Updated 11.29.2011
Tribes CTF is a dynamic game. Situational awareness is required to know exactly what you need to do at any given moment, but that being said there are general guidelines and roles a team must adhere to in order to be successful. The meta-game of CTF ends up playing out much like a game of Hockey, or Soccer. In a pub game of 16 people, somewhere around 8-10 of those players should be devoted to defending the flag, and the remainder focused on capturing the enemies. The game in its current state is much less forgiving of poor defense and as such the role is currently more difficult and more crucial. On any given team it is important to have the following:
1 person sitting on the flag to provide an obstacle for incoming cappers (an obstacle with a disc launcher or chaingun).
2 technicians defending the base and maintaining deployable turrets for defense.
1-2 chasers for when a capper successfully grabs your flag and takes it beyond the reach of your base defenses.
1-2 snipers to provide harassment of incoming enemies, and to clean up outgoing enemies.
1-2 midfield defenders to harass incoming/outgoing enemies.
2-3 players focused on capturing the enemy flag
1-2 people explicitly coordinating with cappers to clear the enemy flagstand when friendly cappers are going in for the grab.
1-2 offense focused on destroying enemy base assets and fortifications (keeping the enemy generator, base turrets and radar dish down).
1-2 offense focusing on harassment and distracting enemy base defense.
The rest of the team fills the gaps to make up for what is lacking. If the enemy is grabbing your flag and getting away with it too often, put another person in heavy armor and sit them on your flag so that you have 2 people filling that role. If your offense is lacking and the enemy has gone overly defensive, you might need more help harassing the offense and clearing the flag of things that kill your cappers. If their harassment is tying up too much of your base defense, then pick a soldier or ranger and deathmatch near your base to take the heat off of more specifically occupied defenders.
The question you should always be asking yourself is "What can I be doing right now to help our team cap the flag?"
The other major problem in pubs right now is that everyone thinks they should cap the flag. Do not, I repeat, DO NOT grab the flag unless you have a good practiced route. You're actually hurting your team by possibly messing up a capper who has already started their route.
Tribes has always required fairly strict roles. Though, it used to be that similar loadouts could fill a variety of roles thanks to the number of weapons you had at hand. Now with classes, these roles are even more strict. I'll go over each class and try to explain possible ways that it could be played to be the greatest benefit to the team.
Light
Infiltrator - Your job is to take down generators, turrets, and radar dishes. If these are down, focus on causing general havoc in the defense. Snipers are a good target as are stationary heavies. The cloak makes all of this possible.
Sentinel - This is sniping, which can have fairly good impact just about anywhere on the field. Right now, defense is a lot harder than offense, so playing slightly forward of the base is probably your best bet. Getting a hit or two on incoming players, as well as marking them with ALT. This really helps defense get an idea of where to look for incoming cappers. Additionally, you could play midfield and lay down aerial strikes on the enemy flag right before your own cappers make attempts.
Jumper - Due to the changing nature of the game and better capping routes, the Jumper is in limbo right now. Best idea for this guy is to play midfield and jump over to intercept a capper on their route back, but even then you're generally going to be better off as a Ranger.
Pathfinder - Another class that is all about flag play. They really shine as a capper due to the energy pack and the ability to disc jump. It requires a lot of practice to get an awesome route down for max speed to grab the flag and safely get back with avenues that prevent a good chase. This isn't a position you just pick and start trying. I'd really suggest loading the maps in practice mode to test different routes. A route *should* start at your base and end at your flag. If you happen to be on a route, and your flag is grabbed and away from your base, you could alter it to try to make an interception and use your grenade to make them drop it.
Being able to get proper flag grabs with this class depends on whether or not your offense is able to really clear the flag. Due to the low health, it's hard to get a proper disc jump and fly through turrets with life left. Make sure you coordinate and let people know when you are coming in so they can clear the flag for you.
Medium
Ranger - This class is really diverse and can fill a variety of roles. Right now, a lot of teams are even leaning towards using it as the main capper class over pathfinder due to increased health and the effectiveness of a thumper jump. Make sure you have practiced routes before attempting. Playing Ranger is also great for midfield, you can hurt oncoming enemies or move to intercept cappers. Base D is another good option, prevent Raiders from taking out gens or just make sure you keep harassers and flag clearers at bay. Thumper is your friend, use it first, and use it often.
Soldier - Again, a really diverse class. The damage from disc on turrets and the like make it possible to destroy the enemy base. The most effective use for this class that I've seen so far is simply killing anyone that comes near your base. Stopping heavies/raiders from getting into the gen room, getting a disc on would-be cappers, that sort of thing. Play it as if you were playing TDM, except only at your own base.
Technician - "All my life hauling turrets around..." Base defense, of course. Repair your stuff. Put turrets up in good spots near the flag. The SMG is pretty destructive as long as you stay close.
Raider - This guy works out as a medium version of Heavy on Flag (HOF). Between the awesome nade launcher working as a more rapid version of the mortar, and his rifle as a modern version of the chaingun, you can put a lot of damage on folks and do a pretty good job of taking out cappers. Stick around your flag and lay down grenades before a capper comes in, or hover right above it and put some good rifle shots into the linear path of a capper. Alternatively, use this guy for destroying bases and clearing the flag. With shield pack, you become nearly unstoppable in tight areas where the gens are. The nade launcher really allows you to clear the flag from a good distance without putting yourself at risk.
Scrambler - In limbo right now. Everything he can do, the Raider does better. Using both a Scrambler and a Raider for an organized base assault can be pretty destructive, but it really requires good timing.
Heavy
Juggernaut - The most versatile of the heavy classes. Primarily though, you want to either play HOF or Heavy Offense (HO). Basically choose between destroying the enemy base or killing anyone that comes near yours. The mortar is really tough to use right now because of the slow projectile and relatively small blast diameter, but can be insanely powerful if mastered. Raider still performs either duty better than the Jugg, but sometimes a good mortar is necessary for a gen room clear.
Doombringer - HOF only. Lay down a shield to slow cappers, and chaingun anyone that comes near. Your body is almost as useful as your weapons, and you can fly into the route of a capper to stop them in their tracks. Use the missile launcher against any vehicles that come near your base, or a capper that has a bad route. Sometimes, when there are shrikes about, this class is used as a deterrent. They can always run away from the saber missles untouched, but you do make them run rather than destroy everyone and everything.
Brute - This class is in limbo right now. Anything it could be used for, another class can do the job better. Will update it once balance changes come around.