This is a temporary page that we'll probably delete after. Just needed an easy forum to create a JO CTF Primer.
A Taldryan Guide to the Art of CTF
This document is an instructional guide for members just starting to play Capture-the-Flag for the game Jedi Outcast. It will contain techniques for flag running, defending and supporting, as well as several possible CTF Force Configurations that can be used for whichever position you find yourself playing.
Now, before we get started, I’d like to point out that not everyone will be amazing at CTF. Reading this primer is a good start, but nothing can take the place of hands-on practice. Get as much of it as you can. Being a member of Taldryan you are lucky enough to have a large group of people to play with on a regular basis. Play each other for fun and to test your skills so as to perfect them for competitions. Don’t give up if you’re not one of the best playing, everybody starts as a beginner. With that said, remember that CTF is about having fun with your friends. Let’s begin…
A runner is the person or persons on a team that focus all their efforts on capturing the enemies flag and scoring a point for their team. Speed and agility are key to being a good runner, as well as knowing the map you’re playing inside and out and the ability to use the different jump techniques to your advantage.
On spawning the runner usually makes his way towards the enemy base using force speed/jump and grabbing weapons along the way as opposed to loading up to fight a lot of battles. Capping is their only objective and because of this runners tend to die the most out of any other position.
There are several different special “jumps” that can be used on the Bespin map to help the runner reach the enemies flag or his own faster, but be warned: These jumps leave the runner open to counter-attacks by enemy pull/push whores. There is a way to counteract this somewhat, but it is tricky and is not foolproof. First, we will discuss the jumps themselves. Note: All directions (left, right, etc) are based on the runners point of view when running towards a base.
“Left Hall to Platform Jump” – Though it seems like a tricky jump, it is actually one of the easiest to succeed at. When force speeding (yes, you need to be using speed) down the left hallway you come to an opening that gives you full view of the flag platform. Strafe towards the edge and give your jump button a bit of a tap. Not too much so that you hit the ceiling, just enough to launch yourself over the gap and onto the platform. From there you have the option of running through the door, or – you can make the return jump to the left hallway, or even attempt the jump to the window on the far right of the flag chamber.
“Return to the Left Hall Jump” – This jump is a bit trickier as the sloped ceiling can cause you to plummet to your death. Not a desired outcome now that you have the flag. If you still have force speed activated and enough force left to jump, strafe toward the left edge of the platform aiming for the left hall. You need to lightly jump while continuing to strafe towards the left hall to make this jump. A lot of times it helps to have your finger on the crouch button as well, just to make sure. The amount of force used for these two jumps is relatively low (after the initial use of speed) and it’s always a good idea for a runner to conserve force when they can.
“Right Window Jump” – The final platform-related jump is the jump from the platform to the window located on the right side. This is helpful because you gain a huge lead over your pursuers, but like the other jumps this one leaves you wide open to push/pull attacks. If you feel the platform is free of enemies always try to make this jump – it’s very helpful and rather simple to do. With force speed on, run towards the window and jump until you’re just a bit above it. Keep pressing forward as you slide downwards and hit the crouch button and you’ll duck inside the window. With more practice you’ll be able to hit the window directly and crouch into it, but to start it’s always easier to slide down… it just leaves you vulnerable for a moment longer.
Defending Your Flag
As a runner you’ll often have grabbed the flag at the same time as the enemies runners have grabbed yours. These stalemates are often decided on how skilled the runner is at surviving. Knowing how to keep yourself fully healed, with plenty of ammo is important. The use of force seeing will give you some warning of where would-be attackers are coming from. Your best bet is to either use the flechette or the repeater and finish your enemy off as quickly as possible and then retreating to your bases shield/bacta room.
There isn’t much to say about this as your skill with guns and knowledge of when items spawn pretty much decides how long you can survive. If you have enough teammates, some will obviously stay back to guard you while the rest target the enemy flag carrier. Sometimes stalemates last a long time, don’t get bored and try something risky. It’ll cost you the flag and possibly the game.
NEED INFO HERE.
NEED INFO HERE.
Map: Bespin Exhaust Shafts
Bespin is the standard CTF map used because it’s well-suited for matches of both 3v3 and 4v4. If you have more players try using a larger map. If you have less, try to get more people to play. CTF is no fun with four players.
Bespin is split into three parts. Base red, center, and base blue. At the exact center the map mirrors itself, so learn one half and you’ve learned the whole. The flag is located in a circular chamber on a platform surrounded on all sides by a death drop. To the left is a small window that leads to the left hallway. To the right you can see the right hallway. A door is open to a hallway running behind the base, which adjoins to a room with a bacta canister and three small shields.
Going left leads you across a sentry-gun and a Flechette, as well as three small shields hidden behind a wall. This path will lead you to the center, but splits to either a small sniper post, or directly on the main bridge of the map.
Going right leads you to a Repeater, as well as three health packs. This hall leads directly into the center and to a bunch of ammo and small shields lined up against a wall.
Tips and Techniques
Avoiding Pushes and Pulls
Push/Pull whores are rampant in the Bespin map. Your best defense is to try to avoid the pitfalls and stay grounded – that is, try not to jump around unless absolutely necessary. When running and using the platform jumps there are ways to somewhat defend yourself from an enemy defender standing on the platform itself. If you’re facing such a problem, they are more than likely going to use push and/or pull to blast you off course and into the abyss. Try using a pre-emptive force push at them just after you jump. Most times this will negate their use of push/pull and give you the couple of seconds you need to safely land, grab the flag and hopefully kill the enemy before deciding which way to run. It should be noted that this technique only works if the enemy in question is in your push radius. People behind you will be unaffected and able to pull you off course. Fortunately, this technique isn’t limited to just the platform jumps. Any time an enemy is blocking your path at a jump point you can attempt to use it and get around them. Practice it and you’ll find your chances of succeeding greatly increased.
Utilizing Bound Commands
Bound commands are any special function you’ve bound to a particular key to speed up a menial task. For instance taking a screenshot. Using the command: bind [button] screenshot you can take all the screens you want just by hitting the bound button.
It’s good to use binds for doing things in CTF as well. Binding text is the best strategy as you can relay information to your team just by clicking a button. It helps speed up your falling deaths to bind the command ‘kill’ to a button. Just tap it when you’re falling and you’ll die instantly and be able to spawn faster.
Other useful binds include warning your teammates of incoming attacks, or letting them know you have the flag and need help, or if you need to be energized. Those last two are especially important for flag runners. The command to bind team text is as follows:
Bind [KEY] say_team [TEXT]
Bind [KEY] say_team Energize
Bind [KEY] say_team Help me!
Bind [KEY] kill
- Try to conserve your force pool as much as possible. You never know when a well-placed push or a burst of speed will be needed to stop a flag runner.
- Speed yourself up my strafe jumping through flat hallways where you cannot be pushed or pulled.
- Before charging heedlessly into the enemy’s base, try to cross paths with a flechette or repeater and any shields you can find.
- Avoid placing sentries right at the entrance to your flag platform. Most times it can screw up your returning runner and if destroyed will blow him off the platform.
- When running through the center of the map attempt to use Team Energize to give your teammates an always-needed boost of force power.
- Use the bound command “kill” when falling to your death to speed up your respawn time.
CTF Force Configurations
Runner - Dark
Team Energize 3
Saber Attack 1
Saber Defend 3
Support - Dark
Team Energize 3
Saber Attack 1
Saber Defend 3
Defender - Dark
A defender is more-or-less free to use any force configuration that they find works well for them. The standard five neutral powers are usually maxed out and it never hurts to have extra teammates with Team Energize.
Standard JO CTF Configurations
Strafe L A
Strafe R D
Fire Mouse Button 1
Secondary Fire F
Jump Mouse Button 2
Team Energize V
NEED INFO HERE.