As promised, we would be posting more strategy discussions. This time we take you to the troubled waters.
For the quake veterans, QZCTF2 is nothing new as it is actually an exact copy of Q3CTF2. Nevertheless it might be interesting to write about this map.
Troubled Waters: a map for defenders?
I think I can easily say this map is very heavily defense oriented. The flagdef has Yellow Armor and Mega Health. He has a good overview on incoming enemies and can position himself to have an advantage over the attackers.
Moreover, attackers entering enemy base will probably not be stacked. First of all they have to cross mid which is not easy when you have a good raildefender. Additionally, there are not many items for an attacker to pick up; basically enemy’s Yellow Armor at rail is the only one that is easily accessible. Of course there is Red Armor and Medkit in water but those can not be considered easily accessible.
One or two defenders?
In my opinion it is clear this map needs two defenders; one flagdefender and one middefender. The flagdefender should not have too many problems if the middefender has a solid railaccuracy.
Moreover the middefender does not only help the flagdefender but also the attackers. As soon as your team has the enemy flag, the middefender can start clearing mid. His job is vital for a successful flagrun as crossing mid is not an easy job.
Positioning yourself as flag defender
Several positions are possible.
The upper sidewalk close to the 50 Health might be the best spot. It allows you to pickup health easily if you take a rocket in the face and it also makes it more difficult for the attackers to hit you. Another possibility is close to the Yellow Armor but you are more vulnerable at that position. I guess you at least need a railgun if you want to stand there.
What should the middefender do?
As mentioned earlier the middefender has both a very important defense and offense role. His job consists of three important elements:
- Killing or at least lowering the health of the attackers to make the flagdefender’s job easier,
- Recovering the flag when it leaves the base. The flagdefender’s call is very important and should be accurate as the middefender should use different tactics based on the escape route of the EFC,
- Clear mid when your team has the flag.
This can be a very frustrating map for attackers as there will be a lot of railing going on in mid. It’s also a difficult map to come back when you’re losing.
Nevertheless it can be considered a well balanced map which can be very fun to play, if played correctly.
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