Difference between revisions of "Control Point (game mode)"

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== Strategy ==
 
== Strategy ==
 
{{main|Community Control Point strategy}}
 
{{main|Community Control Point strategy}}
 +
*Attacking more than one point at a time is wise, as it can surprise the enemy team, allowing for a greater chance of success. However, this may spread the team too thin for an effective offense, so use only when necessary.
 +
*As defense, defend all points to ensure that there aren't any holes in your defense to be exploited.
 +
*Beware of attackers while on the point as you have to stay still to cap the point. Be prepared to retreat or retaliate to a surprise attack.
 +
*Remember to always keep putting pressure on the other team. Having a strong offense is key to winning and is often better than a stronger defense.
 +
*In Control Point, your team is always moving around. Don't stay in one place the whole game, otherwise you will never advance on the enemy team.
 +
 +
=== {{class link|Scout}} ===
 +
*Being a [[Scout]] means you have a speed advantage over all the other players. If you see many of your team members capturing one control point, get a head start on the next one. This will enable you to throw off your enemy by quickly capturing points back to back for a fast win.
 +
*You can capture points two times faster than other classes, making you a valuable asset.
 +
*Flank the enemy team and shoot them at point blank range with your [[Scattergun]] for maximum damage.
 +
*Use your enemy's blind spots to sneak up on them for an easy kill. It only takes a few close-ranged shots with a Scattergun to kill most classes.
 +
 +
=== {{class link|Soldier}} ===
 +
*Use the [[Pain Train]] to double your capture rate. Remember you will be more vulnerable to bullets with this equipped.
 +
*The splash damage from rockets can be used to clear points quickly either defensively or offensively.
 +
*Rocket Jumping can be used tactically to navigate the map. Use this technique to flank the enemy from above. When done right, this will take them by surprise, and they will be dead before they even know what happened.
 +
 +
=== {{class link|Pyro}} ===
 +
*You can airblast enemies off of the control point.
 +
*Ambush enemies on the control point and quickly clear the point with your [[Flamethrower]].
 +
*Setting enemies on fire is a great way to induce panic and send them running for health.
 +
 +
=== {{class link|Demoman}} ===
 +
*Place [[Sticky Bombs]] around and on a control point to defend a capture. The [[Announcer]] will tell you when an enemy is capturing the point, so you can know when to activate your stickies without even looking.
 +
*Use the [[Pain Train]] to capture points as fast as Scouts. Keep in mind that you will be more vulnerable to bullets with this equipped.
 +
*Take advantage of a wall behind a [[Sentry Gun]] to ricochet grenades and take it out.
 +
*Sticky Jumping is a tactical way to ambush and enemy. When done right, you can drop in on an enemy team from above and easily wipe them out.
 +
*On most Capture Point maps, you can get to mid the fastest using your Sticky Launcher. Getting to mid the fastest can be the turning point on who wins the mid fight, because you have more time to get into position.
 +
 +
=== {{class link|Heavy}} ===
 +
*Pair up with a [[Medic]] and plow through the enemy team.
 +
*The [[Minigun]] is excellent pushing power to help get your team on the control points, or for defending already captured control points. Consider using the [[Tomislav]],  since you will constantly be on the move, and its faster barrel spin up time will let you attack the enemy first.
 +
*Having the most health, the Heavy is great for standing ground on a control point and taking damage for the team.  Be sure to have a [[Medic]] nearby to maximize your advantage.
 +
*Look behind yourself constantly to discourage any potential backstabs; you are a big Spy target after all.
 +
*Be wary of Snipers. Use the [[Gloves of Running Urgently]] and/or the [[Buffalo Steak Sandvich]] to speed through open spaces where Snipers can shoot you easily.
 +
 +
=== {{class link|Engineer}} ===
 +
*Place your [[Sentry Gun]] near a control point to defend it from enemies. Try to find a hard-to-reach spot that still has a good view of the map.
 +
*Use well-placed [[Teleporter]]s to allow your team to get into the action much faster. Reinforcements are crucial when in the heat of battle.
 +
*The [[Gunslinger]] is very handy for capturing control points, as it allows you to place down a [[Mini-Sentry]] very quickly and keep the enemies off as you capture. Its extra health buff will also help you keep in the game.
 +
*A good time to use Level 3 Sentry Guns is when your team is pushed back to your last point, because if they capture that point, the game is over.
 +
 +
=== {{class link|Medic}} ===
 +
*Use your [[ÜberCharge]] on a [[Heavy]] to quickly dispatch enemy defenders.
 +
*Stay outside of control points your team is capturing to heal team members.
 +
*Use your ÜberCharge to block enemy captures by standing on the point while it is active.
 +
*Healing with the [[Kritzkrieg]] will allow you to clear points efficiently, by using the crit buff from its ÜberCharge.
 +
*Spread your healing among teammates that need it. Don't focus too hard on one target because before you know it, it will just be you and him.
 +
*Try your best to keep your whole team overhealed.
 +
 +
=== {{class link|Sniper}} ===
 +
*Pick off enemies one by one to stop them from capturing a [[Control Point (Objective)|control point]] and attacking your teammates.
 +
*Staying at a great range with easy cover and a good view of the point can guarantee kills and slow down the capturing process.
 +
*Aim mainly for Heavies, Medics, and Scouts to stop potential captures.
 +
*Staying in one spot too long can get you killed. Try to find a few good sniping spots and switch between them regularly.
 +
*A good time to go Sniper is when your team is pushed back to last, and your trying to get a pick on the enemy team's Medic.
 +
 +
=== {{class link|Spy}} ===
 +
*Use the [[Sapper]] to disable or destroy the Sentry Guns around the control point to allow your team to move in and capture it.
 +
*Always kill an enemy team's Heavy/Medic combo to end their push before it can start.
 +
*Destroy the enemy team's [[Teleporter]]s to ensure that your team has fewer enemies to take care of.
 +
*Disguising as the same class multiple times is very suspicious. Try to change it up every time you disguise.
 +
*A more advanced disguising method is to disguise as an enemy after you pass by them. This can fool the enemy team because you will be exactly where they just saw their teammate go.
  
 
== Maps ==
 
== Maps ==

Revision as of 11:19, 23 March 2023

This article is about the game mode. For the physical objective, see Control Point (objective).
This point ain't gonna cap itself! Get over here!
The Engineer

Control Point (CP) is a "main" game mode, consisting of 4 of the original 6 maps. The game revolves around capturing and defending various control points.

Gameplay

Offense

Control points are captured by standing on top of them. The speed at which a control point is captured depends on how many players from the capturing team are present on the point: two BLU players capturing a RED point capture that point faster than only one BLU player would. Scouts count as two players, as do Soldiers and Demomen wielding the Pain Train. There is a limit on how fast a Control Point can be captured (see Control point timing).

Defense

If players from both teams are on the same, unlocked control point, that point is said to be contested, which means no progress is made toward the point changing team control. When players from the offensive team are removed from the point, all of their progress is lost gradually over time, not immediately.

Reverting capture

When both teams are trying to capture a neutral point, captures can be reverted. If a team begins to capture a neutral point and then is driven off before capture is completed, the other team must first "revert" the progress that the first team had made before they can begin to make progress of their own.

Limitations

  • Disguised Spies can only capture control points while disguised as their own team.
  • Cloaked Spies cannot defend or capture a control point.
  • ÜberCharged players cannot capture points but can block enemy captures.
  • Scouts under the effects of the Bonk! Atomic Punch can neither block enemy captures nor capture points themselves.

Game modes

Main article: List of game modes

Symmetric

Symmetric Control Point maps play symmetrically. Both teams start with an equal number of controlled points and must capture all the points on the map to win. Due to its wide range of action, Symmetric Control Point maps place an emphasis on team movement and may be difficult for inexperienced players and those not used to playing in a coordinated group.

Symmetric maps come in two styles:

Style Description Examples
Linear Both teams start with an equal number of two controlled points and a central point that starts out controlled by neither team. At the beginning of the round, each team's control points are locked while the center point is unlocked and can be taken. Once a team takes the center point, the opponent's nearest point unlocks and can now be taken as well. From then on, no more than two points can be unlocked at a time; taking a point locks the point behind it and unlocks the one in front of it if it exists. Control points close to a team's spawn point are captured more quickly by the enemy team. Symmetric control point maps go into Sudden Death (or Stalemate) if no team captures all the points before time runs out, but if time runs out with a capture in progress, Overtime occurs, allowing play to extend should a capture be completed. Badlands, Granary, Process, Foundry
Domination Both teams start with no controlled points; all points are neutral and unlocked for capture. Once a point is taken by a team, the other team can attempt to take it back; all points are available for capture at any time and have equivalent capture times. Domination maps enter Sudden Death or Stalemate if time runs out before a team has taken all the points. They do not enter Overtime; once a team has all three points, they win regardless of how much capture progress the other team has. Standin

Attack/Defend

Attack/Defend maps, also known as Asymmetric Control Point maps, play asymmetrically, with BLU attacking and RED defending. RED begins with control of all of the points. BLU wins if they capture all of RED's points; RED wins if they prevent BLU from capturing all of the points before the timer expires. Control points may only be captured in a set order (with the exception of some maps, such as Gravel Pit and Steel). Points captured by BLU are locked and cannot be taken back by RED, and time is added after each capture. Because of its simpler format that concentrates on one point at a time, Attack/Defend is easier for newcomers to play.

Attack/Defend maps can come in various styles:

Style Description Examples
Linear single-stage BLU must capture all control points in a set order. Gorge, Mountain Lab, Mann Manor
Linear multi-stage BLU must capture a group of control points in a set order to move to the next stage. Reaching the final stage and succeeding is required to ultimately win the map. If BLU fails to win a stage, then the map is reset to stage 1 and the teams switch. Dustbowl, Egypt, Snowplow
Pyramid-style BLU must capture three points. The first two points may be captured in either order. Once both points are captured, the final point is unlocked. Gravel Pit, Junction
Centralized-style BLU's objective is to capture the central control point, which can be done at any time. There is another set of control points available, one of which is open for capture at a time in a set order. Capturing these auxiliary points makes it easier to capture the final point. Steel
Medieval-style Similar in principle to pyramid-style, with the main difference being that once the final point is unlocked, it must be taken within a specific time limit; otherwise, the final point relocks and the initial points reset to RED's ownership. Time is not awarded upon recapturing the initial points. DeGroot Keep

Strategy

Main article: Community Control Point strategy
  • Attacking more than one point at a time is wise, as it can surprise the enemy team, allowing for a greater chance of success. However, this may spread the team too thin for an effective offense, so use only when necessary.
  • As defense, defend all points to ensure that there aren't any holes in your defense to be exploited.
  • Beware of attackers while on the point as you have to stay still to cap the point. Be prepared to retreat or retaliate to a surprise attack.
  • Remember to always keep putting pressure on the other team. Having a strong offense is key to winning and is often better than a stronger defense.
  • In Control Point, your team is always moving around. Don't stay in one place the whole game, otherwise you will never advance on the enemy team.

Leaderboard class scout.png Scout

  • Being a Scout means you have a speed advantage over all the other players. If you see many of your team members capturing one control point, get a head start on the next one. This will enable you to throw off your enemy by quickly capturing points back to back for a fast win.
  • You can capture points two times faster than other classes, making you a valuable asset.
  • Flank the enemy team and shoot them at point blank range with your Scattergun for maximum damage.
  • Use your enemy's blind spots to sneak up on them for an easy kill. It only takes a few close-ranged shots with a Scattergun to kill most classes.

Leaderboard class soldier.png Soldier

  • Use the Pain Train to double your capture rate. Remember you will be more vulnerable to bullets with this equipped.
  • The splash damage from rockets can be used to clear points quickly either defensively or offensively.
  • Rocket Jumping can be used tactically to navigate the map. Use this technique to flank the enemy from above. When done right, this will take them by surprise, and they will be dead before they even know what happened.

Leaderboard class pyro.png Pyro

  • You can airblast enemies off of the control point.
  • Ambush enemies on the control point and quickly clear the point with your Flamethrower.
  • Setting enemies on fire is a great way to induce panic and send them running for health.

Leaderboard class demoman.png Demoman

  • Place Sticky Bombs around and on a control point to defend a capture. The Announcer will tell you when an enemy is capturing the point, so you can know when to activate your stickies without even looking.
  • Use the Pain Train to capture points as fast as Scouts. Keep in mind that you will be more vulnerable to bullets with this equipped.
  • Take advantage of a wall behind a Sentry Gun to ricochet grenades and take it out.
  • Sticky Jumping is a tactical way to ambush and enemy. When done right, you can drop in on an enemy team from above and easily wipe them out.
  • On most Capture Point maps, you can get to mid the fastest using your Sticky Launcher. Getting to mid the fastest can be the turning point on who wins the mid fight, because you have more time to get into position.

Leaderboard class heavy.png Heavy

  • Pair up with a Medic and plow through the enemy team.
  • The Minigun is excellent pushing power to help get your team on the control points, or for defending already captured control points. Consider using the Tomislav, since you will constantly be on the move, and its faster barrel spin up time will let you attack the enemy first.
  • Having the most health, the Heavy is great for standing ground on a control point and taking damage for the team. Be sure to have a Medic nearby to maximize your advantage.
  • Look behind yourself constantly to discourage any potential backstabs; you are a big Spy target after all.
  • Be wary of Snipers. Use the Gloves of Running Urgently and/or the Buffalo Steak Sandvich to speed through open spaces where Snipers can shoot you easily.

Leaderboard class engineer.png Engineer

  • Place your Sentry Gun near a control point to defend it from enemies. Try to find a hard-to-reach spot that still has a good view of the map.
  • Use well-placed Teleporters to allow your team to get into the action much faster. Reinforcements are crucial when in the heat of battle.
  • The Gunslinger is very handy for capturing control points, as it allows you to place down a Mini-Sentry very quickly and keep the enemies off as you capture. Its extra health buff will also help you keep in the game.
  • A good time to use Level 3 Sentry Guns is when your team is pushed back to your last point, because if they capture that point, the game is over.

Leaderboard class medic.png Medic

  • Use your ÜberCharge on a Heavy to quickly dispatch enemy defenders.
  • Stay outside of control points your team is capturing to heal team members.
  • Use your ÜberCharge to block enemy captures by standing on the point while it is active.
  • Healing with the Kritzkrieg will allow you to clear points efficiently, by using the crit buff from its ÜberCharge.
  • Spread your healing among teammates that need it. Don't focus too hard on one target because before you know it, it will just be you and him.
  • Try your best to keep your whole team overhealed.

Leaderboard class sniper.png Sniper

  • Pick off enemies one by one to stop them from capturing a control point and attacking your teammates.
  • Staying at a great range with easy cover and a good view of the point can guarantee kills and slow down the capturing process.
  • Aim mainly for Heavies, Medics, and Scouts to stop potential captures.
  • Staying in one spot too long can get you killed. Try to find a few good sniping spots and switch between them regularly.
  • A good time to go Sniper is when your team is pushed back to last, and your trying to get a pick on the enemy team's Medic.

Leaderboard class spy.png Spy

  • Use the Sapper to disable or destroy the Sentry Guns around the control point to allow your team to move in and capture it.
  • Always kill an enemy team's Heavy/Medic combo to end their push before it can start.
  • Destroy the enemy team's Teleporters to ensure that your team has fewer enemies to take care of.
  • Disguising as the same class multiple times is very suspicious. Try to change it up every time you disguise.
  • A more advanced disguising method is to disguise as an enemy after you pass by them. This can fool the enemy team because you will be exactly where they just saw their teammate go.

Maps

See also: List of maps

Control point maps carry the cp_ prefix; community maps are identified with an italic font.

Template:Control point maps

Update history

October 10, 2007 (Initial Game Release)
  • Added Control Point mode.
  • Added maps: Granary, Well, Dustbowl, and Gravel Pit.

February 14, 2008 Patch

  • Added map: Badlands.

April 29, 2008 Patch (Gold Rush Update)

  • Added Stopwatch Mode to Tournament Mode which is automatically used on Attack/Defense maps.
  • Fixed rare client crash on level change during control point capturing.

June 19, 2008 Patch (Pyro Update)

  • Added map: Fastlane.

August 19, 2008 Patch (Heavy Update)

  • Added map: Steel.

February 24, 2009 Patch (Scout Update)

  • Added map: Egypt and Junction.

August 13, 2009 Patch (Classless Update)

  • Added map: Yukon.

December 17, 2009 Patch (WAR! Update)

  • Added map: Gorge.

April 28, 2010 Patch

  • Added map: Freight.

July 8, 2010 Patch (Engineer Update)

  • Added map: Coldfront.

October 27, 2010 Patch (Scream Fortress Update)

  • Added maps: Mann Manor and Mountain Lab.

December 17, 2010 Patch (Australian Christmas)

  • Added map: DeGroot Keep.

January 19, 2011 Patch

  • Added map: 5Gorge.

October 13, 2011 Patch (Manniversary Update & Sale)

  • Added map: Gullywash.

December 15, 2011 Patch (Australian Christmas 2011)

  • Added map: Foundry.

November 29, 2012 Patch

  • Fixed missing materials in the control point HUD on attack/defend maps.

February 14, 2013 Patch

  • Fixed a client crash related to the HUD control point maps.

July 10, 2013 Patch

  • Added maps: Standin and Process.

July 2, 2015 Patch (Gun Mettle Update)

  • Added maps: Powerhouse and Snowplow.

October 28, 2015 Patch (Scream Fortress 2015)

  • Added maps: Gorge Event and Sinshine.

December 17, 2015 Patch (Tough Break Update)

  • Added map: Vanguard.

July 7, 2016 Patch (Meet Your Match Update)

  • Added maps: Sunshine and Metalworks.

October 20, 2017 Patch (Jungle Inferno Update)

  • Added maps: Mercenary Park and Mossrock.

October 5, 2021 Patch (Scream Fortress 2021)

  • Added map: Erebus.

December 2, 2021 Patch (Smissmas 2021)

  • Added map: Altitude.

October 5, 2022 Patch (Scream Fortress 2022)

  • Added map: Spookeyridge.

December 5, 2022 Patch (Smissmas 2022)

  • Added maps: Coal Pit and Frostwatch.

See also