This is Evil Empires attempt at a tactics
document. Its designed to tutor clan members in our
techniques and suggest strategies to win at clan CTF
competitions. Weve decided to put it up on our site as a
general document for easier access and because basically we
couldnt care less who knows how we play!!! Were not
THAT serious!
Note that this is a work in progress so there
are blank sections yet to be filled in. Please let me know if you
have anything to add or change via email.
Here are the section links:
Positions
Defence
Offence
Resources
Maps
Techniques
Summary
Positions
These are the formal names we use for offence
and defence positions. The Best Techs are really only guidelines
and their use should be balanced up against the situation at
hand. Make sure you use the abbreviations (in brackets) when
yelling out what position youll take. We need defensive
players first and foremost, so if youre thinking of
changing during the game, make sure we have an RD and BD at
least.
Flag Carrier (FC)
This is the guy that grabs the flag and runs
with it (obviously!). It isnt necessary to say that this
guy HAS to get the flag and no one else can, moreover hes
the one who is the designated carrier. Often this is really the
first of FC, FE and Freelance to make it to the flag so you have
to make sure youre ready to swap roles.
Best Tech : Attacking players should
never enter an enemy base with a tech.
Flag Escort (FE)
FEs job is to stay with the flag carrier
at all costs. You never leave his side, except to throw yourself
in front of incoming defence. Its a very selfless role in
that you must leave ammo, armour and health for your FC, and must
be willing to die defending him. Remember, the worst thing you
can do in this role is to gobble up all the resources around your
FC, and then piss off and leave him alone!
Best Tech : Attacking players should
never enter an enemy base with a tech.
Freelance
Well this guy does just about everything. His
role is to do everyone elses role. He can be an FC one
moment, then swing around and shore up the defence, then over to
camping with the rail-gun to pick off attackers the next.
Its important that this guy listen in carefully to his team
communications. Defence should call the Freelance guy back if
they need him, but must release him if it eases off. He must be
allowed to do his own thing. I gave three examples of what he
might do, here are a few more; gather resources for defenders,
cause havoc in the middle areas of maps, go on flag sorties of
his own usually via alternate routes to the FE and FC, act as the
bait in offensive moves.
As the quad has become so valuable in games
against the better clans, its usually a good ploy to have
the Freelance player just hang around the quad spawning area.
Once the quad appears, grab it and return it to base ASAP so the
attackers can get hold of it.
Best Tech : Probably any of them but he
should be giving up Strength and Accelerate for the defensive
players. Remember that techs respawn OUTSIDE the flag rooms where
defence can rarely get them.
Base Defence (BD)
The captain never leaves his sinking ship, and
BD does similar. The whole idea of BD is NEVER to leave the base.
So often Ive seen all defenders run out of a flag room
chasing the oppositions FC, only to recover the flag and
allow another attacker free rein of the flag room. Usually this
guy does your typical sniping/camping trick by picking off
incoming enemy using a strength tech boosted rail-gun or rocket
launcher VERY effective. The only way BD can leave his
post is to go grab resources, and only after announcing the fact
to the accompanying RDs in the room.
Best Tech : Strength as last line
of defence, he has to hit them hard.
Roaming Defence (RD)
RD must be an agile fighter, ready to get right
into the midst of a firefight. His primary goal is to ensure that
no enemy get into the flag room. Failing that, he chases the
enemy FC until the flag is recovered or he dies in the process.
Must be quick with communications because often other team
members can help out with the chase. Like the attacking roles,
this one is highly likely to get killed many times.
Best Tech : Accelerate
Defense
Flag Recovery
Its primarily the job of the RD to
recover the teams flag from the enemy. Some of you are
going to question this thinking, but Ill try to explain why
this should be the case. Firstly its usually RD whos
doing the chasing of the enemy FC so theyre often in the
best position to grab it back. If this fails (i.e. the RD gets
gibbed) its down to the other players to get it while he
restocks. Our FC and FE are usually to busy trying to grab the
enemy flag, and so they should be because without their flag,
they cant capture. So as soon as our flag gets grabbed, our
attackers should go for it even harder. This leaves Freelance and
RD to recover with BD staying at base. With the FE and FC back at
our base after grabbing their flag, we have 3 defenders
essentially, probably better than it started off with. Bottom
line RD and Freelance recover lost flags.
Offence
Techs
Recently weve found that its far
better to have offensive players drop their techs in OUR base.
The reason for this is simple. When you play offence, you expect
to die most of the time. Not all of your attacks will be
successful, and if you happen to be carrying a tech when you land
in the enemy base and get fragged, guess where the tech stays?
Thats right, just in front of the enemy defence who are
just as desperate for techs as our defence (who rarely get to go
outside the base and into the tech spawning areas). So, if you
have a tech and youre on offence, leave it behind!
Coordinated Attacks
Simultaneous attacks by two separate squads is
very effective in most maps. With weaker clans, you can often
send a single squad in crashing through the front door, take out
the defenders and grab the flag. Unfortunately this approach will
fail dismally against a strong clan with good defensive players.
The Hammer and Nail defence has its offensive
compliment whereby the attackers work in a squad of 3, sending
one person in ahead of the others to distract and weaken the
defence. After several seconds of melee the remaining two
attackers come in to finish off and grab the flag. Again, not a
bad strategy against the weak to medium clans but will often fail
against the stronger ones.
A better way of attacking is to use multiple
entries to the base area and coordinate the attack using say_team
binds. As an example, Freelance would run towards the alternate
entrance and when in position shout something like
"Set" to his team mates. FE and FC move into position
near the main entrance but just out of site and also yell
"Set". One of the attackers then yells "Go"
and Freelance jumps into the area firing madly at defenders. Only
a second or so later and FE and FC storm in with FC aiming
straight for the flag and nothing else. FE and Freelance should
be drawing most of the fire, and should be returning it like
madmen. FC concentrates solely on the flag then gets the hell out
of there. This tactic is perfect for levels like McKinley where
the Freelance alerts the defenders as soon as he leaves the water
(*splash*), so while the defenders look towards the tunnel and
fire off rockets / grenades, FE and FC run down the hall as
quietly as possible and hopefully surprise the defenders.
Resources
We all need resources to stay on top of our
allocated positions in the game. Often these resources can be
shared around by dropping them for other players. To this end, we
came up with an alias which allows us to choose from a group of
items to drop using one key, then drop using another. At the
moment we can drop techs through another alias, but this one
cycles between 5 rockets, 50 cells and the Power Shield. An even
more complex alias developed recently maps 5 keys; one for
selecting ammo to drop, one for item selection, one for weapon,
one to drop the selected item/ammo/weapon and one for dropping
every type of ammo at once.
By the way, you wont see any mention here
of the BFG. Its use is considered very poor form nowadays so none
of us use it. Also, I wont be explaining what each resource
does because you can find that kind of info anywhere on the web.
Techs
In CTF or LMCTF there are four basic techs.
Strength and Accelerate tend to be defensive techs because of the
way defence often fights enemy from a distance, then
progressively up closer. Theres nothing worse than getting
fragged by your own rockets because you fired a strength boosted
one into the wall next to you
all while carrying the flag!!
Our attackers no longer use techs unless they
encounter them on their way to the enemy base. Its far
better to leave them behind in our base and deny the enemy while
helping out defence.
We have a "drop tech" alias available
which when bound to a key and pressed, drops the tech you have
and tells your team where you dropped it. In a game of CTF which
is going to plan, the player would drop their tech next to
someone on the same team who needs it. However team mates
arent always within sight so its handy to hear where
it is.
Remember attackers give up their techs
to defenders when they return to base normally. Dont turn
around and return just because you picked one up during a raid!
Armour / Power Shield
Well, more importantly the Power Shield in this
section, because Im not sure if you can drop normal armour
and why do it anyway? The PS only re-spawns every now and then
and you can carry more than one, so its important to drop
them off to team mates when they require them. Our drop alias
does this.
Defenders should concentrate on throwing any
excess PSs to respawned players. This is especially important for
attackers who go into the enemy base techless. A bit of
communication is required here, with attackers announcing their
intentions and defence helping them out.
Quad
Quads can be dropped! Not a bad idea for the
Freelance guy to scoop up the quads and drop them back at base
for the defenders. Both attackers and defenders can benefit from
this type of activity though. Especially effective on Q2CTF3
(Smelter) where often you find the FC holed up above the flag
room hovering over the quad re-spawn location. This can be a good
defensive point as well, so defenders here would get access to
multiple quads to drop off to other players.
Ammo
The only types of ammo really worth passing on
to other players is rockets and cells. Usually these are the two
rarest types of ammo available and the most used. Defenders tend
to be able to collect plenty of ammo between attacks, however
its not always the case because they often have to travel
outside the base area to get it. On levels where ammo is
plentiful to defenders, they should use their drop alias to
restock attackers when they return to base. Remember to bind a
key to say_team "Ammo Needed" or something like that. A
quick "roger" from the other defending / attacking
player, and you can go collect some outside of your allocated
area. If an FE or FC puts out the "Ammo Needed" call,
the other guy should follow him while he collects so as not to
weaken the attack squad.
A tactic employed recently had one RD
collecting ammo for the other defenders. As soon as they asked
for it, hed cough the lot up in front of them. Worked very
well!
Maps
The numbers you see appearing in brackets are
the suggested number of defensive / offensive players based on 4,
5 and 6 team players. So for example, Defence (2 3 3) would mean
when the team consists of 4 players the defensive squad should be
2, when 5 are playing there should be 3 in defence, and with 6
players 3 defenders are needed. Obviously maps that are easier to
defend will have a lower defence ratio. These values are start-up
values ONLY. If a weaker clan is encountered you should release
the Freelance player or change a defender to attack.
Q2CTF1 (McKinley Revival)
Notes
Escaping with the flag is made easier by
exiting via the sniper room down the elevator (crouch and grapple
out using the first beam in view on the roof).
Defence (2 2 3)
Two to three standard positions for defence in
McKinley. Normally RD will stand on the platform leading up to
the flag. From here he has a clear view down the entry hall and
can turn to fire at the water tunnel, all without moving. The
second position is up with the chain-gun using a zoom down the
entry hall. This is a sniping position using the rail-gun and
helps if used in conjunction with the strength tech. There are a
couple of other positions which can be used above the
entry hall doorway to drop down behind attackers, up the top in
the corner where the cells and rockets re-spawn. Visibility from
these two positions is quite poor though. Another area to use is
around the crates at floor level. Cover is excellent here however
you need to be an accurate shooter and can really only view the
entry hall.
Offence (2 3 3)
Two simultaneous attacks work quite well in
McKinley. Freelance should make his way into the enemys
water entry tube but be careful not to jump out of the water
(thus alerting the defenders with the splash sound). FE and FC
should assemble just before the corner in the main entry hall.
Freelance goes first to distract the defenders, but he
shouldnt have to do much more than jump in and out of the
water to make the splash sound. If the defence are smart enough,
theyll hear it and start firing that way. If they
dont, climb up the ladder and go crazy.
Q2CTF2 (Stronghold Opposition)
Notes
Defence (2 3 3)
Offence (2 2 3)
Q2CTF3 (The Smelter)
Notes
Defence (2 3 3)
Offence (2 2 3)
LMCTF04 (Bloodbath)
Notes
The Quad damage artefact is in the slime right
under the rail-gun in the middle of the map. Once youre in
the slime, head right for the Quad and escape using the
teleporter.
Defence (2 2 3)
There are really two ways of defending this
base aggressive or passive stance. With the passive
stance, two or more defenders wait in the base for someone to
drop in and grab the flag. Best positions are one at each side
entrance to the base area. From there they can see attackers
coming through the doors at the top, and can hear them coming out
the jump tube. Once they have the flag, shoot them and return it.
The aggressive stance seems to be working quite
well in clan matches so far. This is where the RD stands directly
at the bottom of the jump tube and watches the bottom door. The
BD (or preferably another RD) should stand above him on the top
walkway watching the top door. Usually the action comes from
below so the RD at the bottom fires off a couple of rounds, which
alert the top guy to the attack. He can then drop down and defend
or fall back into the base. Either way you stop the attack before
it hits the base. If it gets a bit hot down the bottom, all the
RD has to do is jump and hes back in the base.
Offence (2 3 3)
You really need plenty of attackers for this
map, and if they coordinate their attack it can be devastating.
One attacker should always grab the Quad while the others wait.
He can then either throw the Quad to them (because hes
vulnerable with lowered health) or restock health in the jump
tube chamber. Be careful though because jumping through the tube
with Quad running and low health can be a bonus for waiting
defence.
Once youre ready to go, Id suggest
a two pronged attack, at least one from the top and one from the
jump tube. Preferably the guys up the top attack first to draw
the defence away while the third guy waits for the screams, then
jumps and runs with the flag.
As an advanced attack, you could use the tube
to your advantage. Leave one attacker down the bottom while
another jumps and grabs the flag. The FC then grapples back into
the tube (while the doors are open be quick!) and drops
the flag down to the waiting attacker who scoops it up and runs
back to base. Takes a bit of skill on behalf of the jumper but
can pay off easily. Oh yeah, then the jumper should release and
fall back into the enemy base to cause a bit of mayhem.
LMCTF08 (Frozen Waste)
This level is really difficult to explain in
words. The map is made up of two large base areas with a middle
run of interconnected rooms and two outer runs of interconnected
rooms. In the middle are three main rooms with two open areas.
Each side of the outer passages has three rooms as well,
connected via tube walkways. The sides are pretty much mirror
images of each other.
Notes
Quad located in middle room of outer run
(grills on floor containing water) on right hand side out of Red
base. PS located under bridge in open area in middle run, and
also in ceiling holes in outer runs (not sure which room
though!).
Defence (2 3 3)
Three entries so this one is difficult to cover
in defence, but this is a bonus for the attack squad of course.
Offence (2 2 3)
Techniques
General
Gaining Attention
The general way of gaining attention on the
playing field (for EvEm players anyway) is to look at the guy(s)
and jump up and down madly. When you leave your control keys to
type in something like "Hey, watch this" it leaves you
open to attack. A simple jump attracts their attention and allows
you to demonstrate things without having to type. When you see
someone doing this, try to give them the time to see what
theyre pointing out. It may be the Power Shield which they
already have, more ammo for you because theyre full etc.
Rearming
Try to rearm yourself back at our base. This
serves two purposes. Firstly it gives us a greater defensive
force in a single regroup area. Anything that makes it harder for
the enemy to penetrate the base is worth doing. The other reason
to do it is to deny enemy attackers resources close to our base.
Outlands (Q2CTF4) when playing the blue team is a classic example
of this because the enemy could eliminate our defence then rearm
themselves inside the base before grabbing the flag and escaping.
If defence fails it should have at least weakened the enemy FC,
but if there are resources around and no other defensive players,
they can do what they like.
It is tempting to run into the enemy base once
you respawn, and quickly grab their flag, but against a good
defence this will fail. It also racks up as a frag for the
opposition.
Defence
Denial
This is actually a defensive technique but can
be used by any player in the team. The point is to deny the
opposition key resources. The quad collecting by the Freelance
and RD has been mentioned earlier but this goes one step further.
Bandoliers, backpacks and high-end armour should be scooped up at
every opportunity. The best time to grab these items is when
youre running around setting up an attack, or collecting
resources in general. All players should try to do it, but look
out for members of your own team who may actually need the items
and give them preference.
Offence
Decoy
Try to draw the defensive units of the enemy
out from their base or flag room. Not only will this assist the
simultaneous attack but may isolate a defender and rack up a frag
for the team. To enact the decoy, youll probably need to
make some noise, or do a streak. Your classic streak means that
you simply run through an area inhabited by the enemy and hope
that their rockets dont connect (if you get the chance, a
quick taunt doesnt go astray!). It isnt necessary to
actually engage the enemy during the run however once youve
dragged them out of their area, you should engage then. The best
way to make noise is to let loose a rocket or two, or jump in and
out of water.
FC
Grenade Trail
This great little alias drops a trail of
grenades behind you as you run, without having to fire them off
or do anything special. Very effective against pursuing defenders
but has to be managed carefully so you dont blow yourself
or your FE up in the process! All you need is a stock of
grenades, the launcher and the alias bound to a key. Some usage
tips: make sure you switch it off before you run out of ammo,
just as you switch it off stop running forward then restart again
otherwise you get stuck on the spot, avoid walls!
180 Turn
One of the best ways to surprise a chasing
enemy is to spin around to face them, but continue running away
from them. It takes a bit of practise, but heres what you
do: run forward, release the forward key and spin 180degrees,
start running backwards and fire at will. Of course this action
has to take place quick enough to make it a fluid motion, so
youll need to practise it heaps.
A couple of variations After running
around a corner, turn 180 degrees and stand still but fire at the
spot where you expect them to appear. Continue firing and
youll be surprised by the number of players who wait for
one or two rockets to pass, then run around the corner. The other
variation is to go around the corner, spin 180 degrees and let
loose a couple of rockets to cause splash damage to anyone
chasing, then turn again and keep running. This second one should
almost be common practise and is used by several of the EvEm
players as a standard manoeuvre.
Grapple
Many people forget that you travel much faster
while grappling. Another feature of the grappling hook is that
you tend to go faster still if youre in the air, so grapple
and jump whenever you can. Make sure you perfect grappling while
youre running. Theres no easier target to hit than
someone standing still to aim and grapple up out of harms way.
That 2 second pause is usually fatal.
Summary
If you cant be bothered reading through
the whole text, or need a refresher, check out these points as a
minimum:
- Five positions Flag Carrier (FC),
Flag Escort (FE), Freelance, Base Defence (BD), Roaming
Defence (RD)
- Freelance does as he likes but must
respond to calls for help
- RD is the flag recoverer, BD never leaves
the base
- Coordinate attacks by using two squads
through separate entrances
- Call "Ammo Needed" and wait for
"Roger" from partner before leaving your post
to collect ammo
- On initial spawn, Freelance should grab
the quad ASAP and continue to deny it from the enemy (or
RD if the quad is close to base)
- Watch for team members jumping up and down
theyre trying to attract your attention or
point out something
- Deny the opposition any resources that you
can scoop up
- Return to base to rearm
- Dont attempt suicide runs to get the
flag
- DEFENCE should always come first if
youre an FE, FC or Freelance and our defence is
dead, WAIT before attacking
- Attackers must drop techs in our base to
deny the enemy