Difference between revisions of "Backcapping/zh-hant"

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{{Quotation|'''The Scout'''|有...有人注意到我的存在嗎?|sound=Scout_generic01.wav}}
 
{{Quotation|'''The Scout'''|有...有人注意到我的存在嗎?|sound=Scout_generic01.wav}}
  
偷點戰術最早是指在標準 5 [[Control Point (game mode)/zh-hant|控制點占領模式]]中,搶在敵方成功佔領我方控制點之前率先搶下敵方控制點;同樣的戰術也可以應用於[[Attack/Defend/zh-hant|攻擊/防禦控制點模式]]以及[[Payload/zh-hant|彈頭車模式]],偷點戰術的意義已經被衍伸為泛指任何在敵方房線後方占領據點的行為。  
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偷點戰術最早是指在標準 5 [[Control Point (game mode)/zh-hant|控制點占領模式]]中,搶在敵方成功佔領我方控制點之前率先搶下敵方控制點;同樣的戰術也可以應用於[[Control Point (game mode)/zh-hant|攻擊/防禦控制點模式]]以及[[Payload/zh-hant|彈頭車模式]],偷點戰術的意義已經被衍伸為泛指任何在敵方房線後方占領據點的行為。  
  
 
由於[[Scout/zh-hant|偵察兵]]以及[[Spy/zh-hant|間諜]]所擁有的速度和難以捉魔的特性,讓他們往往成為偷點戰術的最佳執行人選;但是其他職業同樣也可以進行偷點戰術。
 
由於[[Scout/zh-hant|偵察兵]]以及[[Spy/zh-hant|間諜]]所擁有的速度和難以捉魔的特性,讓他們往往成為偷點戰術的最佳執行人選;但是其他職業同樣也可以進行偷點戰術。

Revision as of 03:01, 1 May 2012

The BLU team attempts to capture a control point while the RED Scout back-caps the midpoint.
有...有人注意到我的存在嗎?
The Scout

偷點戰術最早是指在標準 5 控制點占領模式中,搶在敵方成功佔領我方控制點之前率先搶下敵方控制點;同樣的戰術也可以應用於攻擊/防禦控制點模式以及彈頭車模式,偷點戰術的意義已經被衍伸為泛指任何在敵方房線後方占領據點的行為。

由於偵察兵以及間諜所擁有的速度和難以捉魔的特性,讓他們往往成為偷點戰術的最佳執行人選;但是其他職業同樣也可以進行偷點戰術。

一般策略

偷點戰術一般有著非常高的風險,然而一旦成功,便能夠為你的隊伍帶來極大的優勢;如果你的隊伍成功的執行偷點戰術,便能瞬間擴增可觀的占領區,同時阻止敵方隊伍獲得增援並將其孤立起來;如果失敗-這是比較常見的結果-你的隊伍便少了一個在前線戰鬥中的生力軍。

占領控制點所需的時間會隨著該控制點在地圖上的位置而有所不同;一般來說,中央控制點所需的占領時間最久,所以對於偷點戰術來說是個差勁的目標。

An ideal point to back-cap is one that takes a short amount of time to control or one that is not rapidly defensible, such as point C on Gravel Pit.

An ideal time to attempt a back-cap is when the enemy team has the majority of their forces starting to capture a point and has left their point, which captures much faster, unguarded. With a bit of skill and some luck, you can back-cap the final point and win the round for your team almost single-handedly. Keep a close eye on your HUD, however, and if you see that the enemies will capture a point before you, head back to help out your team and try to avoid being detected by not attempting a futile back-cap.

Attempting to back-cap the final point of a map can be difficult due to the number of enemy players who will most likely be trying to defend it, but as the point captures so quickly, it may be worth a shot. In such instances, Spies are preferable to Scouts as they can sap any Sentry Guns that may be surrounding the point, backstab any oblivious players, (this is where Your Eternal Reward comes in handy so no player sees you) and then can attempt to capture it. If no Sentry Guns are in place, Pyros can also be a good choice to back-capture the final point with their compression blast ability; it will allow them to push any defenders off the point, preventing them from blocking the capture. That said, if the point is just unlocked, it may be worth running on as a Scout as the point will capture so quickly that enemies may not be able to defend it in time and lower level Sentry Guns or Mini-Sentry Guns may not be able to stop you in time. You can also use Bonk! Atomic Punch to get by these Sentry Guns. Some maps are easier than others to back-cap the last control point due to time, but on others, like point C on Gravel Pit, it may take too long to capture it to be feasible.

Class strategies

Scout-capping

Scout-capping is considered the standard back-cap technique given the Scout's focus on capturing points. The Scout has the speed and capture rate to make back-capping successful in many situations. In addition, this speed can be used to escape if a back-capture goes wrong, or just to evade any defenders. With Bonk! Atomic Punch equipped, the Scout can slip past enemy lines and, if left unchecked, pose a significant back-cap threat.

Soldier/Demo-capping

Soldier/Demoman-capping is generally only viable with the Pain Train equipped, as it gives the user 2x capture rate much like that of the Scout. Soldiers, and Demomen can use their explosive jumping ability to get past defenders or onto difficult access points. Additionally, both classes have good offensive capability and are able to defend themselves during a back-cap, but will take more bullet damage with the Pain Train equipped.

Pyro-capping

Pyro-capping is best suited to Pyros carrying the Flamethrower or Degreaser for their cheaper compression blast ability. The Pyro takes a completely defensive stance, compression blasting any enemies attempting to block the capture off the point and also blasting away any projectiles shot at him. Pyro capping may succeed where Spy-capping and Scout-capping will fail if there are opponents around to block the capture. Even if the Spy or Scout is able to kill these opponents, time is wasted fighting over the point and the entire team is alerted to the capture attempt. With Pyro capping, you have the ability to still capture quickly, even if there is 1 or 2 defenders standing on the point; this includes ÜberCharged enemies attempting to block.

Heavy-capping

Heavy-capping, previously a very difficult tactic, is made much easier with the addition of the Gloves of Running Urgently and somewhat with the Buffalo Steak Sandvich; with the gloves equipped, the Heavy can move into position much more quickly. With the Sandvich, you will take mini-crits, which can be reduced in damage by the Fists of Steel or The Hibernating Bear set. The Heavy's high damage output makes defending a small or enclosed point much easier (such as point C on Gravel Pit). For more open points, Natascha can prevent enemies from reaching the point to block the capture. Eating a Sandvich while capping may provide enough time to capture the point before succumbing to Sentry Gun fire.

Engineer-capping

Engineer-capping is more difficult to do than other back-cap methods, but can be the most devastating. It involves the Engineer getting behind the enemy lines and constructing a base in anticipation of the final point becoming unlocked. This could involve building a Teleporter, Sentry Gun, or even both. A very risky tactic as you may have no forward defense, Allied players could use the teleporter to mount an attack from behind and have an early presence on the final control point before it becomes unlocked, but there might be a lack of players to defend your point. The more devious strategy is for an Engineer to just build and upgrade a Sentry Gun, hauling it to the final point, and to spawn-camp or use it for protection while capping. Gunslinger-wielding Engineers can also pull out a Mini-Sentry right over the control point and be able to rebuild them, were they destroyed, in almost no time. You may also use the Jag to deploy a sentry in 0.75 sec, possibly with the addition of leveling time.

Medic-capping

Medic-capping is typically not performed on its own, but a Medic can offer large benefits to any other class when back-capping. The Medi Gun which gives the ÜberCharge ability allows a team of a Medic and another class to pierce the battle line of the opposition with impunity. This allows the Medic to facilitate a back-cap for a class unable to bypass the battle lines on their own. Then once behind enemy lines, the Medic can heal their partner or attack to increase their partner's effectiveness in the back-cap. The downside is that using the ÜberCharge to push through lines is fairly noticeable. This can still offer benefits though. The enemy team may over-allocate players to deal with your back-cap attempt, leaving their defenses weakened.

Sniper-capping

Sniper-capping is difficult and very uncommon, as the Sniper is weak at close range. Jarate and the Bushwacka may provide enough damage to prevent a short-range defense; while on more open points, the Sniper may be able to headshot approaching enemies. Huntsman is preferable as a primary weapon, but still not a perfect choice to defend oneself.

Spy-capping

Spy-capping is the act of infiltrating the enemy base as Spy and capturing a point the moment it unlocks. While the Spy only has a 1x capture rate and is relatively weak, it is much easier to get behind enemy lines as a Spy and get into position. This works particularly well on Attack/Defend maps given the ample hiding locations and the standard difficulty of breaking enemy lines. This often done on the final point due to quickest timer compared to other points on most maps.

The Cloak and Dagger is useful because of the infinite Cloak capability, but enemies may Spy check in anticipation of a Spy-cap. The Dead Ringer is also useful in that it makes getting behind enemies lines much easier, but provides little hiding ability.

Spy-capping can be quite powerful, but is easy to counter if the defending team thinks it may be tried. All it takes is one player to Spy check the final point and a potential round-winning capture can be averted.

Related achievements

Leaderboard class scout.png 偵察兵

盜本壘
盜本壘
控制點開放佔領後一秒鐘內開始佔領。

Leaderboard class spy.png 間諜

秘密據點
秘密據點
據點出現後一秒鐘內開始佔領據點。