Difference between revisions of "Backcapping"
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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. | 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. | ||
− | 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. 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. | + | 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. |
==Class Strategies== | ==Class Strategies== | ||
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===Engineer Capping=== | ===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 [[spawn-camp]] or use it for protection while 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 [[spawn-camp]] or use it for protection while capping. | ||
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+ | ===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|ÜberCharged]] enemies attempting to block. | ||
[[Category:Strategy]] | [[Category:Strategy]] |
Revision as of 20:32, 14 October 2010
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— The Scout
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” |
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.
Back-captures are most effectively performed by Scouts and Spies given their speed and elusiveness respectfully. However, it is still viable to backcap with other classes, the specifics of which are discussed here.
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.
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.
Contents
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 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.
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.
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.
Soldier/Demo Capping
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
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.
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 ÜberCharged enemies attempting to block.