Often servers demand specific skills and tactics. However, there are a number of skills that each BZFlagger should develop in order to achieve success on most servers. The following is a brief list of only the most essential of those skills.
This page was based on the The Vet's forum topic
Using the radar to avoid shots and determine the most opportune time to strike.
Accurate jumping is essential for getting to a higher place away from your opponent or to position yourself behind an opponent to attack. If you cannot jump accurately, you can fall into your opponent's shots or line of fire. Practice accurate jumping by trying to jump up to narrow platforms or corridors from a high speed approach from all angles.
Using the HUD to achieve accurate shots quickly. This includes proficiency with binoculars and fast reflexes. "Hurry up and take your time."
Includes communication through team-chat and working as a team.
Flags/Playstyles & Their Counterflags: (Counters are listed in order of decreasing effectiveness.)
- ST/QT/A/V vs GM - Defeats GM lock by nature, the others by mobility.
- CL/ST/N vs L - Cl gives invulnerability to L. ST allows you to sneak the L, but requires a fair amount of skill to avoid being spotted. N only makes you harder to hit.
- SW/SB vs PZ and OO - As listed. Especially since SW and SB can penetrate walls.
- TH/A/QT/WG/V vs BU - The additional agility, speed, turning rate and small size of TH gives a serious advantage to the reduced mobility of a BU. A and QT grant similar mobility bonuses, but do not reduce size and hence target area. WG adds the third dimension to combat from which BU is vulnerable. But with limited flaps, a WG can fall to a BU. V gives a speed bonus which is an advantage, but not so much as increased agility and turn rate.
- GM/SW/SB vs MG - Since fire can be directed out of the plane of a tank's line of fire, a GM is a great counter to an MG. SW can do the same, but the shorter range requires a difficult approach to the MG. SB can be fired at the MG from cover, but since the bullets are unguided and often need to be fired from maximum range to avoid the MG, the MG has a lot of opportunity to dodge.
- SW/GM/QT/A/MG/RF/T/N/SR vs WG - The SW can attack from all angles which is great against WGs. GM can do the same, but has a minimum range and limit to its angle of attack that can be taken advantage of, especially by a flag that gives its user access to the third dimension. QT increases turn rate which denies the WG the ability to attack from behind. A improves dodging against a WG. MG and RF increase your bullet velocity, so it is easier to hit a landing WG in combat. T and N give a reduced target area to the WG, but do not improve mobility and make it difficult to counterattack an attacking WG. SR makes it hard for a WG to approach, but is a melee attack and requires a very difficult and close approach to the WG.
- SW/SB/G vs Stationary Campers - Can penetrate their hideouts. SW in particular can do this from any angle. SB is limited to the plane of a tank's line of fire and G is a rather indirect and difficult way to kill a camper.
- T/N or QT/A vs Close Combat - The reduced target area from T and N give an advantage in close combat. QT increases turn rate which is important in close combat, but does not reduce target area. A increased ability to dodge is excellent where there is room to maneuver. However, most close combat occurs in tight quarters where this advantage is null.
- L vs Long Range - The long range of an L can attack players from distances where most weapons can't attack.
When attempting to reach the tip of a pyramid or cone, make very tiny jumps (barely putting your cursor outside of the inner mousebox, then jumping.) Use the radar to determine when you are on the dead center. If you have a GM, L or other such flag, and want to jumpsnipe, move so that when you jump, you clear the pyramid just enough to launch your attack, then quickly get back down into cover. Make sure you aren't vulnerable from the sides.
When climbing steps, determine if you can take one, two, three, or more steps at a time. Try to avoid going beyond what you usually try, as you will hit the wall and possibly be an easier target for other players, as you are stuck on a wall. Remember, steps that are extremely small can be simply driven up, but this often not the case.
A sphere is very tricky to climb. You have to get above the top half to stick on, then you treat it like a cone or pyramid.