Difference between revisions of "Backcapping"

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[[Image:Backcap.png|thumb|right|300px|The [[BLU]] team attempts to capture a control point while the [[RED]] [[Scout]] back-caps the midpoint.]]
  
[[Image:Backcap.jpg|thumb|right|300px|[[BLU]] team attempts to capture a point while the [[RED]] [[Scout]] back-caps the midpoint]]
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{{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}}
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'''Backcapping''' is the procedure of capturing an enemy objective, such as the [[Payload#Cart|Payload cart]] or a [[Control Point (objective)|Control Point]], while the enemy team is busy doing something else, such as capturing another Control Point or simply not paying attention.
  
'''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.
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Backcapping is most effectively performed by [[Scout]]s and [[Spy|Spies]] given their speed and elusiveness, respectively. It is still viable to back-cap with other classes.
  
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.
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== General strategy ==
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Backcapping 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.
  
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.
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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 (see [[Control point timing|Control Point timing]]s), a defensive back-cap is hard to pull off.
  
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.
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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.
  
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 sentries 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 Gravelpit C, it may took too long to capture and be interrupted by enemies arriving or soldiers rocket jumping to the point.
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==Class strategies==
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===Scout===
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'''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 backcapping 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.
  
Here is specific strategies :
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===Soldier or Demoman===
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'''[[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. Demomen and Soldiers can travel large distances very quickly with the [[Sticky Jumper]] and [[Rocket Jumper]] respectively.
  
===Spy capping===
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===Spy===
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'''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 is often done on the final point due to having the quickest timer compared to other points on most maps.
  
'''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.
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Spy-capping is often done on the final point while the enemy team is attempting to capture their second point. The faster capture rate of the final point combined with how the enemy team is most likely all fighting for their second point makes this usually successful unless precautions are taken by the enemy team.
  
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.
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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.
  
The Cloak and Dagger is useful because of the infinite cloak when standing still, but many enemies will spy-check the point while the previous point is being capped, or soon after it is.
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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.
  
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.
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== Related achievements ==
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==={{Class link|Scout}}===
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{{Achievement table
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| 1 = {{Show achievement|Scout|Stealing Home}}
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}}
  
Spy capping can be difficult to counter, but some well done spy-checking can protect your point.
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==={{Class link|Spy}}===
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{{Achievement table
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| 1 = {{Show achievement|Spy|On Her Majesty's Secret Surface}}
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}}
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]
{{Languages}}
 

Latest revision as of 08:00, 8 March 2024

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

Backcapping is the procedure of capturing an enemy objective, such as the Payload cart or a Control Point, while the enemy team is busy doing something else, such as capturing another Control Point or simply not paying attention.

Backcapping 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

Backcapping 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 (see Control Point timings), 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.

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 backcapping 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. Demomen and Soldiers can travel large distances very quickly with the Sticky Jumper and Rocket Jumper respectively.

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 is often done on the final point due to having the quickest timer compared to other points on most maps.

Spy-capping is often done on the final point while the enemy team is attempting to capture their second point. The faster capture rate of the final point combined with how the enemy team is most likely all fighting for their second point makes this usually successful unless precautions are taken by the enemy team.

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 Scout

Stealing Home
Stealing Home
Start capping a capture point within a second of it becoming available.

Leaderboard class spy.png Spy

On Her Majesty’s Secret Surface
On Her Majesty’s Secret Surface
Start capping a capture point within a second of it becoming available.