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Thread: Capture the Flag - Loadouts And Strategy

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    Capture the Flag - Loadouts And Strategy


    As noted in Arch's thread, we went full party yesterday, and did good in a few and terrible in a few other.
    Our hardest mode was def. CTF, with a devastating 0-6 loss. Morale and learning from our failure is important.


    I've taken the time to think about what kind of load outs would be good, pack a punch, and help set us apart as a task-force rather than ragtag group of people.


    First things first. In any party, we will need to have a 50/50 split between defenders and assaulters.
    One of the things we did improperly was leaving our own flag unattended for too long. This applies to parties of two, four and six. In an uneven party, dedicated offence will precede dedicated defence. You don't win at CTF by not losing flags, you win by capturing them, making the raiding side a priority.


    CTF is also a mode where swallowing pride of any kind will be a requirement. If you're the assigned defender, as boring as hanging around the flag area may be, it's your job for that match. People should be able to switch around if they find a task dull, but during a match, no hot-shotting hero type actions.


    Now, on to load outs. I've described here what I think are good loadouts to try. Anti-titan weapon is left out, since those are mostly up to personal preference.
    Defence first, I'll have some more analysing and thinking to do before assaultmen can be planned.


    ===================


    Defender 1 - "The Fort"


    Shotgun, Autopistol, Arc Grenades, Cloak, Power Cell, Warpfall Transmitter


    Ogre Titan, Quad Rocket, Cluster Bomb, Electric Smoke, Fast Autoloader, Core Accelerator


    Assignment: D1 stays close to the home flag, trying to remain out of sight, ambushing anyone going for the flag. The equipment has been selected to be good in the cramped areas where the flags often reside and quickly call in their Titan for defensive purposes. I'd like you to think of D1 as the "last line of defence", which is why it has a short range weapon and a massive titan.


    ===================


    Defender 2 - "The Sprinter"


    SMG/CAR, Autopistol, Arc Grenades, Stim, Quick Reload Kit, Warpfall Transmitter


    Stryder Titan, Chaingun, Cluster Bomb, Vortex Shield, Regen Booster, Core Accelerator


    Assignment: D2 is a runner, cycling between choke points in the close vincinity to the flag. Providing intel on incoming enemies and using stim and high fire-rate weapons to quickly respond to threats.
    This assignment is all about speed and the ability to be anywhere around the home base as quick as possible.


    ===================


    Defender 3 - "The Vantage"


    DMR/AR with optic sights, Autopistol, Arc Grenades, Echo Vision, Explosives Pack, Guardian Chip


    Atlas Titan, 40mm Cannon, Cluster Missile, Particle Wall, Fast Autoloader, Auto-Eject


    Assignment: D3's job is to find a vantage point and provide long range intel and guardianship of the flag and the other defenders. A steady hand in taking out enemies from afar will probably be required. The gear has been selected for the D3 to act in a supporting role, acting mostly independent of it's Titan, letting the Titan act as a distraction of sorts, while taking out infantry and "harassing" enemy Titans.

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    i've never played titanfall but if ctf is the same as most games then i would like to give a little take on a gameplan that may help, if you want??

    (blops1 i was 13th in the world for ctf)
    If winning isn't everything, then why do they keep score?

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    Quote Originally Posted by Jw Gym Freak View Post
    i've never played titanfall but if ctf is the same as most games then i would like to give a little take on a gameplan that may help, if you want??

    (blops1 i was 13th in the world for ctf)
    Don't mind if you do.

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    What we would do instead of three runners would be to have your three defenders, two rushers (one each side) then a guy aroubd the middle of the maps with a good line of sight down to thier side of the map. If a runner got dropped after grabbing flag you have the guy in the middle to cover it or even take it hinself it is close enough to him

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    If winning isn't everything, then why do they keep score?

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    It's really a simple plan but if u stick to it and execute it then it works!!!

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    Quote Originally Posted by Jw Gym Freak View Post
    What we would do instead of three runners would be to have your three defenders, two rushers (one each side) then a guy aroubd the middle of the maps with a good line of sight down to thier side of the map. If a runner got dropped after grabbing flag you have the guy in the middle to cover it or even take it hinself it is close enough to him

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    It sounds good. I'm actually all for it. 3 def, 1 mid and 2 runners.
    I'm amazed at how brilliantly simplistic, yet so tactful, it is.

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    Yeah you want the player with the most "gunskill" to cover mid

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    I also used a similar method to this in BLOPSII. Only instead of a midguy, we had 4 defenders and 2 runners. Or 2 defenders, 2 runners, and 2 guys who spent the majority of the time wasting the other team, either camping their spawn, or key areas on the map. If they are more concerned about the fact they are getting slaughtered, then the people capping flags are untouchable.

    Another one, was run in packs of two. Always 1 team watching the flag. Setting up choke points, They always have to bring their flag back, and nothing is more satisfying than killing someone when they get the flag almost to their base. It all depends on what kind of players you have, and what their strengths are.

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    If we are gonna put this into action I would maybe suggest trying out all avenues of setup which I'd be more than happy to do.
    Iv only one thing to say on ctf,
    A lot of ppl have their strengths and their weaknesses when it comes to game modes,well that is what they think when in all fairness it rather not a weakness but more a learning curve.
    Anyone that runs a particular game mode long enough will get a feel for how things should be.
    What I'm trying to say is everything can be learnt and adapted positively an thus making a player more sucessfull and well rounded,hard work is what pays off and u only get back what u put in.i was always told there ain't no such word as CAN'T.
    I'm no where great at ctf but I'm willing and more than happy to roll this to set my own learning curve in motion.

    ADAPT AND OVERCOME CAG,ADAPT AND OVERCOME!
    CAG JB

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