Q2CTF3: The Smelter

Last updated on April 13 by Hudson

Notes:There are two hidden locations, containing an ammo pack and an adrenaline each. The one in blue base is opened by a switch above the quad. The one in redbase is by the red lift shaft. Avoid taking the adrenaline if you don't need it.

Equipment

Near own base

Hook up to the little alcoves (not above the flag) - grab megahealth, and cells - go up the lift, get the RL.
Red:Down the lift, get the ammo pack (LEAVE ADRENALINE). Go out, get the armor, either the chain gun or the hyperblaster. Blue:Go for the ammo pack in the secret room. Get the the RL, jump down, get the armor and the chain gun. Go out to get more ammo for the chaingun.

Near enemy base

Get the chaingun or the hyperblaster in the middle. Get armor and go for the power shield. Try for the ammo pack and adrenaline if at red base. Up the lift at enemy base, get the RL, go for the Quad.

Defense

You have to have some sort of defense by the Quad/RL area. If you are red, you can grab the quad, move forward, watch the lift and anyone coming out of the RL area. If you are blue, or have good armor, you can stand back, wait by the quad, grab it and engage when the enemy is near. An alternative is to stand around the blue RL area, and control both the base entry and the lift.

Good positions

  1. For red, at the RL area, looking down at red base. For blue, by the chaingun, watching both entrances. GL for the former, RL for the latter

    You can also turn around and cover the main base escape if the flag gets taken behind you.
  2. At the flag position.
  3. At the megahealth alcove. You can easily move back to avoid incoming shots and still devastate the enemy with the GL. Just remember to jump down if the enemy gets past you to cut off their escape (Don't be hit from behind by more attackers entering the base while doing this)
  4. Quad defense as outlined above.

Sniping


The sniping position here is accessed from the hidden tunnel that runs between the middle area and the blue base. Sniper should secure the tunnel, serve as an early warning post and engage the enemy passing near. If the enemy enters the tunnel, the sniper should immediately retreat inside and protect the tunnel entrance. It is possible to shoot the sniper here from behind the raised ramp, especially from the right hand side, which is a hard position for the sniper to see. Also, it's possible for the sniper to shoot the ground with own rockets when crouched; care should be taken. The sniper should retreat back into the tunnel and engage the enemy inside the tunnel, rather than trying to shoot down the attackers from above. This position should be manned by the third defender at all times. RL is suggested.

Pursuit

The enemy will rarely hook up, but it's possible. Always go for the choke points that the enemy carrier HAS to pass through, as both red and blue bases have em - however enemy has been known to forsee this and clear any ambush, especially if the enemy carrier has escort with him, so be careful. The critical thing is to judge whether enemy has escaped or not. If you think you are too late, you should pursue into the enemy base, as it's rather easier on this level to return the flag.

Offense

Note:Taking the alternative route to the blue base is good if your defense is strong, that way you'll avoid encountering blue offense on the way and get the power shield on the way. Going in through the front is really suicidal given a good defense in both bases, but especially so in blue base. So you should lure the blue defense out into the open and get them there, or move the battle to the high platform.

Link Point: Near Lift

  1. Attackers meet at link point.
  2. The better armored attacker designates himself Attacker Esc by falling behind. Attacker FC goes though the secret tunnel if possible, for there's a power shield there.
  3. Attacker FC goes for the lift if at red base, tries to hook up to behind the RL area if at blue base. If RL area there is defended, chances are Quad is not. Then FC can try the lift in the blue base.
  4. Attacker Esc waits till attacker FC is up the lift (and a few more seconds after that if possible) and moves to engage the enemy. Attacker FC eliminates the defenders above, grabs the quad and drops down to grab the flag.
  5. Attacker Esc provides cover fire as Attacker FC escapes.
  6. Attacker Esc takes the lead as they enter the base. If the base is under attack, Attacker FC takes the lift while Attacker Esc secures the base.

Escape

Hooking up to the quad is too risky unless there's someone else engaging the enemy in the base or if you are expert on it. Keep zigzagging and make sure you take out the enemy in pursuit as you escape. However, what you can do is, prepare the hook as you are escaping and get up to the RL area. This WILL throw the pursuit off. Still, escort is invaluable in this level.

Flag Carrier Hiding

  1. The quad area. One should stay with the carrier - the close proximity of the rocket launcher makes this extremely risky in case the carrier is caught without the quad.
  2. The mega health tunnel above red base. This again should be used sparingly and with only some defense at the base.
  3. If you are blue, the tunnel (with the powershield) is also a nice, defendable positions with possibility of fallback. There's also supposedly a raised ceiling here(?).