Tribes: Ascend strategy — Capture and Hold

On it’s offi­cial release, Tribes: Ascend intro­duced a new game mode called “Cap­ture and Hold”, in this game mode play­ers of two teams vie to hold as many cap­ture points for as long as pos­si­ble.   In addi­tion to receiv­ing a point every few sec­onds each point held gives your team spe­cific ben­e­fits.  The points have base struc­tures such as sen­sors, tur­rets, and inven­tory sta­tions tied to them, and the team that con­trols the point con­trols those assets as well.  In typ­i­cal Tribes fash­ion there is no magic strat­egy here that will make you the star of the team, that being said, I have rec­og­nized three key roles that need to be filled for the great­est chance of suc­cess!  The first two are obvi­ous, attack and defense.  Unlike in other modes though, the defend­ers are the ones scor­ing points here, and the attack­ers are sup­port­ing them.  The third role is that of inter­fer­ence.  A player assum­ing the role of inter­fer­ence would have the goal of pre­vent­ing the enemy team from scor­ing points, rather than cap­tur­ing points for any spe­cific period of time.  An attacker has the goal of cap­tur­ing a point, and defend­ing it long enough for a defender (typ­i­cally sport­ing heavy armor) to arrive.  And the defender of course pre­vents attack­ers and inter­fer­ence on the enemy team from com­plet­ing their objective(s).

The ratio of the roles needed on your team varies with map con­di­tions.  If your team has all of the points, you only need defend­ers, con­versely if your team has no points, you don’t need defend­ers at all.  In any case, attack­ers should far out-​​number interference.

A raider getting the drop on some defenders (with an ally)


As an attacker, it’s your job to take points from the enemy, an attacker would typ­i­cally sport medium armor, such as a sol­dier, or raider, but of course any class is capa­ble of it.  Medium armor classes are gen­er­ally more well rounded, giv­ing you the health to with­stand a good deal of pun­ish­ment, but also the mobil­ity to avoid it, and reach your tar­gets.  It’s a good idea to com­mu­ni­cate closely with defen­sive minded play­ers on your team, giv­ing them a heads up if it looks like you’re going to be suc­cess­ful in tak­ing a point, or you could take the point, then change your role to that of a defender.  The lit­tle heads up will also let your inter­fer­ence make a deci­sion on whether to come help you, or focus on other points.  You also may want to save points that are par­tic­u­larly hard to defend for last (since it will be unlikely for a cap­ture to last long enough to gen­er­ate sig­nif­i­cant points) .  Other than that there’s no com­pli­cated strat­egy, just kill peo­ple and walk over the glow­ing point.

Juggernaut armor, expending 10k credits to defend a point.


As a defender, it’s your job to be on the look­out for inter­fer­ence and attack­ers.  a defender would typ­i­cally be wear­ing heav­ier armors (such as brute, or jug­ger­naut) since he won’t be going very far, and they come with extra health and fire­power.   What I typ­i­cally do to pre­vent an inter­fer­ence player from swoop­ing in and tap­ping the point is I fire a spin­fu­sor shot so that it lands to one side, and knocks him off course.  A more typ­i­cal strat­egy is to body-​​block him, which also has the bonus of stop­ping him so that he can be dis­posed of.  Attack­ers are eas­ier to han­dle as their goal dic­tates that they need to stop there any­way.  Since this isn’t a com­bat tuto­r­ial I’m not going to tell you how to go about doing it, but it’s sim­ple, you just kill him.  Defend­ers are the point scor­ers in Cap­ture and Hold, since you don’t really get many points for cap­tur­ing a point, if a point is see­saw­ing between both teams it’s not doing either team any good, you need to hold on to it!


A pathfinder rapidly approaching a capture point


This is the less obvi­ous role, but can be very effec­tive when the chips are down, and your attack­ers need time to get those points back.  Inter­fer­ence would typ­i­cally be wear­ing light armor, such as a pathfinder, or infil­tra­tor.  Your goal isn’t really to cap­ture the point, just to pre­vent it from giv­ing the enemy points.  As a pathfinder, you’ll zip around the map tag­ging as many of the enemy points as pos­si­ble one after the other, you want to move so fast that they can’t really pre­vent you from doing it, even if it’s easy for them to take it back, they won’t get any points from that CP for a few sec­onds, and if they didn’t even notice you do it it might take them sev­eral sec­onds to even fig­ure out they need to take it back again (it’s hilar­i­ous when “their” tur­ret starts shoot­ing them, and THAT’s their cue to take it back).  There are tips for gain­ing speed on my flag chas­ing tutorial.

Alter­na­tively, you could go with an infil­tra­tor, and focus on one point rather than zip­ping around to mul­ti­ple.  The down­side to this stealth approach is that you’ll be removed from stealth when you walk over the point, so you need to have a plan for get­ting out of the area fast.  Even a fairly slow ski will allow you to get out since they’ll have no warn­ing of your approach, and you can eas­ily hide again after.  At this point you can go after a new point if you think they’re too smart, or just keep tak­ing the same one  back, pre­vent­ing it from gen­er­at­ing any points at all.

What­ever your inter­fer­ence strat­egy, you’ll want to focus on points that are dif­fi­cult to defend, out in the open, with no obstruc­tions for you to get caught up on, or to focus a defender’s fire.  Points that are indoors are fairly dif­fi­cult to run inter­fer­ence on.  Just do what you can to keep the enemy from scor­ing points, and if it hap­pens to stick, that’s just a bonus.

A bridge that is difficult to defend

Just an exam­ple of a point attack­ers should avoid, and inter­fer­ence should shoot for.  This bridge’s owner often see­saws between the two teams, it’s wide open, and areas sur­round­ing are con­ducive to pick­ing up speed.  Ene­mies also like to stand up top while fir­ing on defend­ers below, it’s just a mess to have to defend, but a prime exam­ple of a point you want to keep from gen­er­at­ing too many points for the enemy team (since attack­ers should be keep­ing it for last, and tend to run inter­fer­ence on points they’re attack­ing themselves)

Related posts:

Leave a Reply

Your email address will not be published.

Connect with Facebook