I would like to attempt to conduct an upvalueing of this post via:
- Telling what areas of the game that i think each of these teams can or cannot improve upon, accordingly:
{{ T3 }}
=-> In this team, i think that i was learning about, and improving upon, what Attack / Ready / Defend should mean, in the context of 2v2 or 3v3 capture the flag. I think this team had a definitively solid approach to recapturing, in terms of having multiple players ready to recapture the flag, whenever hunting isn't always the primary priority.
{{ CDF }}
=-> While playing with this team, i can recall expanding upon the repourtouire of capture levels, that i would know in advance of having played a challenge to a capture-the-flag game. I knew what to expect more often, than solely when levels like "Security Breach v2" or "Distopia" or "Happy Semiconductor" would be the selection. The CTF-level, "Jungles Edge" was most likely my specialty, prior to joining any team in the decade of 2010's.
... My ideas about the playstyle from this team isn't noteworthy, i would just say that CDF playstyle is sharply balanced with a focus on the diversity among the group of players in CDF
{{ CC }}
=-> I don't think that i was really a significant contributor in this team, in terms of playing CTF. Regardless, i think that CC would excel as a team, when trying to look at the areas and realms of various levels, and finding different ways to evaluate what ammo will be optimal to invade or maintain different coordinates that could be drawn upon each level.
... Knowing what campspots are going to be available at what timeframe within a match, guessing things like; "I can give my teammate this powerup at this point in the game, instead of taking it myself, and that will allow our team a higher percentage shot at victory" and firstly picking what level will result in the highest efficacy rate of making the game worthwhile overall: -- those are some ideas about what realm CC might excel at
{{ GPW }}
=-> I think that GPW has a playstyle that could be described like, try and have one or two players shoot at the enemy-flagholder, and then have the ally-flagholder stand on the allied base. Thus i thought of GPW being a team with quick killing-potential, and always looking for the opportunity to stand ready-to-score, when carrot(s) aren't the higher priority.
... Basically the "kill-and-go-score," or the "kill-and-go-$," playstyle for future reference, of an idea for a strategical playstyle
{{ CX }}
=-> This team can focus communicatively on distributing carrots, obviously players don't want opposing players to get the carrot. So knowing the respawn-timings of crucial/critical pickups like a Full NRG, or an RF power, is actually extremely impactful when it pertains to being able to grasp knowledge of any given level. Typically, the quasi-normative player is complaining when they have the flag and a teammate without the flag takes the vital C instead of them. So that had a result of a common complaint from non-CX flagholders when a teammate would take a carrot, preventing both the enemy flagholder and the allied flagholder, from regaining full health.
|][|][|][|][| ... So, i hope that some of these thoughts about CTF gameplay could ideally be helpful to some readers;
Thanks for reading my post