Difference between revisions of "Capping (Control Point: Competitive)"
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Revision as of 04:27, 28 February 2011
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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 Some or all info may be outdated.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 Demoman and the Soldier, it is also possible for these two classes to support caps with Scouts. A good strategy to go along with a Demoman is to have the Pain Train, get to the point (be it by walking or by sticky jumping), capping it, and then laying down a bunch of sticky bombs. This way the enemy will not be able to cap it back.
A Spy can be used to finish the Cap in extreme situations. However, a Spy cannot cap a point while either cloaked, or disguised as an enemy. He can, however, still capture a point while disguised as a teammate, as to elude suspicion of there being a spy.
When a point has been capped, the circle in the middle of it will turn into the color of the team that has just capped it.
Game Modes
There are many different game modes that use capping, however capping works the same way in every mode, however some points may take longer to cap than others. There is Control Point, King of the Hill, and Territorial Control. There are three different varieties of Control Point. There is Standard Control Point, Attack/Defend, and the newest addition, Medieval Attack/Defend.
Standard Competitive Control Point Maps
Map | File Name | |
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5Gorge | cp_5gorge |
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Badlands | cp_badlands |
100px | Coldfront | cp_coldfront |
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Fastlane | cp_fastlane |
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Freight | cp_freight_final1 |
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Granary | cp_granary |
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Well | cp_well |
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Yukon | cp_yukon_final |