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Author Topic: The Genarena Ctf Strat Guide (You can help!)  (Read 9020 times)
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ConfusedUs
 

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« on: 2003-12-10, 09:26 »

This Thread Inspired By: http://forums.wireheadstudios.org/index.ph...ST&f=2&t=669&s=

Welcome to the jam-packed user-contributed Generations Arena Capture the Flag Strategy Guide! It's here, it's free, and it's open-source! Micro$oft beware!

Here's how this is going to work. I'll be placing an overall outline directly below this post. If you wish to contribute to the Guide, simply reply to this post with your strategies.

User-submitted strats must:
Be in English
Make sense
Contain no profanity
Contain enough detail to be useful
Not duplicate an existing strat, although it may add to one

Not required, but helpful additions:
Color-coded posts: Color-code important parts of your posts. See outline below for example.
In-depth strategies: Examples of what to do when, for many common CTF occurances.


Generations Arena CTF Strategy Guide Outline

1) How to play CTF
a. Overall Defensive Strategies
b. Overall Offensive Strategies
c. Overall Midground Strategies
 
2) In-depth class usage
a. Earth Soldies
b. Strogg Troopers
c. Doom Warriors
d. Slipgaters
e. Arena Gladiators
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ConfusedUs
 

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« Reply #1 on: 2003-12-10, 09:29 »

1) How to play CTF

CTF != DeathMatch: If we wanted to play DM, the gametype would be Free for All. If we wanted to play DM with red guys and blue guys, we would play TEAM DM. But this is capture the flag. The object of CTF is to Capture the flag, not to run around aimlessly or waste your time on solo glory charges

In order to Capture the flag, the following conditions should be met:

Work as a team: This means having people on both offense and defense. Half of your team should be working together to capture the opponent's flag. The other half should be working on keeping the opponent from capturing your flag.

In a game of capture the flag, there's more to it than just splitting your team into two separate groups, known as offense and defense. Your offensive team must work together with your defensive team. Yes, work together.

Certain team members have a priority on certain items. Your offensive team should have a monopoly on all powerups. Your flag carrier should have a complete and total monopoly on health and armor. The corollary to this is that if you grab a powerup, you should go on the offense, and if you get low on health while you have the flag, you should have priority on health and armor. That means your escort should give you first dibs on everything.

In addition, in Generations Arena CTF, certain classes are best suited for certain roles, which will (eventually) be outlined below.
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Phoenix
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« Reply #2 on: 2003-12-10, 10:49 »

Earth Soldiers

Strengths

Can get their most powerful weapon on any map with a shotgun handy.
Deal out unparallel amounts of firepower at close range.
Have the strongest body armor.
Has a high-damage long range weapon

Weaknesses

Relies on the same ammo supply for most of their weapons
Are slow moving
Are weak after a respawn

General Tactics

Earth Soldiers can't run very fast, so they do their best when they can guard one spot.  It's better for the Earth Soldiers to let the fight come to them.  This makes them an excellent Defensive Flag Guard.  With full armor and a full supply of bullets Earth Soldiers can pulverize more lightly armored flag runners with amazing speed.  The Napalm Launcher also makes a very effective area of denial weapon.  You know what the enemy wants.  Earth is capable of keeping it out of their hands.

Doom Warriors

Strengths

Can run faster than any other class
Deals out a lot of damage very quickly
Can reach items faster than other players

Weaknesses

Has the weakest body armor
Has no real high-damage long range weapon
Dies the easiest

General Tactics

Doom is best in a "Fast Attack" role.  That is, come in fast, hit something hard, and get the hell out before the smoke clears.  Doom doesn't have much staying power in a stand up fight, so he's best when he's mobile.  This puts him best in the Flag Runner role.  Doom can get in and out and get away faster than any other class.  The downside is this usually puts him up against an Earth Soldier Defender.  Doom is more than capable of running the flag, but he'd better have a good escort or it will be glory charge and not much more.

Slipgaters

Strengths

Most powerful rocket launcher in the game
Heavy armor and good speed
Good staying power

Weaknesses

Only has 2 really powerful weapons
No long range high-damage weapon
Is weakest at respawn

General Tactics

Slipgaters are tough when armored and tougher when they have their rocket launcher.  If you're a Slipgater you know how easily you can knock people around.  Sometimes this isn't so good, like when you have a Flag Defender on your own team who's near a Fog of Death area or some other environmental hazard.  It is good, however, if you're out to cause general mayhem on the other team.  This puts Slipgate in a good role as an Escort or Flag Runner role.  He's not quite as fast as Doom, but he can knock the other team around like crazy and disorient them.  His staying power makes him better in a standup fight against a heavily armored Flag Defender.  If your running escort and your Flag Runner bites it then you should be able to get it back to base.  If you're in a Flag Runner role just watch out for snipers, and remember that even the mighty Slipgater is ground beef to Dual Gatling Guns, so don't go it alone.

Strogg Troopers

Strengths

Widest selection of weaponry
Long-range high damage weapon
High speed automatic weapon
Strong, stackable armor
Good staying power

Weaknesses

Not the fastest class
Weapon Damage is usually moderate at best
Weakest rocket launcher

General Tactics

Strogg Troopers are also tough when armored, but don't have the slamming power of the Doomers or the "Rockets from Hell" of the Slipgaters.  They also can't move as fast unless strafe-jumping.  Charging a flag position as a Strogg Trooper is going to be a short fight.  Like Earth, Strogg Troopers are best to let the fight come to them.  Strogg Troopers can't deal out damage fast enough to defend the flag well if left alone, but they can take a pounding and survive.  They are more unique in that they are best as Snipers or Midground/Fallback Defense.  As a sniper a Strogg Trooper can hit the hardest the most accurately at long range, and his chaingun can chew things up in open ground like nobody's business.  This can help soften things up in the Flag room for the Flag Defender to finish the job.  In a Midground Defensive role he can use his weapon variety to his advantage by picking up just about anything to pound passing flag runners with.  In a Fallback Defensive role he can chase after any infiltrating Flag Runners to try to stop them before the Flag Defender has to deal with them.  He can also strafe-jump after speeding Doomers to try to get that flag back if they manage to get past his railgun.

Arena Gladiators

Strengths

Best overall weapon balance
Good armor
Decent speed

Weaknesses

No real specialization

General Tactics

Arena Gladiators are Midground in every respect.  Weapon damage, speed, and armor all run the middle of the bell curve.  This makes the Arena Gladiators well suited for any All-Around role.  This includes Midground Defense, Pinch Escort, and Fallback Defense.  Wherever help is needed most the Arena Gladiator can provide the equalizing factor.  Not the fastest, not the strongest, but not to be trifled with either.  The lack of specialization of the Arena Gladiators may be their greatest weakness, but it also can be their greatest asset as they can take over for any other player and buy some much needed time to get your defense or offense set back up again.
« Last Edit: 2003-12-10, 10:54 by Phoenix » Logged


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ConfusedUs
 

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« Reply #3 on: 2003-12-14, 10:17 »

C'mon, doesn't anyone have anything to add?
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Tekhead
 
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« Reply #4 on: 2003-12-14, 10:45 »

With the proper know-how of Slipgater movement, almost any map with speed-boosting ramps make the Slipgater the best flag runner! He can fly around on those things, giving snipers (and anyone else trying to keep their crosshairs on him) a hard time, and he can maintain that speed around tight corners with proper "bunny hopping".  Slipgate - Laugh

Oh yes, and DON'T HOG WEAPONS FROM THE DEFENDERS WHO JUST SPAWNED >_<
« Last Edit: 2003-12-14, 10:48 by Tekhead » Logged
Phoenix
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« Reply #5 on: 2003-12-14, 10:51 »

Quote from: Tekhead
DON'T HOG WEAPONS FROM THE DEFENDERS WHO JUST SPAWNED >_<
AGREED!  :o  
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Assamite
 
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« Reply #6 on: 2004-09-20, 19:23 »

*Shameless bump*

Use teamchat. A smirk always gets on my face when someone on the other team forgets to use teamchat, thus revealing their intentions! Slipgate - Wink Of course, it always pisses me off when someone on MY team does the same.

A Shield Tech is a flag-runner's best friend, especially if he is Doom. Damage Amplifier is best left to midground, while Time Accelerator should be left for defense. The reasoning behind this is that if the midgrounders don't finish off the attackers, the defender with the tech can finish the attackers off more quickly before they take the flag.

(Sticky this, por favor)
« Last Edit: 2004-09-20, 19:35 by Assamite » Logged
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