Difference between revisions of "Capping (Control Point: Competitive)"
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− | [[Scout]]s are generally the best for '''capping''' in competitive play because of their "2x" capping ability. If a team feels the point has been secured, as in there will be little to no resistance whilst the point is being capped, it is common place for Scouts to cap the "secured" point and for the heavier classes, [[ | + | [[Scout]]s are generally the best for '''capping''' in competitive play because of their "2x" capping ability. If a team feels the point has been secured, as in there will be little to no resistance whilst the point is being capped, it is common place for Scouts to cap the "secured" point and for the heavier classes, [[Soldier (competitive)|Soldier]] and [[Demoman (competitive)|Demoman]], along with the [[Medic (competitive)|Medic]] to push to the next point. |
With the addition of the Pain Train for the Demo and the Soldier, it is also possible for these two classes to support caps with Scouts. | With the addition of the Pain Train for the Demo and the Soldier, it is also possible for these two classes to support caps with Scouts. | ||
[[Category:Competitive]] | [[Category:Competitive]] |
Revision as of 15:18, 23 November 2010
This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
The community competitive scene changes frequently. Some or all info may be outdated.
Scouts are generally the best for capping in competitive play because of their "2x" capping ability. If a team feels the point has been secured, as in there will be little to no resistance whilst the point is being capped, it is common place for Scouts to cap the "secured" point and for the heavier classes, Soldier and Demoman, along with the Medic to push to the next point.
With the addition of the Pain Train for the Demo and the Soldier, it is also possible for these two classes to support caps with Scouts.