Backcapping
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— The Scout
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Back-capping, or back-capturing, is the act of capturing an enemy control point on a five-point Control Point map while one of your team's points is being captured.
Back-capping is most effectively performed by Scouts and Spies given their speed and elusiveness, respectively. It is still viable to back-cap with other classes.
Contents
General strategy
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.
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[1], 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.
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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 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, 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.
Pyro
Pyro-capping is best suited to Pyros carrying the Flamethrower or Degreaser for their cheaper 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.
Heavy
Heavy-capping, previously a very difficult tactic, is made much easier with the addition of the Gloves of Running Urgently and somewhat with the Buffalo Steak Sandvich; with the gloves equipped, the Heavy can move into position much more quickly. With the Sandvich, you will take mini-crits, which can be reduced in damage by the Fists of Steel or The Hibernating Bear set. The Heavy's high damage output makes defending a small or enclosed point much easier (such as point C on Gravel Pit).
Engineer
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, Sentry Gun, or even both. A very risky tactic as you may have no forward defense, Allied players could use the teleporter to mount an attack from behind and have an early presence on the final control point before it becomes unlocked, but there might be a lack of players to defend your point. 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. 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. You may also use the Jag to deploy a sentry in 0.75 sec, possibly with the addition of leveling time.
Medic
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.
Sniper
Sniper-capping is difficult and very uncommon, 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.
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 often done on the final point due to quickest timer compared to other points on most maps.
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
Scout
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Spy
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