Q4CTF Map Guide / Howto play

CTF Advanced POSITIONS TACTICS per Map

As 1.4.2 has changed the game, I decided to write a new guide based on my knowledge and experience of CTF in this patch compared to 1.3 and previous. As the maps have not been enlarged with the increased speed of player movement, amongst other things, positioning has changed dramatically. Most significantly in that having 2 defs is dangerous on most maps now because if 1 of them is behind the flag or unable to help they could be rendered useless, and as its so fast to cross mid it gives away unneccessary caps.

KEY:
MH = Megahealth
YA = Yellow Armour
RA = Red Armour
RL = Rocket Launcher
EFC = Enemy Flag Carrier

This is just a tactical guide. Aim, movement and such skills are not explained throughout this, although, it should give you a better read of the game. However, this is just a *guide* and therefore may include small nuances that could be misinterpreted. This means it may not be 100% perfect so you can also add your own ideas in your playstyle if you think it would be more effective.

Ruiner:

Def1 – Shaft in base, protect the flag spawn at all costs. Never chase out of base. The only thing that matters is that the flag spawn is safe for friendly FC to cap and be safe in base.
Def2 – Shaft/Rocket in base. Protect the base at all costs. Never chase beyond mid. Don’t let enemies enter the base with full health, and proceed to kill them in the base if necessary.

Mid/Off – Make damage in mid, control the megahealth and prepare for quad damage, return to mid for interceptions.

Off 1 – Attack every 20 seconds, time low home base YAs and low enemy YA, go to quad 5 seconds before its due time, return to mid for intercepts.
Off 2 – Attack every 20 seconds, time high home base YAs and high enemy YA, go to quad 10 seconds before its due time, return to mid for intercepts.

Death Before Dishonour:

Def – Very difficult role. ALWAYS protect flag spawn point at all costs. Never chase out of base. ALWAYS stay on the upper platform and ensure you stay alive to see where EFC escapes so you can hit the appropriate bind.

Mid/Def – Kill any enemies trying to enter the base or take RA at middle. Always keep in mind intercepting and positioning. You can advance to mid platform when HASTE is due, but return immediately to your defensive position once its taken, whether by friend or foe.
Mid/Off – Damage/kill enemy offs crossing mid, hold top platform on mid as it gives the best pivoting for interceptions. Tip: time the health bubbles (35 sec). Intercept EFCs and time RA. Attack if your team has HASTE.

Off 1 – Time home MH and enemy high YA, damage enemy defense before going for the flag. Time HASTE. Return to mid for interceptions.
Off 2 – Time home high YA, and enemy MH. Don’t kill defs unless you have to to get MH. Time HASTE. Return to mid for interceptions.

Heartless:

Def – Stand above MH jump pad with rocket launcher. You’re the last line of damage before enemy offs get into base, but never give up your position. From here you can hit and bind for all exits.

Mid/Def – Stand at RL high, timing RA, damage enemies before they come into base if possible and protect the high exit from EFCs.
Mid – Frag and intercept enemy offs.

Mid/Off – Damage enemy offs before entering the enemy base and time enemy MH. Return to mid for intercepts.
Off – Damage enemy def and run the flag. DON’T return to mid for intercepts, keep pressuring enemy base.

Spider Crossings:
-As this map has such a small mid, you need a def to help with intercepting by positioning him ahead of the flag.

Def 1 – Take shaft and rail to damage offs when they enter base. Protect the flag spawn at all costs. Never chase the enemy flag carrier. Def 2 does that while you stop “rebounds”.
Def 2 – Stand at RL and time RA. Never drop down on enemy offs. This position is closer to mid than the flag and thus you will be able to make it to mid before the enemy off to intercept with team (off) mates.

Off 1 – Damage enemies at mid, Time quad, enemy regen, and enemy RA. Attack every 20 seconds. Return to mid for intercepts.
Off 2 – Time quad, enemy regen, and enemy RA. Attack every 20 seconds. Return to mid for intercepts.
Off 3 – Time quad, enemy regen, and enemy RA. Attack every 20 seconds. Return to mid for intercepts.

Camper Crossings:

Def 1 – Time MH and use shaft or any weapons picked up from enemy offs to defend the flag spawn point. The flag spawn is your girlfriend.
Def 2 – Time YA, use shaft and RL to defend the base from enemy offs.

Mid/Off – Only attack if your team has Quad Damage or your defense are very skilled. Otherwise, time the mid YAs and control the high RL. You can of course use any weapons you find though (Hyper, Rail, etc).

Off 1 – Attack relentlessly using enemy RL. By spamming rockets onto the flag platform or the center platform in enemy base, you damage enemy defs significantly and make it easier to attack. Return to mid for intercepts.
Off 2 – Attack relentlessly using enemy RL. By spamming rockets onto the flag platform or the center platform in enemy base, you damage enemy defs significantly and make it easier to attack. Return to mid for intercepts.

Powerups – If you get a powerup, your most important role is to now stay alive so enemies don’t recover it. Second, you must try to position yourself aggressively so that if an enemy manages to steal it, they have less time to get to your base and make use of the advantage the powerups give. The best players will be even more intelligent with how they use the powerup, by waiting for it to drop to a sufficient time like 10 or 15 seconds for them to use it to enter enemy base and exit again with the flag being almost unharmed.

Written by diabz

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