Capture speeds of units
Posted: 26 Jun 2017, 16:24
Hi, as there has been increasingly more talking about capping abilities of each faction I decided to shed some light on this matter and hopefully help you guys recognize which units are best for capping in early game (and throughout the game).
Let's start with a look at the "technical" side of capping. Each strategic/resource point has pre-set "capture time" (how many seconds it takes to capture the point). The cap times are:
- Strategic point: 8sec
- Low ammo/fuel point: 20sec
- Medium ammo/fuel point: 30sec
- High ammo/fuel point: 40sec
- Victory point: 45sec
But you surely noticed that some units can cap faster than others. This is because each infantry squad (or vehicle if doctrine has the ability) has its own capture speed modifier which changes the cap speed of the point when this or that specific unit captures this or that point. Below you can find the modifiers for units. The number is multiplier for capture SPEED (not TIME) that means that multipliers of "0.X" make the capping process LONGER (because they lower the SPEED) while multipliers of "1.X" make the process FASTER (because they increase the SPEED), if they were to modify the cap TIME, it would have been the other way around. So example: US Engineers have cap speed modifier of "0.4" so for them capping ANY point takes 60% more time so e.g. medium fuel will take 48 seconds (30*1.6). On the other hand US Riflemen have cap speed of "1.5" so they cap any point 50% faster so they will cap Medium fuel point in 15 seconds (30*0.5). And of course if a unit has cap speed of "1" then their cap speed is unchanged (same as written above for each point.
TL;DR: The higher the number the faster the squad captures points.
So here we go:
US
Engineers: 0.4
Riflemen: 1.5
Rangers: 1.25
Ranger Captain: 1
Combat engineers: 1.2
Infiltration rangers: 1.75
CQB: 1.5
101st: 1.75
82nd: 1.25
AB HQ team: 1.25
CW:
Sappers: 0.8
BOYS: 1 (will change to 0.8 in 4.9.9.)
Tommies: 1
Lieutenant/Captain: 1
Dingo: 1
Bren carrier (can cap only when carrying infantry): 0.85
Commandos (all units): 1
RE sappers: 1
WM:
Pioneers: 0.4
Volks: 1
Grenadiers: 1.5
Officer: 1.5
Storms (all squads): 1.5
PE:
PGrens/AssaultGrens/TankHunters: 0.75 (after cap upgrade: 1.2525)
Assault Pios: 1
Kettenkrad: 1
Schwimwagen: 1
Scout Car: 1
SS squad: 1.5
Hauptsutrmfuhrer: 1.5
Luft infantry (all of them): 1
Sabotage squad: 1
So you can see that slowest cappers are US engineers and WM Pioneers. PE Pgrens cap slightly slower than CW Sappers but after upgrade they can capture faster than any CW unit. It is also obvious that for PE in early game Assault pios/ketten/Schwim are better options than Pgrens.
I only listed values for infantry and early-available vehicles because these seem to be the most important in early game. BK doc can unlock capping ability for its tanks - I haven't checked all of them but in general the speed is "0.25". Armor doc can unlock capping for its light vehicles - again, I haven't checked them all but in general the speed seems to be to "1".
I hope this will help you in your future battles
Let's start with a look at the "technical" side of capping. Each strategic/resource point has pre-set "capture time" (how many seconds it takes to capture the point). The cap times are:
- Strategic point: 8sec
- Low ammo/fuel point: 20sec
- Medium ammo/fuel point: 30sec
- High ammo/fuel point: 40sec
- Victory point: 45sec
But you surely noticed that some units can cap faster than others. This is because each infantry squad (or vehicle if doctrine has the ability) has its own capture speed modifier which changes the cap speed of the point when this or that specific unit captures this or that point. Below you can find the modifiers for units. The number is multiplier for capture SPEED (not TIME) that means that multipliers of "0.X" make the capping process LONGER (because they lower the SPEED) while multipliers of "1.X" make the process FASTER (because they increase the SPEED), if they were to modify the cap TIME, it would have been the other way around. So example: US Engineers have cap speed modifier of "0.4" so for them capping ANY point takes 60% more time so e.g. medium fuel will take 48 seconds (30*1.6). On the other hand US Riflemen have cap speed of "1.5" so they cap any point 50% faster so they will cap Medium fuel point in 15 seconds (30*0.5). And of course if a unit has cap speed of "1" then their cap speed is unchanged (same as written above for each point.
TL;DR: The higher the number the faster the squad captures points.
So here we go:
US
Engineers: 0.4
Riflemen: 1.5
Rangers: 1.25
Ranger Captain: 1
Combat engineers: 1.2
Infiltration rangers: 1.75
CQB: 1.5
101st: 1.75
82nd: 1.25
AB HQ team: 1.25
CW:
Sappers: 0.8
BOYS: 1 (will change to 0.8 in 4.9.9.)
Tommies: 1
Lieutenant/Captain: 1
Dingo: 1
Bren carrier (can cap only when carrying infantry): 0.85
Commandos (all units): 1
RE sappers: 1
WM:
Pioneers: 0.4
Volks: 1
Grenadiers: 1.5
Officer: 1.5
Storms (all squads): 1.5
PE:
PGrens/AssaultGrens/TankHunters: 0.75 (after cap upgrade: 1.2525)
Assault Pios: 1
Kettenkrad: 1
Schwimwagen: 1
Scout Car: 1
SS squad: 1.5
Hauptsutrmfuhrer: 1.5
Luft infantry (all of them): 1
Sabotage squad: 1
So you can see that slowest cappers are US engineers and WM Pioneers. PE Pgrens cap slightly slower than CW Sappers but after upgrade they can capture faster than any CW unit. It is also obvious that for PE in early game Assault pios/ketten/Schwim are better options than Pgrens.
I only listed values for infantry and early-available vehicles because these seem to be the most important in early game. BK doc can unlock capping ability for its tanks - I haven't checked all of them but in general the speed is "0.25". Armor doc can unlock capping for its light vehicles - again, I haven't checked them all but in general the speed seems to be to "1".
I hope this will help you in your future battles