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| * [[Disguise]]d [[Spy|Spies]] cannot block a capture if they are disguised as the team capturing the point, and cannot capture a point if they are disguised as the enemy team. | | * [[Disguise]]d [[Spy|Spies]] cannot block a capture if they are disguised as the team capturing the point, and cannot capture a point if they are disguised as the enemy team. |
| * [[Cloak]]ed Spies can not defend or capture a control point. | | * [[Cloak]]ed Spies can not defend or capture a control point. |
− | * [[ÜberCharge]]d players cannot capture points, but can block enemy captures. Note that [[Kritzkrieg]] and [[Quick-Fix]] ÜberCharged players can capture points. | + | * [[ÜberCharge]]d players cannot capture points, but can block enemy captures. Note that [[Kritzkrieg]], [[Quick-Fix]], and [[Vaccinator]] ÜberCharged players can capture points. |
| * Scouts under the effects of [[Bonk! Atomic Punch]] can neither block enemy captures nor capture points themselves. | | * Scouts under the effects of [[Bonk! Atomic Punch]] can neither block enemy captures nor capture points themselves. |
| * The [[Rocket Jumper]] and [[Sticky Jumper]] do not block point capture, they only prevent the wielder from carrying the intelligence. | | * The [[Rocket Jumper]] and [[Sticky Jumper]] do not block point capture, they only prevent the wielder from carrying the intelligence. |
Revision as of 12:22, 29 April 2013
A
RED-owned control point.
Control points (also known as capture points or simply points) are used as the main objective in Control Point, Territorial Control, and King of the Hill maps, and a secondary objective in Arena maps. In appearance, they are circular metallic platforms with a team-colored light in the center with their team logo hologrammed above it (neutral points will have a white light and a question mark above them).
Gameplay
There are three statuses for a control point:
Neutral: The control point can be taken by either team (usually the central point in a standard CP map).
Captured: The control point is currently owned by the RED team but can be retaken by the BLU team.
Locked: The control point is currently owned by the RED team and cannot be retaken by the BLU team.
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 will 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). A Spy is allowed to capture a point while disguised as a friendly player.
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 a capture
When a control point is neutral and both teams are trying to capture it, captures can be reverted. If a team begins, but does not finish, to capture a neutral point and then is driven off, when the other team begins to capture that point, they will first have to "revert" the progress that the first team made before they can begin to make progress of their own. The revert rate will increase in speed with more players of the second team standing on the point.
Limitations
- Disguised Spies cannot block a capture if they are disguised as the team capturing the point, and cannot capture a point if they are disguised as the enemy team.
- Cloaked Spies can not defend or capture a control point.
- ÜberCharged players cannot capture points, but can block enemy captures. Note that Kritzkrieg, Quick-Fix, and Vaccinator ÜberCharged players can capture points.
- Scouts under the effects of Bonk! Atomic Punch can neither block enemy captures nor capture points themselves.
- The Rocket Jumper and Sticky Jumper do not block point capture, they only prevent the wielder from carrying the intelligence.
Gallery
A neutral control point on Granary.
A RED-owned control point on Granary.
A BLU-owned control point on Granary.
Related achievements
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Impenetrable Defense Successfully defend Dustbowl without giving up a capture.
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Impossible Defense Successfully defend Gravel Pit without giving up a capture.
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Relentless Offense Win Hydro without giving up a capture.
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Brushback Stun 50 enemies while they are capturing a point or pushing the cart.
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Set the Table Initiate 10 point captures that ultimately succeed.
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Stealing Home Start capping a capture point within a second of it becoming available.
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Hamburger Hill Defend a cap point 30 times.
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Gorky Parked Kill 25 enemies while you're standing on a control point you own.
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No Man's Land Use a sentry gun to kill 25 enemy players that are capturing a point.
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Ubi concordia, ibi victoria Assist in killing 3 enemies on an enemy control point, in a single life.
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Not a Crazed Gunman, Dad In a single life, kill 3 enemies while they are achieving an objective.
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On Her Majesty's Secret Surface Start capping a capture point within a second of it becoming available.
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Point Breaker Kill 15 enemies who are standing on a control point they own.
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Real Steal Win a round in which the enemy team has attempted to capture your final control point.
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Dead Heat Play through a back-and-forth battle for 15 control point captures.
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Five the Fast Way Capture the final control point within five seconds of your team capturing the previous control point.
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Update history
April 29, 2008 Patch (Gold Rush Update)
- Spies disguised as their own team can now capture control points
- Fixed rare client crash on level change during control point capturing
March 1, 2012 Patch
- Fixed a case where capturing a point in Overtime would end the round before time could be added
November 29, 2012 Patch
- Fixed missing materials in the control point HUD on attack/defend maps
Trivia
- Despite not contributing to the progress of capturing a point, ÜberCharged players still gain credit for capping the control point if they are on it when the capture completes.
- Payload uses capture points in a hacked way, setting the capture time to a practically infinite time and forcing capture based on the cart progress instead.
See also