So many games on new Anubis people just run off into the enemy spawn thinking the point is gonna get capped in a second. Clash is the more where it especially takes time to cap the objective, so the more people there are, the more likely you are to get it. But no, it’s “not your job to cap the point”, right? So many times I see not just the DPS, but supports as well just run deep into the enemy team. Means I’m left alone to cap it, but then people are also gonna complain I don’t “make space”. I can’t do two things.
Capping the point is everyone’s job. Instead we’d get three kills and my team is still allergic to touching the big square on the ground. If you’re gonna keep doing that, I’m gonna be a team player and also walk off it. That way we can all not get the objective.
I’d actually argue capping the point is dps’s job. The tank, supports and one dps should push forward to take space while one dps caps
I’ve noticed this too, and it threw me off. In every other mode with a point, people cluster around it like moths around a streetlamp, but Clash pulls up and suddenly we’re off to grandma’s house.
Someone else will surely do it
I think the problem here is that Clash’s capture system is progression based instead of passive based, which I think is what is throwing others off (myself included). Other than how the capping system works I do like the mode, just hate the Hanaoka map and how it has such a lack of verticality.
Lets look at all of the core game modes and how the capture progression works:
- Control (Passive)
- Flashpoint (Passive)
- Clash (progression)
- Hybrid (Progression/Distance)
- Push (Distance)
- Escort (Distance)
I think with having hybrid as the ONLY form of progression based capping makes Clash feel slow in a way. Hybrid and Clash are just vastly different, as you only need to cap once and then the game turns into an Escort map for the majority of most games, which isn’t the case for Clash.
You are endlessly capturing points and contesting them in Clash. When you gain some progression the point turns into your color since it is an Assault style capture system. This means that when people come back to recontest, the progression STOPS fully, unlike a percentage based system to where even if you ARE contested you are still gaining progress to win.
This is why I think people seemingly just leave point or it may feel like the mode feels long at times. They are just so used to how fast other core modes are when it comes to capture progression that they simply just think the point is already capped after you win the teamfights after recontesting. It is so hard to explain but the capture system is very disorientating at times lol.
Capping the point is everyone’s job.
No, I think capturing point or at least push payload is on dps, then support, then tank. Imo it’s a dps job since we no longer have off tanks. It falls on the dps to push point and peel for supports.
It’s Clash. You cap the point after you finish killing the entire enemy team. Or at least send the survivors running for spawn. You start capping while they respawn and you take up defensive positions.
Finishing the team fight is more important than capping, at least until final point.
Capping last is a mistake tbh. Just hang back, maybe fake push to bait out ults, but it’s usually not viable to try and take last.
Alot of things in OW are everyone’s job, but the average player doesn’t or just refuses to understand that.
ever since i started watching emongg, i realized I should probably cap the point and let my team push forward or do setups.
I had that 2016 mentality where I wanted the team to stick with me all the time like a unit before I watched him
I’d actually argue capping the point is dps’s job. The tank, supports and one dps should push forward to take space while one dps caps
If your comp has a Tracer. 100% yes.
So many tracers don’t realise they should be letting their team take map control, then use their mobility to play the objective and join the team quickly.
I don’t capture the point and stay as far away from it as I can. I just want the match to get over as fast as possible. Unfortunately, the terrible design of the game mode makes it so unless there are two or three members of your team throwing the match, it will keep going for a really long time.
Attack, take c, d and go to e if you have all 5 members, take two ticks and retreat to d, protect with ults, win . works all the time
This is the rank you play in. Improve if you need players that are human beings.