What do we do with Capture the Flag in Planetside 2
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- Опубліковано 4 чер 2023
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#ctf #Planetside2 #Cyrious - Ігри
I was subbed but UA-cam must have said nope so I had to resub. Everyone make sure you are subbed.
Thanks brotha!
Rock and Stone to the Bon... Wait wrong game
Wth it unsubbed me too but the video still showed in my feed?
@@fallendeath16 did I hear a rock and stone?!
I really think a push/pull escort mission like the payload game mode in TF2 could have worked well.
What if it worked like any escort objective capture base had a spawn point outside of it where attackers activate it to anvil drop a specialized armored point capping vehicle. The vehicle would then move forward (prolly a bit slowly). Defenders can deal damage to the vehicle to slow down, disable, and potentially even destroy it, while attackers have to maintain and defend the vehicle until it reaches its destination. There'd prolly have to be bases completely redesigned for this to work so it's unlikely to be implemented but I think something like this would be neat
NODE system from planetside one with more streamline bases with flow like containment sites, there fixed
That would be really cool.
@@nix8666 Maybe an Armored MAX, or small Vehicle like the Flash but more armored. (Mini-bus/sunde/sunderer.)
I sometimes still miss old Biolab zergs or the old TiAlloys stalemates. They were essentially Team Deatchmatch but it was something unique that only Planetside had.
God I loved fighting for the crown and ti alloys with a massive fight.
In fact I still do, whenever indar is up, me and the boys go straight for the crown and fight like hell for it.
While sometimes those fights could get a bit stale, or quite unforgiving for a bad player like me, when the stars aligned, good god those were some awesome fights. Grinding up the hills under withering fire, desperate flank attacks, lights assaults ducking and weaving. So much fun
I was playing with some people the other day and we attacked one of these flag bases, but there was so much stuff on the mini map, that players running the flag didn't know where to go since the goal area on the minimap was covered up with all of the icons on the minimap. (Of course, we put a waypoint down to help)
I also believed that CTF sucked the goodness out of Mattherson's Triumph fights.
I personally like the idea of bringing back Planetside 1's LLU facilities, you'd have to take a LLU (the flag) to a specified friendly facility in order to capture the base. I'm sure with a few tweaks it could be really fun, plus it'd be something that allows fights to organically move across the map instead of always staying at the frontline.
What a cool idea, microlattice seems like a game changer. Maybe not every base immediately, but a few bases at a time to test ideas out....sounds pretty cool. Also changes away from the gal-drop always being the same, would force drops to respond to changing conditions.
you make it seem like such a DUH moment like seriously that's the best idea I've heard in a while. They should just hire you in place of Wrel
Really like this. I've thought also that having multiple points that would turn on and off in relation to the pop would also be nice. A base that normally has one point transforms into 3 points when you have 96+ at the base. With a system like this, use more of the space on that base with varying degrees of sub lattices that could trigger based off of pop would be really neat.
The thing I dislike most is that CTF made its way to The Bastion, previously my favorite base to fight at :(
Replace it with the same LLU mechanic from planetside 1. Make the flag runner go to the attacker linked base. Having to permanently control two points in a base with active defender spawns makes them a nightmare right now.
On top of that, it use to stimulate armored field fights. Give the runner basic vehicle access with reduced speed and done.
Good suggestion
I'd love this idea! Also makes back capping or ninja capping harder since you'd need someone else to drive you back to base. I assume any LLU runners would always show up on the map.
I came back to planetside 2 after about 15 months and my first reaction to ctf was WTF is this.
In my opinion, CTF could be a great replacement for generators in big bases such as Tech Labs, Amp Stations and Bio Labs. The capture points would be the same, but the CTF would change the gameplay, by removing shields, breaking SCUs, capturing spawns etc.
*1x LLU to another base and that's it. NO NEGOTIATION*
A TF2 push/pull objective could be interesting, but I feel like a fair bit of terrain may need to be adjusted which is way too much work. but the idea of having to hold a point that's actually moving position slowly sounds fun in something as massive as PS2.
I think that the way that CTF should work, is that the Defenders should have to defend the flag which is in place of a control point. Then when the attackers take the flag, they have to run it back to the repo which is like a different control point. Then the attackers become the defenders and have to defend the flag they've captured until the capture timer has expired.
No idea if this would work or not, but it's certainly an interesting idea that could shake things up in a good way. I'd support at least giving it a try, it can't possibly be worse than the current CTF
Hello, fellow Auraxian!
As a way to further develop the idea of needing energy to power aspects of the game, like Cordiom for the construction meta of Planetside 2.
Why not require an ant to grab a power module from a connecting base on the latus connecting to one of the outer bases surrounding Biolabs, AMP stations, and Tech plants. The theory is you'll need to power the base, or some aspect of it, in order to cap the point and gain control since the main structure, Biolab, etc., would have been essentially powering and resupplying this "auxillary/substation" of a base.
Having this mechanic built-in might bring fights out from the tech plant, etc., to intercept the incoming force trying to protect their ant. Would add another strategic mechanic to this wonderful game.
This idea could be expanded into the capture-the-flag aspect of the game. Instead of having a less immersive flag, infantry players could be carrying a "power" module in order to steal power from the defenders, forcing them out.
If you ever feel useless just remember the Corsair exists on Oshur where there are no proper resupply points on the water. Good luck resupplying that thing if you actually want to use it.
@Jouta yeah, I tried it out after I saw someone use it and as I was trying it ran out of ammo and realized there was nowhere to resupply and saw another one. I was trying it on VS no less and saw a teammate just using the MBT over the water and laughed.
CTF needs to be removed.
It's simply not fun to be forced to give up any offensive capabilities in order to carry a flag back to a drop-off point.
In addition, many flags are located right next to a defender spawn. All the defenders need is a few minutes of equal population and the attackers are back to square one.
You can always see that plug coming from a mile away, lol. You're not wrong but its still funny.
You can revert the bases without losing the content. The flag entities became used for new base mechanics, and similar things can happen here.
My idea would be that there are 2 flags in a base, both roughly equal distances apart from attacker spawn and edge of no deploy zone. Both flags act as control points so holding them starts a timer. However, a flag capture deducts 1 minute from the capture timer. So if the attackers or defenders score a capture, they accelerate their attack or defense.
The base remains conquerable the old way, but rewards you significantly for using the flag.
As long as the two flag points are placed fairly, it should work.
Love that you're addressing this Cyrious, o7
i was thinking about how base spawns for attackers might be weird, but the inital assault still needs a sunderer and the later stage dosent rely on a sunderer surviving anymore, which would be a big plus
And here we are now with the devs finally listening and removed/reverted the CTF from like half the bases it was implemented at, primarily the large outposts, and made the CTF now work similar to standard capture points where you have to capture the flag once to start converting the repo like a regular point and a cap timer for the base starts, making it now like regular CPs but a couple extra steps.
It could be a Gather The Flag:
Suppose that you seal up the control point with shields, like a tech plant is sealed. But instead of overloading generators the attackers have to gather 5 or 7 flags scattered across the base, install them like modules (maybe call them *override keys*) into the generator, defend the generator for like 1 minute, then the shields come down and you can fight for the control point as usual. Defenders would try to either keep the keys secure, or the override console secure. The shield would be restored either upon capture or if the defenders returned more than 50% of the keys to their pedestals.
That sounds very interesting!
Thats a Nice idea 💡 it's sounds fun
Makes a lot of sense to me. Do you see any potential for this in between bases? Either on a bigger scale like some kind of Flag vehicle or convoy or bastion mechanic, or on a more granular scale like one flag per player (or more) and one ore more flag stockpile locations.
It's been proposed, I think by cyrious to have essentially multiple 1 minute vehicle caps points between most bases to stop the valk drop beacon to the next base meta. Feel like that would be a simple enough and effective method to add more wider map flow
@@simster2759 Simple enough. Stopping bacon meta is gonna piss people off, but drops and bacon are still good. Plus it's easy to create more drop/bacon meta. A good start I guess.
CTF in Tribes is the best CTF there has ever been.
Seriously the least amount of work they can do to make current CTF "mode" playable is to just make the flag unretrievable and make a dropped flag just slowly float back into its stand. It is not really a CTF anymore, it is more like... i do not remember how this game mode was called exactly and which game used it (I think I have seen it somewhere though).
I agree. the CTF at west pass watchtower is so bad. both flags are essentially in the spawn tower and the capture points are so far away the defenders can usually drop on the flag runner well before they ever get to them. another point besides the capture fraction on the map being a problem is that it isn't always accurate. every day there's someone saying x base is being capped, but everyone in the platoon looks at their map and it shows no capture taking place or no fraction change. then we have to spawn someone in to tell the truth since we can't rely on the map any longer. We've lost so many CTF bases because the map showed 12/12 until it was captured, or a regular base because the map didn't show the countdown timer at all.
See ive always thought it was kinda silly and out of place for Planetside. Its a shame they never had powered bases and actual warp gates since the ANT technically worked in the same fashion in PS1.
Bases were powered and if they run empty they went neutral. So someone would need to grab an ANT and siphon Warpgate energy and drive it back to the lower energy base so required escorts. Trying to get an ANT past the attacking forces and in to the courtyard just to keep the wall turrets and spawn tubes powered for the fight that was already happening was alot of fun and altered the fight on both sides.
(I know you already know this Cyrious..just detailing it for anyone else reading who might not😁)
PS 2 ain't Tribes. PS 2 doesn't have skiing like Tribes did, nor is it focused on CTF, nor can you shoot your weapons while capping the flag. PS 2 just can't work with shoehorning CTF in bases that weren't originally designed for CTF. Maybe a vehicle version of CTF between two bases would be more appropriate, fun, and kinda original.
would be cool if for flag bases maxes are the only ones to capture the flags, since their suits are strong enough to withstand the energy surge the flags give off they can carry them back without issue but will need support as they won't be able to fight back and move at a slower rate
I honestly thing cap flag should only be enabled when a pop his a certain low point. when it hits a certain limit higher than that it switches to a hybrid cap point with a cap flag. Maybe one easier location but there will be also the requirement to cap a point. this is will help low and higher impact outfits.
good idea to use the gsmemode for low-pop!
I would hate the need to scrap the work done to make the CTF but understand how they have killed fights in a lot of areas. I still don't mind some of them, many of the bases they changed were slogs to capture normally and would often get into never ending stalemates that heavily favored defenders anyway. A new side objective CTF that has involved often 12v12 taking care of the bases has helped the battle flow even though the fun factor has been hurt as a result.
Personally, I wouldn't mind a hybrid system that was the normal point base, but a flag on the tower could be capped for a 30 second to 1 minute decrease/increase on the timer. I feel that was the intention of tower flags in the beginning, something a LA or infil hero could sneak and steal to help the greater battle.
a micro lattice on massive bases like cairn station or across gourney dam would be amazing
Didn't play Starsiege Tribes, huh? Now that was some CTF.
Did not play that one, or tribes, I know those had popular modes.
I like the base lattice idea a lot, the flag capture stuff was a neat idea, but i'm not terribly impressed by it so far myself.
A simpler version that might work would be if CTF was more like oddball it would work better. Have it so you have to have the flag in your point. So that the time ticks. The bases have 3 points, 2 are hackable by the attackers like they are now. Then one is the Flag spawn/Defenders point. The defenders Can return the flag to their base. With PS2, I think have set points that defenders need to also hold wouldn't be needed and can be eliminated with the one flag. I also think with CTF, it gives the chance to force all players to focus on one objective that can move, rather then 3 points. The idea in the video basically makes it the system we have now with a slight twist on how to get the time to tick. IF you keep it with only 1 flag and the defenders have to run it back, they cant just press E and it returns. It could create for a good tug-o-war in some large battles. One potential flaw is that it would be hard to get a flag back depending on layout. Creating a who ever has the flag wins. Defenders would be at a disadvantage since they would usually show up late and have to try and get their flag back. If that is the case, then one potential fix would be Have the flag in a more neutral spot of the base seperate from the 3 points and the defenders can pull the flags back to a more defensive position. Have the base countdown be 3-5 minutes and the flag time before reset to 1-2 minutes.
The only way planetside should have ctf is to bring back the ps1 ctf of connecting the base to the lattice by bringing it back to the previous hex. Now I haven't played ps1 but I'd like to talk about how it worked
Wait, that sounds awesome!
@@durakeno5575 it is you also used to have to take ants and bring nanites up to bases so people could spawn and pull vehicles. Or steal dead peoples weapons and store them in a locker for later, to build on that i say bring in an asp perk to allow people to unlock 1 non directive infantry weapon from another faction that could be unlocked multiple times. Ask about what other cool stuff you could do in ps1 in a squad
Planetside 1 had doors that only opened for friendlies, or needed to use a hacking device on it to open for everyone. They were very important
Having a set of flags and deposit holes for attackers and defenders would make pointholders happy I feel
This is an almost entirely different game on night shift. Lonesome, in a small crowd, fights tend to max out at 40 vs 40, most battles are a 20 vs 20. It's fun and high octane but not overwhelming information overload like the day shift battles. CTF is not too shabby.
I think the whole problem is a similar one like with the camping of the base's spawn room, like you said.
I like the second micro lattice idea! Kind of like checkpoints for a push pull style gameplay.
I've been getting sick of the point capture for the last 7 years
Yes should take Wrel place. Cyrious.
I haven't seen map updates on CTF bases unless a platoon member spawns there. It's easy to miss it being captured because of this bug.
hey captain! why u do not replace Wrell? I am one who use 'wrell' as a swear word in PS2 and i liked only desolation moon clanwars thing, it was awesome to watch but I loved much more ideas of Moukass and of yours. both of you have deeper understanding of the game than Wrell. (I miss Moukass btw...)
I was really confused when I saw this in the game
Found it really weird you had to wait for it to respawn n do it multiple times
I agree that reverting would b the best move overall
But if it needs to stay, then it should b placed in the middle -Like old A point
Have a place to put it per map connect point toward their respective sides (two in your still frame image of Old A point, 3 if has another connected base)
And the goal is to keep it there for X amount of time
It's both strong for the attacker and the defender
The attacker will have the upper hand if the area is undefended and they just come by and take the flag from the center
Defenders will have to go across to get it, hence why its strong for attackers
If Defenders manage to get it, they take it back to their side, which makes it strong for them if they manage to get it
-Time goes in reverse if they do, as usual. What ever time it was stolen for is how long it had to be kept, just like taking back normal bases
Truth is, you dont want them to unless its to take the base _back_ -so it's not a defensive stalemate
But not impossible, just harder. Feels fair since the enemy had to get it, whether by surprise, undefended ghost cap, or fought through a defense for it
When the X time finishes, the faction who stole and kept it, owns the area
(Or the area is set to neutral for an extra back n forth step)
The flag respawns in the center and stays until stolen by new attacker (or both if neutral)
*Note that only the **_attackers_** can take it from center*
The point here is to avoid stalemate n make it attacker favored for the most part -if the flag is left undefended
But that favor turns on a dime as soon as the base is taken, as they are no longer the attackers
Shoe in the other foot (or smth like that lmao) so they will need to clear and push back the fight
As you can see defenders have the chance to get the advantage as soon as they lose the base and become the attackers
Such back and forth feels right for an area in the center of map
And the attacker advantage for 2 per warpgate, directly connected makes sense to give that faction a fighting chance out of warpgate'd
If they were going to get warpgate'd anyways, it doesnt make a difference if the enemy had attack advantage first -or so I think
Otherwise, 1 (or 2) directly connected and 1 that is a full base away
My suggestions:
1) Give player at least 5000 xp for capturing the flag. This will motivate them to farm certs.
2) Make the biggest bases with maximum 3/3 captures required (smaller bases with this mode can be 2/2 and 1/1). 7/7 or even 9/9 is insane, nobody wants running 30 min for almost nothing.
Bring back some PS1 aspects of powering a base. Whose base it will be and why??
Unrelated - when I watch some PS2 'tubers they kill instantly on their client when dealing damage. My ping is under 100ms on Emerald but there's this very small delay when scoring kills. Is having a quick client kill from being close to the server with an uber crisp ping?
I really like your take on it. I think since they already have a Queing mechanic in game to wait for populations on maps, why not just add a dedicated small CTF map that's got pop locked matches, with daily mission of 100 certs for a W. Planetside is versatile, why not add to it? Could have 12v12 or have 3 team CTF as well. This could be expanded
Because they see the base as an arena and not a facility. Sorry for a rambling of a construction player here.
Unironically a "kill confirmed" esque capture system would play better than ctf. Or just a straight up hex wide tdm "match" gets triggered on a console and the faction with the most points (kills) wins. Infantey could count as 1pt and vehicals could count as 2-4pts. That would give vehical players something to actually fight for
watch me fix it in one go
"make it half or even 25% to cap"
What game is this at 3:24 ? It looks like planetside, but it's 3rd person? What the hell?
Idk i think it was cool to see and gave me a taste of a memory from unreal days . Prob is with pop lvls and ratios. With low pop ctf just stinks..outnumbered? Forget about it. But...that ctf..like its like that in ue forever. So its true.. its just not high value unless there are enough people. I havent gotten into too many high pop flag push pulls. What seems to happen is a very long term stalemate going on at a slow pace at those bases
Can this just be your resume for why you should take wrels spot please...
I would love a non stop CTF system that doesn't rely on capturing bases. Maybe a flag (on a timer with a max amount that can be in existence at once) that appears in the main rear base of each faction. You then have to get the flag to set points around the map. You can add some limitations like points that can only be accessed by air or foot. You have a time limit to get the flag to a point or it returns to the rear base. It can also complement the roll out at the start of a map, the middle and end game. I loved CTF in team fort and would love to see a better variant of it in PS2. The current CTF system sucks lol
How do you enable this 3rd person view in Planetside?
That 3rd person was footage from Planetside Arena, another entirely different project made by the Planetside dev team that unfortunately flopped and turned out to be a waste of time and resources.
tbh most of the ctf bases on amerish are ones i would have picked but the mechanic itself is horrid in terms of ui, defense mechanic and flag/conduit layout.
i dont think it can really be fixed. those 3 points can be improved on a ton but it wont be better than just reverting the bases and coming up with a new mechanic like payload.
I'm glad to see ps2 getting some love and changes, even though I don't play anymore, I still think it's a great game. I just didn't like that they added loot boxes that give your character buffs in combat (Implants or something I don't remember what they were called) then the orbital strikes really did it in for me, pretty much ruining any good fight I showed up at. Either way, I'm still impressed as hell that ps2 has such a large community in 2023
You may want to see the newest "back to planetside2" video of our commander.
Both the implants and the orbital strike got heavily reworked.
I hated the implants when they got implemented and stopped playing too. But when I came back I saw that they changed how the implants work (they dont need to be recharged, you keep them for ever and you can aquire and upgrade them with a currency thats relativly easy to get). And now I'm a huge fan of the implants because you can tweak your character builds much more in deep.
The orbital strikes got nerfed a lot. I rarely notice them and they do not disturb as they used to.
I recommend you to try the game out again^-^
I know it gets a lot of hate because of point holds, but the point capture mechanic is something I personally always loved in the game. I think CTF has nothing to do in PS2 and I don't have any interest in playing those bases. I understand they want to diversify the game capture mechanics but I don't understand why they went the road of adding a mechanics that makes no sense in the way the game works, when they could have simply changed the way the capture points work (you could try bases with more capture points, big bases à la old biolab when the satellites were part of the base, different types of points that would have different impacts on the timer, capture points that give spawn points to the attackers...)
I think your idea of lattice inside the bases is interesting but I don't think CTF should be involved at any point as capture points will always make a better job imo.
Nope. I love it.
Let only MAXs carry the flag. Makes it more of a payload.
Regular cortium bomb please lol
wait how he playing in 3rd person?
Not something everyone can do. That is the "Observer Cam" Something for content creators.
I hate to say this....flag battles need to use spawnable segways you can buy at a kiosk.. get it over with faster. It seems like this mechanic made a standard base battle into a more complicated thing that takes longer to change hands than normal.. whats the overarching goal
I don't agree with you the cap flag is working pretty well like at Masterson triumph
Mej i tbh think no one should be able to alter visuals like this to get an edge.. silly
Nope I like it.
Why to people piss on CTF? It changes up the gameplay a bit.
What we do with CTF? We get rid of that silly game mode.
by removing it
Delete it! Replace with hardpoint or leave it deleted.
as long as they dont implement it in Containment sites im neutral to it
Get rid of it completely… Along with pretty much anything else that came along in the last 7-8 years. Oh, and put Esamir back to the way it was. Orbital strikes need to go away, but maybe keep the core construction meta? Bastions are stupid, get rid of them along with javelins, dervishes and those dumb new tanks. Maybe keep Hossin and Oshur and all the performance fixes. Focus any new development on both client and server side performance and fixing Oshur to be a proper water continent with boats, amphibious assault and get rid of the stupid underwater fighting unless it’s proper frog-men type operations. I’d be happy if they took the game back 7 years and just focused on performance, tbh.
That's what killed the game in the first place.
Get rid of everything in the past 7 years and you kill the game lol.
EASY MAKE IT TO WHERE 12 PEOPLE HAVE TO ESCORT THE FLAG BACK TO THEIR FACTION'S WARPGATE! THE FLAG CAN BE SEEN BEING MOVED ON THE MAP AT ALL TIMES.
i dont like your idea mate
CTF is boring, makes no sense. Out out out.
Just delete it. Please.
CTF is OLDDDDDDDDDDDDDD, boring, and a spineless idea.