Playing Offense
Everything you do relies on timing with your Capper
. Since the Capper
looks to move the enemy flag, your goal is to kill everything that can prevent Capper
from escaping successfully.
If you hear E-Grab
you should prioritize performing/supporting an E-Grab
unless your capper will beat them.
Major Responsibilities
- Kill the enemy
Heavy on Flag
and enemyLight Defense
5 seconds
before yourCapper
will grab. - Put pressure on the enemy
Sniper
to prevent them from killing yourCapper
pre-grab and post-grab. Generally, only 1Offense
member does this, and only if you are running 1Capper
E-Grab
when theDefense
calls for it.
Minor Responsibilities
- K-Out and meet your Capper after they grab.
- Hit the enemy stand at the same time as other
Offense
members, aim for when yourCapper
would be15 seconds
out. - Spot enemy
Cappers
and enemyOffense
, this assists yourDefense
better than you shooting the enemyOffense
. Walk
flags with your otherOffense
members.
Timing
Your goal is to kill every enemy near their stand when your Capper
is 5 seconds
out. As respawns are 5 seconds, they will not be able to do anything to prevent your Capper
from grabbing the flag successfully.
Generally speaking, getting to the enemy stand when your Capper
is 15 seconds
out is optimal. This will provide you with enough time to put damage on the enemies HOF
and LD
or MD
Capping routes generally take between 25 seconds
and 50 seconds
. If the routes have been too fast for you to keep up, ask your Capper
to wait before leaving so you can get to the stand on time. On most maps, you should be able to get to the enemy stand on a 35+ seconds
route consistently at the 15 second
time call.
As long as your fellow Offense
members hit at the same time you should be able to output significant disruption on the enemy.
When to reset
Using the K key to reset is effective to keep yourself in sync with your Capper
and other Offense
members.
This should be done just after your Capper
dies or grabs successfully. Although, if you are in the range of killing/distracting the enemy Sniper
before they can output exit damage on your Capper
, disrupting them takes priority.
There must be no requirement for an E-Grab
to reset.
You shouldn’t Reset
if performing a Walk
is optimal.
Resetting should still be done if you are currently fighting an enemy other than the Sniper
. It is more beneficial to be on time with your team than getting the kill.
Defense
can punish Offense
that linger around at the enemy base and forcing them to be out of time with their Capper
.
Walks
A walk is where an Offense
member chooses to grab the flag rather than the Capper
.
Walks can punish HOFs
that play passively. These HOFs
focus on just killing Cappers
and avoiding damage.
This also punishes Snipers
who sit far away from their stand and don’t work with their Light Defense
.
Most of the time you would only walk if your Capper
dies and the stand is clear enough to get away with a Walk
. On maps like Dangerous Crossing
Walking
when the enemy HOF
is distracted can be effective even when your capper is still 15 seconds out.
Walks
shouldn’t be done if your health is low as an Offense
member. Walking
is useful if you have other Offense
members to help protect or promptly meet you. If your fellow Offense
member is Walking
the flag it is important to promptly assist in getting the flag back to your base. Respawning as a Light
class to assist with the walk if you are about to respawn is optimal.
Due to the Rage
mechanic, it is generally better to kill the enemy HOF
and LD
or MD
before a walk occurs so they don’t regenerate health or energy.
Spotting
To support your Defense
effectively an Offense
member should attempt to spot the enemy Capper
whenever possible.
Using the Alt key will spot enemies so that other players can see where the enemy is.
You will need to communicate the side an enemy is from your Defenses
point of view.
As an example, if you are on the left side of the map and see an enemy Capper
moving to your left, you can say “Enemy Capper
is on the left side”. Calling out the name of the player is beneficial to assist Defense
at determining if the enemy is running multiple cappers or not.
This is where learning routes as an Offense
member can be advantageous because you can learn the specifics of recognizable routes. This knowledge provides the ability to give time estimates as well as give specific route descriptions. See the Capper Guide for more information.
Spotting enemy Offense
members also assist Defense
. Allowing your LD
or MD
to venture out and kill them before they reach your stand, ruining their timing.
Sniper Pressure
Killing the enemy Sniper
before your Capper
has regenerated their health is an important objective pre-flag grab.
A Sniper
can easily shut down a Capper
if they find them on their route with low hit points.
Killing the enemy Sniper
before your Capper
starts a route can prevent them from spotting your Capper
as they start, adding more pressure.
Spawn Mechanics
Spawns are weighted on some maps and some are more beneficial to an enemy Sniper
than others.
Arx Novena
on the Blood Eagle
side is a great example of this. The left/sniper hill spawn can be extremely useful for the enemy Sniper
to get exit damage on your Cappers
if your Capper
was on a Left to Right
route. This is also a useful spawn for Snipers
to pre-snipe your capper before they regenerate their health on the common Back to Front
route.
If you’ve recently killed an enemy Sniper
, sitting directly on the spawn location can prevent them from spawning at that location.
By standing a short distance away from the spawn, allows an enemy to spawn at that location. This is an effective way to repeatedly kill an enemy Sniper
.
The Sniper
has a longer respawn time than all other classes in the game. 10 seconds
rather than 5 seconds
.
How to play Flex
The Flex
role is assigned to an Offense
member that knows how to run capping routes. This is generally a role dedicated to disrupting the enemy Sniper
. Two Cappers
can be harder to spot and shut down than one.
This member will run routes that grab at the same time as the other Capper
, as well as disrupt/kill the enemy sniper on other runs.
Choosing if they should run two cappers or a disruptor tends to be down to how the game plays out. Some Snipers
do well against multiple Cappers
. This works effectively on maps that are harder to spot enemy Cappers
from the stand like the map Katabatic
.
Another benefit of playing Flex
is you don’t have to always try to grab the flag. You can choose to attack the stand or Sniper
if your route gets spotted early or your health regeneration has been shut down for the route.
Classes
Most of the time it is best to be a Medium
or a Heavy
on Offense
. Brute
, Juggernaut
, Raider
and Soldier
are the main GOTY
Offense
classes.
Having an explosive or timed weapon and a chain or hitscan weapon is optimal for all Offense
classes. Juggernauts
can run Spinfusor Discs
as their explosive weapon opening up a Mortar
and chain/hitscan combination.