The Foundry is a great map to capture on, but it’s based on your team compositions. If they have a fixer and you don’t, they can sit back and heal in their little fortress spawn area. Capturing forces them to leave their spawn. But yeah, it’s very situational. Opening plays can make or break your game.
On a side note, do you mean this game?
VIDEO
We didn’t exactly get torn to shreds, but it was still a questionable play on my end because I wasn’t sure of the strategy on that map as it was relatively new.
Capturing is still a great strategy on DD, especially when you have speeders on your team. If i’m top infamy, i try to call the shots. This is a little play I like using. (sorry for the roughness!)
With the new commands, I can tell the yellow ships specifically to go for capture at the start of a battle. Usually it’s like, “XXX, go capture!” and “Follow me!.” If my team is responsive, the yellows zip towards capture, while the slower ships follow me and camp behind the bus. (1)
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The unfriends panic, and rush to their entrance (blue) to stop capture. But this also leaves them wide open to take fire from our damage dealers as they cross (yellow). They manage to get to blue and waste shots trying to stop capture against hard to hit speeder(s), and manage to do it. BUT, they don’t notice the rest of our team sneaking up and flanking them. They’re all clustered and boxed in together: torpedo/mortar heaven, with half their weapons cooling down. Assuming everyone is on the same wavelength as you and is cooperative, it usually works!
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