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.
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.
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!
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.
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)