[Q2CTF2 - Stronghold Opposition]
Flag Rooms

4 First Aid
2 Cells
1 Hyperblaster
1 Jacket Armor
Notes: Nothing special here. You can collect only 40 health without leaving the
room. There's some cells behind the crates, so if you have power armor they could be
useful. The Hyperblaster is a good defense weapon, so it's in a convienent place. The
jacket armor is almost usless, except to save you from dying after that first railgun shot.
But Railguns are not ussually offensive weapons. Don't bother to grapple to the roof;
you're still within eye level of anyone that comes in. If you want, you can grapple above
the entrances, and fire at anyone that comes in, but anyone coming in from the elevator or
the other enterance will see you right away. Speaking of the elevator, to cut off one of
the entrances, the elevator, just stand in it. Do this if you know incoming flag carriers
don't need the elevator to hurry into the room to make the capture. If you don't know, you
shouldn't do this, because running into an empty elevator shaft with the flag is not a good
feeling. If you are the flag carrier, using the elevator is a good idea if coming from the
sewers; you'll be able to stop your persuers long enough to capture.
Perimeter

In the Perimeter:
1 Megahealth
1 Greande Launcher
3 Grenades
1 Bandoleer
6 Medkits
10 Bullets
2 Rockets
4 Shells
1 Slugs
2 Machine Guns
1 Shotgun
2 Cells
Stimpacks
1 Chaingun
Notes: Don't think all this stuff can be collected in a few seconds. The
perimetrer is huge. (I counted it as anything that's in the fort that's not the sewers or
flag room) Most of the fighting will take place someplace in the perimeter. It would be a
smart move to put some people to watch the elevator; it is the easiest place to access the
flag room. As stated above, you can stand in it, but it is dangerous if a flag carrier
needs it. I like to stand in the windows of the fort and fire down. I do this because
rockets dont explode when then hit the sky, so I have a little area that I'm safe in. Plus
I'm elevated, which is a major plus. I tend to stand in the one opposite the door above
the begining of the ramp. I get to the people before they see me, so I can have them dead
before they have time to aim. uards on the ramp is a good idea, they can slow down
incoming attackers so the inner defense can get ready (but they should always be ready),
plus they soften 'em up a bit.
Crossroads

2 Super Shotguns
2 Ammo Packs
2 Shells
1 Quad Damage
Notes: The crossroads is easy to defend. Two guys in the sniper room with
either Rocket Launchers or Railguns, and three guys by the bridge with Chainguns,
Hyperblasters, or Grenade Launchers will stop incoming enemies. Just so you know, the ones
in the sniper room off the people on the other sniper room, enemies guarding the bridge,
and enemies in the water. The people by the bridge toss grenades into the water, and kill
anyone crossing the bridge. If you are going to drop grenades in the water, use hand
grenades rather than the launcher, so they blow up in mid-air/water/whatever so they do
some damage rather than sinking to the bottom and doing no damage at all. Both cover
outgoing and incoming offensive teammates. If you do this right, the only enemies in your
base will be the ones who spawned there, and a good perimeter guard can deny them from
getting any farther the spawn point.
Sewers

1 Rebreather
2 Shells
1 Super Shotgun
3 Armor Shards
1 Rocket Launcher
1 Rockets
1 Power Armor
1 Cells
2 Medkits
2 Grenades
Notes: Spawning here is great. You get all sorts of neat-o stuff, like the
Power Shield and Rocket Launcher. If you spawn in the enemies sewer, that's pretty cool
too, because you get the bonus of having a great attack position. You're fully armed, and
have some sweet armor. To prevent this kind of uy from invading your base is quite easily
done; just station a guy with the Grenade and Rocket Launcher down here, and you should be
fine. I suggest using the grapple underwater if someone else grabs the rebreather, you
can get across it in 12 seconds if you have little lag and are skilled with the grapple.
On to Q2CTF3 - The Smelter
Back to Q2CTF1 - McKinley Revival
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