Which type of CTF is the best?

Which type of CTF is the best?


  • Total voters
    35

Mexican Apple Thief

L3: Junior Member<br>LEAD FARMER
Aug 23, 2008
345
60
1 flag invade. You only need to focus on one thing, which promotes better teamwork and it has a good sense of progression. In normal ctf, the main fight is getting into the base. With one flag invade, it rewards that and just gets rid of the useless "bring flag back" stage. Plus if there's only one flag, a good offense can be a good defense, so in theory there's less turtling.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
They all have their merits. I like them all, it's just normal ctf has poor gameplay mechanics due to the slow class speeds. Which isn't the modes fault, that's just TF2 being TF2.

If i had to say, though, probably 2 flag invade. As mentioned previously, getting the flag out is merely a nuisance to an already challenging task. 1 flag invade is probably fun, but i imagine it would be close to madness in a 32 player server.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
They all have their merits. I like them all, it's just normal ctf has poor gameplay mechanics due to the slow class speeds. Which isn't the modes fault, that's just TF2 being TF2.

If i had to say, though, probably 2 flag invade. As mentioned previously, getting the flag out is merely a nuisance to an already challenging task. 1 flag invade is probably fun, but i imagine it would be close to madness in a 32 player server.

Slow class speeds aren't really the problem. The problem is that people rarely attack as a team, which is necessary for taking out sentry guns and protecting the intelligence.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Go play CTF for any other game and then tell me TF2 CTF isn't slow. Part of the reason TFC worked with instant respawn was because of exploits like bunny hopping and conc jumping (not to mention the shere amount of spam, mirv's = dead sentry). These games are so fast you barely see people. Also, look at Quake, or Red Faction. Most weapons kill in 1 hit and you 'walk' at sprint speeds. Even with 20-28 second respawn times, the slow class speeds do not allow players to get out of the base before they have to kill the same people they killed on the way in, on the way out.

You're lucky if you manage to 2 shot someone in TF2, then there are medics and dispensers. Obviously these were present in TFC, but their mechanics are completely different.

Besides, 50% of flag captures seem to be when one person sneaks past the defence. I usaully tell people not to follow me in until i reach the intel room because "they make too much of a racket".

I'm not saying teamwork is irrelavent. Obviously it helps, and can improve your chances of a successful assault. But it's as likely to cap the flag either way. In the case of TF2, a weak defence is a strong offence as your enemies over stretch their forces. Working together focuses combat too much that no one moves anywhere for half an hour. ctf_2fort is a real gameplay enigma, where it pays as much to not work as a team as it does otherwise.

Capturing the flag is largely a matter of luck, fortune that your uber pops before theirs, fortune that their engi was not watching his gear, fortune that their pyro was assaulting your base while your spy assaulted theirs, fortune that their respawned soldier took a left onto battlements as you traverse the ramp room to the intel, fortune that you got the random crit instead of the guy shooting you.
 
Last edited:

Beamos

L2: Junior Member
May 14, 2008
80
43
2 flag invade. The problem with traditional ctf, in my opinion, is that you need to successfully make the trip to and from the intel spawn point to score. The defense only needs to mount a successful defense for either an opponent's entry attempt or exit attempt to and from the base. 2 flag invade resolves this issue by making only one attempt (the entry attempt) necessary. 1 flag invade is a little too simplistic for my taste :3