User:Zeality/Sandbox2

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[edit] March 11

Chrono Trigger (クロノ・トリガー Kurono Torigā?) is a console role-playing game developed and published by Square (now Square Enix) for the Super Nintendo Entertainment System video game console. It was released on March 11, 1995 in Japan and August 22, 1995 in North America. The game's story follows a group of young adventurers who travel through time to prevent a worldwide catastrophe. Chrono Trigger was developed by a group called the "Dream Team", consisting of Hironobu Sakaguchi, Kazuhiko Aoki, and composer Nobuo Uematsu—known for their works on the Final Fantasy series—and Yuuji Horii and artist Akira Toriyama, developers for the Dragon Quest series. Masato Kato wrote most of the plot, while composer Yasunori Mitsuda scored most of the game before falling ill and deferring his duties to Uematsu. Critics considered certain aspects of Chrono Trigger revolutionary, including its multiple endings, plot-related sidequests focusing on character development, unique battle system, and detailed graphics. Square re-released a ported version by TOSE in Japan for the Sony PlayStation in 1999, later repackaged with a Final Fantasy IV port as Final Fantasy Chronicles in 2001. It has never been released in PAL territories. (more…)

As you can see from here, Chrono Trigger's a very old FA that hasn't appeared on the main page. The date is the Japanese release of the game's 13th anniversary. ZeaLitY invested several hours of work in January to ensure it meets current standards, including a trimming of the plot. Zeality (talk) 03:35, 9 February 2008 (UTC)

[edit] Summary

Image of Masato Kato, taken from Chrono Cross Ultimania.

Non-free / fair use media rationale for Radical Dreamers: Nusumenai Hōseki
Description

Picture of Masato Kato, writer for Chrono Trigger, and writer and director for both Radical Dreamers and Chrono Cross.

Source

Scanned from Chrono Cross Ultimania.

Article

Radical Dreamers: Nusumenai Hōseki

Portion used
Low resolution?

yes

Purpose of use

To identify the creator of the article's subject, Radical Dreamers; Kato is quoted directly in the development section.

Replaceable?

Cannot be easily replaced; see rationale.

{{Replaceable fair use disputed }}

[edit] Licensing

{{AutoReplaceable fair use people}}

[edit] Flagger's Guide to Face

I will take you through the path of a flagger while covering the decisions he or she makes and also elaborating on certain required skills. You might say I won't benefit from revealing all my "secrets," but an increase in the general skill of UT players is an increase in my own skill as I adapt.

Introduction I. Preparing A. Situational Variables SKILLSET: Take & Dash B. Score Variables SKILLSET: Mobility II. Taking the Flag A. Openings SKILLSET: Translocating B. Flag Grab C. Managing Base SKILLSET: The Switchup III. Capping the Flag A. Leaving the Base SKILLSET: Front Jump B. Things to watch for SKILLSET: Shock Manipulation Conclusion

[b]Flagger's Guide to Facing Worlds[/b]

Introduction

Flaggers are a unique brand of player. Like the best midfielders, you cannot be lazy and must be extremely motivated, mobile, and persistent. Flaggers have the stigma of repeatedly taking the flag and facing the enemy team, leading to many deaths and frustration. They even sometimes appear to be bad players by having a low frag count and being repeatedly killed. But [i]this doesn't matter[/i]. If you play an hour long game and grab the flag over 40 times, one capture can make the difference. The power of offense governs CTF. While many veteran DM players already have good standing in CTF through combat skill, flagging requires extra knowledge, myriad judgment calls, and sharp field sense as you carry the flag back to base. One must also never give up. Persistence and unrelenting will alone are omnipotent. When a game goes 0-0 for 30 minutes, the cap you make to end it all and secure the win will be the sweetest taste of victory you've ever had.

[b]I. Preparing[/b]

Once you spawn? Should you stock up on weapons and armor at your own base, or immediately take the flag? Even at this early stage, flaggers must make decisions. Your primary goal is to take the flag constantly. However, you can participate in other activities every once and awhile. Let's go over the variables.

[b]A. Situational Variables[/b]

Depending on the situation of the game, you can modify your path.

[list]* Your flag is taken; enemy flag is not[/list]

Action here depends on the status of your team. If your team is naturally good and has a variety of midfielders waiting to intercept the enemy FC, you can proceed to the enemy base. However, if it is a very hectic game (and games with many people tend to get this way), midfield might be in a state of flux. You can make a judgment call here based on the quality of the enemy FC or the presence of enemy midfielders. If the enemy FC is their BEST player or an equivalent, you should probably join the resistance as insurance. Offense can be a savagely effective form of defense. Taking the enemy flag causes their team to divide as players must also hunt for you in addition to trying to score themselves.

[list]* Enemy flag is taken; your flag is not[/list]

You should be going to the enemy base anyway. The judgment call here is whether to get a weapon before helping your FC on midfield or going directly to your friend. This depends on the quality of the resistance. If your FC is about to leave base and a ton of midfielders are waiting for him, you might as well go get a weapon and try to kick some ass. However, if your FC is just getting harassed by snipers, go straight to him with translocator ready.

[b]SKILLSET: Take & Dash[/b]

One of the most underutilized techniques is that of passive carrying. Take a typical run; the FC is guarded by two midfielders, who are challenged by the enemy. When the enemy kills the FC, the midfielders usually still try to kill the enemy to prevent them from returning. A very good alternative (if it's feasible) is to simply have translocator ready and, when your FC dies, immediately jump on the flag and dodge as soon as you pick it up. In close combat, enemy midfielders usually expect combat, but passively zooming in and continuing on your way gains extra ground while forcing the midfielder to move and try to pursue you. Also, killing midfielders is not a prerequisite to capturing the flag. Since the length of the map is finite, you can presumably relay the flag like this all the way back to base. Just don't underestimate the ability to scoop it up quickly and dodge away.

[list]* Both flags are taken[/list]

Make a judgment call. One of the FUNDAMENTAL rules of being a good CTF player is that [b]if both flags are at one base, GO TO THAT BASE.[/b] Half of winning is simply being at the right place at the right time. You can't be lazy in this regard. For instance, if you went to blue base to help your FC take their flag, and now both flags are at red base, haul ass out of blue and get back to red. I cannot tell you how many captures and games have been squandered because some people are too lazy to go help return the flag or assist. When both flags are at your base, the entire enemy team should be on the way to prevent your team from capping. Why shouldn't you be there as well to stop them and return the flag? Just don't be lazy.

[list]* Both flags aren't taken[/list]

Here, your aim should be to take the flag, as you are the flagger. But should you stock up at your base before leaving, or should you go ahead and go to the enemy base? This depends on the quality of enemy defense or accessibility of armor. When enemies are defending very hard, they tend to whore their armor extensively. If you realize that you'll probably have no chance to take armor from the enemy tower, or that by waiting for enemy armor to respawn you'll probably be killed, go ahead and visit your base to acquire a shockrifle and armor.

But do you need armor? This is another judgment call. If the enemy defense has active snipers and a strong midfield presence, you should strive to take armor. However, if your team has the strong midfield presence, you can conceivably capture without armor, as your team will support you and pick up the flag when you die. This is your call, as it is all about time. If you don't pay any attention to armor, you can start your flag runs very fast and give the enemy very little time to prepare. Additionally, you will have more time to grab the flag as the game goes on; for every 6 or 7 flag grabs without stocking up on supplies, you'll buy yourself enough seconds to try another. However, it will be harder to leave the base in a fast manner (such as piston jump or simple dodge), as you will take more damage and be closer to death. At any rate, deciding when to leave the base after taking the flag is another judgment call I will elaborate on in the next section.

[b]SKILLSET: Mobility[/b]

Now that you know what to do, how do you get to the enemy base? You can either translocate normally, or you can use two quicker methods.

[b]Telepunting[/b]: Telepunting is firing your translocator, charging up your piston hammer, and sending it across the map. This technique is good because you can do it as SOON as you respawn, allowing you to catch an enemy FC who is about to cap, or conduct very quick raids on the flag. However, you are stationary for a few seconds, and you do forfeit your right not to be spawnkilled in most cases (though most servers have spawn protection now; you'll see why this sucks for flag carriers later on). Telepunting gets the job done when you've just respawned. You can also pull it off from the top of your tower, allowing you to go to the sniper nest of the enemy tower (in case the ground is defended).

[img]http://cc.herograw.org/Zeality/UT/telepunt.png[/img]

[b]Shock Jump[/b]: The Shock Jump is an alternative to telepunting. Basically, shoot your translocator well in front of you, then don't move, and do a shock combo nearly RIGHT on top of it (but just a little before). The force from the explosion will actually send the translocator on a huge arc through the air. The actual flight path is a little iffy; if you combo too early, it won't go very far. If you combo a little before it hits, you'll send it on a pretty good arc above midfield. If you combo it when it's right on top, the arc will be much higher. And anything after that will send the translocator flying behind you. You have to work on this to perfect it. It's a good technique namely because it takes 2 seconds to execute and can be pulled off anywhere, even in the heat of a midfield battle. Just switch to trans, shoot, fire shock and warp out. The only problem with this technique is that you can't use it when you respawn, meaning you only get to use it after you've stocked up at your base or need to respond to a situation elsewhere on the map. Don't underestimate the power of this method, and give it a try so that you may integrate it with your style.

[img]http://cc.herograw.org/Zeality/UT/shockjump.png[/img]

Now that that's taken care of, we'll go into the process of actually taking the flag.

[b]II. Taking the Flag[/b]

Before you take the flag, you need a way in to the enemy tower. There are a few methods of ingress.

[b]A. Openings[/b]

[list]* Redeemer Warp[/list]

First and foremost, you can translocate to the redeemer area of the enemy tower. You can do this without taking damage by holding the back arrow key. Since midfield is a slope that goes up as it goes behind you, if you hold the back arrow, you'll land on higher ground when you translocate at a high altitude. The actual flight path looks like this.

[img]http://cc.herograw.org/Zeality/UT/2.png[/img]

It takes two good translocator shots total. One gets you in the air; at the apex of the blue curve, you shoot it again towards the redeemer area, allowing it to reach the area before you translocate. You can modify this technique to incorporate three translocations, and you can even try to access the sniper perch above (it can be done easily once you are familiar with how far you can fall before taking damage). The enemies can stop this mode of transportation, however, by guarding base from outside (which is one of, if not the best mode of defense). Enemies can easily pick off translocators with shockrifle, so you have to make a judgment call. If you are experienced and know the enemy, you can fool him or her by translocating around the place while still accomplishing your redeemer warp. However, if you're in a bad position, try these other methods.

[list]* Direct / Amp[/list]

If the outside of base is lightly defended and no one will harass you, you can simply go in through the front door or try to take the quad amp. The potential pitfalls of this include, everyone has seen you enter the base and you aren't that far in, and defenders will be more inclined to spot you from within. However, the advantage is obvious: you might get the quad amp, and you're also very close to the flag, meaning you can take it faster. Also, from the vantage point of the amp alcove, you can possible take out defenders within the base. The only drawback is that the amp alcove is a very busy place; don't stay there too long, or you'll soon have enemies coming in. The Shock Jump and Telepunt methods of getting around will place you pretty close to this area.

[list]* Up the Side[/list]

This is an underrated method of ingress, and is a viable solution when the other alternatives are heavily defended. Simply put, you go up the side of the tower. This sounds cumbersome and time-consuming, but is actually very fast, requiring only 4 or 5 translocator shots. When you are approaching base and see that the redeemer area and amp alcove are both defended by someone with a shock, you can simply veer to the left or right and go up the sides of the tower. The enemy defender usually will stop caring about you at that point, since for most people it is not a given that you are going to go up the side. Additionally, this takes you RIGHT up to the armor. Just be careful about zealous defenders who try to snipe you all the damn way up, or campers on the top. To overcome possible campers, you might go ahead and do a 5th or 6th translocation to get to the top of one of those horn structures on the top of the tower. Here is an image; the red line depicts translocator paths, while the blue square shows where you should land. Be careful not to fire the translocator under the highest ledge; it is a common mistake and will set you back a couple seconds.

[img]http://cc.herograw.org/Zeality/UT/uptheside.png[/img]

[b]SKILLSET: Translocating[/b]

Most people translocate in straight patterns without a second thought, making them extremely predictable and getting them killed often by midfielders. The best way to translocate is a compromise between achieving high altitudes, not taking damage, and going the farthest you can. Most people aim pretty forward:

[img]http://cc.herograw.org/Zeality/UT/quickshot.png[/img]

This is a pretty quick translocation, but is not very far or high, meaning shockriflers can pick it off with ease. You should increase your altitude a little to make it go farther and higher in the long run.

[img]http://cc.herograw.org/Zeality/UT/farshot.png[/img]

The objective of translocating is to [i]stay off the ground[/i] as much as possible. If you are off the ground, you can't be killed by spam weapons such as the rocket launcher or ripped, and at a high altitude, you can also adjust your flight path quickly if threatened by a shockrifle. If you are ever faced with translocating through a midfield full of enemy shockrifles, just vary your path. You can take a little damage here and there from a high fall if it gets you around. Once you develop this skill, you'll almost never be killed by shock on midfield. Also, always jump right before you translocate, if possible. That'll give you upward momentum that will give you more airtime.

Now that we're in the base, let's do what we do best: take the flag. You were born for this.

[b]B. Flag Grab[/b]

There are almost no right or wrong ways to take the flag; it all depends on the situation. The only grievous mistake you can make when taking the flag is not dodging and being fluidic in motion. One question you must ask yourself is, should I just take the flag, or should I try to eliminate defenders first? If the enemy base is full of campers, you can take the flag if they're slow and sluggish, or you can eliminate them by learning where they camp. If it's full of active defenders, you should probably take it and zoom. If only a couple people are in it, it is up to you; if it would benefit you to get the jump on them and kill them, go ahead -- but by all means, if you can take the flag and not suffer any consequences, do it. Time is the most important factor.

I cannot stress enough how easy it is to bypass defenders by being quick and agile. Four people can be roaming the enemy base, but if you quickly zoom in and get to a portal, their rockets and shockrifles are totally useless against your speed. Campers also have a problem with this; the newbish ones can almost never kill me simply because they don't expect a blitzkrieg. Whenever you take the flag, you must perform a simple dodge. This is IMPERATIVE. Most flag deaths occur right at the grabbing stage, and it's because people run through it without dodging. Here is the basic move:

[img]http://cc.herograw.org/Zeality/UT/flagmove.png[/img]

Of course, you can dodge the other direction if you want to leave base, or modify your plan accordingly. But that single move will save you from a lot of harassment by base defenders. Dodge as close as you can to the wall without getting caught on it.

Now, let's review the scenarios. They're based on how you got in.

[list]* Up the Side[/list]

If you took this route, simply enter the portal to the middle of base and translocate over to the flag.

[list]* Direct Alcove[/list]

If you took this route, you have a straight shot to the flag.

[list]* Redeemer Warp[/list]

The Redeemer Warp is an interesting position. Once you enter base, you'll be against a wall, so you'll have a pretty good idea of where the defenders are. Most players like to use a newfound redeemer here, however, by entering the warp, firing, and immediately dodging to the sniper nest portal.

[img]http://cc.herograw.org/Zeality/UT/3.png[/img]

[b]C. Managing Base[/b]

Now that you have taken the flag, we have more judgment calls to make. Firstly, if the enemy has your flag and is on way to the enemy base (and will probably make it), you probably shouldn't burst out and try to capture just yet. If the enemy is inbound, you have an advantage on him or her by being inside his or her base. Firstly, you can try to intercept them and surprise them as soon as they enter base. This is problematic if they are covered by tons of midfielders; in that case, try to use a redeemer. Otherwise, your best bet is to go up to the top of the tower and jump off to one of the ledges behind it. [i]Stay there[/i]. Contrary to popular belief, simply going to the top and dropping the flag behind base is not a good tactic. In real, skillful games, the message "You have dropped the flag" will alert good players to the fact that their flag is just waiting for them behind base. By holding on to it, you can keep its location a secret. At this point, wait for your midfielders and defenders to retrieve the flag. If things seem like they'll go on forever, go ahead and descend the back of the tower all the way to the ground. Here, stay out of view of respawn points and await incoming combatants, since people will be looking for you. If you can kill them, do so, but if you start to get plagued, drop the flag and immediately go in base. It'll be returned in seconds; take it again and repeat the process. Just [b]keep[/b] the flag. Dropping is behind base is like handing them a cap.

~

Now that that's taken care of, we can talk about what to do when you are ready to cap. Before you can depart for midfield, there are a few decisions left to make. Firstly, do you need armor? If so, you should probably have dodged to the top of the tower portal in search of armor. There are two VERY important things to do here. Firstly, DODGE into the portal. If you run into it regularly, you're already going slow, and since the top of the tower is on an incline, you won't be able to dodge for about a second and a half afterwards. Secondly, SHOOT the non-armor corner of the tower. As soon as you dodge into the portal, just turn around in a split second, keep moving, and shoot the corner. You should do this because that's a favorite place for bastard campers and armor whores who just wait for FCs to pop up. Send them flying off the tower as payment for their camping.

[img]http://cc.herograw.org/Zeality/UT/diemofo.png[/img]

Once you're up, you have another decision to make. Enemy snipers can sometimes ruin flag captures. If you have armor, quickly poke up and scan your base for any enemy snipers. Most of the time, you'll catch one off guard and be able to kill this person. However, at times they'll prove too much, and you can get in a prolonged sniper duel. At this point, just alert your friends (you should have a bind for this) that a sniper is on your tower, and perhaps peek out to see if he or she is still there every once and awhile. If your team has a strong midfield presence, however, you can probably run the flag even with the enemy sniper.

Additionally, right after you take the flag in base, you might encounter resistance.

[b]SKILLSET: The Switchup[/b]

When you take the flag, enemies who have just respawned will probably translocate right up to the redeemer area so they can grab shock. This puts them at the opposite end of base; they're at shockrifle area, while you have just taken the flag. They will try to predict where you are going and combo that area. The best way to confuse them is to fire a shockball in one direction (for instance, towards the front of base), and then dodge to the opposite direction. They'll naturally gravitate toward the area the shockball's in, and try to combo that, missing you in the process. However, some especially dimwitted players like to spam one part of base regardless, so make sure the person so inattentive they can't be fooled. Additionally, you may encounter rocket toting spammers. One of the coolest ways to get away from them is to round a corner, wait a split second, and then go back around. They'll jump around the corner spamming forward; just dodge past them and enter a portal. Your goal in all of these moves is to disconnect yourself from the opposition. A flagger's best asset before departing is having an unknown position.

It's time to leave the base and capture the flag.

[b]III. Capping the Flag[/b]

[b]A. Leaving the Base[/b]

Your first priority is to leave the base. Before anything else, announce that you are leaving with a Cover Me bind. While most good midfielders head out to midfield as soon as the flagger takes the flag, a "Cover Me" helps by notifying them that you are leaving RIGHT now and they need to be in position. You can accomplish leaving the base in four ways.

[list]* Direct[/list]

Firstly, you can simply walk out of the front door. If your team has a strong midfield presence and enemies are sparse, this is a viable alternative. You will take no damage from a fall of any kind, and within a couple dodges, you'll be where you would have been if you had dodged from the redeemer area. However, this method really sucks if the enemies are on midfield. It gives them a few more seconds than usual to take you out from a distance. Additionally, any enemies killed will respawn close to your position.

[list]* Redeemer Dodge[/list]

This is the most common method of egress; simply enter the redeemer area and dodge out. You will take 50 points of health damage, reduced if you have any armor on. This gives you a head start and puts you out of the immediate death zone, the flat area in front of the enemy base. It is also an easy way to exit, requiring little if any skill to pull off. If you do this tactic, look out for shockrifle wielders on the ground below who are waiting for you to dodge out.

[list]* Piston Jump[/list]

This is the hardest method to execute, but results in the greatest gain of ground. You should leave base by going to the redeemer area. Have your piston primary fire charged. Here, turn around to face the portal, then walk backwards and hold the arrow key of the midfield portion you want to land on for a split second. Then rapidly hit backwards twice to dodge. At the moment you hit back twice, release the piston charge on the very end of the ledge. This will propel you above the first incline of the enemy's side of midfield, placing you somewhat close to the health amp and getting you out of the immediate death zone. If your team controls midfield, this is the best possible way to get to a safe area and bring the flag home. There are drawbacks, however. Firstly, on servers with the CTFPlus moderator, you can't put your piston too close to the Redeemer area portal or you'll be killed for piston camping. Secondly, this does some moderate damage to your health count; if you do it without any armor, you'll have 10-15 health left when you land.

[list]* Down the Side[/list]

This is used often by newbies, but it does have some merit. Going down the side means you don't exit the front of base, and can resultingly bypass any troublesome defenders there. Additionally, should the situation erupt and an enemy flag carrier get close to enemy base, you can hide out. Lastly, at the back of the map, you can safely try and snipe any enemy snipers on your base without worrying about midfield harassment. The main problem with this method is the loss of time; additionally, you're out in the open, so enemy midfielders will see you coming from a long way off.

[b]SKILLSET: Front Jump[/b]

When you take the flag and get armor, most enemies will probably know you're up there, and will seek you out. What do you do? Should you run back in the top of the tower portal? Should you go down the back? Neither; by far, the most skillful and effective way of giving base defenders the slip and putting yourself in perfect position to leave the base is the front jump. Basically, you descend the front of the tower; firstly, you jump off to the second ledge before the sniper perch. Here's the skillful part -- you then fall off that and glide down the incline of the sniper perch going in a certain direction. Right before the sniper perch ends, you should time your floating so that you'll catch the edge of the sniper perch's actual ledge. Gliding down the incline will stop you from taking any damage whatsoever from the fall, and you can also kill any idiot snipers here. Your next move is up to you; you can jump one more down to the Redeemer area and dodge or piston jump, or you can go back into base. This trick can be applied in a variety of situations. If you are being chased at your own base, you can do this trick to confuse enemies. Also, if you are chasing an enemy FC and he's just gone back to base from the top of the tower, he will probably spam the portal leading to the top of the tower. Just glide down the front and enter through the sniper perch to teach him or her a lesson. The importance of knowing this trick is paramount. It is probably my single greatest asset in staying mobile as a flag carrier.

[img]http://cc.herograw.org/Zeality/UT/5.png[/img]

[b]B. Things to Watch For[/b]

After you exit base, you're going to be hit by an enemy onslaught. Besides generally kicking ass on midfield, you should watch for two things. Firstly, when you kill an enemy, he or she will immediately respawn in view of midfield. This is unbelievably annoying, as some enemies will spawn right next to sniper rifles. Just be wary of incomings; snipers from afar can be a problem, while people who spawn on the ripper side will try to knock you off midfield. Secondly, watch for enemy snipers. A good skill to develop is the ability to pick them off from afar. If your target crosshairs is not a single dot in UT right now, change it immediately. Having that single dot is a must, and you will simply be murdered if you ever play Instagib without it. The dot isn't perfect, however; you shoot a tiny, tiny bit to the left of it. Keep this in mind as you take out people from afar. Remember that snipers usually expect to have free reign to shoot up the FC without any reprisals. Prove them wrong. Look for a muzzle flash, then primary fire them with shock to your best ability. They'll be out for 2 seconds before shooting at you again, and by that time you can kill them with one more shot usually. Third and last, watch for people translocating out of the tower to intercept you. The BEST way to take out enemy midfielders is to combo their translocators before they can even get into position. This immediately kills them when they activate and takes them out of the equation for a good 5-10 seconds.

[b]SKILLSET: Shock Manipulation[/b]

When going through midfield, you're liable to encounter an enemy with a shock rifle. The greatest power you have is the ability to manipulate people with shockballs. People instinctively dodge away from a shockball to avoid being damaged by a large combo. Use this to your advantage. In the diagram below is the most simple form of manipulation. Step 1, you shoot a shockball to the left, and follow it with a one to the right. Step 2, the enemy moves to your right. Step 3, you combo your second shockball, where the enemy moved.

[img]http://cc.herograw.org/Zeality/UT/ballmanip.png[/img]

Now, obviously situations won't be this simple all the time, but the basic principle reigns supreme here. Manipulate people with shockballs; trap them on the borders of midfield and execute a combo. In shock duels, the loser usually loses by being predictable. You have to innovate and keep your options open. Sometimes, aiming straight for the enemy and blowing him or her to oblivion with a combo is good. At other times, you can risk being comboed yourself by standing your ground and executing a combo before the other person does. Just innovate; don't be afraid to dodge backwards if it gets you in a better position. You also should develop moving combo skill to execute complex arrangements. At the highest level of skill, you'll seem to draw a web around your opponent; no matter where he or she goes, after awhile they'll walk right in to a combo. I've executed some amazing ones myself just by natural instinct; just practice and develop this skill.

~

On your ascent up midfield, usually you'll face the most opposition from people coming behind you. Sound is very important here; if you here someone translocate behind you, assume it is an enemy. A good tactic for people coming up behind you is to simply dodge backwards and lose ground. The person will briefly try to figure out where you are; meanwhile, you can shock them. The rest of midfield is up to your level of combative skill and movement. Never stop moving forward unless it is to briefly take care of a midfielder. If you dwell too long on midfield, you will eventually die from being sniped or shocked by freshly-respawned enemies. Once you hit the halfway point, dodge towards base. Here, you have yet another judgment call to make -- should you enter base? The best way to determine is to keep a running count of where enemies are in your mind. If you see several translocate into your base as you approach it, stay out and alert your midfielders to defend the base. You can then proceed cautiously; just try to find another person or get someone to stick with you at all times in case you die. Now, if only ONE person translocates into your base, they're probably going to use redeemer on you or shock as you enter and try to cap. You can pretty much guess that they'll fire from the shock area, so stopping them isn't very difficult. Lastly, if your flag is taken and your base is uncovered, it may be advantageous to chill behind it for a little.

Above all else, be aware. I just want to cry sometimes when FCs on my team waltz right in to a base and are killed by something I saw coming from a mile away. In particular, look for people who drop down from the Redeemer Area or Amp alcove after you enter the base. They usually translocate down and take you out from behind; just be aware at all times of any threats. If your flag is not available, simply move about the base (get armor if possible) and avoid threats. If you can, take out the enemy FC, but don't engage in any prolonged battles. A lot of people will be gunning for you, so exposing yourself can be your doom.

Now, as you can see, by the time you leave enemy base and get to midfield, most of the remaining work remains with your level of skill and the number and skill of those covering you. Always seek cover from friends;

[b]Conclusion[/b]

As you can see, capping the flag involves a myriad of judgment calls. Sometimes it is tough to determine whether you should take the flag, help out killing an enemy FC, leave the base at a certain time, or enter your own base. But let there be one constant in this fuzzy equation -- your pure determination and persistence. When the situation is unknown, the best thing you can do is believe in yourself and your ability. Have faith in your teammates and count on them to cover you and perform their job. Never, ever give up. I have played a few games in my career in which my team was behind most of the game and came back within the last minute of play. Let YOUR skill determine the winner and carry you home. As you improve as a flagger, you will develop situational instinct and will be able to make better command decisions. Just keep trying and be relevant. Even if you have 50 grabs and no caps, you are still instrumental in your team's win. Taking the flag upsets the enemy and hinders their offense, and you can also cover if other people on your team have taken the flag and need assistance. Be relevent, be quick, and be unrelenting in your passion for taking the flag. Let the highest glories be yours. Good luck!