The close quarters squeeze your enemies so that they can't dodge very well.
Scouts are easy to take out as they only take one to two good hits to kill.
The corridor from the flag room is almost certain death for the flag carrier, as they have to run up and into your pills. MIRV is just devastating. If there is a lot of noise out front it's hard to tell which is a jump and which is combat. The short is you can't run defense alone, and that is no big surprise. Nothing is more frustrating than tossing that MIRV just to have them back out of the room and then come in and spank you.