Everything you need to know for Capture the Flag in Halo 4 as borrowed from the Waypoint Bullentin as written by BS Angel.
Halo 4 CTF
We recreated CTF as an all-new experience for Halo 4. Our goals early on were to create a fresh and exciting experience, focusing heavily on team play and being the flag carrier. If you didn’t get a chance to play the new CTF over the weekend at PAX, here are some elements of the new CTF experience.
Flag Carrier Experience – Picking Up the Flag
This is easily the biggest addition to CTF in Halo 4, and we’ve made it a huge focus and priority to develop. Before we run through the changes, let’s talk about becoming the flag carrier, which is an experience in and of itself.
The first thing you’ll notice about being a carrier in Halo 4 is you’ll automatically pick up the flag. Unlike a weapon, you won’t need to hold or press a button to take the flag. We extensively tested different flag pick-up methods and settled on this one as it gets you into the action very quickly. While there will be occasions when you accidentally pick up the flag, we feel this is worth it as you can now easily grab the flag from a tough-to-reach location with just a touch, and there’s a very natural feel to the transition. We’ve also carefully tuned the flag pick-up radius, so you’ll need to be right on top of the flag to grab it.
Flag Carrier Experience – The Flagnum
The moment you pick up the flag, you’ll hold the flag in your left hand and draw a Magnum in your right. The Magnum allows you to defend yourself in combat and joust other flag carriers. We’re still working with the exact tuning of the flag carrier’s Magnum, but we’re hoping to give the flag carrier a slight damage boost. As in previous Halo games, your melee attack will still instant-kill. You can’t switch weapons while holding the flag, and there are unlimited reloads on the Magnum. We’ve also added a brand new assassination called the “Flagsassination”.
Flag Carrier Experience – Movement Speed
Unlike previous Halo games, you’ll move at full speed as a flag carrier, including jump and strafe. One difference to regular movement is you can’t sprint. However, a huge advantage to the Magnum is forcing enemies to stop sprinting – so in most encounters, you’re on a nearly level playing field.
Flag Carrier Experience – You are the Objective
As soon as you pick up the flag, your HUD will change to highlight the point of delivery. Each player in the new CTF has a special presentation layer that changes based on the current game state. The new HUD features clear navpoints and verbs that let you keep track of the objectives and flag locations with just a glance. When you’re holding the flag, you’ve got a job to do – deliver it! You’ll become the center of attention as your teammates are charged with escorting you, and enemies with stopping you. To help reinforce this, you can’t drop the flag; this makes you the centerpiece of encounters as you move the flag to the delivery point, with teammates escorting you along the way.
Rule Changes – Scoring
One of the biggest rule changes to CTF is your team flag is no longer required to be at home to score; we found this keeps the flags moving across the maps through the flag lanes, and helps focus the flag defense, escort, and capture objectives. In a tie game with one point to win, flag carriers and teammates will have a tough decision of running the flag or stopping the enemy flag carrier. We’ve seen this lead to epic carrier vs. carrier battles that were so exciting we even created special rewards for them (more on this later).
Rule Changes – Defending and Returning the Flag
When the enemy team drops your flag, the return timer will start. The timer is now clearly integrated into the flag’s navpoint, so it won’t be a surprise when it returns back to your base. Unlike previous Halo titles, standing on the flag will not speed up its return timer. We found this greatly improved the flag attack and defend scenarios as players can use more of the play space around their flag to defend it. It also helps to think of the flags as moving entities across the map, and your job is to keep the enemies moving, and yours in one place. So many games come down to the final moment, and defending your flag for even a few seconds can make all the difference.
Rule Changes – Overtime
Overtime is also new and improved for Halo 4, and you’ll get there if time runs out in CTF and the score is still tied. Overtime is now 60 seconds long, and the first team to score wins the match. We’ve added some intense dynamic music in OT to keep the pressure on.
As in Infinity Slayer, you’ll be earning points in CTF not only for your team by scoring flags, but also for yourself by contributing to your team. Each medal in CTF awards you with medal points, which determine your place on the scoreboard compared to other players. Here’s a quick summary of the medals just for CTF.
Deliver the opponents flag to your base
Flag Carrier Kill
Kill an opponent who is carrying a flag
Kill an opponent while holding a flag
Kill an opponent close to your flag, or help return it
Capture 2 flags in one game
Capture 3 flags in one game
Help a teammate score a flag
Drive a Flag Carrier close to your capture point
Kill a flag carrier while holding a flag
Perform an assassination while holding a flag
In addition to CTF medals, you’ll still earn the standard medals you earn in Infinity Slayer. CTF also supports a custom game option that allows you to turn Infinity Ordnance on or off, allowing you to earn Infinity Slayer-style rewards in Capture the Flag. Team scoring is much simpler; the first team to three scores wins.