Capture points are not just the magic win, dont be a lemming

No one useful sits on a cap, that’s just common knowledge, as long as your like lvl 30+

Resson for my post is to encourage a bit more than hitting W, 3 matchies in a row and im flanking on my own and get shot in the rear and enemy is sniping our spawn, normaly the young germans 😜

Capping the points really is the “magik” to winning, just not when 95% of your team and run to the same cap. I almost convinced that around 90% of all WT players do not or cannot read the mini map . . . like at all . . . lol. I don’t know why, some folks are just bad with directions and a map won’t help, but I don’t think the numbers add up, so . . could be something else. They could adjust the spawning system(long overdue imho) and have a minimum of 2 spawn points per side, and instead of having 1 spawn be the default (where they throw everyone that does not select a spawn on their own) and just take away the player’s choice on where to spawn at the beginning of the game. Like - 2 spawn points, 16 player team, 8 per spawn, Squads put together . . . giving us some semblance of how an actual combat mission might begin. Of course, player’s choice on all spawns after that. Would greatly change the dynamic of most games. … Just a thought . . .

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Funny how spawn points are called random 1 and random 2

Cap points are definitely required for the win, and not holding the caps will cause you to lose.

However, capping the point and sitting right on it or next to it on most maps is a bad idea, the cap points are usually in really exposed areas. There are much better positions to defend the cap points that are situated further away.

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Cap point is a game mechanic (ticket bleed) which is needed in multispawn game to determine who won the match. To ensure capturing and holding those points for long enough, team needs to establish terrain control. Team which succesfully eastablish terrain control has much higher chance of winning the match.

Now here is the tricky part. For team to establish terrain control teamwork is needed along with some tactical sense. And we know how that goes in WT.

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If i have germany on my team its constant lemming train to the neariest cap, even when they die they still do the same thing everytime they spawn. If i go to flank or go abit wider, i am on my own and have a vast amount of map to watch. On some occasions you get a squad who knows what they are doing and will dominate 1 side of the map

Agreed. About 2/3 of ticket bleed comes from points on average, and ground battles are almost always won by ticket bleed rather than annihilation like in Air battles.
It’s quite obvious that capture points are much more significant than kills alone for achieving victory - just compare a normal match where points are continually contested to a “battle” match where the enemy point is only really captured once the team has been destroyed. Battle takes far longer as only the less significant kills are affecting the outcome of the match instead of the more significant capture points.

More generally, it’s momentum that wins battles. Advancing, occupying space, contesting critical areas, and restricting the opponents’ area of combat are what lead to a team having all of the points, bleeding the enemy’s tickets dry, and driving the opponents all the way back to spawn. This is why campers, despite a high KD, often have limited effect on the battle as a whole and rarely have a win rate higher than a more aggressive player.

It might just be me as i provide no armour and thus can not be at the front but flank or snipe from the rear

The caps zones are where the kills are pretty much. Whether you are behind the zone or crossing the T ahead of it to intercept incoming it doesn’t matter. I tried to be clever early on but the Zones are where it is at one way or another. If we had a game without zones that would be different, like a last man standing or just a time out but we dont.

There are a number of different no zone possibilities but WT does none of them.

So for now…The Zone where the Iron Crosses Grow :)

Nothing to do with Germany ,all teams do the same.

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Most new players pick germany, or 1 of the other 2

The idea of a whole pack of players heading towards a cap zone is prevalent in all tiers. I just played 4-5 and all the games were much the same.

Most players center around a cap with one or two flanking. Most of the big kill scores center on Zones if you watch replays often. That includes heading towards it or away from it.

Actully it might just be USA and russia brawling which i can understsnd as they both are brawlers 😆

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You can win by doing pretty much nothing but sitting on caps. Camping at a point practically guarantees that enemies come straight to you to be killed, you also get infinite secondary ammo so you can fight multiple enemies much more effectively than normal

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That works with my Bkan 😉

Indeed. Bad tactics fuel bad tactics.

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I’m sure you’ve already experienced this.
A lemming train that stops because of a light tank in the cap and switches to camping mode.
Or they wait the whole match until the tickets are down to 1000 and then become active while the opposing team still has 12,000 on the clock.
Or 4 tanks shitting their pants and all standing on one corner while an SPAA is on the other side.

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That is true, but that’s because there is no direct incentive to sacrifice yourself in a push, so no one does it.
Sometimes I think about doing it, but the lack and the difficulty to communicate in that game makes me always question a push around a corner.

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So true! I often sit in front of the monitor and shout at him, hoping it gets through to the other player ^^
It’s often easier to flank opponents. A push around a corner usually requires a sacrifice.
And nothing is more annoying than when you have sacrificed yourself and the other player behind you is just checking whether his tracks have started to rust.

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