In most games flag chasing is easy, you just run after the guy with the flag, maybe try to flank him if you can, it’s a bit different when the person who just grabbed your flag is traveling 200 kph, and almost out of sight already by the time you’re ready to start chasing. This guide is to help you catch up to him, and hopefully put a spinfusor disc in his backside. Chasing is a full-time job, so you’re going to want to stay near your team’s flag stand, maybe take potshots at anyone close enough, but they’re not really the ones you should worry about, the one to look out for is the one you don’t see yet, picking up speed off in the distance, setting up his run, getting ready to whiz by you so fast you barely even see him, hopefully the flag defenders can stop him, but if they can’t, that’s where you come in.
This guide has four sections, I’ll be covering pathfinders with recharge pack, and with thrust pack, but also soldiers, and juggernauts. Keep in mind, the heavier your armor the harder it will be to pick up speed, but you’ll also have weapons with stopping power. So once you’ve chosen your class, you’ll want to get ready by climbing to the top of a hill near your flag, preferably with a view to a few different routes, because you never know what direction a flag capper might be traveling. The most dangerous ones will take their time to setup their run, and come from behind your base, so that they’re already pointed towards their own. At any rate, the goal here is to have a hill steep enough to gain some speed, preferably with a gradual return to the horizontal at the end, since that will transfer your falling speed into forward momentum. Don’t worry too much about your total momentum (displayed when you hold down the skiing button), really you need to be worried about FORWARD momentum, that’s what’s going to catch this guy, especially if he tries to gain speed by popping into the air and falling onto a slope (fairly typical strategy, but it slows him down while he transfers his momentum to the vertical).
Pathfinders (recharge pack)
The thrust pack is really recommended for chasing, but since you don’t start with that, you may not have it yet, but don’t worry, it’s still quite possible to catch up, as with every strategy here, you’ll start by skiing down the slope you’ve chosen, don’t point straight at the guy with the flag unless he’s making a bee-line for his base, most cappers make a pretty wide swing around the map because the outskirts are typically less populated, and allow for faster movement. You’re going to want to be on an intercept course, that way you don’t necessarily have to be traveling faster than him to catch him. Pathfinder also comes with some very useful grenades that can speed you up considerably in a very short amount of time, just toss one at the ground right behind you while skiing, and hit the jump/jetpack button for a split second so you’re in the air when it goes off, this will typically net you around a 30 kph boost at the cost of some of your health, if you only have one, save it for when you meet the flag capper.
Pathfinders (thrust pack)
This is the one exception to the starting on a hill rule, it might actually be easier to start near, or on the flag, you can get a first shot in on the capper when he grabs it, maybe even slow him down by landing an explosive in front of him, then jet a bit to pick up some speed, and activate your thrust pack to start your intercept course, this can get you in the area of 160 kph right off the bat, no hill required, although a hill is still handy to get just a bit faster. As before, if you don’t think you’ll catch him in time you still have your grenades, but this time you have the option of keeping them all for trying to knock the flag out of his hands. The thrust pack is also handy because it can be used to change your direction very quickly, say if you mis-judge your intercept course and end up crossing his path in a perpendicular fashion (creating a very narrow window of time to get the flag from him), just hit the ground, stop skiing, and as before jet a bit and hit your pack, you should be able to make a full turn around in just a couple seconds like that. Very handy.
Pathfinders (either pack)
So now you’ve caught up to him, now what? Sometimes the easiest thing to do is to hit him with one of your grenades (assuming you’re using the default pathfinder grenades), these grenades will knock the flag out of his hands, and if you do it JUST right, you can actually catch it before it even hits the ground, but let’s say you miss, now he’s about to pick it up again, shoot the flag with your spinfusor, this will both damage him, AND knock the flag away, giving you a few more seconds to try to return it. (something like this applies to all of the classes, any explosive will do this.)
Soldiers and Juggernauts
I decided to lump soldiers and juggernauts together because the strategies are very similar, in both you’ll be using an explosive weapon to boost your speed at the expense of health, and both will need to kill the flag carrier at the end. The Juggernaut has a lot more health to spare, but the soldier has considerably more energy, and an easier time picking up speed. At any rate, you ski down your hill that you picked in the beginning, if you’re a soldier, try to pick a path with some smaller hills you can use to increase your speed (by jetting over them and landing on the down-ward slope), try not to make the rookie mistake of using an upward slope to get over a hill, this should only be done if you don’t have enough energy or time to jet over it from the base, as it will come at the expense of horizontal speed. As a juggernaut, you’ll want a path that’s fairly smooth, since you don’t have a lot of energy to spare, but the same technique applies, you can use your spinfusor to gain speed on the flat areas. The juggernaut’s mortar can also be used to take pot-shots at the capper from long range, for most cappers a direct hit would be instant death, but it’s very difficult to land. Once you’re in close you’ll want to use your spinfusor mkd, since it allows more direct combat.
If you don’t have the pathfinder’s grenades, you’ll have to kill him before he reaches his flag stand, you have a couple options here, if you use an explosive weapon, you risk propelling him even faster away from you, but if you aim your shot slightly in front of him instead of behind, it can actually slow him down considerably, or even to the sides to blow him off course so he misses his flag stand. Alternatively if you’re close enough you can use a bullet-based weapon, this might be able to kill him faster since it doesn’t rely on him being near the ground (unless you have ungodly projectile aim and can mid-air every time), but you forfeit the ability to alter his course/speed.