Roles:
Tailgunner
Tank driver
bomber driver
Shrike Vulture (those guys floating outside your base, shooting with the aim of a duck)
Havoc minibus (being a HO taxi)
Havoc FlyingRhino (no passengers, just ramming peeps)
Sniper
Assassin
Assassin Marker (go around putting beacons while cloaked)
Disruptor
Base rapist
TKer
Annoying Bastard (read the guide)
Satchel Goofball.
Capper: The player that attempts to capture the enemy's flag.
HO: Heavy offense, attempts to destroy enemy assets, and cause chaos in the enemy base.
Chaser: Player's who make it their job to chase down flag runners. Also called LD.
HOF: Heavy on Flag. They can make nabbing the flag a pain in the ass, but aren't always effective.
Farmer: Places turrets, mines, sensors, and also assists in defending a location.
Repair: Self explanatory. In theory, everyone on defense should help repair.
Those are the most general roles in CTF. You can also utilize vehicles to help your team as well. Bombing can do wonders to the enemy's defense. Shrikes are fantastic defensive vehicles for taking down bombers. Tanks are great for attacking and defending. MPB's are good for setting up a mid-field base for both offensive and defensive purposes.
The map will determine how important each role is.
Heavy Offense - usually focus on base rape, but are just as effective attacking turrets and light defense. Bascially if outside killing deployed infrastructure and distracting/clearing.
Medium Offense - Seldom used really. You'll see some medium shield rape guys, often times they fly in shrikes. Some people try to cap in medium as well, typically after having deployed a forward inventory. Medium doesn't really fit into offense very well.
Light Offense - play the flag game the entire time. Clearing and disrupting defense for cappers. Trying to cap them selves. Disc spamming stuff down during down time. Chasing, escorting, these are the things light offense do.
Defense:
Light Defense - very versatile. Snipers and grenade launchers, these guys are the primary defense for the flag. They're also the guys who chase down the enemy offense destroying everything at your base.
Medium Defense - Ahhh the farmer, or turret deployer. He sets up defenses, keeps remote inventories out. See's that the base stays up. Farmers are selfless - and elite farmers are like extra light D that deploy turrets. Tough and often thankless posistion.
Heavy Defense - A) Guard's the base. Typically heavy shield, sometimes heavy repair pack. Trys to protect the generators. If you're Heavy Ding with a shield pack, it's NEVER your job to repair the gens. Keep your shield pack and let some one else repair. It's your job to make sure the enemy stays out. Heavy on Flag. Pretty self explanatory. Sit on the flag, and try to body block cappers. You're also a big fat target.
FLING !
you might remember me better as "synthetik"
whats happening !?
fling has it right for the most part.
tactics change on vehicle maps though.
you always need a good shriker, and its not a bad idea (if available) to have a good tanker/bomber.
shriker will usually be an LD capable of flying defensive around the base and chasing down cappers, or running down HO. they are also bigger targets than a HoF most of the time as a good shriker can stall/stop and entire offensive rush (Ive seen it done many times, and have done so myself on occasion)
tanker/bombadier is responsible for taking out most of the deployable defenses, they are practically useless on non-deployed defenses unless gens are down. but they can do a great amount of damage to HoF's/LD/eng.
and I also agree that a base eng is a very thankless job (except by me, who always thanks my engineer for keeping our base up as much as possible)
however I disagree with one thing. it is EVERYONE's job to repair the base, except a select 2 or 3 who will do what they can to keep nme out. I also think the eng should never be inside repairing unless he dies and has no choice in the matter, if he is alive and has an inv out, then he should be outside doing what he can to keep the outside clear of nme.
of course, this is my personal opinion (and only matters if Im in command) :P
It looks like u guys got most of em nailed, but I'll throw in my two cents anyway.
Notice that in demoncard's list he completely omits any defensive roles because he is
an offensive player (in more ways than one ). He leaves out the farmer, which was
mentioned later. Farming as a role can be both offensive and defensive. One of the most
devastating tactics is the base within a base, where u get some mediums and/or heavies with shield packs and a nearby inventory station (hopefully concealed inside an object such as a crate) inside the enemy base and you own their base/gen room by deploying clamp turrets and beaconed mines over the possible entryways. To counter this tactic we need
people filling other roles such as base d and gen d. The gen d role works pretty much the same as the farmer o. You hide invos in a couple places (inside objects if possible) so that if/when the gens go down you can get shield/repair packs to quickly retake/repair your base. The blaster is a particularly effective weapon for the propective gen/base d role as it is the only weapon that can cut thru a shield pack like butter. This and it's ability to shoot around corners make it highly effective. For gen d also put out lots of mines and sensors to help your turrets track better. The camera apparently helps detect sensor jammer peeps (sj fags) so throw a few of those out as well. If you get bored waiting for the rape train to show u can place mines up on top of your cameras and set up some wicked mine d 8). In addition to lifting the mines off the ground to help protect them from nade spam it will cause additional damage when they hit the mine due to exploding equipment damage. If possible place targeting markers (not beacons!!) on your indoor mines. The targeting marker makes it easier for friendly to spot the mines than a beacon, which also helps. This will help insure that your team doesn't destroy your d ( and get u kicked for teamkilling in the process ::) ). This is one reason I do my markers/beacons manually and don't rely on scripts like the wiz pack to do it for me. If your team attacks things inside your own base simply because they see a t-marker on it, then u are pretty much fubar anyway. Well hope this helps. T2 is a robust game so I'm sure there are roles we missed so keep em coming.
Annoying Bastard: the annoying bastard is a great all around role that isn't really defined to doing one thing, really all that defines them is that if they are good or lucky they can be annoying as hell, and they can really damage enemy assets, distract enemy players, and just really annoy the hell out of the other team, and really once you start playing as the annoying bastard you opinons start to change, you shouldn't care about scoring points, you don't mind dying (you might eventually enjoy getting owned by groups of pissed off enemies, because you will know you are doing a good job), and you might even start having fun, and seeing tribes as a game that's fun to play, instead of just having to win. Really anyone can just play the role for a couple of games, and they will realize that it takes something from every role.
hehe. Not really a roll, but I always enjoy this one...
Depending on the map, set up a remote inventory somewhere behind the enemy zone. Make high speed ski run satchel drops upon the enemy flag stand or what ever, blow the crap outta stuff, repeat as often as possible.
Very seldomly used (unfortunately), but team coordinators monitor the CC and provide information on incoming threats and help to direct responses towards those threats. As a result of their dedicated observation, they can point out the routes which enemy attackers are consistently taking, thus providing defenders with the ability to ambush incoming cappers, heavies, etc.
They can also highlight previously unnoticed equipment in the field, be it friendly or hostile (i.e. remote invo, remote turrets, vehicles, etc.), that might not otherwise be noticed by the unsuspecting players.
Then there's also the role every t2 player can play whilst also fulfilling any other role: independantly flexing each butt-cheek to the beat of the mp3s that came with the game. This can be an aid to dexterity, timing, and overall well-being.
Very seldomly used (unfortunately), but team coordinators monitor the CC and provide information on incoming threats and help to direct responses towards those threats. As a result of their dedicated observation, they can point out the routes which enemy attackers are consistently taking, thus providing defenders with the ability to ambush incoming cappers, heavies, etc.
They can also highlight previously unnoticed equipment in the field, be it friendly or hostile (i.e. remote invo, remote turrets, vehicles, etc.), that might not otherwise be noticed by the unsuspecting players.
It's actually not seldom used; it's very common. The only thing is, most good players will be doing this while doing whatever other roles they are supposed to do.
Very seldomly used (unfortunately), but team coordinators monitor the CC and provide information on incoming threats and help to direct responses towards those threats. As a result of their dedicated observation, they can point out the routes which enemy attackers are consistently taking, thus providing defenders with the ability to ambush incoming cappers, heavies, etc.
They can also highlight previously unnoticed equipment in the field, be it friendly or hostile (i.e. remote invo, remote turrets, vehicles, etc.), that might not otherwise be noticed by the unsuspecting players.
It's actually not seldom used; it's very common. The only thing is, most good players will be doing this while doing whatever other roles they are supposed to do.
I am not referring to intermittent monitoring of CC. I am talking about a person who actually does nothing outside of looking at the map. Not an enviable role by any means, but it definitely helps to have 100% situational awareness.
Very seldomly used (unfortunately), but team coordinators monitor the CC and provide information on incoming threats and help to direct responses towards those threats. As a result of their dedicated observation, they can point out the routes which enemy attackers are consistently taking, thus providing defenders with the ability to ambush incoming cappers, heavies, etc.
They can also highlight previously unnoticed equipment in the field, be it friendly or hostile (i.e. remote invo, remote turrets, vehicles, etc.), that might not otherwise be noticed by the unsuspecting players.
It's actually not seldom used; it's very common. The only thing is, most good players will be doing this while doing whatever other roles they are supposed to do.
I am not referring to intermittent monitoring of CC. I am talking about a person who actually does nothing outside of looking at the map. Not an enviable role by any means, but it definitely helps to have 100% situational awareness.
except any good player will have a cchud up the entire game and be able to do that while doing whatever other roles they're doing
Your point is that it's valuable to have one player on your team do absolutely nothing but stare at the CC and tell everyone what he sees. This is false on multiple levels, and it's probably harmful to the player-base to even make such a claim. We already have people who sit on hills with only a missile launcher for entire maps barely even shooting it at anything. The last thing we need is more people doing more completely counter-productive stuff like staring at the CC for entire maps and not even playing.
I usually tap the CC bind, see enough for the half-second it is up, and don't mess up my skiing...you just do that from time to time or if you prefer, run a ccHUD.
Having someone sit there the entire game is a waste of a player.
Man blindkilla you are so stupid that your life might force scientists to rethink natural selection. No one is bitching; we are teaching you how to use a CC. Maybe you missed the part where this forum is for teaching people how to play. I don't blame you, it can be hard to figure out that a forum called "Strategies and Guides" will contain various strategies and guides.
No kryand you are so stupid that scientest might havta rethink evolution.I dont wanna learn anything from a bunch of dbags like you.If I wanna learn how to use cheap ass scripts and hack then I will take advice from you boys.But I really dont so go give your awesome advice to the people in the twl forums and see if they care thanks.
i think what kry was trying to explain to u, as easy as a concept it was, seemed to evade ur awesome awareness skills. many of us use the the cc hud, however we do not WASTE our time just staring, we pop it up long enough to see were the immediate threats are and go about our business. it has nothing to do with cheats, but has everything to do with being a more efficent player then urself obviously. positions which prolly use it more would be light defense, light on flags, turret farmers, cappers...actually lets just say anyone that knows how to play IS using the cc for split seconds at a time and NOT dedicating a whole position. i know in some of those aweful maps u goons players like u have like 21912378 turrets and 3487478 sensors up and the flag is buried deep so the odds of anyone reaching it is rare, u might have some time if ur playing hof to do such things. which makes sense really, if ur used to playing aweful maps, some of the tactics ppl think are good actually are just like the maps themselves, aweful.
Comments
even I can pwn you.
Roles:
Tailgunner
Tank driver
bomber driver
Shrike Vulture (those guys floating outside your base, shooting with the aim of a duck)
Havoc minibus (being a HO taxi)
Havoc FlyingRhino (no passengers, just ramming peeps)
Sniper
Assassin
Assassin Marker (go around putting beacons while cloaked)
Disruptor
Base rapist
TKer
Annoying Bastard (read the guide)
Satchel Goofball.
Capper: The player that attempts to capture the enemy's flag.
HO: Heavy offense, attempts to destroy enemy assets, and cause chaos in the enemy base.
Chaser: Player's who make it their job to chase down flag runners. Also called LD.
HOF: Heavy on Flag. They can make nabbing the flag a pain in the ass, but aren't always effective.
Farmer: Places turrets, mines, sensors, and also assists in defending a location.
Repair: Self explanatory. In theory, everyone on defense should help repair.
Those are the most general roles in CTF. You can also utilize vehicles to help your team as well. Bombing can do wonders to the enemy's defense. Shrikes are fantastic defensive vehicles for taking down bombers. Tanks are great for attacking and defending. MPB's are good for setting up a mid-field base for both offensive and defensive purposes.
The map will determine how important each role is.
Cappers - try to get the enemy flag
Heavy Offense - usually focus on base rape, but are just as effective attacking turrets and light defense. Bascially if outside killing deployed infrastructure and distracting/clearing.
Medium Offense - Seldom used really. You'll see some medium shield rape guys, often times they fly in shrikes. Some people try to cap in medium as well, typically after having deployed a forward inventory. Medium doesn't really fit into offense very well.
Light Offense - play the flag game the entire time. Clearing and disrupting defense for cappers. Trying to cap them selves. Disc spamming stuff down during down time. Chasing, escorting, these are the things light offense do.
Defense:
Light Defense - very versatile. Snipers and grenade launchers, these guys are the primary defense for the flag. They're also the guys who chase down the enemy offense destroying everything at your base.
Medium Defense - Ahhh the farmer, or turret deployer. He sets up defenses, keeps remote inventories out. See's that the base stays up. Farmers are selfless - and elite farmers are like extra light D that deploy turrets. Tough and often thankless posistion.
Heavy Defense - A) Guard's the base. Typically heavy shield, sometimes heavy repair pack. Trys to protect the generators. If you're Heavy Ding with a shield pack, it's NEVER your job to repair the gens. Keep your shield pack and let some one else repair. It's your job to make sure the enemy stays out. Heavy on Flag. Pretty self explanatory. Sit on the flag, and try to body block cappers. You're also a big fat target.
Other:
Shrikes
you might remember me better as "synthetik"
whats happening !?
fling has it right for the most part.
tactics change on vehicle maps though.
you always need a good shriker, and its not a bad idea (if available) to have a good tanker/bomber.
shriker will usually be an LD capable of flying defensive around the base and chasing down cappers, or running down HO. they are also bigger targets than a HoF most of the time as a good shriker can stall/stop and entire offensive rush (Ive seen it done many times, and have done so myself on occasion)
tanker/bombadier is responsible for taking out most of the deployable defenses, they are practically useless on non-deployed defenses unless gens are down. but they can do a great amount of damage to HoF's/LD/eng.
and I also agree that a base eng is a very thankless job (except by me, who always thanks my engineer for keeping our base up as much as possible)
however I disagree with one thing. it is EVERYONE's job to repair the base, except a select 2 or 3 who will do what they can to keep nme out. I also think the eng should never be inside repairing unless he dies and has no choice in the matter, if he is alive and has an inv out, then he should be outside doing what he can to keep the outside clear of nme.
of course, this is my personal opinion (and only matters if Im in command) :P
Notice that in demoncard's list he completely omits any defensive roles because he is
an offensive player (in more ways than one ). He leaves out the farmer, which was
mentioned later. Farming as a role can be both offensive and defensive. One of the most
devastating tactics is the base within a base, where u get some mediums and/or heavies with shield packs and a nearby inventory station (hopefully concealed inside an object such as a crate) inside the enemy base and you own their base/gen room by deploying clamp turrets and beaconed mines over the possible entryways. To counter this tactic we need
people filling other roles such as base d and gen d. The gen d role works pretty much the same as the farmer o. You hide invos in a couple places (inside objects if possible) so that if/when the gens go down you can get shield/repair packs to quickly retake/repair your base. The blaster is a particularly effective weapon for the propective gen/base d role as it is the only weapon that can cut thru a shield pack like butter. This and it's ability to shoot around corners make it highly effective. For gen d also put out lots of mines and sensors to help your turrets track better. The camera apparently helps detect sensor jammer peeps (sj fags) so throw a few of those out as well. If you get bored waiting for the rape train to show u can place mines up on top of your cameras and set up some wicked mine d 8). In addition to lifting the mines off the ground to help protect them from nade spam it will cause additional damage when they hit the mine due to exploding equipment damage. If possible place targeting markers (not beacons!!) on your indoor mines. The targeting marker makes it easier for friendly to spot the mines than a beacon, which also helps. This will help insure that your team doesn't destroy your d ( and get u kicked for teamkilling in the process ::) ). This is one reason I do my markers/beacons manually and don't rely on scripts like the wiz pack to do it for me. If your team attacks things inside your own base simply because they see a t-marker on it, then u are pretty much fubar anyway. Well hope this helps. T2 is a robust game so I'm sure there are roles we missed so keep em coming.
defence on t2 is too...um...shazbot!
however...
You guys know nothing about the true potential of a tank.
If used in early in a match, tanks can base rape like hell. *nudges rusty*
All HO's are cappers. All farmers are LD's. Ect..
hehe. Not really a roll, but I always enjoy this one...
Depending on the map, set up a remote inventory somewhere behind the enemy zone. Make high speed ski run satchel drops upon the enemy flag stand or what ever, blow the crap outta stuff, repeat as often as possible.
in fact, heavy spamming the flag is a legit position
http://www.dansdata.com/t2bastard.htm
They can also highlight previously unnoticed equipment in the field, be it friendly or hostile (i.e. remote invo, remote turrets, vehicles, etc.), that might not otherwise be noticed by the unsuspecting players.
I am not referring to intermittent monitoring of CC. I am talking about a person who actually does nothing outside of looking at the map. Not an enviable role by any means, but it definitely helps to have 100% situational awareness.
Having someone sit there the entire game is a waste of a player.