User contributions
From Armagetron
- 16:57, 19 June 2012 diff hist +41 Ladle/Results
- 22:36, 3 June 2012 diff hist 0 Ladle/Statistics →Individual Team Stats
- 22:32, 3 June 2012 diff hist +207 Ladle/Statistics →2012
- 21:54, 3 June 2012 diff hist +2 Template:Ladle58Bracket Confirmation by ppotter.
- 21:35, 3 June 2012 diff hist +2 Ladle/Statistics →Milestones
- 21:34, 3 June 2012 diff hist +45 Ladle/Statistics →Milestones
- 21:19, 3 June 2012 diff hist +156 Template:Ladle58Bracket Updated missing scores based on information provided my Overrrated on IRC (08:08:12 PM -6GMT)
- 21:18, 22 May 2012 diff hist +122 Ladle/Statistics →Milestones
- 20:50, 22 May 2012 diff hist +607 Ladle/Statistics →2012: Added columns for Round Wins, Round Total.
- 22:19, 13 May 2012 diff hist +959 Capture the Flag →Support
- 22:02, 13 May 2012 diff hist +191 Capture the Flag →Flag Running
- 21:59, 13 May 2012 diff hist +123 Capture the Flag →Defense
- 21:44, 13 May 2012 diff hist +1,004 Capture the Flag →Defender
- 21:33, 13 May 2012 diff hist +678 Capture the Flag →Attackers
- 21:17, 13 May 2012 diff hist +51 Capture the Flag
- 21:08, 13 May 2012 diff hist +273 Capture the Flag →Tactics
- 21:01, 13 May 2012 diff hist +303 Capture the Flag →Defense
- 20:55, 13 May 2012 diff hist +256 N File:Ctfman-step-def.png Interlocking step-defense, popularized by Monkey D. Luffy. Step outwards as you circle the flag, and create "hooks" so enemies can't tunnel in. The defense is impossible to cut, but is far too slow for effective hole covering. Not often used competitively current
- 10:57, 13 May 2012 diff hist +315 Capture the Flag
- 23:11, 12 May 2012 diff hist +14 Capture the Flag
- 22:46, 12 May 2012 diff hist +142 CTF Added new redirect information.
- 22:42, 12 May 2012 diff hist +133 Ladle/Statistics →Server Quality Tracker: updated scores
- 19:00, 12 May 2012 diff hist +356 Capture the Flag
- 18:55, 12 May 2012 diff hist +273 N File:Ctfman-2v2a.png This 2v2 is a virtual stalemate. The best action is to put pressure on the flag-holder and try to force a respawn. The base-camp should shrink slightly faster than the defense. Having a full team (4v2) will allow you a better chance to get your flag back current
- 17:43, 12 May 2012 diff hist +23 Capture the Flag →Floor Textures
- 17:41, 12 May 2012 diff hist +117 Capture the Flag →Floor Textures
- 17:36, 12 May 2012 diff hist +4 Capture the Flag Undo revision 38948 by Sinewav (talk)
- 17:35, 12 May 2012 diff hist -4 Capture the Flag →3v4
- 17:31, 12 May 2012 diff hist +58 Capture the Flag →Defense
- 17:06, 12 May 2012 diff hist -17 Capture the Flag
- 17:05, 12 May 2012 diff hist -1 Capture the Flag
- 17:04, 12 May 2012 diff hist +45 CTF BRAWL →About this Tournament
- 17:01, 12 May 2012 diff hist +132 m Capture the Flag
- 16:51, 12 May 2012 diff hist +7,772 Capture the Flag Created the very first CTF tactics page!
- 16:35, 12 May 2012 diff hist +127 N File:Ctfman-starting-pos1.png One possible setup. Attacker, Defender, and two players positioned in-between the flag and base adding support and flexibility. current
- 16:33, 12 May 2012 diff hist 0 N File:Ctfman-holing2.png current
- 16:33, 12 May 2012 diff hist 0 N File:Ctfman-holing1.png current
- 16:32, 12 May 2012 diff hist +125 N File:Ctfman-ghosting1.png In this setup, pos-4 (inner def) dies at start, then uses cycle invulnerability to enter outer defense after being respawned. current
- 16:28, 12 May 2012 diff hist +180 N File:Ctfman-flag-pass2.png Bisecting the flag makes it easier to flag run. Your opponent isn't likely to get around you or the flag, thus giving massive control over their space and making for easy pick-ups. current
- 16:26, 12 May 2012 diff hist 0 N File:Ctfman-flag-pass1.png current
- 16:25, 12 May 2012 diff hist +242 N File:Ctfman-4v2a.png With a perfectly camped base and a free defender, there is no reason to not to NPH. The attacker will be respawned and back on the far side of the grid in seconds. With no loss of points on your side, the value of such a move should be clear. current
- 16:24, 12 May 2012 diff hist +32 File:Ctfman-3v4a.png current
- 16:22, 12 May 2012 diff hist +1,285 N File:Ctfman-4v1a.png 1. Pick a side to hole and stay there, preferably a place where the distance between the flag and the defender is small. Or, fake a couple of holes to get the defender to shrink. 2. Keep your speed high. You know where the hole is going to be and it will current
- 16:20, 12 May 2012 diff hist +326 N File:Ctfman-3v4b.png If your defense is the first to die and create a 3v4 imbalance, the attackers should both return immediately and restore the balance with a sacrifice. The loss of 4 total points is damaging, but probably not as much as losing a second player without havin current
- 16:19, 12 May 2012 diff hist +949 N File:Ctfman-3v4a.png If one attacker dies, the remaining one should attack lightly and keep their speed high because they may need to retreat quickly if it becomes 2v4. It's even a good idea to try and "contain" the complete enemy defense as long as possible while your teamma
- 16:15, 12 May 2012 diff hist +338 N File:Ctfman-2v4a.png This image shows bad form. When down in a 2v4 situation, the flag must be defended at all costs. Trying to regain the base is too risky and any good team will scoop the flag from you immediately. Even camping their base offers no leverage against a pro te current
- 16:12, 12 May 2012 diff hist +175 N File:Ctfman-2v3a.png The best move on 2v3 is to try and knock the flag loose. This maximizes the manpower and is likely to save points while possibly disrupting their set-up (if they try to hole). current
- 12:30, 10 May 2012 diff hist +135 CTF BRAWL →Teams
- 21:56, 9 May 2012 diff hist +70 User:Sinewav updated.
- 18:43, 8 May 2012 diff hist +66 Ladle/Statistics →Server Quality Tracker