Advanced Strategies

Advanced strategies take into consideration that you are playing on an organized five person team with player positions and responsibilities.  Many of the same offensive strategies used when attacking solo, like hides, fakes, drops, distractions and the direct approach, are used when attacking with your teammates.

           

Communication

If you haven’t noticed, this is the third Communication section!  It’s an very important topic!  I can’t stress enough, how much of a difference good communication can make.  Even on organized teams many people don’t communicate enough and I’ll admit that I am no exception.  Use the in-game voice chat or start a Ventrilo or Teamspeak server with your teammates and Talk.  Talk!  TALK! 

 

There are a number of things that the team needs to know… 

 

If your team isn’t talking, then ask questions and get them talking.  This really isn’t that hard.  It is just a habit that everybody needs to get into. 

 

 

Offense           

                       

Basic Distraction Strategy

The most popular flag grabbing strategy is… “I’ll make a distraction while you grab the flag.”  This is a great one, which is why it is used so much.  Then again, it’s so popular that a good defense will be expecting it, but it works anyway.  Improvisation is an important skill here, but understanding some basic principles will help immensely with your execution.

 

 

Distraction Roles

The basic Distraction strategy involves at least two players attacking together.  Each player has a specific role, either a Distracter or the Runner.  There is always one Runner and the remaining attackers are Distracters.  The breakdown described below assumes that two players are on offense, which is common with 5on5 CTF matches.  Timing and coordination is an important issue between the attackers.  So, communication is vital!

 

On paper, the Distraction strategy sounds almost foolproof, but with the translocator, the defense can be on the Runner in no time.  Using the Distraction strategy can give the flag carrier the precious seconds needed to escape around a corner or to a choke point, which can make fragging defenders easier.

 

 

 

 

Distraction Styles

Hit and Run Distractions:

The Distracter can draw the defense’s attention with firepower and disorienting translocations.  A couple well placed lightning bolts or shock combos will get the attention of any defense and lower their health in the process.  He should cleverly use the xloc to confuse the defense and to keep himself from getting killed or at least killed too early.  When it’s time for the Runner to go for the flag, the Distracter must be away from the Runner’s entrance point and in a position that the defense is looking away from the flag stand, allowing the Runner to hopefully make an unnoticed grab and quick escape.  The Distracter’s responsibility is now to xloc to the Runner and protect him.

 

 

 

 

Flag Camping

Although flag camping is generally frowned upon, if it is used as part of a team strategy, it can be a legitimate and effective technique.  Flag camping is okay as long as your flag carrier knows what you’re doing and is not expecting back-up.  He realizes that he’s likely on his own for most of the run.  He realizes that he might not get the cap because the team is essentially one man short.  It’s a sacrifice; however, he also realizes that as soon as he drops the flag, it will soon be taken by a teammate that has a shot at going unnoticed through a good portion of the map.  On maps that don’t have wide open middle grounds, like GrendelKeep, you can make the entire run without seeing another player after a successful flag camp.

 

Flag camping during stalemates is a questionable practice.  Teams need every player to protect the flag carrier and chase the EFC.  However, if you’re searching for the EFC in his base and your lucky enough to be alone near the stand when the flag is returned, there’s no doubt that the best thing to do is take the flag.  This isn’t really flag camping though now is it?

 

If you’re playing against a team that is habitually grabbing the flag as soon as it is returned, you need to do something about it.  They may be flag campers, or they may just happen to be nearby every time your flag is returned, or they maybe the type of team that likes to take over an enemy base.  Either way, it must be stopped.  The solution is to assign one of the defenders the responsibility of keeping the base clear at all times.  He doesn’t go chasing the EFC.  He doesn’t wander off too far to protect the flag carrier.  He stays in the flag room and frags any enemy that steps in it.  This not only helps prevent flag camping, but also keeps the flag room clear for when his flag carrier comes home.

 

 

Protect and Chase Responsibilities

Some CTF teams start off strong, but fall apart after the first few minutes in a match.  This is partly because things start to get a little crazy when the flags are taken, teammates get split up after dying, and perhaps most importantly, the traditional roles of offense and defense disappear.  New responsibilities arise, but it is sometimes unclear who has them and the team becomes unbalanced and confused.  The new responsibilities are to protect the flag carrier and to chase down the EFC.

 

 

Stalemates

Here’s the problem…  During the common stalemate, where both team's flags are taken, it’s standard for the defenders to continue chasing the EFC into enemy territory since protecting the team’s flag is what they do.  Same for the offense…  They started with the enemy flag and will typically stay with it until the cap.  Then at some point, often at the same time, flags are returned and both the offense and, more importantly, the defense find themselves completely out of position on the wrong sides of the map.  Should the defense try to take to flag while they’re in the enemy base?  It’s very tempting.  Does the offense have to defend their flag until the defense returns?  This role reversal has the potential to create a very confusing situation. Aside from that scenario, the worst thing that can happen by not assigning flag protect/chase roles is that everybody chases the EFC and nobody protects the flag carrier or vise versa.

 

The best way to deal with this problem is simple...  Have a plan!  Make sure your teammates know who has what responsibility at the beginning of the match.  There are a couple different directions to go: Reversal, Quick Return or Change-up assignments…

 

 

 

 

 

Your Flag Taken

The situation where only your flag is taken is a little different.  There are two strategies that are somewhat analogous to basketball’s slow versus fast break…

 

 

 

Both of these strategies will work, but less organized teams might benefit more from the slow and defensive style as the fast break style can get chaotic.  A combination of both is probably best, but only if a team can properly deal with a stalemate.

 

 

Enemy Flag Taken

This is very simple and should be common knowledge for any CTF player.  When the enemy flag is taken, the offense protects the flag carrier and the defense protects the flag.  The Roamer can choose depending on his location relative to the flag and the flag carrier and where the enemy is focusing their efforts, their flag or your flag.

 

 

Unpredictability

One very important skill of a flag carrier is to be completely unpredictable with your movement, faking out the other team and attempting to loose your pursuers when you can’t count on your cover to protect you.  This has been mentioned in the Fakes and Hides section, but it really goes much further than that.  Using walls and corners to fake and hide is only the beginning.  Taking advantage of the third dimension, the z-axis, can really distinguish a great runner.  Removing yourself from sight for even a split second with an unpredictable move can be just enough time to loose yourself behind a corner to take another path home or to set up a deadly blow to take out your pursuer.

 

 

 

 

These techniques work best in tighter maps like Orbital2 or GrendleKeep, not in maps with large open areas like Grassy Knoll or Face where fragging skills are more important.  Moving unpredictably may not loose every pursuer every time, but you’ll probably end up with one less after a really good one.  Be unpredictable continuously, until you ditch or frag every defender.  Then haul ass back to your base for the cap.