Difference between revisions of "Backcapping"

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[[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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[[Image:Backcap.png|thumb|right|300px|The [[BLU]] team attempts to capture a control point while the [[RED]] [[Scout]] back-caps the midpoint.]]
  
 
{{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}}
  
'''Back-capturing''', or '''Back-capping''', is the act of capturing an enemy point on a five-point [[Control Point]] map while one of your team's points is being captured. However, with the addition of game modes such as Attack/Defend and Payload, back-capping has been extended to capturing any control point while behind enemy lines.  
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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-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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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.
  
==General Strategy==
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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.
  
Back-capping 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.
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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.
  
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.  
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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.
  
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]].  
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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.
  
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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===Soldier or Demoman===
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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.
  
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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===Spy===
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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.
  
==Class Strategies==
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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.
  
===Scout Capping===
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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.
'''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! Atomic Punch]] equipped, the Scout can slip past enemy lines and if left unchecked, poses a significant back-cap threat.
 
  
===Spy 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.
'''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.
 
  
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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== Related achievements ==
 
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==={{Class link|Scout}}===
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===
 
'''Soldier/Demo Capping''' is generally 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===
 
'''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 [[camping|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.
 
 
 
===Pyro Capping===
 
'''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.
 
 
 
===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.
 
 
 
===Heavy Capping===
 
'''Heavy Capping''', previously a very difficult tactic, is made much easier with the addition of the [[Gloves of Running Urgently]]: with the gloves equipped, the Heavy can move into position much more quickly. The Heavy's high damage output makes defending a small or enclosed point much easier (such as Point C of [[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.
 
 
 
===Sniper Capping===
 
'''Sniper Capping''' is difficult, 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.
 
 
 
== Related Achievements ==
 
 
 
=== Scout ===
 
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Scout|Stealing Home}}
 
| 1 = {{Show achievement|Scout|Stealing Home}}
 
}}
 
}}
  
=== Spy ===
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==={{Class link|Spy}}===
 
{{Achievement table
 
{{Achievement table
 
| 1 = {{Show achievement|Spy|On Her Majesty's Secret Surface}}
 
| 1 = {{Show achievement|Spy|On Her Majesty's Secret Surface}}
 
}}
 
}}
 +
 
[[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.