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.
- Kill the enemy
Heavy on Flagand enemy
5 secondsbefore your
- Put pressure on the enemy
Sniperto prevent them from killing your
Capperpre-grab and post-grab. Generally, only 1
Offensemember does this, and only if you are running 1
Defensecalls for it.
- K-Out and meet your Capper after they grab.
- Hit the enemy stand at the same time as other
Offensemembers, aim for when your
- Spot enemy
Offense, this assists your
Defensebetter than you shooting the enemy
Walkflags with your other
Your goal is to kill every enemy near their stand when your
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
15 seconds out is optimal. This will provide you with enough time to put damage on the enemies
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
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.
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
A walk is where an
Offense member chooses to grab the flag rather than the
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
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
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
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
MD before a walk occurs so they don’t regenerate health or energy.
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.
Offense members also assist
Defense. Allowing your
MD to venture out and kill them before they reach your stand, ruining their timing.
Killing the enemy
Sniper before your
Capper has regenerated their health is an important objective pre-flag grab.
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.
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 has a longer respawn time than all other classes in the game.
10 seconds rather than
How to play Flex
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
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
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.
Most of the time it is best to be a
Medium or a
Soldier are the main
Having an explosive or timed weapon and a chain or hitscan weapon is optimal for all
Juggernauts can run
Spinfusor Discs as their explosive weapon opening up a
Mortar and chain/hitscan combination.