile weapons as you continue to pursue. If they take the water entrance, your best bet is to catch them with rox either before they leave your tunnel, shooting at the water exit, or pursue into the water and shoot at the water entrance of their tunnel. Don't give chase if they make it into their tunnel, return back to your positions. Watch for BFG attacks after you get into the water and are bombarding the enemy tunnel entrance.

Offense

Notes:BFG is not easy to use, so don't depend on it. It's a more worthy weapon for defense really, so you'll be handing them a bonus if you get killed. A LOT of armor is necessary for attack, since there'll be lots of rockets flying about. Always get the red armor in the water. Power shield helps a lot.

Attack

Link Point: Near Quad
  1. Meet at the link point.
  2. The attacker who is well-armored, designates himself attacker Esc. by either taking the quad, or going through the upper level.
  3. If there's no enemy activity in water, Attacker FC, jumps into the water, grabs red armor and cells if necessary, and proceeds through the water tunnel directly into enemy base (watch for defender at water entrance to the base). Attacker Esc. grabs quad if possible, (optional: jump in water directly over the BFG if not using power shield, hook back up immediately - the BFG is in the corner with two respawn/teleport points) and directly proceeds to the enemy base.
  4. If there's enemy activity in water, both go through land but attacker Esc proceeds quite a bit (at least two seconds) ahead of Attacker FC, drawing fire.
  5. Attacker FC tries for the megahealth and armor if in through water and goes for the flag. Attacker Esc suppressed enemy fire.
  6. Attacker FC escapes through water if there's no enemy activity in water. Otherwise takes the land route. Attacker Esc eliminates pursuers from behind.
  7. Attacker FC switches to land from water or vice versa if need be. If there are no pursuers, Attacker Esc. takes the lead and clears the way ahead.

Escape

Always zig-zag if you want to go through the main entrance. Escort should wait for the enemy to pursue the carrier and shoot the pursuers in the back. Water is MUCH easier, as long as you know enemy is not waiting in the open area with BFG. Don't even attempt it if you suspect it. You can only use rockets to cover your escape if in water (or BFG). Rockets and grenades are great to cover your escape on land.

Flag Carrier Hiding

Positions that work:
  1. Above the super shotgun area.
  2. Down the lift, watching above and ready to jump on to the lift. Works only once really - very easy target for grenade attacks unless you get up as soon as the commotion starts.
  3. Water tunnel, watching water entrance. Don't use too often.

Last updated on April 13 by Hudson