Scoring the Flag
By Brick | Published: February 6, 2008 10:14pm EST
![]() A capture is a capture is a capture. It can be clean and pretty or smelly and bloody, but if you run the enemy's flag to your own, it’s a capture. Of course, if you lose all semblance of map control and let the enemy steal yours in the process, you may have done more harm than good during the capturing process. The pace and tone of the game will ultimately dictate how your team has to score, but good teams know they can’t win exchanging captures. When playing CTF on The Pit, the flag must sit without being touched for 15 seconds in order to return. Because of this, you can set up an effective relay system when in position. Basically a relay run means that one person controls the flag until handing it off or dying and then the next person takes over. At some point you’ll advance the flag all the way to your base for a capture.
Stats don't matter if you can't bring the home the bread.
The last thing to think about is the artillery you carry. If you have the rocket launcher but also a clear line to run the flag, grab it and go (the capture is the most important thing). After sufficiently advancing it to a teammate, have them take the flag and do damage with your rockets to try and set the team up for another capture. |







