![]() For any problem lacking an obvious bureaucratic solution, mercenaries are contracted to address the situation through a massive application of force. Each corporation administers its half of the world with a multi-disciplined army of paper pushers. They put a considerable amount of wealth towards militarization in the hopes of defeating their rivals, RED (Reliable Excavation Demolition). Beneath the convincing exterior of their bases of operations can be found computer racks, satellites, rockets, and missile installations. They are led by their founder and CEO Blutarch Mann. BLU has considerable land in the New Mexican Badlands and appears to dabble in numerous industries, the most notable of which being the mining of gravel. ![]() Otherwise, it is the same as regular CTF.BLU ( Builders League United) is a subsidiary of TF Industries, which allegedly specializes in "construction operations". In Reverse CTF, a team must take their flag to a capture point in the enemy's base. Once the gas is released, the key will be reset. However, there is a very small amount of time before the gas is released are there are not enough Biosuits for an entire team. During the countdown, a few Biosuits are available to be picked up. Once the point is reached, there will be a very small countdown before instant-kill nerve gas will be released in both bases. Instead of a flag, the attackers must grab a key in the enemy's base and take it to a point in the enemy's base. Rock-style CTF maps play somewhat differently than the average CTF map. A common strategy is to have one person run in and grab the flag, then toss the flag away from before the barrier is reactivated. During this time, the attackers must make a strong push to the flag in order to get to the flag within the time limit. When it is hit, the barrier will be down for 30–60 seconds, depending on the map. In order to get to the flag, a switch somewhere in the map must be touched. In Shutdown-style maps, there is a barrier (often laser) that protects the flag. About 3-4 Pipebombs can take out a Scout and/or Medic. The Pipebomb Launcher can be used to cover a flag as the last line of defense. As with the other classes, Sentry Guns should be placed at chokepoint to maximize their effectiveness.ĭemomen can be very useful if used right. Their Sentry Guns can quickly kill fast classes, such as the Scout and Medic. Tight corridors make it hard for fast classes to move around and the smallness of the area makes most defender's weapons very deadly.Įngineers are vital for keeping a good offense. They should be placed at chokepoints, such as a tight corridor that leads to the flag. Powerful but slow classes, such as the Soldier and Heavy, should be used for defense. If enemy defense contains too many powerful classes, then you should enlist a Demoman, Heavy or Soldier to help either distract enemies or clear out the way. When playing offense, make it your priority to get to the flag as quick as possible. The Soldier is the exception, as he can function well as a defender and attacker, though he is slightly better as a defender. In general, fast classes are attackers, while slow classes are defenders. ![]() If your defense is weak, your team will be steamrolled by the enemy's offense. If your offense is weak, then your team will be unable to gain many points. The key to winning CTF is to have strong defense and offense. The Yard also has many spots for Snipers, so attackers must be careful when exiting their base if the enemy team has a few Snipers. ![]() However, if a flag has been taken and is dropped outside, there is usually a fierce battle between attackers and defenders. It also usually has an alternate route to the enemy base, such as a water access. The yard is usually flown past via jumping techniques such as Concjumping. The area that divides the two bases is called the Yard. However, later maps, such as the ones in TF2, simplify things by putting the Capture Point where the flag is. In most maps, the Capture Point is not where the flag is, which can be confusing for those new to a map. ![]() This is where a flag must be taken to in order to score points. These backpacks contain less items than one found at a respawn room, and occasionally can be picked up by both teams.Įach base also contains a Capture Point. Some maps also contain Backpacks outside of spawn rooms. Each respawn room contains about three or so Backpacks that will refill a person's health, Armor and Ammo to its max. One respawn point is near the front of the base, while the second one is closer to the flag room. In each base is a room that contains the flag (flag room) and about two or so respawn points. Most CTF maps are composed of two identical bases. ![]()
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