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[Issue 53] A Tactical Guide to Defense


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hvOyy8R.png

 

They say a good offense is the best defense.

This is true in part; however, I have personally come to realize that while an aggressive offense is a completely necessary element to any team, quality defenders win battles. It doesn't matter how good the attacking squad is, if the flag isn't at home they won't be able to make the cap. 

In fact, the role of defender is a crucial one, and this in itself is an excellent reason to try your hand at guarding the flag. Yet there are plenty of tankers who shy away, perhaps because the idea that 'defense is boring' has been drummed into us repeatedly. 

Reader, I'd like you to take any preconceptions you might have and forget them ASAP. Establishing and maintaining a good defense is one of the most demanding challenges in the game and though the mantra "defend that flag" seems quite simple, putting it into practice is maddeningly difficult. So much so that is nearly impossible to play a perfect game without the loss of a single flag. As such, the art of defense is well worth a closer scrutiny. Learn to think like a defender will improve other areas of your gameplay and leave you with a better grasp of tactics overall...but enough of this introductory blather. Without further procrastination, lets get on to the 'good stuff!'

 

 

The Logistics of Defense

 
Dedicated Defender - A player who is entirely focused on protecting the flag at all times.

 

Drop Defender - A player respawning in the base who will function as a temporary defender, if need be. 

 

To start, allow me to pose a relatively simple question. How many dedicated defenders does your team need?

The answer varies from game to game and map to map, but the general rule of thumb is that, the offense must be larger than the defense. Also, remember that the more players there are, the more drop defenders will be available. 

:huh:

Yeahhhh, k. The above mumbo-jumbo is all fine and good, but what does it mean practically speaking? Well, I would hazard that in a team of 5 or 6, there should be two dedicated defenders. In a team of 7, 8, or 9, three; and in a team of 10+, four. These numbers are obviously not set in stone, but are a good starting reference point and can be adjusted to suit whatever battle circumstances that you might find yourself in.

 

Once you've assessed the situation and made an informed decision about how many defenders there should be, these spots need to be filled with real people. This can usually be accomplished with a simple query into team chat. Anyone who responds in the positive can be counted on as dedicated defender. 

 

Who_s_on_defense.png

 
Of course you can always just observe carefully, and the difference between dedicated and drop defenders will be apparent in the first few minutes of play. 
 
It is of the utmost importance for the defense to communicate. This is a hugely important point, so I'm going to say it again: as defense, you need to talk amongst yourselves!!!@!@#$#@!!@#%!#@
*Cough,* right so, the simplest way to do this is via Skype or Teamspeak, which would improve the coherency of your defense by about one-hundred and three percent. For all you Startrekkies out there, being 'On Call' is easily comparable to the Borg collective... when communication is instantaneous, if one individual notices an attacker coming on the left then the collective defense immediately possesses that information as well and can respond accordingly.
Of course, there are plenty of times when voice communication simply isn't a possibility. (Either you don't have it or are just playing in a random battle.) If this is the case, the team chat becomes the vital information lifeline uniting the defense. Used correctly, it becomes a tremendous asset that can absolutely be the difference between a win and a loss. Now, I do realize that not everybody has supersonic typing speed, and that's perfectly alright because I'm not saying that you should stop in the middle of the action to laboriously type stuff out. You do, however, have time to relay information while respawning, and can make use of shorthand to let your teammates know about important developments on the field of battle. Knowing when and how to share information is the difference between a good defender and a great defender; make your words count. 
 
Finding a Position
 
Every base, blue or red, comes with a set of inherent strengths and weaknesses that a savvy defender can capitalize on. However, not all defensive positions are created equal so it might be of help to go into a map already knowing what to look for. As such, I give you...
 
The characteristics of a good defensive position:
 
1. Good visibility of the flag. In a CTF, the flag is the key factor in play. (Duh, k.) Since your enemies will be focused on taking and capturing it, you should at least be in a position where you have a visual. The defender shown below has no direct influence on the flag and thus is more of a hindrance then a help. 
 
clearly_multish_defender.png
 
2. Plenty of cover. A nice large prop to hunker down behind is absolutely essential to the health and wellness of a defender. It might seem overly obvious, but you really don't want to get caught out in the open where you're at the mercy of any oncoming attackers. 
 
hi_hi_hi.png
 
3. A comprehensive view of the surrounding terrain. A defender is only as good as their line of sight. If you can see what's happening on the battlefield you can snipe or move to intercept threats before the become a problem. 
 
Large_view.png
 
4. A lockdown on a chokepoint. 
If nothing else you should at least seek to completely block and control a passage to your flag, allowing your teammates to focus the whole of their efforts elsewhere.  
 
hi_hi.png
 
It is difficult and/or nearly impossible to find a position that has all of these characteristics. However, it's good to keep an eye out for these attributes in the terrain and take note whenever you see more than one. Sometimes, a position that is good for one game might be ineffectual in the next so you need to be able to cope with and adapt to changing circumstances. Look for multiple likely-looking defensive positions in a map so that you can bounce around, adjusting to the flow of battle. 
 
Defensive Combos
 
Okay, I'm going to admit right here that I'm never quite sure if I should put a weapons section into my articles or not. The thing is, people know their combos, so trying to preach to tankers about which turret 'works best' is a highly subjective affair at the best of times; at the worst, it's downright stupid. Keeping this in mind, I've decided not to blather on for six paragraphs of 'why rail is better for defense than hammer.' No, I'm going to do something a bit different and far more interesting - namely, what I consider to be the best groups of complimentary turret and hull combinations for protecting the flag. 
 
Duo
 
Freeze/Viking + Twins/Titan
 

       125px-Turret_freeze_m0.png                                           125px-Turret_twins_m0.png                                        
-------------------------------------------        +        -------------------------------------------              
     150px-Hull_vicing_m0.png                                      150px-Hull_titan_m0.png                                   

 
A combo that's excellent in small/medium maps such as Farm or Fort Knox. The Twins/Titan is a vastly formidable foe, though without an Isida to back it up, does have a distinct tendency to die at inopportune times. (Thus why it's good in smaller battles. Doesn't have as far to travel back to base) The Freeze works in conjunction with the ever-pummeling Twins to slow down anyone who does manage to reach the flag. Together, the two are certainly a force to be reckoned with. 
 
 
Firebird/Hunter + Vulcan/Dictator
 

   150px-Turret_firebird_m0_2.png                                           Vulcan0.png                                        
-------------------------------------------        +        -------------------------------------------              
     150px-Hull_hunter_m0.png                                      150px-Hull_dictator_m0.png                                   

 
This set tends to function as a looser defense, again good for small to medium maps. The Vulcan deals the initial damage, which is supported and followed up by the Firebird. 
 
 
Isida/Titan + Twins/Titan
 

         115px-Turret_isida_m0.png                                           125px-Turret_twins_m0.png                                        
-------------------------------------------        +        -------------------------------------------              
     150px-Hull_titan_m0.png                                      150px-Hull_titan_m0.png                                   

 
Good in small maps. Basically, it's two chunks of flubber slowly yet inevitably eating up anything that comes near them. Enough said. 
 
 
Trio
 
Vulcan/Mammo + Isida/Viking + Rail/Hornet
 

   Vulcan0.png                                           115px-Turret_isida_m0.png                                        125px-Turret_railgun_m0.png
-------------------------------------------        +        -------------------------------------------        +        ------------------------------------------- 
     150px-Hull_mammoth_m0.png                                      150px-Hull_vicing_m0.png                                   150px-Hull_hornet_m0.png

 
This was the defensive setup the INT team used during the Women's Day Battle. It was and is one of my favorite team combinations simply because it is by far one of the most effective setups out there. The Vulcan/Mammy sits on the flag, firing almost continuously at any attackers. The Isida sits behind the Mammoth, somewhat protected and healing as needed. The Railgun/Hornet deals initial damage blast to attackers and functions as a sniper in the downtime. Excellent for large maps, though could function in a medium as well.
 
 
Isida/Viking + Isida/Viking + Firebird/Titan
 

         115px-Turret_isida_m0.png                                           115px-Turret_isida_m0.png                                        150px-Turret_firebird_m0_2.png
-------------------------------------------        +        -------------------------------------------        +        ------------------------------------------- 
     150px-Hull_vicing_m0.png                                      150px-Hull_vicing_m0.png                                   150px-Hull_titan_m0.png

 
This combo in a word?
Deadly.
Extremely. Deadly. The Firebird camps on the flag, and Isidas team up on anything within firing range. Good in large, small, or medium maps, this is just a terrifically good setup all-around. 
 
The Art of Defense 
 
So, we've covered the basics. Now it's time to go above and beyond and get into the artistic nuances of protecting the flag.  
 
- Extending your vision. 
When on defense, a good view of the terrain and communication go hand in hand. The important information you can relay to your team is limited only by the view your position affords you...so it stands to reason that, unless you're the established flag camper, you'll want to have a visual on as much as the map as possible. Hunkering down in one static position has inherent restrictions, so I propose utilizing a defensive route to extend your visibility as much as possible. 
Traveling between positions makes it easier to follow enemy activity from the safety of your base. It allows more time to both anticipate and respond with the appropriate force to stifle aggressive attacks. Knowing when to move is the most difficult aspect, and getting caught out at the wrong moment can have dire consequences, especially as traveling between positions is best accomplished by a vulnerable, light hull. Despite the risk involved, I believe that the added knowledge of enemy movements is well worth it.
 
- Slowing down attackers
Momentum is power. Speed captures flags. As a defender, it's your job to negate momentum and nullify speed, and it is by no means an easy task. First of all, look to proactively stop oncoming speedsters in a chokepoint, instead of at your flag, because lets face it; this just isn't happening. 
 
hi_hi_hi.png
 
Even a light hull can be a serious nuisance, especially if you position yourself sideways against the oncoming enemy and drop a mine while they steamroll into you. Of course, colliding head-on while accelerating will give you more control, but because you're taking up less space, it is easier for your opponent to dodge past. Placing an immovable mammoth on the flag is a good tactic in general, as Wasp and Hornet are unable to move the bulky object and lose their momentum, thus becoming completely ineffectual.
The physical tank aside, it is also possible to slow down an attack by means of sniper fire. Use rail or shaft to pin attackers behind buildings and deal out early damage, forcing enemies to either equip their repair box or come in damaged.
Also, be sure to clean up the supply boxes in your surroundings. Prevent your opponents from snatching a free speed boost and you are, in effect, slowing them down.  
 
- Utilizing mines
Mines are a defenders best friend. Used well, they become an asset that is literally game-changing. The camping mammoth is generally responsible for the area directly around the flag, out to a distance of the range of a firebird.
 
image.png
 
This is an excellent way to prevent the short range, continuously firing weapons from muscling up and overwhelming you. The other members of the defense should be focused on mining chokepoints and utilizing their explosives to cut down on available escape routes. Focus on funneling attackers into one or two easily defend-able routes. Of course, the lighter hulls tend to accrue more deaths than a mammoth, so keep in mind that one or two well-placed mines can be just as effective as ten. Placement is extremely important, and don't forget to check every once in a while to replace those that get used. 
 
- Learning the danger times
The moments after a flag cap/return are an extremely vulnerable time, defensively speaking. The sight of their flag leaving the base tends to mobilize the enemy in great numbers, and they usually all careen into your base as one solid pack. Attempting to return the flag once it's been taken is a tricky business for either team. Be extremely wary during a standoff (where both teams have the others flag) because your offense really has to commit to attacking, which leaves your mid and base vulnerable. 
 
- To chase or not to chase? (Returning the flag)
It's not an easy question. Do you, as a defender try to assist in a full-out flag return that can take you into the depths of the enemy base? Obviously, if you're packing anything slower than Viking, the answer is no. Mammoths (aka large chunks of flubber) were simply not made for gallivanting about in the open. However, lets say that you have Hunter or Hornet. If the flag gets taken out of the base, do you go after it?
Yes. As long as there are two defenders at the flag, you should be good to get way out of position to assist with the return. Just make sure you get back to base in a hurry. 
 
Closing Remarks 
 
Defend well. Play smart. Don't die. The end.
 
 
 
 
pic.png
 
 

Question of the day: does anyone actually read conclusions? :huh: Yes? No? Maybe? I'm honestly not sure. 
Anyways, to get to the real reason for this spoiler, many thanks to for help with the pictures. Appreciate it!!!

 
Did you enjoy this article? Check out the rest of Issue 53 right here!
Edited by Hexed
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loved the "art of defense" section, I can relate to a "defensive route" and "drop defenders" very well

duo defender examples are excellent

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pic.png
 
 

Question of the day: does anyone actually read conclusions? :huh: Yes? No? Maybe? I'm honestly not sure. 
Anyways, to get to the real reason for this spoiler, many thanks to for help with the pictures. Appreciate it!!!

 

Eh, twasn't much of a pain. I had nothing better.

Very well written night.

 

For further reading on the other parts of play, click here, here, or here. :D

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Quality article, I think a lot of people overlook the defense in battles when I really think they are the MVPs of the team, who put in the most important work.  :P

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Amazing article, Sis.

 

 

+100, man!!!

No, you can call her a "mult", "Mult" or "Ma' mult".  :ph34r:

Edited by greyat
Corrected forms of address.
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Question of the day: does anyone actually read conclusions? :huh: Yes? No? Maybe? I'm honestly not sure.

No, because I clearly did not read it...

 

Nice article NS!

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Good article, enjoyed reading :)

 

What about the putting 2 fattyes with midrange guns on the flag relying on pure firepower, mines, diverse damage and covering large areas

It seems to be a solid wall, when you have a good enough chemistry to keep it up.

 

 

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very nicely done. i also find that acting as a "watchtower" (just staying still and constantly relaying updates to defenders while occasionally helping kill a guy who gets past) helps the defense like a godsend. i've played that role a lot.

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