superfly_cox
soup fly mod
+717|7255

On Zatar recently and playing as MEC, I managed to rush across the map at the beginning of the round and cap the flag that has the arrow pointing to it.  Pretty soon our Team (MEC) had the flags that are marked MEC and USMC had the two flags marked USA.  I figured that so long as we can hold these flags for the rest of the round we would win comfortably:

https://img156.imageshack.us/img156/2813/zatarwetlands642fp.jpg[/url]

Well we did manage to hold these flags for the entire round but wound up losing by 50 tickets.  At this point I realized that the prevailing theory that capping and holding flags was the best way to win was wrong.  The other team made us lose tickets much faster by continuously attacking the original flag I had capped.  They came at us with armor, apcs, snipers, jet and arty.  We held back wave after wave of attacks but at a great cost...certainly we died at a greater rate than they were losing tickets for having fewer flags.

Winning is about factoring in the cost of trying to defend a flag.  Some flags are just not worth it.  I have seen USMC win Karkand without taking a single flag just because they raped the hotel really badly. 

What this round taught me is that raping can sometimes be a better tactic than actually trying to cap or defend a flag.  This is not a firm rule and depends on the map, flags location, vehicles available etc...However, large kill totals will often times mean victory.  Therefore, if you're gaurding a flag that is hopelessly being raped then its better to just give up on the flag and spawn somewhere else because the loss of tickets via flags will be less than your loss of tickets via deaths.  Yes, I know its heroic to defend the alamo but its not worth it!

Last edited by superfly_cox (2006-05-08 03:37:30)

-[Silver.Inc*
BF2s AU Server Admin
+315|7054|Melbourne, Australia.
Definatly on 64/64 servers ide say killing is much more important. However, on 16 player servers capping flags would be as important as killing.
deject
Got His War On
+37|7247|Golden, CO
If you can get the other team to bleed tickets, then holding the flag is vital.
polarbearz
Raiders of the Lost Bear
+-1,474|7262|Singapore

If you can kill fast enough to even it out, killing > flags. 32p karkand I usually let the enemy have central island so the flags are 3 - 2, but i more than make up for the ticket bleed by raping it stupid and blowing up the heli once it spawns.
Nabraham
EWWW!!! Thats Nasty!!!
+18|7157|Enon
Normally i would say flags, but ive had a few rounds with 50+ kills as have other people, in those cases i would argue kills are more important.
JeSTeR_Player1
Flying Solo
+98|7244|Canada, Ont
I do that Tactic aswell, I have done it in a 12vs12 CAL Match and it always works because the enemy team ALWAYS flys to the middle flag and captures that first off to get the Helecopter which is important but you put a flag between them they ill go for that first leaving the center flag open for a Squad to take it.

The problem with most players is they are to focused on getting points and don't care about the flags and don't relize there importance with regards to winning or losing a map. Good example is the Hotel on Karkand where people won't even cheak the map to notice they lost Train Accident or a flag further. By the time they relize the Action has died down at the Hotel, the island is taken and its just a bloodbath over the two bottlenecks.

Every 10 seconds or so, the team without the win condition in place on the map, loses a ticket. Every death on the Battlefield counts as a lost ticket for that team. If a team can keep a Global KPM of 6 while in this state, they can still win. Very hard to do but its not impossible. Flags are more important though...But you can't have good flag capture and poor killing, you need balance or they walk right through you.
mikkel
Member
+383|7074
Both. Cap flags to get the attention of the enemy, leave them seemingly unattended and bomb the hell out of them when the enemy tries to cap.
Zaitik
Member
+3|7049
attack is best defend
deject
Got His War On
+37|7247|Golden, CO
If you're getting raped by armor on Zatar your team sucks balls.  There is nowhere for armor to hide, so they should be promptly bombed/TV Missled/AT'd with no serious difficulty.
Torin
Member
+52|7165
I'd say it ultimately depends on the map. Some maps are spread out, so kills happen less often, thus making it harder to "beat the bleed". Smaller maps, like Sharqi, Karkand, Mashtuur.. you can easily out-kill the other team, and beat the bleed easily every game. Some maps, it's only important to have 1 or 2 key flags, for armor, helis, aircraft, whatnot. Those vehicles are key to winning, and will easily beat the bleed. Larger maps like Operation Clean Sweep put more importance on who is bleeding, because kills happen much less often, since everything is so spread out, and even the bombers have long distances to travel to rearm.

On average, I'd rather have a team that is much more skilled at killing and are point whores, than a strategic team that concentrates on capping flags. I've seen too many Wake games won by USMC without ever capping a flag, too many Karkand games won without ever capping a flag... Just a couple days ago, I was MEC on Karkand, and we lost all but 1 flag within the first 5 minutes of the game, but we were out-killing them by such a large margin, that at no point in time were we less than 30 points ahead. We ended the game I think with only 2 flags, neither of which was the Factory, yet we won by almost 80 points.

Like someone else said, killing is more important on 64 person servers, and flags are more important on 16 person servers, mainly because you can't sustain the KPM necessary on a small server necessary to beat the bleed.

This is also how pure base-raping becomes a viable strategy on some maps, because the KPM garnered from base-raping easily overcomes the ticket loss from not capping flags. I've had games won because my team had 2 full squads constantly raping an uncappable base, both preventing access to key vehicles as well as commander assets, not to mention everyone that kept spawning at the uncappable main to get killed repeatedly. I don't think there is any "set in stone" guide to determining when to kill instead of take flags, it's just a feel you get for the tempo of the game. Some games I'll be defending a flag or taking flags, only to realize we were still losing, regardless of having almost all the flags. I'd then switch to just straight kill whoring, and managed to pull out a victory.
Cbass
Kick His Ass!
+371|7168|Howell, Mi USA

-[Silver.Inc* wrote:

Definatly on 64/64 servers ide say killing is much more important. However, on 16 player servers capping flags would be as important as killing.
Agreed.. Ive had games where the other team held almost all flags but my team was murdering everyone on their team which was dropping their tickets like crazy. I think kills and flags are about even in importance.
https://bf3s.com/sigs/bb53a522780eff5b30ba3252d44932cc2f5b8c4f.png
DrunkFace
Germans did 911
+427|7154|Disaster Free Zone
Totaly agree with torin but woud like to add

It depends on the map and how many flags you need to start them to bleed tickets. In Karkand USMC only need to capture 1 flag to stop the bleed, and Mec has to only have 1 flag left to start ticket bleed. This is an exampleof where kills is much more important because to restrict a team to just 1 flag is very hard. But there are many other maps where you only need a majority to start bleed. I cant tell you what everymap is off hand but i know theres differences. Just look at the ticket counter. When its flashing that team has ticket bleed. When its not then only kills are making it go down.
Scorpian65
Member
+14|7211
I could be wrong but I think that on Karkand if no flags are taken by the USMC then the ticket bleed is nil. Therefore if the USMC simply rapes the crap out of the MEC at the Hotel then they will bleed the tickets thru shear killing and win without ever taking a flag.

Edit: Damn four posts since I started mine...lol. Damn its hard to post without getting interupted by my job. Drunkface you are probably correct about the one flag to stop ticket bleed, I thought I read a post in these forums about knife/pistol servers leaving the flags as is so the rounds lasted much longer and they could whore up the points.

Last edited by Scorpian65 (2006-05-08 07:25:35)

Dr.Battlefield
Got milk?
+150|7225
It depends on situation. If your team bleeds and loses tickets constantly then taking a flag is the most important for you. It does not matter how many times you will die trying to take the flag.
     When there is no ticket bleed then kills are more important.

     There are few exceptions. I've played in a few rounds (Karkand) when USMC did not have any flags but win due to excessive spawnkilling.
blacksheepcannibal
Member
+24|7225
wtf is all this talk of winning? I thought score was most important?

Anyhow, ask any decent strategist: it is a mixture of what flags you have (rather than just having all the flags) and how well your team is doing overall.

That is, you need to capture not only enough flags to bleed the opponent, but you need to capture the right flags that sets your opponent up for failure. The correct combination of points leaves your opponent outgunned, outflanked, at a disadvantage to defend, and at a disadvantage to press an attack.

Finding that set of flags is the *second* most important thing on any map. (except karkand coz its just noob-point-farm-heaven)

The single most important aspect of winning is not flags or kills; its teamwork. Ive seen it time and time again - the team with less skill and more teamwork dominates the team that is a bunch of lone wolfs (or people that squad up, seperate, never give orders, and never even see each other again, those are worse in my book).
Dr.Battlefield
Got milk?
+150|7225

blacksheepcannibal wrote:

wtf is all this talk of winning? I thought score was most important?
In clan wars nobody gives a sh!t about score.
Nyte
Legendary BF2S Veteran
+535|7225|Toronto, ON
First priority are flags.  Always capture flags starting from the back, this will effectively surround the opposition.

Kills are good too but you have to remember that a ticket drain will be much faster than any person out there killing (It's around 1 ticket/5 seconds... that's 12 kills a minute... which is 720 kills per hour).

Mind you, even expert aviators fail at making their teams win with their 12740987 : 1 KD ratio.


It's all about the flags.
Alpha as fuck.
908741059871059781
Sheep of War
+40|7116
I think that it depends on the map. For example;karand. Stratigically, the bloodbath for the hotel is for next to nothing. It doesn't help the USMC one bit besides the slow decline of tickets. I have even seen entire rounds where that slow decline doesn't even matter a whole lot. However if you can manage to get the factory right off the bat and hold it, its most likely a garunteed win.

Basically killing is more important (as well as not dying,) But getting a flag or base with lots of vehicles and/or assets makes the job that much easier.
-MIKI3.
Member
+70|7117|The Netherlands
64 map sizes

Gulf of Oman --> flags
Kubra Dam --> kills   
Mashtuur City --> flags
Operation Clean Sweep --> flags
Sharqi Peninsula --> kills   
Strike at Karkand --> kills   
Zatar Wetlands --> flags
Dalian Plant --> kills   
Daqing Oilfields --> flags 
Dragon Valley --> kills 
Fushe Pass --> flags
Songhua Stalemate --> flags
Wake Island 2007 --> kills
CmdrTenchi
Sniper / End-Runner / Wedge
+5|7203|Behind your front lines...
In agreement with Torin, it depends on the map.  Certain flags on certain maps slow the drain on tickets faster than most.  The TV Station on Warlord, the Airfield on Zatar Wetlands are two examples of key points that need to be held to win a map.  Of course more kills take the tickets down quicker... but finding the key points are necessary for winning a map.

-Miki3 outlines it pretty good.

Last edited by CmdrTenchi (2006-05-08 10:14:08)

DrM
Member
+33|7094
A very importtant factor is the rate of ticket bleed.
On an assualt map the bleed rate is constant until one flag in neutral or capped. In most cases this means there is no bleed for a lot of the game. Therefore kills are the only important factor.

On a head-on map the bleed rate is a variable based on how many flags you have.
If the flags are about even and swinging back and forth between the teams then the ticket bleed is quite slow, about 1 ticket every 12 seconds, in which case kills are the factor.
If the flags are all yours or all but one then the bleed is closer to 1 every 2 or 3 seconds respectivly. That this point kills are not as important as keeping the enemy boxed in, the bleed will finish them of in no time.


In the example you staed the ticket bleed would have been very slow and not helped as much as you hoped.

I hope this info helps you plan your battles in the future.


DrM

Last edited by DrM (2006-05-11 05:32:28)

Buzerk1
Member
+44|7309
It's flag, but more important, which flag...

On Karkand take the back flag and you cripple the MEC. On Sharqui, take the back flag and you are chopper/tank free for the rest of the map and you will get numerous kills from people trying to get the flag back.  On Mashtuur, it's the tank flags that you must control.
VeNg3nCe^
¦Tactics Øver Principles¦
+314|7179|Antarctica
Smart people win the round.  Some people can cap flags but can't fight, which helps the team in no way.  Some people can fight but hardly help the team because they go rambo style.  The best kind of person you can have is someone who caps flags, defends flags, and knows how to kill the enemy without getting into a situation where they get rapped by vehicles.  A wise decision would have been for you to take the middle flag, which would give your armor more time to roll up and it also gives your team the MI-28 quicker.
a fly
Member
+105|7117|The netherlands
you need 3 flags, in a 64player map, thats more then enough to do the rest with kills. the 3 is so if there is raping going on, spawn at a other flag, kill it over long range.

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