Poll: How do you like your CTF?

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JemJar

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Feb 17, 2009
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Timesplittters 2 offered an interesting alternative to this:

You can toggle flag carrier unarmed on and off, but if you play with all the weapons available as doubles (double pistols, SMGs etc) then the flag carrier can only use one - so they aren't exactly defenceless but are clearly only half as deadly as anyone else.
 

Squilookle

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Nov 6, 2008
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JemJar said:
Timesplittters 2 offered an interesting alternative to this:

You can toggle flag carrier unarmed on and off, but if you play with all the weapons available as doubles (double pistols, SMGs etc) then the flag carrier can only use one - so they aren't exactly defenceless but are clearly only half as deadly as anyone else.
Nice- first time I've heard of a game offering the option both ways.

Also guys, by returning the flag manually I don't mean that it will stay in the one spot forever, I mean that you'd need to pick up and return your own flag back to your base yourself instead of just touching it to teleport it back instantly.
 

Evilsanta

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Apr 12, 2010
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I like it how TF2 does it. You can pick it up and still use guns bt you cant get ubered and if you lose it the opposite team has to defend the flag/intel untill it resets.
 

Hashime

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Jan 13, 2010
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The flag carrier must be protected by teammates, flag can be taken back, but also resets after a period of inactivity. You cannot score unless you have your own team's flag.
 

Layz92

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May 4, 2009
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strum4h said:
Unreal Tournament 2k4 got it right for me.
Yep they certainly did. 2004 is where my bar is set for fun in any game mode that game has. Everything about it is honed for enjoyment and thrills.
 

Squilookle

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Layz92 said:
strum4h said:
Unreal Tournament 2k4 got it right for me.
Yep they certainly did. 2004 is where my bar is set for fun in any game mode that game has. Everything about it is honed for enjoyment and thrills.
Just refresh my memory here- UT2004 was the 'Flag carrier can wield weapons, touch dropped flag to return instantly' variety, right?
 

GordoFreemann

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Oct 21, 2010
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I'll take Option #1.

I think the hands of the flag carrier should be occupied with holding the flag. His defense should be the utmost importance of his team mates. I also believe the flag should be returned manually because such a thing can make for some intense and drawn out games.
 

Redlin5_v1legacy

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Aug 5, 2009
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Option D. I think that is how they did it in Timesplitters 2 if I recall correctly. The carrier could weild a weapon but could no longer dual wield. If the opposition picked up the flag, it went back to their base...

I think that is a good format although it can lead to some serious camping issues. Maybe then Option B is best.

As for the wielding of weapons, cripple the carrier. Take away the sprint ability, significantly reduce his regenerating health or do something to make him more defenseless.

In anycase, CTF is usually fun no matter what the mode is. Everyone kills better when there is a goal.

JemJar said:
Timesplittters 2 offered an interesting alternative to this:

You can toggle flag carrier unarmed on and off, but if you play with all the weapons available as doubles (double pistols, SMGs etc) then the flag carrier can only use one - so they aren't exactly defenceless but are clearly only half as deadly as anyone else.
Ah, I see another player in our midst. Tell me sir, did you play as a monkey also? >:D
 

smithy_2045

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Jan 30, 2008
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Well balanced. That's all I care about. If it's too easy or too hard to capture the flag, its not fun.
 

The Wykydtron

"Emotions are very important!"
Sep 23, 2010
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The way Halo does it, at close quarters the flag carrier can fucking own but outside (looking at you Valhalla!)The flag carrier is about as defenceless as a baby lamb... aganist a bull on steroids.
 

noahd

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Sep 21, 2010
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vehystrix said:
In halo, a flag melee is always a 1-hit kill, other then that, pretty much what you said.

I also fully support the halo ways
not always... i remember me and my nephew use to play ctf and race alot. even to the point where we took each others flags and ended up in a melee fight with the flags. takes more than one hit. orignal halo ftw.
 

x EvilErmine x

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Apr 5, 2010
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I miss the old day of CTF in Mechwarrior 4 : Vengeance. It was so much fun.
What made it good imo was the fact that there was some sereous skill and teamwork needed to capture a flag. Basicaly it worked like this.
Each team had fee choice of what mech they would pilot, light, medium, heavy, and assault (i.e. really heavy). To actually stand a chance of winning a team would need to be a mix of at least three of these classes.
- Flag runners (my fave to play) would run a light mech like an Osiris, Raven, or Cougar.
- The flag defenders/chaser would run a medium or heavy such as Shadow Cat, Bushwhacker, Loki, or Thor
- Base defenders would run a Heavy or Assault, such as a Mad Cat or Dashi
- The flag would be dropped if the carier was killed and had to be returned to the base or defended where it was until it would auto return after 2 mins.

You needed good co-ordination between the whole team to win because the runner was virtually defenceless (having had to strip most heavy weapons so they could use the extra fee wight to fit a bigger reactor for more speed). You needed to actually communicate with your team because as well as few powerful weapons you would be running with no radar for most of the time so your team was the only way to really know where the enemy was.
Your defenders would be your support, taking out the other teams defenders and chasing down the other flag carrier. Your base defender's job would be to try and blow the living snot out of the enemy runner or defenders if they got too close

I really cant remember ever having as much fun playing CTF in any other game since, man i miss the Mechwarrior games.

P.S.
Dunno if anyone in my old clan is on these forums but if you are then... Hey! How goes it?
Oh and i was Raven of Clan Wolf USA, Alpha Trinary Coln. and our Kahn was Red Kerensky.
 

ChromeAlchemist

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Aug 21, 2008
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I like the idea of the carrier wielding the flag like it's a weapon, but I prefer Capture the Bag from Timesplitters 2, where you held the bag in one hand and a weapon in the other. You were handicapped but could still fight.
 

bad rider

The prodigal son of a goat boy
Dec 23, 2007
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Depends on size of map, instant return on the smaller ones, manual on the big maps. That said, I generally prefer manual return.
 

LightningBanks

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Apr 15, 2009
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GordoFreemann said:
I'll take Option #1.

I think the hands of the flag carrier should be occupied with holding the flag. His defense should be the utmost importance of his team mates. I also believe the flag should be returned manually because such a thing can make for some intense and drawn out games.
I agree, its more a team game if you have to protect the flag carrier, be he stealing it or returning it. It would also stop camping at enemy base until the falg carrier arrives, killing him,. then touching it all the way back.

WAIT, I LIKE TEAMFORTRESSES CTF STYLE :D
 

Stollos

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Sep 6, 2010
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Option 4.

I hate feeling like a total gimp when I want to run a flag, and especially online with randoms, I don't trust them to protect me properly. Don't get me wrong, i'm an advocate for teamwork and co-ordination in all its forms, but I like to keep my hand in the fight at all times. I don't like it when things are out of my control :p

I also prefer when the flag gets instantly returned. It means that the opposing team has to do more than throw their corpses at it until it slowly but gradually, under the weight of a never-ending stream of suiciders, inches towards their goal.
 

Jasper Jeffs

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Nov 22, 2009
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I like the Unreal Tournament way (#2), I don't even bother picking up the flag if I can't shoot. Plus, grabbing the flag and camping the enemy base in UT is a great way to get kills.