Backcapping/zh-hant

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The BLU team attempts to capture a control point while the RED Scout back-caps the midpoint.
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The Scout

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. With the addition of game modes such as Attack/Defend and Payload, back-capping has been extended to capturing any control point while behind enemy lines.

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.

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.

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 defensible, such as point C on Gravel Pit.

An ideal time to attempt a back-cap 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-cap 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, backstab any oblivious players, (this is where Your Eternal Reward comes in handy so no player sees you) 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 or Mini-Sentry Guns may not be able to stop you in time. You can also use Bonk! Atomic Punch to get by these Sentry Guns. Some maps are easier than others to back-cap the last control point due to time, but on others, like point C on Gravel Pit, it may take too long to capture it to be feasible.

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 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/Demo-capping

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-capping

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-capping

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). For more open points, Natascha can prevent enemies from reaching the point to block the capture. Eating a Sandvich while capping may provide enough time to capture the point before succumbing to Sentry Gun fire.

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, 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-capping

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-capping

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-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. 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

Leaderboard class scout.png 偵察兵

盜本壘
盜本壘
控制點開放佔領後一秒鐘內開始佔領。

Leaderboard class spy.png 間諜

秘密據點
秘密據點
據點出現後一秒鐘內開始佔領據點。