1.2.4 Flag Defense

Flag defense is vital for any success in Quake 2 CTF. If you can't keep your flag in your base it will be very difficult to win. You need your flag there to cap, without it you get no points. Flag defense always takes teams of 2 - 3 players to work effectively. 1 person just can't go it alone. With proper teamwork, you can keep your flag in the base without communicating much. All you need to know is what to do on what maps. Learn the map specifics but remember these general tips as the basis for any further strats.
Stay Alert Constantly check entrances, don't get distracted and try to go on the offensive or patrol middle ground because while you do that an enemy could sneak in and steal your flag. If the other team is playing defensively it can be hard to play defense but it will pay off. If you really want to go on offense ask someone to go and defend the flag and then leave on the offensive. Flag defense is much easier than flag recovery.
Don't leave power ups or ammo or armour lying around Any intelligent enemy is going to use what he can from your base so make sure that they can't use much. Keep what the enemy can grab to a minimum, this will allow your defense to get very well armed and armoured (in most maps). This is most important in The Smelter (q2ctf3) where control of the quad above your base is imperative, but more on that later. When the enemy comes in they won't have a thing to grab and your defense will be very well prepared.
Don't always immediately engage This may seem slightly stupid but sometimes it is better to let the enemy grab the flag and then pummel them. If you are in a bad position to fire wait until the enemy comes towards you or try to get on the enemy's six. All you are doing is playing the "waiting game" for a better shot at killing the enemy. Firing shots that will obviously miss that will serve only to alert the enemy to your presence do no good. If you are shooting make sure it is to damage the enemy. The psychology of some players will have them get cocky if they can get in unopposed and get the flag. Going in they will dodge and perform every evasive maneuver they know of but if they get the flag without being touched or alerted to a defensive presence they won't perform any evasive maneuvers on the way out. This will allow for you to line up an easy shot, sometimes an easy kill. This isn't advised unless you know how the player responds to certain situations because sometimes this will fail and the runner will get out. You may think it is worth the extra 1 or 2 points but often its not, so always kill any threat at first chance. Mercy has no place in Quake 2.
Keep moving A moving target is much more difficult to hit than a stationary target. If you just stand there you are saying "Oh please Mr. Enemy kill me and take our flag. I don't mind." Only time standing still is acceptable is when you are sniping with the railgun. Standing still in the middle of an open room is just asking to get your pathetic little ass kicked, keep it moving. While you're moving around you can pick up all that ammo and armour sitting around too!
Learn the map I said this above in the introduction, but once you learn how players move around the map and where they go it can be easy to analyze possible entries and exits to the base.
Cut off the exits When the alarm goes off that your flag has been taken your entire defensive force has to cut off all the exits from your base. This can be easier in some maps than in others due to the differentiating number of possible exits. If there is a person at each exit then it can be ensured that the flag runner will be encountered by one of the defensive team.
Be properly armed Pretty simple but you aren't going to kill a flag runner with your blaster. Use a weapon which will counter one of the most commonly used offensive weapons. Our opinions on the best weapons and techs to use for defense are next.
Weapons in Order of Preference

Rockets - They go boom.

Chaingun - Hot lead never felt so good.

Hyperblaster - Its a blaster and its very hyped up.

Super Shotgun - Massive damage at close range.

Railgun - Huge damage at any range. 2 firing modes, either hit or miss. So use the "hit" setting.

Grenade Launcher - Too inaccurate, you can lob them over the runner's head to leave a nice little mine field sitting there.

Machine Gun - More accurate than the Chaingun, but it can't deal out enough damage in a small amount of time.

Shotgun - Decent amounts of damage but the other one is just super!

Blaster - Little damage, but really accurate.

Hand Grenades - Reload too slow and can't be thrown all that far.

BFG 10K - Reloads way too slow. If it misses that is 50 cells and alot of time down the drain.

 

Techs in Order of Preference

Time Accel - The faster the enemy is dead the better.

Strength - Extra damage.

AutoDoc - Regens your armour and if you are generous you can spread it around your team.

Resist - If the assault is really tough this will keep you alive for a little bit longer.

Keysner Grapple - At least the enemy doesn't have it.

Cleaning up the enemy base in Basic Offense arrow_next.gif (881 bytes)

Outline
Basics of Play
General Tips
The Grapple
McKinley Revival (q2ctf1)
Opposition Stronghold (q2ctf2)
The Smelter (q2ctf3)
Outlands (q2ctf4)
Outlands II (q2ctf4a)
Capture Showdown (q2ctf5)
Advanced Mechanics
Working Like a TEAM
Extended Reading
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