Difference between revisions of "Capping (Control Point: Competitive)"

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(Just some fixes.)
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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, [[Soldier (competitive)|Soldier]] and [[Demoman (competitive)|Demoman]], along with the [[Medic (competitive)|Medic]] to push to the next point.  
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Capturing a point, otherwise known as '''capping''', is best done by [[Scout]]s 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 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|Pain Train]] for the [[Demoman|Demoman]] and the [[Soldier|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|sticky jumping]]), capping it, and then laying down a bunch of sticky bombs to provide resistance should the enemy team make a push to cap it back.
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With the addition of the [[Pain Train|Pain Train]] for the [[Demoman|Demoman]] and the [[Soldier|Soldier]], these two classes also have an improved capping rate equal to the Scout's, making the [[Soldier]] and [[Demoman]] another possible candidate for capping the point. 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|sticky jumping]]), capping it, and then laying down a bunch of sticky bombs to provide resistance should the enemy team make a push to cap it back.
  
A [[Spy]] can be used to finish the Cap in extreme situations by sneaking past enemy defenses with his [[Cloak]]. 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.
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A [[Spy]] can be used to finish the Cap in extreme situations by sneaking past enemy defenses with his [[Cloak]]. 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. Scouts can also do this by sneaking past with speed before the previous point is captured.
  
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.
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When a point has been capped, the circle in the middle of it will turn into the color of the team that has just captured it. An uncapped point (often the middle point in a 5-point map) remains colored gray until capped by either team.
  
 
== Game Modes ==
 
== Game Modes ==

Revision as of 04:08, 19 May 2011

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.
Controlpoint.png

Capturing a point, otherwise known as capping, is best done by Scouts 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 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, these two classes also have an improved capping rate equal to the Scout's, making the Soldier and Demoman another possible candidate for capping the point. 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 to provide resistance should the enemy team make a push to cap it back.

A Spy can be used to finish the Cap in extreme situations by sneaking past enemy defenses with his Cloak. 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. Scouts can also do this by sneaking past with speed before the previous point is captured.

When a point has been capped, the circle in the middle of it will turn into the color of the team that has just captured it. An uncapped point (often the middle point in a 5-point map) remains colored gray until capped by either team.

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
5gorge1.png 5Gorge cp_5gorge
Badlands2.png Badlands cp_badlands
Coldfront5.png Coldfront cp_coldfront
Fastlane1.png Fastlane cp_fastlane
Freight1.png Freight cp_freight_final1
TF2 Granary Map.jpg Granary cp_granary
TF2 Well Map.jpg Well cp_well
CP Yukon overview.png Yukon cp_yukon_final