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Anatomy of a capture / defense


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Lert #1 Posted Apr 24 2013 - 21:15

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Something I've been requested to write a guide on, the mechanics of capturing a base and reducing cap points. I realize that most of this is old hat for the more experienced players, but I agree that a simple guide explaining the simple rules can be useful for the less experienced among the playerbase.
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When a cap timer reaches 100, there's one more second before the ! appears behind "enemy base captured". If there is no !, the base cap is not yet complete. After the ! appears there is a grace period, normally 5 seconds, during which game play continues. If a tank is destroyed in these 5 seconds, an additional 5 seconds grace is granted. Only when the grace period ends does the match end, with the following rules:
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Team A has capped team B's base, B has not capped team A's base, team A still has tanks alive: Team A wins.
Team A has capped team B's base, B has capped team A's base, both tanks still have tanks alive: Draw
Team A has capped team B's base, B has killed all of team A's tanks during the grace period: Team B wins
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So how do you get the cap to reach 100? Well, you drive a tank into the white circle, and start collecting cap points:
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In normal battles, they accumulate at a rate of one per second, for a total of 1m40s for a solo cap.
In assault matches, they accumulate at a rate of one per second, for a total of 1m40s for a solo cap.
In encounter battles, they accumulate at a rate of one capture point every 2.5 seconds, for a total of 4m10s for a solo cap.
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If more tanks enter the cap zone, the cap timer goes faster. After all, more tanks are collecting cap points, and they're added to eachother.
If two tanks are in the cap zone for 50 seconds (normal battle or assault), they will have collected a total of (50 * 2 =) 100 cap points, having completed cap.
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If three tanks are in the cap zone for 34 seconds (normal battle or assault), they will have collected a total of (34 * 3 =) 102 cap points, having completed cap.
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But what if there are more than three tanks in the cap? Cap points will be distributed among all tanks in the cap. So if 6 tanks are in the cap, each one are getting 0.5 cap points per second. If there are 12 tanks in the cap, each tank is getting 0.25 cap points per second. The net result is that if you reset one of those, you'll still only remove a fraction from the cap total, and capping from 0 to 100 is never going to go faster than with three tanks, regardless how many are in there.
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However, if there are three with equal cap points and you reset one, a third of the team's cap points are gone. If there are 6 tanks with equal cap points and you reset one, a sixth of the cap points are gone.
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But, how to stop tanks from capping?
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That's simple: damage them. Any damage will do. Hitpoint damage, module damage, team damage, ram damage - any damage whatsoever will reset that tank's cap timer to zero. This is why people will often recommend bringing some HE shells and using those to 'reset cap'. HE out of a big enough gun will almost guarantee a little bit of damage, and although this won't be as much as an AP shell can do, when the enemy has almost captured your base, you don't want to run the risk of bouncing an AP shot.
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Addendum: In encounter, if both teams have tanks in the cap, the timer will halt.
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But what if the enemy team has two or three tanks in the cap?
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Damaging one will reset only that one tank's capture points. The other tank(s) in the capture zone will still have capture points and are still accumulating them. I often see people repeatedly shooting one tank in cap and ignoring the others. Don't do this. If there are multiple tanks in your cap zone capturing it, spread out your damage! Ram tank A while shooting tank B in the tracks with HE, then pre-aim at tank C for when you finish reloading. Try first damaging the tanks that have been in cap the longest, they will have accumulated the most capture points.
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But what if the enemy team has more than three tanks in the cap?
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The additional ones won't actively be making the cap timer go faster, however - they are still helping with the cap. If more than three tanks are in the cap, each tank gets cap points at a rate of 3 / <number of tanks in cap> per second. Shooting one will only reset cap a portion of the total cap.
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Which capping tank to shoot first?
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The one with the most cap points. If you don't know which one that is, the one that's the easiest to damage. You want to get as close to guaranteed damage as possible. If you've got a big enough gun, use HE. Otherwise, go for the easiest target. Go for the guaranteed kills. But cycle your targets - after you've reset one tank, reset the next easiest, etc.
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What does this mean, practically?
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Putting more tanks on cap helps speed up cap, up to three tanks. Adding more tanks will not make the capture timer go any faster, however can still be useful because it makes resetting cap a lot more difficult.
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When should I cap?
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There are several moments in a game where sitting on cap is a good idea:
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- When the last few enemies left alive are hiding, starting a cap timer going forces them to react or lose the match.
- When the enemy is about to break through your defenses, starting a cap timer going forces them to react or lose the match.
- When the game is in a stalemate, starting a cap timer going forces the enemy team to react or lose the game.
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Notice a pattern developing here? Capping is a way to force the enemy team to react.
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When should I not cap?
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- At the start of an encounter match. Capping at start just tells the enemy team where you are: in a large, open area with no cover. Capping at start of an encounter match is suicide in most cases. Especially since in encounter cap goes so slow.
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- When there are enemy tanks unaccounted for and you don't have a significant numerical superiority: the unaccounted-for enemies will invariably show up and horribly murder you.
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This is all so much to read! Any key points, neatly summarized in pithy oneliners?
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Yes:
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- Cap when you need to force the enemy to make a move.
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- If possible, cap with as many tanks as possible to make it more difficult to reset the timer(Exception: have one person on cap while the rest sits in front to intercept enemy tanks coming to reset)
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- When defending cap, cycle your damage across all capping tanks.
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- When defending cap, shoot the weakest tank first.
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- When capping, defend the tanks with the most cap points.(Sit in front of them to take shots for them)
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- When capping, it is your solemn duty not to get hit.

Victorinox3 #2 Posted Apr 24 2013 - 21:17

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Thank the lord, this should be sandard issue!

deathmachine16 #3 Posted Apr 24 2013 - 21:20

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maybe people will finally understand when to cap

thejoker91 #4 Posted Apr 24 2013 - 21:21

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just a little thing Lert, capping in Encounter alone takes around 4 minutes 10 seconds.

250 seconds.

montanakennedy #5 Posted Apr 24 2013 - 21:22

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Well summarized, as always, Lert!

NomaeTheJester #6 Posted Apr 24 2013 - 21:28

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Wonderfully done. Noticed that encounter cap time is a bit off. If it is 2.5 seconds per cap point, that makes 250 seconds or about 4m17s. Otherwise, you presented this perfectly. Congatulations on helping noobs get on their feet. We could use more people who know how to reset a cap.


Edit: Whoops, didnt see thejoker91's post

Edited by NomaeTheJester, Apr 24 2013 - 21:28.


Lert #7 Posted Apr 24 2013 - 21:38

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View Postthejoker91, on Apr 24 2013 - 21:21, said:

just a little thing Lert, capping in Encounter alone takes around 4 minutes 10 seconds.
Fixed. Good catch.

irishgreek #8 Posted Apr 24 2013 - 21:39

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Lert, well done.  Hopefully a lot of people will read it.

Donward #9 Posted Apr 24 2013 - 21:42

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As always, sir, you have some of the best advice.
For me, Himmelsdorf Standard is always the proof that people don't understand capping mechanics. What I've seen happen so often is that both teams wind up conducting a cap race with two or more tanks in each respective circle. And the game is lost when your (or their) guys try to play peekaboo while capping, thus making the job easier for the defender. Nooo!!! Hide behind the buildings and make the defenders come to you.

Edit: Capping on El Halleuf encounter right off the bat is a valid strategy. IF. If there is no arty. And IF you only have a light tank hugging the rock. And IF everyone is smart enough to cover the capper when the enemy team eventually is forced to charge piecemeal into the valley of death to stop the cap. But as you said...

"Capping is a way to force the enemy team to react."

Edited by Donward, Apr 24 2013 - 21:45.


BattlecryGWJ #10 Posted Apr 24 2013 - 21:45

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Another fine guide brought to you by Lert.

Now... if we could just get them to include this as part of a tutorial, maybe more people would "get it".

Nightspear #11 Posted Apr 24 2013 - 21:46

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do u have to touch the red flag

BattlecryGWJ #12 Posted Apr 24 2013 - 21:47

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View PostEeeek, on Apr 24 2013 - 21:46, said:

do u have to touch the red flag

Just be in the white circle that is around the red flag.

Nightspear #13 Posted Apr 24 2013 - 21:48

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i wish u could take the flag and bring back to your base

jthom #14 Posted Apr 24 2013 - 21:55

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extremely good, easy to understand advise. It's good to see some useful post on here other than the standard negative pissing and moaning.
Well done, thank you

Edited by jthom, Apr 24 2013 - 21:56.


FPSGHoST808 #15 Posted Apr 24 2013 - 21:55

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should be common sense but 80% of the players keep shooting the same people in cap -__-

Tornadic_Outlaw #16 Posted Apr 24 2013 - 21:56

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you forgot the best way to resset cap, just drive into it for a few seconds and it goes back to zero, they can't cap if your in it.

Lert #17 Posted Apr 24 2013 - 21:57

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View Posttornadochasers, on Apr 24 2013 - 21:56, said:

you forgot the best way to resset cap, just drive into it for a few seconds and it goes back to zero, they can't cap if your in it.


Though I did forget that in encounter, if both teams have tanks in the cap, the timer will halt.

scout_in_da_house #18 Posted Apr 24 2013 - 22:07

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Nice post.

AtomizerX #19 Posted Apr 24 2013 - 22:21

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Are you sure that more than 3 tanks capping works as you described? The official wiki (http://wiki.worldoft...turing_the_Base) is very vague on the subject. I was under the impression that up to 3 points/second are awarded but are distributed amongst all the tanks capping; so, for example, 6 tanks capturing simultaneously for 30 seconds would have 15 points each for a team total of 90. This contrasts with your explanation that each tank would have 30 points but the team's total would still be 90. Either way you'd have to reset each capping tank but is there a way to know for sure how it works?

tanky_the_tank #20 Posted Apr 24 2013 - 22:24

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View PostLert, on Apr 24 2013 - 21:15, said:

When should I cap?

There are several moments in a game where sitting on cap is a good idea:

- When the last few enemies left alive are hiding, starting a cap timer going forces them to react or lose the match.
- When the enemy is about to break through your defenses, starting a cap timer going forces them to react or lose the match.
- When the game is in a stalemate, starting a cap timer going forces the enemy team to react or lose the game.

Notice a pattern developing here? Capping is a way to force the enemy team to react.

When should I not cap?

- At the start of an encounter match. Capping at start just tells the enemy team where you are: in a large, open area with no cover. Capping at start of an encounter match is suicide in most cases. Especially since in encounter cap goes so slow.
- When there are enemy tanks unaccounted for and you don't have a significant numerical superiority: the unaccounted-for enemies will invariably show up and horribly murder you.

Couple others. Cap when there's nothing else for you to do, like you are weak scout in team of heavy armor and even a short distraction might give team a boost. Run if needed but drawing someone to chase is always helpful. Don't cap if you are strong tank and team still fighting, unless team absolutely needs you helping cap. Let weaker tanks cap while you move to help fight, boosts odds enemy won't turn tables on you and win. Strong tanks fighting entire fight helps prevent close cap races at end.




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