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

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[[File:Controlpoint.png|250px|right]]
 
[[File:Controlpoint.png|250px|right]]
  
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. In some cases, however, the reverse may occur with the heavier classes capping and the Scouts pushing on.
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'''Capturing a point''', commonly know as '''capping''' is the act of capturing a [[Control Point (Objective)|Control Point]] in the [[Control Point (game mode)|Standard Control Point]], [[King Of The Hill]], [[Territorial Control]], [[Capture The Flag]] and [[Attack/Defend]] [[List of game modes|game modes]]. Control Points are captured when a player of any [[class]] stands on a contested Control Point, and after a certain period of time the Point will convert to the color of the [[team]] that captured it if the capturer is not [[Death|killed]] or the enemy fails to block the capture. Capping is the primary objective in many modes of Team Fortress 2.
  
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.
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Capping works the same way in every game mode, however the [[Control point timing|time required to capture a point]] can vary between modes and [[List of Maps|maps]]. In some game modes it is necessary for the team that owns the point to defend it after they have captured it.
  
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.
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==Strategy==
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The [[Scout]] benefits from a capture rate double that of other classes, making scouts extremely good at capturing Control Points. However the [[Pain Train]], a melee weapon for the [[Soldier]] and the [[Demoman]] improves their cap rates to equal that of a Scout, making these three classes excellent for rapidly capturing a point.  
  
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.
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If these classes work together they can provide a devastating offensive, allowing them to punch through to the point and hold it just long enough to capture it. However this is easier with support from other classes such as the [[Pyro]] and the [[Medic]]. A Medic's [[ÜberCharge]] can be an enormous help when pushing back the defending team, however Übered players can not themselves cap a point.
  
== Game Modes ==
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Stealth can also be used to rapidly capture points. Using his [[cloak]] and [[disguise]] the [[Spy]] can easily slip past the front line undetected and hide on a locked Control Point further ahead. This means that when the previous point is captured and the next one unlocked the Spy can capture it before the defending team have time reach the point and set up a good defense. However, the Spy is unable to capture a point while invisible or disguised, so he must expose himself just before the point becomes available for the greatest success. On occasion a [[Scout]] can also do this, but it is usually much harder for a Scout to reach the point and hide there.
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 (Game Mode)|Control Point]], [[King of the Hill|King of the Hill]], and [[Territorial Control|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==
 
==Standard Competitive Control Point Maps==

Revision as of 06:19, 26 June 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, commonly know as capping is the act of capturing a Control Point in the Standard Control Point, King Of The Hill, Territorial Control, Capture The Flag and Attack/Defend game modes. Control Points are captured when a player of any class stands on a contested Control Point, and after a certain period of time the Point will convert to the color of the team that captured it if the capturer is not killed or the enemy fails to block the capture. Capping is the primary objective in many modes of Team Fortress 2.

Capping works the same way in every game mode, however the time required to capture a point can vary between modes and maps. In some game modes it is necessary for the team that owns the point to defend it after they have captured it.

Strategy

The Scout benefits from a capture rate double that of other classes, making scouts extremely good at capturing Control Points. However the Pain Train, a melee weapon for the Soldier and the Demoman improves their cap rates to equal that of a Scout, making these three classes excellent for rapidly capturing a point.

If these classes work together they can provide a devastating offensive, allowing them to punch through to the point and hold it just long enough to capture it. However this is easier with support from other classes such as the Pyro and the Medic. A Medic's ÜberCharge can be an enormous help when pushing back the defending team, however Übered players can not themselves cap a point.

Stealth can also be used to rapidly capture points. Using his cloak and disguise the Spy can easily slip past the front line undetected and hide on a locked Control Point further ahead. This means that when the previous point is captured and the next one unlocked the Spy can capture it before the defending team have time reach the point and set up a good defense. However, the Spy is unable to capture a point while invisible or disguised, so he must expose himself just before the point becomes available for the greatest success. On occasion a Scout can also do this, but it is usually much harder for a Scout to reach the point and hide there.

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