Difference between revisions of "Backcapping"

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[[Image:Backcap.png|thumb|right|300px|The [[BLU]] team attempts to capture a control point while the [[RED]] [[Scout]] back-caps the midpoint.]]
  
[[Image:Backcap.jpg|thumb|right|300px|[[BLU]] team attempts to capture a point while the [[RED]] [[Scout]] back-caps the midpoint]]
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{{Quotation|'''The Scout'''|Is-is anyone even payin' attention ta me?|sound=Scout_generic01.wav}}
  
{{Quotation|'''The Scout'''|Is-is anyone even payin' attention ta me?|sound=Scout_generic01.wav}}
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'''Backcapping''' is the procedure of capturing an enemy objective, such as the [[Payload#Cart|Payload cart]] or a [[Control Point (objective)|Control Point]], while the enemy team is busy doing something else, such as capturing another Control Point or simply not paying attention.
  
'''Back-capturing''', or '''Back-capping''', is the act of capturing an enemy point on a 5 [[Control point]] map whilst one of your team's points is being captured. However, with the addition of additional game modes such as Attack/Defend and Payload, back-capping has been extended to capturing any control point while behind enemy lines. This tactic requires a considerable risk, but if it is successful, it will also reap significant rewards. If your team successfully back-captures a point, it will give your team significant gained territory as well as cut the enemy team off from reenforcements. If your attempt fails, which it will a large percentage of the time, your team will be without one potential player that could change the direction of a fight.
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Backcapping is most effectively performed by [[Scout]]s and [[Spy|Spies]] given their speed and elusiveness, respectively. It is still viable to back-cap with other classes.
  
Back-captures are most effectively performed by [[Scout]]s and [[Spy|Spies]] given their speed and elusiveness respectfully. However, it is still viable to backcap with other classes, the specifics of which are discussed [[#Class Strategies|here]].
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== General strategy ==
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Backcapping can be a considerable risk, but if it is successful, it will also reap significant rewards. If your team successfully back-captures a point, it will give your team significant gained territory as well as cut the enemy team off from reinforcements. If your attempt fails, which it often will, your team will be without one potential player that could change the direction of a fight.
  
One thing to keep in mind is that the time required to capture each point varies depending on its location and on the map. Generally, the center point takes the most time to capture, and is a bad target to try and back-cap. An ideal point to back-cap is one that takes a short amount of time to control or one that is not rapidly defendable, such as point C on [[Gravel Pit]]. An ideal time to attempt a back-capture 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.
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There are four different back-cap scenarios; two while your team is on offense, and two while they are on defense. While on defense, you might capture the middle point while your second point is being captured, or you might capture your second point while your last point is being captured. Since control points take more time to capture the more central they are (see [[Control point timing|Control Point timing]]s), a defensive back-cap is hard to pull off.
  
Attempting to back-capture 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, 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 may not be able to stop you in time. Some maps are easier than others to back-cap the last point due to this time but on others, like Gravel Pit C, it may take too long to capture to be feasible.
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By contrast, a back-cap while pushing aggressively is easier to pull off. There are two such scenarios: Capturing the enemy's second point while they capture middle, or capturing their last point while they re-capture their second. In the former scenario, the player or players who made the capture may often push onto the last point and make an attempt at it. The latter scenario is often tricky to pull off, since the last point is so crucial; a few players may be left back to defend it.
  
==Class Strategies==
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==Class strategies==
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===Scout===
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'''[[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 backcapping 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.
  
===Scout Capping===
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===Soldier or Demoman===
'''Scout Capping''' is considered the standard back-cap technique given the Scout's focus on capturing points. The Scout has the speed and the 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]] equipped, the Scout can slip past enemy lines and if left unchecked, poses a significant back-cap threat.
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'''[[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. Demomen and Soldiers can travel large distances very quickly with the [[Sticky Jumper]] and [[Rocket Jumper]] respectively.
  
===Spy Capping===
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===Spy===
'''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.
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'''[[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 is often done on the final point due to having the 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-checking|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.
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Spy-capping is often done on the final point while the enemy team is attempting to capture their second point. The faster capture rate of the final point combined with how the enemy team is most likely all fighting for their second point makes this usually successful unless precautions are taken by the enemy team.
  
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.
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The [[Cloak and Dagger]] is useful because of the infinite Cloak capability, but enemies may [[Spy checking|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.
  
===Soldier/Demo Capping===
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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.
'''Soldier/Demo Capping''' is only viable with the [[Pain Train]] equipped, as it gives the user 2x capture rate much like that of a Scout. Soldiers and Demomen can use their explosive jumping ability to get past defenders or onto difficult to 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.
 
  
===Engineer Capping===
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== Related achievements ==
'''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]], a [[Sentry Gun]], or both. Allied players could use the teleporter to mount an attack from behind and have an early presence on the final point before it becomes unlocked. 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.
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==={{Class link|Scout}}===
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{{Achievement table
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| 1 = {{Show achievement|Scout|Stealing Home}}
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}}
  
===Pyro Capping===
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==={{Class link|Spy}}===
'''Pyro Capping''' is best suited to Pyros carrying a [[Flamethrower]] or [[Degreaser]] for their [[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 [[ÜberCharge]]d enemies attempting to block.
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{{Achievement table
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| 1 = {{Show achievement|Spy|On Her Majesty's Secret Surface}}
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}}
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Latest revision as of 10:50, 23 September 2024

The BLU team attempts to capture a control point while the RED Scout back-caps the midpoint.
Is-is anyone even payin' attention ta me?
The Scout

Backcapping is the procedure of capturing an enemy objective, such as the Payload cart or a Control Point, while the enemy team is busy doing something else, such as capturing another Control Point or simply not paying attention.

Backcapping is most effectively performed by Scouts and Spies given their speed and elusiveness, respectively. It is still viable to back-cap with other classes.

General strategy

Backcapping can be a considerable risk, but if it is successful, it will also reap significant rewards. If your team successfully back-captures a point, it will give your team significant gained territory as well as cut the enemy team off from reinforcements. If your attempt fails, which it often will, your team will be without one potential player that could change the direction of a fight.

There are four different back-cap scenarios; two while your team is on offense, and two while they are on defense. While on defense, you might capture the middle point while your second point is being captured, or you might capture your second point while your last point is being captured. Since control points take more time to capture the more central they are (see Control Point timings), a defensive back-cap is hard to pull off.

By contrast, a back-cap while pushing aggressively is easier to pull off. There are two such scenarios: Capturing the enemy's second point while they capture middle, or capturing their last point while they re-capture their second. In the former scenario, the player or players who made the capture may often push onto the last point and make an attempt at it. The latter scenario is often tricky to pull off, since the last point is so crucial; a few players may be left back to defend it.

Class strategies

Scout

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 backcapping 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 or Demoman

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. Demomen and Soldiers can travel large distances very quickly with the Sticky Jumper and Rocket Jumper respectively.

Spy

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 is often done on the final point due to having the quickest timer compared to other points on most maps.

Spy-capping is often done on the final point while the enemy team is attempting to capture their second point. The faster capture rate of the final point combined with how the enemy team is most likely all fighting for their second point makes this usually successful unless precautions are taken by the enemy team.

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 Scout

Stealing Home
Stealing Home
Start capping a capture point within a second of it becoming available.

Leaderboard class spy.png Spy

On Her Majesty's Secret Surface
On Her Majesty's Secret Surface
Start capping a capture point within a second of it becoming available.