CTF guide for new players
What is CTF?
CTF, aka Capture the Flag, is really old gametype that's in almost any FPS game on today's market. In Warsow CTF is really fast and hectic. In some maps it can even turn into chaotic, uncontrollable mess.
Offense & Defense
CTF is played 4v4 in pickups. That often means 2 attackers and 2 defenders.
Defense
Solid Defense is the key to victory in CTF. Good teamplay and communication between defs is required! It's best if you know your def-partner so you know how he plays in certain situations, and you can adapt to it.
Usually the defense is split by armors/ares. For example, in CTF6 there is clearly a flagroom def, who controls the YA and RL at the base. (don't forget strong RL) He always stays at base when flag is in place. His job is to spam the flag and stop enemy from taking the flag.
If there is a crosscap situation, it's best that the flagdef stays controlling the base. That way he will be able to help the flagcarrier or even take his flag if the FC is very low on health/armor.
Flagdef's another job is to inform the rest of the team about which route the enemy flagcarrier used, so the middle def and the attackers can react to it and recover the flag quickly. Mumble/TS is useful, but you can also make 2 binds for it. (bind x say_team FLAGCARRIER leaving HIGH/LOW)
The middle def.
Usually the other def is bit closer to the middle. He is the one who takes more risks and plays rather aggressive. Strong LG and EB are very handy weapons for a mid defender. In WCTF3,4 and 6 you can clearly divide the defenders into flagroom def/mid def. In ctf6 the RA def defends the RA room while staying close to mid so he can help his teammates who are carrying the enemy flag. Mid Defender's job is to always recover the flags, and to hurt players who are entering the base of the team. That way it's easier for the flagdef to keep the flagspot clean.
Offense
Offense don't usually split by items, but they can split by roles. I'd say there is 2 roles in offense:
The Flagrunner
The Flagrunner runs the flag, as you might know from the name. Capturing the flag is his only goal, and he will make it happen at any possible cost. Sometimes it needs a race-fastcap, and sometimes a slower approach is better.
The Flagrunner keeps restacking himself and always returning to enemy base, trying to make a flag capture. It's important that the Flagrunner never stops trying; patience is the key at this role. But nobody can capture the flag alone if the defs know what they do; Flagrunner needs someone to attack with him.
Good movement and route-knowledge is essential for the Flagrunner!
Best weapons for the Runner are RG, RL, MG and LG. Maybe even strong PG. (like in ctf4)
The Supporter
The Supporter is supporting the Runner to capture the flag. He harasses the enemy defence and inflicts as much damage on the enemy defence as possible. He often has a really good aim, but also having a good movement is important. That way you can provide help effectively for your teammate.
Offense usually attacks with whatever weapons he can get to his hands, but best weapons for Offense are RL, RG, MG and LG. These are all very useful even when moving fast.
GL, EB and GB can be used too, but they have their own special situations where they are useful.
The Supportive class might generally resort to hitscan weapons because they are very good for it. But RL is also a very handy weapon for Supporter, it's big knockback is really useful for disturbing enemies
Do you have any questions?
Feel free to contact me, Huksi` @QuakeNet. I'm at #warsow.pickup , #warsow , and #mastersofdestruction .
(updated 2012-02-05 10:47:29)
CTF, aka Capture the Flag, is really old gametype that's in almost any FPS game on today's market. In Warsow CTF is really fast and hectic. In some maps it can even turn into chaotic, uncontrollable mess.
Offense & Defense
CTF is played 4v4 in pickups. That often means 2 attackers and 2 defenders.
Defense
Solid Defense is the key to victory in CTF. Good teamplay and communication between defs is required! It's best if you know your def-partner so you know how he plays in certain situations, and you can adapt to it.
Usually the defense is split by armors/ares. For example, in CTF6 there is clearly a flagroom def, who controls the YA and RL at the base. (don't forget strong RL) He always stays at base when flag is in place. His job is to spam the flag and stop enemy from taking the flag.
If there is a crosscap situation, it's best that the flagdef stays controlling the base. That way he will be able to help the flagcarrier or even take his flag if the FC is very low on health/armor.
Flagdef's another job is to inform the rest of the team about which route the enemy flagcarrier used, so the middle def and the attackers can react to it and recover the flag quickly. Mumble/TS is useful, but you can also make 2 binds for it. (bind x say_team FLAGCARRIER leaving HIGH/LOW)
The middle def.
Usually the other def is bit closer to the middle. He is the one who takes more risks and plays rather aggressive. Strong LG and EB are very handy weapons for a mid defender. In WCTF3,4 and 6 you can clearly divide the defenders into flagroom def/mid def. In ctf6 the RA def defends the RA room while staying close to mid so he can help his teammates who are carrying the enemy flag. Mid Defender's job is to always recover the flags, and to hurt players who are entering the base of the team. That way it's easier for the flagdef to keep the flagspot clean.
Offense
Offense don't usually split by items, but they can split by roles. I'd say there is 2 roles in offense:
The Flagrunner
The Flagrunner runs the flag, as you might know from the name. Capturing the flag is his only goal, and he will make it happen at any possible cost. Sometimes it needs a race-fastcap, and sometimes a slower approach is better.
The Flagrunner keeps restacking himself and always returning to enemy base, trying to make a flag capture. It's important that the Flagrunner never stops trying; patience is the key at this role. But nobody can capture the flag alone if the defs know what they do; Flagrunner needs someone to attack with him.
Good movement and route-knowledge is essential for the Flagrunner!
Best weapons for the Runner are RG, RL, MG and LG. Maybe even strong PG. (like in ctf4)
The Supporter
The Supporter is supporting the Runner to capture the flag. He harasses the enemy defence and inflicts as much damage on the enemy defence as possible. He often has a really good aim, but also having a good movement is important. That way you can provide help effectively for your teammate.
Offense usually attacks with whatever weapons he can get to his hands, but best weapons for Offense are RL, RG, MG and LG. These are all very useful even when moving fast.
GL, EB and GB can be used too, but they have their own special situations where they are useful.
The Supportive class might generally resort to hitscan weapons because they are very good for it. But RL is also a very handy weapon for Supporter, it's big knockback is really useful for disturbing enemies
Do you have any questions?
Feel free to contact me, Huksi` @QuakeNet. I'm at #warsow.pickup , #warsow , and #mastersofdestruction .
(updated 2012-02-05 10:47:29)
Some points that I think are quite important:
- Offs never take the yellow armor or red armor in base, unless the def allows it or the enemy is about to get it.
- Offs should time the quad or battlesuit and tell the teammates when it'll spawn. If the enemy gets the powerup, offs should help defend the base and gain control of the powerup.
- If you get the quad/battlesuit and there's more than 15 seconds left, try to attack. Def can usually manage without quad. If there's less time, use your own judgment whether to attack or not, or just suicide and give it to an off. (this concerning a def picking up quad/bs)
- When your team is capping, it's generally a good idea to have the whole team at base defending the capper instead of trying to cap back to back. The cap situations can get a bit messy so the capper needs the teams full support.
(updated 2012-01-23 22:49:41)
- Offs never take the yellow armor or red armor in base, unless the def allows it or the enemy is about to get it.
- Offs should time the quad or battlesuit and tell the teammates when it'll spawn. If the enemy gets the powerup, offs should help defend the base and gain control of the powerup.
- If you get the quad/battlesuit and there's more than 15 seconds left, try to attack. Def can usually manage without quad. If there's less time, use your own judgment whether to attack or not, or just suicide and give it to an off. (this concerning a def picking up quad/bs)
- When your team is capping, it's generally a good idea to have the whole team at base defending the capper instead of trying to cap back to back. The cap situations can get a bit messy so the capper needs the teams full support.
(updated 2012-01-23 22:49:41)
Yes, good points. I was thinking of writing more but didn't have
time to finish the article :)
now i know why i suck so much, i was playing ra def as flag def,
seeing that it has more armor and ya def is as close to mid. -____-
VectorVanDoom wrote:
now i know why i suck so much, i was playing ra def as flag def, seeing that it has more armor and ya def is as close to mid. -____-
Yeah... common mistake
Points
-Quad carrier should not take the flag; it's the other off that should; Quad is a great tool for supporting the carrier
However most CTFers who get quad just try solo cap like munky, puff..
- Don't play like you would in TDM, Duel, CA or bomb. Do everything you can to help your team.
- Use common sense when playing. Eventually you will know what do to in each situation solely by intuition.
(updated 2012-01-31 10:05:14)
-Quad carrier should not take the flag; it's the other off that should; Quad is a great tool for supporting the carrier
However most CTFers who get quad just try solo cap like munky, puff..
- Don't play like you would in TDM, Duel, CA or bomb. Do everything you can to help your team.
- Use common sense when playing. Eventually you will know what do to in each situation solely by intuition.
(updated 2012-01-31 10:05:14)
can you elaborate on thus? it seems to work quite well for L!N.
also, if you are quad and try to protet the carrier, you risk to
blow him up.
VectorVanDoom wrote:
can you elaborate on thus? it seems to work quite well for L!N. also, if you are quad and try to protet the carrier, you risk to blow him up.
no teamdamage
Huksi` wrote:
no teamdamage
That's just plain out wrong.. There should always be teamdamage in any teambased game.
That's one of the reasons I'm not that into 'competetive' CA, and why I (and JaZz) pushed koochi quite hard to make the Rocket Arena mod, where you have teamdamage (in form of armor loss).
tongue wrote:
Huksi` wrote:
no teamdamage
That's just plain out wrong.. There should always be teamdamage in any teambased game.
That's one of the reasons I'm not that into 'competetive' CA, and why I (and JaZz) pushed koochi quite hard to make the Rocket Arena mod, where you have teamdamage (in form of armor loss).

Great stuff can be done with that.. boosting teammates, clearing the enemies around him, protect teammate while he is escaping, making epic teamtricks.. now please no more of this bullshit from you
(updated 2012-01-31 14:17:01)
it's pretty situation dependent - is ur mate close, how is the
health distribution? but just imagine having quadcarrier saving the
flagroom while u're doing the unlock at wctf6 - sounds easier than
other way round, huh?:p
but deli mentioned a important point there - ctf actually is about capturing those flags! That shouldn't even have to be said tbh, but since i repeadetly recognize new ctf'ers not rlly acting according to that, it simply must be pointed out.
this means that u should always try to do what's best for your team('s score), not primarily what's best for yourself.
- flagcarrier has priority. do not steal important items (health, armors) from him unless u know that he's gonna drop the flag for u! (*pointing at crusty and the wctf1 uh*:D )
- u better think which fights are worth taking. this rlly ain't tdm - (imaginair:D ) score will neither win u that game, nor will it capture that flag. for example fighting enemy offs/chasing them back to ur base while u should badly cap urself doesn't rlly help a lot. in ctf fighting ain't always different from a waste of time/health.
- don't do egoistic flagsteals with 10health while ur stacked mate is close by. also mind that the flag is dropable (bind ? “drop flag;say_team ^1TAKE THE FLAG ^7@ ^3%l”) - when u're low healthed it's sometimes better to hand it over to a mate, just be sure he gets it.
but deli mentioned a important point there - ctf actually is about capturing those flags! That shouldn't even have to be said tbh, but since i repeadetly recognize new ctf'ers not rlly acting according to that, it simply must be pointed out.
this means that u should always try to do what's best for your team('s score), not primarily what's best for yourself.
- flagcarrier has priority. do not steal important items (health, armors) from him unless u know that he's gonna drop the flag for u! (*pointing at crusty and the wctf1 uh*:D )
- u better think which fights are worth taking. this rlly ain't tdm - (imaginair:D ) score will neither win u that game, nor will it capture that flag. for example fighting enemy offs/chasing them back to ur base while u should badly cap urself doesn't rlly help a lot. in ctf fighting ain't always different from a waste of time/health.
- don't do egoistic flagsteals with 10health while ur stacked mate is close by. also mind that the flag is dropable (bind ? “drop flag;say_team ^1TAKE THE FLAG ^7@ ^3%l”) - when u're low healthed it's sometimes better to hand it over to a mate, just be sure he gets it.
tongue wrote:
Huksi` wrote:
no teamdamage
That's just plain out wrong.. There should always be teamdamage in any teambased game.
That's one of the reasons I'm not that into 'competetive' CA
teamdamage in ca would be just stupid, and since when is any gametype with teamdamage enabled automatically called 'competitive'
Huksi` wrote:
VectorVanDoom wrote:
can you elaborate on this? it seems to work quite well for L!N. also, if you are quad and try to protext the carrier, you risk to blow him up.
no teamdamage
oops xD didnt play for quite a while, thats my excuse.
still, you didnt answer my question.
(updated 2012-01-31 15:23:00)
SolidFake wrote:
tongue wrote:
Huksi` wrote:
no teamdamage
That's just plain out wrong.. There should always be teamdamage in any teambased game.
That's one of the reasons I'm not that into 'competetive' CA
teamdamage in ca would be just stupid, and since when is any gametype with teamdamage enabled automatically called 'competitive'
teamdamage is ok in RA, TDM, Bomb to make it more skilled.
But in gametypes like TDO, even FTAG, CTFT, CTF, CA it makes absolutely no sense imo
I'm sorry but to mee, not having team damage and then having self
damage is just fucked up :)
Having team damage often reduces spam, it makes you think before you fire a rocket or grenade near an teammate.
Now, I had no idea that team damage actually was turned off in CTF, just shows how much thought i've actually put in to this game type perhaps. But now I know i can change my style and spam a lot more. Seems like the defending will become a lot easier., no need to watch that spam towards the chokepoints, and actually use rockets when my teammate is close to an enemy will make it al ot easier.
FYI, CA is just a bad copy of RA, it's Rocket arena public style.
And on a side note, I did not say it didn't make it competitive, it's my personal preference that team based games that allows you too not be careful of where you put damage is boring. And in competitive CA it really shows. its 3 v 3 guys rushing towards each other dealing as much damage as they can in 5 seconds with LG and PLASMA spraying everywhere and ROCKETS splashing here and there, without the least care if you do damage to a teammate. If that was the case, the attack would have to be more co-ordinated and the spam/+attacking would be reduced greatly.
Having teamdamage on is a good thing, PERIOD!
Having team damage often reduces spam, it makes you think before you fire a rocket or grenade near an teammate.
Now, I had no idea that team damage actually was turned off in CTF, just shows how much thought i've actually put in to this game type perhaps. But now I know i can change my style and spam a lot more. Seems like the defending will become a lot easier., no need to watch that spam towards the chokepoints, and actually use rockets when my teammate is close to an enemy will make it al ot easier.
FYI, CA is just a bad copy of RA, it's Rocket arena public style.
And on a side note, I did not say it didn't make it competitive, it's my personal preference that team based games that allows you too not be careful of where you put damage is boring. And in competitive CA it really shows. its 3 v 3 guys rushing towards each other dealing as much damage as they can in 5 seconds with LG and PLASMA spraying everywhere and ROCKETS splashing here and there, without the least care if you do damage to a teammate. If that was the case, the attack would have to be more co-ordinated and the spam/+attacking would be reduced greatly.
Having teamdamage on is a good thing, PERIOD!
But you can do nice team tricking and co-operation when it's off or
armor-only.
Besides, Warsow's fast nature with TD on CTF would make it wreally random and messy and would just turn the teamplay factor down instead of up
As I said; CTF IS NOT Bomb!
The "pro" factor in CTF comes from other things, not TD.
(updated 2012-01-31 17:42:09)
Besides, Warsow's fast nature with TD on CTF would make it wreally random and messy and would just turn the teamplay factor down instead of up
As I said; CTF IS NOT Bomb!
The "pro" factor in CTF comes from other things, not TD.
(updated 2012-01-31 17:42:09)
Just imagine trying to cap a flag with teamdamage on... Your
teammates will blow you up :D Cause of constant enemy pressure
randzor wrote:
Just imagine trying to cap a flag with teamdamage on... Your teammates will blow you up :D Cause of constant enemy pressure
yeah..

