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Destiny 2

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Edited by iggydave1: 6/19/2025 11:58:05 AM
6

If you’re not capping the flags

It’s pretty annoying when am the only one who captures flags so I quit bye 🤣
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  • Clash Heroes have thier place Capping Zones is useless without people slaying out on your team I have been in matches were we where we held all 3 zones and still wasn't making a dent in thier lead, and was still falling behind further

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  • Good. Maybe they'll finally get the message and make the base playlist Clash.

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  • Zone caps are not the only metric to know that people are playing the OBJ. I often have low zone caps, but my goal generally tends to be to play an intercept, and engage the enemy while my team is capping the zone, allowing them to cap with much less pressure. Ideal scenario at the start of the game, only 1 player caps home zone, while the rest push towards the next ideal zone and gain map control, go for a team wipe then cap the zone. If its a quick wipe, all can cap together for the super energy, if its a slow wipe, then only 2-3 on zone with others intercepting the enemy. Now, team needs to decide if they are going to dig in and hold 2 zones for the game, or push to triple cap. Often one player pushing with the others digging in will lose the home zone and not cap the third... This is often where the miscommunication of the self appointed zone capper who thinks the goal is to triple cap at every opportunity, and the ones who are playing for map control with 2 zones capped starts to butt heads. When that single player looking to cap pushes towards that zone, flipping the spawn, now the enemy is spawning behind the lines and it starts to get chaotic unless the team is fully aware. My general rule for myself, is cap the important zones, and pressure for the triple cap when there are at least 2 other players who can triple cap with you to maximize the speed of capping the zone. If a solo is trying to triple, it almost always will fail and be a net negative for the team. Since the map control will be lost by retaking the home zone. Some maps, you almost never want to triple cap, you just lose so much map control... like wormhaven. The map design there is to hold the center at all costs, and hold one home zone. If you have center, its easier to prevent the home zone being capped so long as your team isnt pushing for zone 3. If the spawn flips, then one or two players can cap the new spawn zone on the next respawn unless they are being spawn trapped. I tend to try to sniff out the best player on my team, and give general support. Most of the time the team with the slaying advantage, can more easily gain map advantage, and therefore zone advantage. If a team is spending 2x the amount of time in the spawn screen, its hard to get map control. Map control always comes before zone control for me. IB or control is not like zone control, where you only get points for the zones held. Zones are a scaler, and if you are just throwing lives by trying to solo cap zones that dont need capping, or capping when there is no map control, then its a snowball waiting to occur. D2 PvP is build around snowballing, so playing your life and gaining the control of the map is always more important than zones. And as long as one player is on the zone, generally that is the best way unless its a race to re-cap a zone before a triple cap (in IB).

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    2 Replies
    • Womp womp

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    • Quitters suck, period.

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    • Edited by JazzyPaladin477: 6/19/2025 2:40:08 PM
      I only cap B, solo if I must, against all odds.

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