Capture
the Flag /Capture the Ysalamari
Here
you will find our strategies on playing these two team based
game modes, Capture the Flag (CTF) and Capture the Ysalamari
(CTY).
Note:
It is first advisable to learn the various Force
Powers and Weapons, as well
as familiarize yourself with the Items
and basic game mechanics before attempting to play these competative
modes!
This
section is preliminary. First off, you will want to check
out sith's excellent guide
to CTF basics.
After
memorizing the maps you’re going to play, and being
generally familiar with basic combat and the team dynamic,
focus on the following:
CTF:
Capture the Flag
Two bases,
each with a flag. Your mission: grab the enemy flag and bring
it to your base. “Tag” your flag with the enemy
flag, and you score a “capture.” Kill the flag
carrier and his flag drops to the ground, ready to be picked
up by friend or foe. Tag the dropped flag to pick it up yourself
(if it’s the enemy’s) or return it to the base
(if it’s yours).
Points
are scored for captures… other scoring is irrelevant
to the overall scope of the game, thus its important to always
keep the big picture in mind when playing this gametype.
Try to
coordinate yourselves AS a team. The primary concern is to
prevent the enemy from taking your flag and moving it outside
your base. It is impossible to score unless your flag is IN
your base, so this should be the first priority.
Make use
of the “team chat” so that you can speak covertly
and attempt to coordinate your efforts. It is inevitable that
when joining a public server or a random pick-up game, you’ll
be put on a team with people of varying levels of skill and
experience. Some may even be playing CTF for the first time.
You’ll
have all sorts of problems (this is one strength of clan/leagues
and their specific servers… you can practice with a
group to get to know their strengths and weaknesses) with
people thinking they’re in a death match game (running
in alone, guns blazing, usually getting killed… ignoring
the larger picture in favor of one on one battles, etc).
Courage
for the sake of the team, and sacrifice, are values that should
be embraced by each player. Lead by example, if you can.
Not everyone
can be a glory hound… individual performance is less
important than team performance. Put yourself where you are
needed.
When you
start out, don’t be a jerk and join a team that already
has enough people. The sportsmanlike thing to do is to join
the team with less people (to even things out) and I like
to join the side that’s behind in score. Once the map
rotates, everyone will be on the same sheet anyway, but one
might as well try to even the odds. ; )
Often,
I find myself on defense, as the situation goes. It’s
important to hang around in your own base, collecting what
you need.
Here
are five basic positions on a typical CTF team:
FLAG
DEFENDER (aka Base defenders)
You should know
how to use your lightsaber, since close quarters combat will
surely come into play as the enemy gets close (especially
if too many of your guys are going after the enemy flag and
not defending). But you should keep at least one solid firearm
at your disposal (varies with the map, but in general I recommend
the Flechette or Repeater).
Prepare
yourself for an extended siege… stock up on health (stay
full at all times) and armor (keep yourself at 100 minimum).
You can stock up on other things (like the super shield and
Force Boon/Enlightenment) but you should
NOT do this at the expense of other players. An incoming or
leaving Flag Carrier will need it more than you. Don’t
hog the health/armor if others are coming in… let them
grab what they need, the gear will respawn and you’ll
have plenty of time to get one yourself.
Once you’ve
got your “big gun” be sure you have enough ammo
to kill at least one fully shielded attacker (a full clip
is recommended). Note that incoming attackers will likely
be damaged (if your outer defense is any good), but there
will likely be more than one.
Likely
they will either send their best fighters, several will charge
en masse (risky, but possible to overwhelm you) or send one
as a distraction, then another to slip past and grab the flag.
One attacker engages you in battle while the faster one avoids
combat and gets out of there. Don’t let him escape!
You
should collect items, especially the Shield Generator
(put these up periodically to protect areas and prevent the
enemy from gaining access, but allowing your guys to pass
freely). Don't accidentally shoot your own shields, as this
will weaken them so they go down more quickly (DO destroy
enemy shields and mines). Putting up a shield as your Flag
Carrier comes back “home” is a good idea, to slow
down the attackers that are most likely on his tail... trying
to kill him and get their flag back.
Coordinating
multiple shields provides excellent cover from enemy fire
and incoming saber wielders.
Use
the Assault Sentry guns to “cover”
areas out farther than you can reach. This extends an area
of protection so that Defenders don’t have to roam quite
so much. These will only target the enemy. Unfortunately,
it can be tricky to tell if a Sentry gun you’re approaching
is one of yours or the enemy's (a dirty trick). A good rule
of thumb is to only approach them with your saber raised,
or while using force speed, unless you know for sure. It will
only damage you a bit (or if it explodes) but that bit of
health could mean the difference between a capture and losing
the flag if you’re a carrier.
Don’t
put Sentry guns so that they block the path
of the incoming Carrier, or explode so that they hurt Defenders.
A Flag
Defender should be ready to do whatever he can to protect
a Flag Carrier as he returns home, including putting his body
in the way of enemy fire.
If the
enemy has his saber drawn, draw yours and get in his face
(and give the Flag Carrier a chance to get to safety).
If
you die, you will respawn very close to the base (when you
do, GET BACK QUICKLY and try to anticipate what the enemy
will do).
Always
keep one Bacta handy, but keep in mind you
can’t transfer this to another and you lose it when
you die, so let others get it too.
I
would not recommend using the armor recharge station unless
nobody else does… save it for your Carriers. It takes
too long to recharge most of the time anyway... but if nobody
else is there, go ahead and use it. Just try not to drain
it completely. Better that you die than your Carriers.
Force
powers to have would be Seeing (higher ratings
allow you to see attackers and carriers from farther away),
and Protection or Dark Rage
(to allow you to survive more punishment in a brutal siege).
Team Heal or Team Energize
may also be good to help out Carriers and teammates who are
damaged and can’t get healing or mana fast enough to
survive the next assault.
Don’t
go exploring… unless you think you can take out somebody
sneaking up on your own (watch out, there is usually more
than one!) but you should alert your guys (using the team
chat) if there is time. Find a weapon, powerup whatever, and
then get back to your patrolling area. Memorize respawn times
of items so that you can get there and grab what you need
when you need it. If you see a friend who might need an item,
offer it to him first.
Make
liberal use of Force Push and Pull.
If the enemy is getting away and you’re behind him giving
pursuit, pull him closer. If you want to keep him away, push,
or if you’re running and he’s in your way, push
him off the path. Do whatever it takes to keep him off balance
and yourself on course.
If
you can setup mines, use the Det Packs. You
can remote trigger them (for stealth) and discriminate between
friend and foe. Of course if team damage is totally off (make
sure it is or you may get kicked/cussed at) you can detonate
them with friendlies around without fear (just don’t
blow yourself up). Keep in mind though that the blast will
throw the bodies around, so don’t kill your buddies
this way either. If you must use Trip Mines,
make sure everybody knows where they are (Seeing helps to
detect them) or else only use them in areas where nobody travels
(these mines are long term after all… whereas Det Packs
need to be constantly replenished, and go off if you die).
At
LEAST one defender needs to stay within visual distance of
the Flag (a few “feet” in game terms). It is a
good idea to have speed, in case you fail to stop attackers
and need to chase them down.
Flag
Defeners may also be active healers, using Team Heal
and Team Energize to help their comrades.
SNIPER
(a type of Base Defender)
2.
A sub type of Flag Defender is the Sniper.
Please read sith’s article on the
art of sniping.
Unlike
the Deathmatch Sniper however, the CTF sniper doesn’t
have the luxury of waiting around for his prey and remaining
unseen. Most likely you will be spotted much more quickly
(sometimes before you take your first shot).
Snipers,
using the Disruptor rifle (from a nice safe
spot) plus force seeing and possibly persuasion can be excellent
defense. Posting multiple disruptor riflemen will stop most
attacks. But be sure your aim is true. Place yourself so that
you can get off more than one shot, as you may miss or he
may have a super shield (or high level force seeing).
When
you run out of Disruptor ammo, or you don’t have time
to line up a shot, a Flechette can be good
over long distances (primary fire) and is good against saberists.
Lobbing a secondary Repeater shot is riskier,
but the explosion may throw the enemy off a ledge.
FLAG
CARRIER (aka Runner)
3.
Flag Carriers. This is often considered the "glory"
position, but also the one of the hardest. Defending can be
insanely difficult, but against a good defense, being a Carrier
is the toughest job of all. You have to be fast, so have all
the Force Speed and Jump
you can. Avoid combat if you can, to save health/armor and
to get there quicker. If you are the kind of player who can
take out all opposition, that’s great, but you won’t
last forever and you need all the strength you can for the
trip home.
Your
job is to get into the enemy base, get the flag, and get back
alive, to put the flag in its place and score.
RUNNER
SUPPORT (aka Flag Carrier Support)
4.
Flag Carriers travel in groups (if possible) though you will
attract more attention, you can “rush” the defenders
easier. Whoever is in position to grab the flag must take
that opportunity and get home. If the Carrier dies, the flag
drops to the ground, and is up for grabs. Tag it to carry
it on yourself. If the enemy touches their own flag, they
return it to base, forcing you to start over… don’t
let them do it. As before, use Push/Pull to keep them out
of your way.
For
both 3 & 4, I recommend
a lightsaber. To distract defenders while your buddies snatch
the flag away and to give yourself a little added protection
(from blaster shots) as you run through (I recommend blue
stance, since it’s the best for blocking shots). You
should have a Bacta, and full health and
armor when you leave (a Super Shield as you go is great protection
too). Force Boon/Enlightenment will give
you needed force. You should use the force for Speed first,
healing second (that’s what the Bacta
is for). Always run over health/armor as you go home. Rolling
(with saber out) may save you, or it may slow you down, as
will Force Jumping, Wall-Walking, etc (use
at your discretion). Keep in mind that you may miss a Force
Jump or get push/pulled away from your target so
that you fall and die. Absorb is a good idea
to help counter this, so in general, the best Carriers are
probably Lightside (however, running home with Dark
Rage can be a gamble worth taking, if you know you
have enough time to get home before it slows you down).
The
Seeker Remote that hovers around your head
can be good as an early alarm system since it will fire at
nearby enemy units (though it also gets their attention).
Assume that when you’re entering the enemy base, they
know you’re there, so you might as well be ready to
fight or evade. Placing a sentry is risky (since it takes
time and can get in your way) but it may be worthwhile if
you’re creative.
If you’re
supporting a teammate who got the flag and you see that he’s
safe, go after him… because he will need your help later
on as others try to head him off on his way back to base,
to prevent the capture.
A risky,
but possibly highly rewarding strategy for a support is (lets
say you distracted the enemy and they all got away or you
killed them all and you’re alone) is to hang out near
the enemy flag position (the flag is gone now.. your buddy
is taking it home). That way if he fails (and the flag gets
returned) or if he captures, the flag is ripe for the taking
right away. This can be a shock to the defenders, who start
to relax prematurely. However you’ll likely be alone
and a very easy target, so use the element of surprise when
you have it. Best not to utilize this strategy too often,
as the enemy will catch on and make sure they take you out,
which mean one less guy to protect the Carrier.
If
you do die, you’ll likely respawn back at base, so you
might as well help the Defenders while you’re there.
MID
LEVEL ROAMERS
5.
Mid Level Roamers... these guys keep lots
of gear handy and wander around the level between the two
bases, harassing the enemy and denying them the good powerups/weapons.
They also occasionally catch enemies trying to sneak across
your territory and engage them, as a first line of defense.
Always warn your team as they come in or if you fail to stop
them.
This position
is less common in smaller games or smaller maps, and may not
even be used. Often sentry guns placed in these areas and
Defenders that roam slightly can do their job well enough.
Using
Grip, Push, and Pull
to toss enemies over ledges, killing them essentially without
a fight may seem cowardly and annoying, but in a cut-throat
game like CTF, this can mean the difference between winning
and losing. Individual honor takes a back-seat to the team’s
overall performance, so do whatever it takes!
Keep
in mind these positions are not set in stone… all players
will probably need to play these parts in any game. Of course
the same people can be the Carriers the whole game (unless
they decide to rotate out of fairness or a better player shows
up that can handle it).
Many
players are perfectly happy to play Defense (“D”)
the whole time, and that’s fine. A good team needs good
defenders. However, not everyone HAS to be a carrier and perhaps
not everyone should. Also snipers are not always necessary,
or mid level roamers. Especially the snipers, are specialized
skills and are not for everyone, however they do help a lot
when played well.
When the
game is over, congratulate the other team and your own guys
(depending on the occasion)… up to you, but it’s
polite. It’s like a duel, except between two groups
instead of two individuals. Its best not to complain unless
there was something gravely wrong (such as a huge team imbalance
or some poor sport on your own team doing something stupid
like shooting his buddies or just running off or constantly
typing and not helping anybody. A good admin should take care
of players who are clearly not there to play the game, since
they just ruin it for everyone else (unlike in a deathmatch,
where these players are just ignored, or killed over and over).
When the
map rotates, keep in mind that you may not be on the same
side as your teammates were before. Know how to switch teams,
but don’t always switch just to be with your buddies…
mixing it up and give yourself a challenge. Switch sides for
variety’s sake, as you learn from new experiences and
everybody has a good time if it’s kept interesting.
Nobody can win all the time either, so you might as well get
some practice either way.
The final
piece of advice is moral support. Sometimes it helps to tell
somebody they did a good job. Much like saying “good
fight” or “good game” after a saber duel,
this can help reinforce your teammates’ confidence.
Just don’t get OVER confident. ; )
With
bots on your team, some of the dynamic is lost. The bots know
how to play CTF, but you probably will have to do much of
the work on your own, without a way to communicate with them.
Bots are not as random as human players, and so can be easier
to defend against. Consistency can be good, or it can be bad,
you decide, but human players make better teammates in general.
This brings us to a problem:
Quake
3 has built in console commands that can be used to give
the bots orders. If you announce “I
am the leader” these commands should take effect. The
only trouble is that JK2 doesn’t seem to use the same
protocols as Quake3, though a Raven developer I talked with
said they were untested (and assumedly untouched). If these
commands were discovered, they would be a GREAT help, as telling
the bots to cover you, or defend the base, or attack and get
the flag can help out a lot. If anybody has any further information
on these bot commands, please
send email to me ASAP, I’d love to get
people using these.
Capture
the Ysalamari (CTY) Notes
CTY
is simply a variation on CTF, built into the game. It is identical
except that each flag has the property of the Ysalamari (see
Items page
for details).
In
CTY, holding the Flag basically means you cannot use Force,
and Force cannot be used on you (though certain powers, like
Lightsaber Throw will still work against a Flag Carrier).
You'll
note from the above screenshot that the colored glow
of the Ysalamari surrounds the Flag Carrier. The
Blue team's Flag Carrier
has stolen the Red Flag.
Thus he is surrounded with a Red
glow.
Likewise,
a Red Flag Carrier
who has stolen the Blue Flag
would have a Blue glow.
So
Defenders will want to target the guy they see with the same
glow as their team.
Don't
get confused, especially if team damage ("friendly fire")
is enabled (though personally, I hate to play on team damage
enabled servers.. it means you have to be super extra careful
with your shots, and beginners and lagged players (or poor
sports) will likely kill their own teammates).
The
major difference in playing this game mode, is that you will
have to do without Force, once you have grabbed the Flag (making
the job of attacking Flag Carrier Support far more important).
You'll
want to have Bacta (since you can't Heal with the Force) as
well as a Lightsaber (to block incoming shots) and plenty
of shields. You will not be able to use Special Lightsaber
abilities (not even the roll move) or Force Jump/Speed, so
your movement will be far more limited.
You
can however "bunny hop" (tap the jump key over and
over as you run away, also strafe-jumping), covering more
ground and making it harder to get killed. Since you can't
be Force Pushed/Gripped while in flight, this is safer to
do now. Also remember that you can (and should) still use
gadgets like the Portable Shield Generator, Assault Sentry,
and Seeker Drone.
You
may decide as a Flag Carrier to nix Force Points on Absorb
or Protect since they will be useless once you grab the Flag,
however I would caution you that as you approach the enemy
base, you'll still need them, and as a support player you
will need them.
When
fighting an enemy Flag Carrier, you'll notice that they make
a nice easy target with the bright glow around them. They
will not be able to dodge Disruptor shots since they can't
use Seeing. You can't Push or Grip them over a cliff, but
you can use explosive weapons to knock them off and kill them.
Keep
an eye out for Flag Carrier Support players, who will try
to grab the Flag immediately if their comrade with the Ysalamari
should die. Remember that they will have
Force, and are far more dangerous.
See also, CTF Advanced.
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