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10-05-2007, 11:47 AM #1
Get your feet on the point!
"Get your feet on the point!" This is most likely the most shouted imperative over VOIP on Team Fortress 2 when your team is getting pressed back and put on the defensive. And there is a reason for this.
To cap a control point, you have to be standing on it (non-Ubered) and have no enemies present in the control point area. If both teams have players in the control area, the meter will not move. All it takes is one defensive player on the CP to block the meter movement.
This is extremely important on defense, doubly so on Hydro when you only have one CP each, and short routes from map to map where scouts can jump on the CP in a flash. Another situation that this is critical to actually get people on the point is when your back CP unlocks in a 5 point CP map because this CP has such a short timer it can get capped out even underneath a heavy defense.
If your team is down to their last CP (default for Hydro) or defending a specific CP make sure that there is someone physically standing in the point area to block quickcaps, and if there isn't get on the point yourself. Don't fight around the point or try to wait until they get on the point and then hammer them with rockets, or babysit your turrets. Get on the point, at least two or three people. Heavy/Medic pair would be good. Something that will survive for a bit and stop small, fast, leaker attacks. If the rest of your team is on offense they should keep the main force off of your CP. The obvious caveat to this is a Demoman with a full sticky bomb clip on the CP for defense, they need to stay outside suicide range, but they too will need to consider fighting from the point if/when all the other people are wiped off it.
If your team's offensive gets pushed back to the final CP and the entire opposing team is assaulting, keep getting on the CP. It does no good to allow them to move the cap meter uncontested. They will eventually sneak enough people on the point to move the meter to a win, especially on CPs with very short timers. If everyone on your team is in the CP area because you've been pressed there not everyone has to get on the point at once, but make sure you keep an eye on the number of your teammates standing in the CP area and replace them as they die. It is important to keep feet on the point continually, all it takes is one alive player to block a cap attempt, but being tied down to the point is not condusive to life expectancy so replacements will be needed.
Also, if they managed to move the meter any toward the cap it becomes even more important to keep additional people on the point until the cap meter for the CP goes back down to the default value.
This is most important for Heavier classes (Heavy, Soldier, Demo) to keep the point manned. They have a higher life expectancy under fire and are more resistant to insta-gibbing due to higher HPs. Do not let the lone medic hold the control point while the entire team rushes to the next CP. I can't count the number of times this has happened.
If your team is assaulting past you while you're holding down the CP, and you're sitting on the point, don't just join the wave of people, stick to the point unless an adequate defense takes station in your place. One time last night I followed a Heavy (as medic) to the next point because there was a soldier sitting on the point with me providing defense there. What happened? The soldier followed us, and, of course, a scout comes in off the second story, double jumps to the CP, and caps it under the respawn wave's nose. If I had seen that Soldier leave the point I would have doubled back to it, becuase even though a lone medic on the CP is a joke of a defense it is 100% better then nothing at all.
Another thing to consider, is that you should not get bored and wander off the CP if it still unlocked. A scout can come in any time and cap that point, just because they haven't over the past three minutes doesn't mean one won't walk into the room in the next 5 seconds. Some one on your team has to have feet on the point when you're pressed this far back or you will get capped out instantly.
Hopefully people will start to use CP blocking to help retain control of CPs on defense. Until then you'll hear resounding shouts of, "Get your feet on the point!"





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10-05-2007, 12:08 PM #2
Re: Get your feet on the point!
I hope everyone reads this, because this pisses me off in every game I play. I am always telling people to get on the point. People get caught up in engagement away from the point which ends up accomplishing nothing.
Especially on Gravel Pit, defending Point C. No one sits on the point to defend. They always engage at the A/B entrances and allow Scouts/Spies to cap alone and uncontested.
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10-05-2007, 12:17 PM #3
Re: Get your feet on the point!
This is a great example of the pyro defense too. I've been a part of some great defensive stands at Point C on Gravel Pit as Pyro with an engineer and maybe medic or heavy camping on that point. It's usually too much for a lone pyro, but with a dispenser and/or a medic helping him out, it's pretty effective.
A couple nights ago, we staged an 8+ minute defense on that point. Held it until there were about 15 seconds left in the round, when a heavy and then pyro came up and cleared us out just in time to win it.Beatnik

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10-05-2007, 01:24 PM #4
Re: Get your feet on the point!
Nice to know - when im usually on the point I'm in pieces...

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10-05-2007, 01:53 PM #5
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10-05-2007, 02:03 PM #6
Re: Get your feet on the point!
I always find it pretty comical when people are screaming to get on the point while the team is being overrun and the last 8 people who were on the point are waiting to respawn. Being on the point is not really that important, and not necessarily smart, depending on the map.
Every opposing player who enters the area looks first at the CP. If you are standing on it, they KNOW they have to kill you before taking the point, and you will likely be dead pretty soon. Instead of putting yourself in the crosshairs, you should be focussed on eliminating these players by positioning yourself smartly.
Yes, if the enemy is charging to the point and you have to fight them, you should fight them ON the point. No, you should not stand ON the point to defend in all situations.
If you fall back, the terrorists have already won.Peace through fear... since 1947!
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10-05-2007, 02:07 PM #7
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Re: Get your feet on the point!
I know I've been yelling this on VOIP myself - all too often I'm dead and nobody hears me, but still. Where did I die? On the CP - alone. That big box at the bottom of your screen filling with the enemy's color isn't there to look pretty.
I think this leads into a larger issue of situational awareness. Defending the cap points - especially your LAST one - is certainly the biggest thing to be aware of. I've noticed that often times, teams seem to have a difficult time adapting to what's going on. Scout rush me once, shame on you. Scout rush me the next 5 rounds - shame on me and my team for not learning from it and adapting our kits and strategies. See how they set up a D on Dustbowl that stopped us? Hey, let's try some of that ourselves when we're on D!
Although I've complained plenty about excessive turtling, I was asking for people in a game last night to CAMP THE POINT on Hydro after about the 5th straight scout rush that capped it in about a minute. Sure, that wasn't going to win the round long-term - but we were never going to get anywhere with the other team insta-capping repeatedly. As we countered the initial scout rush with some defense and turrets (which were strangely absent earlier despite 3 engineers) things went much better.
Another big thing to be aware of - and this ties in with the CP defense - is when your team is at a heavy advantage or disadvantage. Say you're pushed back to your final point on Well, and the entire team is holding it. When the enemy assault comes in, wipes out 8 of you, and only 3 of them died - it'd be a bad idea for the survivors to rush out trying to take the next CP. Conversely, when your defense wiped out the attack and you have a 4-5 man advantage - PUSH FORWARD. You may not get the next CP, but you should be able to gain some breathing room and be that much closer to the next point - and the enemy will be that much further from yours. Of course, still keep a few on the last CP so that lone scout doesn't get in.BF2 POE2: NC_Tarheel
Team Fortress 2: |TG| Tarheel
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10-05-2007, 05:12 PM #8
Re: Get your feet on the point!
In almost any given situation it's better to retreat and survive than to die in a push. However if you're a soldier standing just off the point shooting at rushing forces in an attempt to stop the flowing onslaught and you have enemys already on the point capturing it, you might as well take two steps to the side and stop them from capturing it.
Bottom Line: If you can defend from off the point, stand on the point when the enemy is there.
I'm tired of seeing everyone stay far back in an attempt to clear the point but still allow it to be captured all the while.

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10-15-2007, 12:45 AM #9
Re: Get your feet on the point!
"You must spread some Reputation around before giving it to WaffleHouseChef again."
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10-15-2007, 01:36 PM #10
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10-15-2007, 07:59 PM #11
Re: Get your feet on the point!
This is a really effective strategy. I have rebound my left ctrl key to the scoreboard. Not to look at the scores but to be able to just flick my little finger and in half a second see how many are alive on each team. Then when half of them are down, its time for the big push
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10-17-2007, 03:58 PM #12
Re: Get your feet on the point!
Great thread. Another thing I've seen that could be improved is bringing a CP back to "full cap" after holding off an enemy push. As an example, I was playing on our server last night for a while and was part of the defense. We'd hold off an enemy push, and then I would try to get my fellow defenders to get on our CP to bring it back to "full cap" so the enemy wouldn't be able to take it quickly if/when they pushed again. I didn't have much success (I even got a "f--k you, buddy" from some guy named Farva); not surprisingly, the bad guys were able to cap those points pretty quickly on successive pushes. I think we would have had much better luck holding those CPs if we'd bought ourselves more time by keeping them at "full cap."
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10-17-2007, 04:01 PM #13
Re: Get your feet on the point!
I'm almost positive that standing on a half capped point doesn't "burn" the cap back down.
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10-17-2007, 04:15 PM #14
Re: Get your feet on the point!
If we're talking about the same thing, I know I've stood on a CP that the other team had partially capped and brought it back into the full possession of my team (as long as no enemies were standing on the CP). If you're talking about something else, though, I'm not sure I can speak to that.
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10-17-2007, 04:20 PM #15
Re: Get your feet on the point!
If you are Blue, defending a point owned by Blue and the capture bar is half red, a person on the blue team standing on the point will not effect the rate in which the red capture progress decreases when there are no red members on the point. It will only pause the increase of the capture process when 'n' number of red people are on the point.
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