Guide to CP

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See also: Battle modes, Control Points

An unusual yet probably the most beloved battle mode in ProTanki, CP is excellent for earning crystals but requires a thought-out strategy and arguably even more teamwork than CTF.

Gaining Points

In CP mode, points for kills are distributed equally among the players who dealt damage to a tank in the last ten seconds. This means kill-stealing has little value, and you should focus on dealing as much damage as quickly as possible.

In addition to the regular points for healing and killing, players also earn points for capturing control points. Note that points are only awarded for a complete capture or uncapture of a point.

Your team is awarded a point periodically every 10 seconds per control point, or six points per minute. This means that you can quite easily work out the maximum number of points you can earn in the remaining time:
(number of capture points)*(time remaining in minutes)*6

This can be used to decide whether the game is worth fighting for or not. For example, if your team is 60 points behind on a Polygon CP where there is only one control point, and there are just 10 minutes left, you will need to hold the point for the whole 10 minutes to even have a chance of catching up. So, if the enemy team is even half decent, it is unlikely you will win and so it may not be worth going drugs-mode-on and trying to be a hero.

If your team is likely to win, you might let the enemy fully capture or uncapture a point before you recapture it to gain more points. However, this strategy should only be used if you are confident in your victory, as it could cost your team one or two points.

Equipment Selection

The choice of equipment is similar to that in TDM but with a little twist, you need that extra mobility in order to capture points. Now, the hull you choose is largely dependent on the map you play, some maps present the player with just 1 point: Polygon, Arena; while others with several: Year 2042, Desert; but the best choices in general are:

Tier 1: Viking and Titan
Tier 2: Dictator, Mammoth, Hunter

Note that in some maps, Mammoth can be completely unusable while Hornet can be a viable option, for example in Desert.

As for choosing a turret, it's generally for the best to avoid Shaft, Railgun and Vulcan for a number of reasons that should be obvious. As for other turrets, it depends on your role in the team which I will explain shortly.

Roles

Let's take a look at the roles you can play in this game mode. We'll take Polygon as an example to demonstrate these roles as it makes a popular map for CP.

Map polygon mini dynamic.jpeg

Brawler/Capturer

The primary one in many games is the force that captures the point. Without it, you can't hope to win!

Generally, the best equipment for this role is a medium hull such as Viking and a medium/short-range turret such as Twins or Firebird, since these are just general guidelines, it's impossible to say what the best equipment selection is and it all comes down to player instinct.

For smaller maps such as Island or Arena, the Brawler/Capturer should choose a heavy hull and a short-range turret, such as Titan + Firebird. For medium maps such as Polygon where there are more players, a great choice is a continuously shooting turret such as Twins with Titan, a good counterforce for taking down tanks and for capturing the points is Viking paired with Firebird or Freeze. For larger maps such as Iran or Desert, Titan may not be a preferable choice due to its slow speed so even a hull like Hornet can be a good choice.

Supporter

Your team is going to be at a substantial disadvantage if the enemy has a supporter and you don't, a supporter is an Isida paired with a hull suitable for the map, usually a medium hull like Viking will suffice for all maps while a heavy hull like Titan is excellent for smaller maps where speed is not required.

A supporter is important because if there is just 1 point in a map, it's important for your team to keep it under your control for as long as you can, and a healer can greatly enhance your chances.

Support gunner

A support gunner or artillery even, is a supplementary position that on some maps is utterly useless: Island, Arena; while on maps such as Polygon, it can be just what your team needs in order to win.

Support gunners are a unit that takes care of Isidas and tanks from afar, with a turret such as Thunder or Ricochet, support gunners provide suppression, making it easier for the brawler to capture the point with less resistance.