--Posted by Riposte101 @ 00:49 PST.
Capture the Flag Guide: Part I
Here is my in-depth analysis of this game mode.
Disclaimer: These tactics and strategies assume that every member
of your team has command of the basic mechanics of the game and that
there is constant team communication between members.
Map: Desert Storm
Puma: Base Defense/Pursuer/Flag Relay
Puma: Base Defense/Pursuer/Flag Relay
Synopsis: The basic strategy behind this team is to blow the other
team out with the sheer superiority of offense paired with a very
Offense: The reason underlying the choice of the twin Corvus runners
is due to the distance that runners need to travel on this map to
capture and return the flags. While one Corvus makes it back to the
base with the flag the other Corvus is in position to retake the flag
as soon as it respawns. In this way you double the attempts of flag
captures and tax the defenders with constant attacks. This in turn
will cause the defenders to have fewer upgrades to their weapons and
this leads to making flag captures more manageable. This analysis
does not take into account the common practice of defenders that follow
the runner out of the base, further weakening the defenses for the
second runner. If the Corvus runs into trouble and is unable to make
it all the way back to the base a Puma can intercept the runner part
way and relay the flag back to the base. The success of this is of
course heavily dependent upon the runnerís communication with his
Defense: The versatility of the Puma makes it the pillar of the team.
No opponent can run from a pair of Pumas in pursuit. The payload on
this fast jump capable mech is nothing short of amazing, a PPC, a
pair of machineguns and two crossbow missiles. It is custom built
to tear apart runners. PPCs and crossbows for fast heavy damage and
two machineguns for use on target jammed opponents. Machineguns also
serve the dual purpose of revealing null signaled mechs and are quickly
followed by volleys of crossbows to keep them lit. One Puma stays
close to the flag while the other roams the middle ground to assist
with relaying flags and picking up the opponents' runners. If the
other teamís runner manages to slip by the first (unlikely), it still
needs to deal with the second Puma. If the enemy manages to take hold
of the flag both Pumas converge to take them out. As the runners return
to the base for drop offs they will assist the defenders by alerting
them of null signatured mechs and lighting them up with their dual
pulse lasers and autocannon.
Capture the Flag Guide: Part II
--Posted by KenshiroKing @ 6/2/03 14:27 PST.
Ultimate Mech Team
Runner - Corvus
Pursuers - 2 Pumas
Defender - Prometheus
The main objective of my team is to shut out the other team or, failing
that, to keep their score as low as possible, while using the Corvus
to achieve a consistent, solid score.
The runner position is fairly self explanitory, run into enemy base,
grab flag, return to own base. However, a good runner can also assist
in base defense and emergency flag recovery. Null sig, while useful,
is not the best defensive measure for a runner. Target jamming is.
Null sig is only useful until you grab the flag, and then you might
as well have a large target painted on your mech's head. Also, any
competent player can spot a null sig'ed mech at least 75% of the time
(75% being the average from 100% for Desert Storm and 50% from Midtown
Mayhem) and attack it with their weapons that do not require a lock
The Corvus, as Riposte101 has stated, is hands down the best runner
in the game. The value of 2x target jamming combined with jumpjets
and speed cannot be denied. It also has an autocannon, which has the
same knockdown chance as a pair of gauss rifles, and dual pulse lasers,
which are useful for infighting and lighting up null sig'ed or target
jammed mechs. The only drawback is that it has the lowest armor in
the game, but its other strengths more than make up for this deficiency.
The purpose of the Pursuer mech is threefold. Its first, and most
important job is to pursue the enemy runners as they return to their
base if they slip the defensive kill-zone. The pursuer then destroys
them and recovers the flag. The Pursuer's second job is to defend
the base as any other defensive mech does. The third task that it
must perform is emergency flag support for the runner if they cannot
return on their own. In my opinion the Pursuer is the anchor for the
team and must be someone who can keep an eye on all of their team's
mechs and coordinate a cohesive strategy. The Pursuer directs the
defenders to the most dangerous target and must be prepared to continue
coordinating even when pursuing enemy runners.
The Puma is perfectly suited to the task of Pursuer. It has a very
well-rounded compliment of weapons: A PPC for sheer power in taking
down light mechs quickly and defending against the occasional medium
to heavy, twin machine guns for lighting up null sig'ed mechs and
attacking those with target jamming, and dual crossbows to be used
to prevent cloaked mechs from disappearing once you have exposed them.
When you use two Pumas, the enemy runner has almost no chance of returning
to their base. It is critical, however that the Puma pilots have the
backup of a capable defender to ensure that no backup enemy runner
escapes with the flag unmolested while they are returning from flag
recovery. As long as damage is done to the backup runnner and the
defender communicates by which route the runner is leaving, then the
returning Pumas can intercept said runner on its way back to its base.
The Defender position may not be the most glorious position, but it
is necessary all the same. The Defender must either destroy incoming
mechs before they slip the defensive area or damage them enough that
the pursuers are able to finish them off. Speed is not a necessary
trait because of the Pursuer mechs.
The Prometheus is the absolute best mech to use for the position of
Defender. Its devestating compliment of weaponry can defend any base
well. When fully charged up, this mech is an unholy terror. Its dual
gauss rifles can pummel mechs from long distance whether they be assaulting
the base or fleeing with the flag. The three lasers also can assist
in this task. The dual warhammers are perfect for mechs that are null
sig'ed to the point where they are unable to be targeted as well as
mechs with target jamming. With a Prometheus, no mech can enter a
base and escape with the flag unmolested.
Capture the Flag Guide: Part III
--Posted by Ghetto Oracle @ 10/25/03 15:54 PST.
2 Kit Fox: Runner/Defender
1 Belial: Defender
1 Prometheus: Defender
The Kit Fox is a speedy mech that can swoop in and take the flag with
no problem. If two Kit Foxes go in together they are almost unstoppable.
What makes this mech so versatile and amazing is the Warhammer, which
can easily be used to defend with. Secondly the Belial is a great
Sniper/Chaser. Using its lasers it can easily uncloak a cloaked mech
and then chase it down. A weakened mech can easily be destroyed with
the Gauss of a speedy Belial on its tail. Having a pair of Gauss Cannons
also gives it a sniping advantage. NOTHING is more annoying then a
Belial, covered in trees, sniping at you just out of reach. Lastly,
the Prometheus can easily kill almost any runner that crosses it's
path. Its level three Warhammers can finish a runner in two INDIRECT
hits, that's right they don't have to be attached to its back. These
Warhammers leave many runners, running in fear. And with two Gauss
Cannons the Prometheus can also hit opponents from a distance. The
main advantage to this combo is that when you get a good lead in scores
you can call back your mech's and play a 100% defensive game and stop
the opponents from regaining the lead. That's right if you have a
lead after 3 minutes than just call every one back and slaughter every
runner that comes in the base. I try to use this strategy every game
and usually it works.
--Posted by Riposte101 @ 10/25/03 15:54 PST.
I just wanted to begin by thanking Ghetto Oracle for his submission
and for sparking a bit more discussion in our MechAssault CTF
section. Ghetto Oracleís strategy of pulling everybody back once the
team has the lead and playing 100% defense is interesting, however
it is my opinion that I would rather continue to build upon a lead
rather than sitting back and playing prevention. I agree with his
selection of the Prometheus and Belial to serve as defenders, but
I would take a pair of Corvusí as runners over the Kit Foxes. As was
mentioned above I believe that the Corvus is superior to the Kit Fox
in every aspect of the runner position. While the Kit Fox may be a
better defender with its armament of the warhammer, the Corvus is
grossly underrated as a defender. The Corvusí autocannon has a six
percent and twelve percent knockdown respectively at second and third
level. If this mech manages to knock you down it is over.
--Posted by Ghetto Oracle @ 10/29/03 19:22 PST.
The reason I choose Kit Foxes over the Corvus's are the advantages
that the Kit Fox has over the Prometheus. Don't get me wrong; I love
the Corvus but only in situations where I am not up against a Ragnorok,
Prometheus or Ymir. Anyone who is good with these Mechs, should be
able to really punish a Corvus. Although I have seen Corvus's get
past these Mech's, the Kit Fox and it's Cloaking/Firepower make it
one of my favorites.