Difference between revisions of "Backcapping"

From Team Fortress Wiki
Jump to: navigation, search
m (Applied filters to Back-capping (Review RC#101919))
Line 5: Line 5:
 
{{Quotation|'''The Scout'''|Is-is anyone even payin' attention ta me?|sound=Scout_generic01.wav}}
 
{{Quotation|'''The Scout'''|Is-is anyone even payin' attention ta me?|sound=Scout_generic01.wav}}
  
'''Back-capturing''', or '''Back-capping''', is the act of capturing an enemy point on a 5 [[Control point]] map whilst one of your team's points is being captured. This tactic requires a considerable risk, but if it is successful, it will also reap significant rewards. If your team successfully back-captures a point, it will effectively leave the enemy team a long way from their own base and up against a team that is moving forward. If your attempt fails, then your team will be disadvantaged by the absence of you and any other players who were trying to capture the point which may significantly weaken your team's defenses.
+
'''Back-capturing''', or '''Back-capping''', is the act of capturing an enemy point on a 5 [[Control point]] map whilst one of your team's points is being captured. However, with the addition of additional game modes such as Attack/Defend and Payload, back-capping has been extended to capturing any control point while behind enemy lines. This tactic requires 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 reenforcements. If your attempt fails, which it will a large percentage of the time, your team will be without one potential player that could change the direction of a fight.
  
Back-captures are most effectively performed by [[Scout]]s and [[Spy|Spies]] due to their ability to pass through enemy territory with ease. Another advantage that these classes have, is their ability to flee the point and return to safety if there are problems, effectively providing them a second chance at back-capturing. That said, [[Soldier]]s and [[Demoman|Demomen]] are capable of effectively backcapping with the [[Pain Train]] in their loadout thanks to the increased capture rate it grants, at the cost of being vulnerable to Scouts or Heavies preparing to defend the point. Because of this, a Soldier or Demoman will probably have better chance at defending themselves so they can capture the point, but do not have as much potential for a safe escape.
+
Back-captures are most effectively performed by [[Scout]]s and [[Spy|Spies]] given their speed and elusiveness respectfully. However, it is still viable to backcap with other classes, and the specifics are discussed [[#Class Strategies|here]]
  
One thing to keep in mind is that the time required to capture each point varies depending on its location on the map. Generally, the center point of each map is the point that that takes the most time to capture. Because of this, trying to back-capture the center point while the opposing team are capturing a point closer to your base is a bad idea. If you find yourself in this position, it is far more useful for your team to play defensively, and wait to make your push when the point has been successfully defended.
+
One thing to keep in mind is that 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 defendable, such as point C on [[Gravelpit]]. An ideal time to attempt a back-capture 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.
  
An ideal time to attempt a back-capture is when your team controls the center point of the map, and your opponents are trying to take it back. As your opponents will be trying to push forward and will probably have a majority of their players on the front line, you will often find yourself in situations that provide you with an opportunity to enter enemy territory and capture the fourth point with relative ease. Successfully doing so will leave a large number of enemy players on a locked point and in a tight corner, rushing back to their base as the flow of the battle shifts. With a bit of skill and some luck, you can effectively open up a probably under-defended final point and win the round for your team. 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, or at the very least do not blow your cover by stepping onto the point.
+
Attempting to back-capture 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, and then can attempt to capture it. 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 may not be able to stop you in time. Some maps are easier than others to back-cap the last point due to this time but on others, like Gravel Pit C, it may take too long to capture to be feasible.
  
Attempting to back-capture 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, then attempt to capture it. 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 run on it in time, and lower level Sentry Guns may not kill you fast enough to stop it (though this is predictable, so enemies may already be standing on the point itself). Some maps are easier than others to back-cap the last point due to this time but on others, like Gravel Pit C, it may took too long to capture and be interrupted by enemies arriving or Soldiers rocket jumping to the point.
+
==Class Strategies==
  
Here is specific 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 the 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]] equipped, the Scout can slip past enemy lines and if left unchecked, poses a significant back-cap threat.
  
==Spy capping==
+
===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.
  
'''Spy capping''' is the act of infiltrating the enemy base and capturing the point as soon as the 4th (or 1st on Attack/Defend map) point is captured.
+
The [[Cloak and Dagger]] is useful because of the infinite Cloak capability, but enemies may [[Spy-checking|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.
  
This work best on Attack/Defend maps, as the enemy will be retreating from the 1st point and will probably not yet have set up any defense on final point.
+
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.
  
The [[Cloak and Dagger]] is useful because of the infinite Cloak when standing still, but many enemies will [[Spy-checking|Spy-check]] the point while the previous point is being capped, or soon after it is.
+
===Soldier/Demo Capping===
However, the [[Dead Ringer]] is also useful in case of any resistance you come by to the control point.
+
'''Soldier/Demo Capping''' is only viable with the [[Pain Train]] equipped, as it gives the user 2x capture rate much like that of a scout. Soldiers and Demomen can use their explosive jumping ability to get past defenders or onto difficult to 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.
  
Disguises are one way to stand near the point while the previous is being capped, but someone on defense standing on a locked owned point is very suspicious unless he's Spy-checking.
+
===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]], a [[sentry gun]], or both. Allied players could use the teleporter to mount an attack from behind and have an early presence on the final point before it becomes unlocked. The more devious strategy is for an engineer to just build and upgrade a sentry, [[hauling]] it to the final point, and to [[spawn-camp]] or use it for protection while capping.
Spy capping can be difficult to counter, but some well done Spy-checking can protect your point.
 
 
 
==Engineer capping==
 
 
 
'''Engineer capping''' is more difficult than the other classes. It involved the Engineer building a teleport behind the enemies lines
 
 
 
For example if you know your point on center will be taken you can build a teleport between center and their 2nd point, allowing your team to easily get behind them and capture the point and then move on towards their next point, this can sometimes lead to a win as the enemy team will all be between center and your 2nd point and unable to retreat in time.
 
 
 
In order to counter this make sure you know where their team is and keep someone on the point that you are pushing up from. Don't try to get the risky cap when the other team is back capping!
 
 
 
Engineers using this strategy can also construct a Sentry Gun on the back point or near the enemy spawn to prevent re-spawning enemies from interrupting the back cap
 
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]

Revision as of 07:20, 10 October 2010

File:Backcap.jpg
BLU team attempts to capture a point while the RED Scout back-caps the midpoint
Is-is anyone even payin' attention ta me?
The Scout

Back-capturing, or Back-capping, is the act of capturing an enemy point on a 5 Control point map whilst one of your team's points is being captured. However, with the addition of additional game modes such as Attack/Defend and Payload, back-capping has been extended to capturing any control point while behind enemy lines. This tactic requires 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 reenforcements. If your attempt fails, which it will a large percentage of the time, your team will be without one potential player that could change the direction of a fight.

Back-captures are most effectively performed by Scouts and Spies given their speed and elusiveness respectfully. However, it is still viable to backcap with other classes, and the specifics are discussed here

One thing to keep in mind is that 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 defendable, such as point C on Gravelpit. An ideal time to attempt a back-capture 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-capture 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, and then can attempt to capture it. 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 may not be able to stop you in time. Some maps are easier than others to back-cap the last point due to this time but on others, like Gravel Pit C, it may take too long to capture 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 the 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 equipped, the Scout can slip past enemy lines and if left unchecked, poses a significant back-cap threat.

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.

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.

Soldier/Demo Capping

Soldier/Demo Capping is only viable with the Pain Train equipped, as it gives the user 2x capture rate much like that of a scout. Soldiers and Demomen can use their explosive jumping ability to get past defenders or onto difficult to 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.

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, a sentry gun, or both. Allied players could use the teleporter to mount an attack from behind and have an early presence on the final point before it becomes unlocked. The more devious strategy is for an engineer to just build and upgrade a sentry, hauling it to the final point, and to spawn-camp or use it for protection while capping.