Preface: Kapkan is a 1-speed 3-armor defender from the Spetsnaz CTU. His special gadget is the EDD, or Entry Denial Device. In short, it is an explosive booby trap placed on doorways or windows. The device has a red laser that, when broken by attackers, causes an explosion that normally kills anyone caught in the blast radius. (I will address the “normally” part in another section)
Load out: Kapkan has two primary weapon choices, an SMG and a shotgun, like many other defenders. (including his fellow Spetsnaz defender, our lord and savior Tachanka) Kapkan’ SMG is the 9x19SVN and the shotgun is the SASG-12.
The 9×19 has a base damage of 34 and the following attachment options. Optic choices are the red dot, holographic, and reflex (it is important to note that these sights are different from non soviet operators). You can have either the angled or the vertical grip. Barrel attachments are the suppresser, flash hider, compensator, and muzzle break. There is also the option to add the laser sight for an under barrel attachment. I find that the reflex sight, flash hider, and vertical grip work really well together. This setup makes what little recoil the weapon has very manageable and beginner-friendly.
The SASG-12 is a semi-automatic shotgun with a base damage of 47 and the following attachment options. For optics it has the reflex sight, red dot sight, and holographic sight. It has the option for a vertical grip or an angled grip. It can also have a suppressor (it is the only shotgun currently in the game with a suppressor available) and , of course, the option for the laser sight under barrel attachment. I personally don’t use the shotgun very often unless I am messing around or trying a cheese tactic. But, when I am running the shotgun, I go for the reflex sight, vertical grip, and laser sight. I don’t find much use in the suppressor but playplay around with it and see what works for you.
For secondary weapons, Kapkan can have either the PMM or the GSH-18. Both pistols have the options of either a muzzle break or a suppressor for barrel attachments and the option of a laser sight. Both weapons have low recoil that is very manageable. However, the PMM has much clearer sights, in my opinion, and 63 damage to the GSH-18’s 33 damage and unconventional sight picture. It’s my belief that the PMM is the clear choice for secondary weapons.
For equipment, Kapkan has either barbwire or a nitro cell. Both are useful and you can’t really go wrong with either choice. However, I find that trying to deploy 2 reinforcements for either walls or hatches, 2 barbwires, and 5 EDD traps is too much to get done in the preorder phase so I tend to run the nitro cell unless my teammates haven’t chosen much barbwire.
Gadget usage and deployment:
Kapkan’s EDD is a booby trap deployed on doors and windows. It can be placed just about anywhere along the height of the door or window frame. However, I have found that in most cases lower is better. Attackers are usually looking head height for threats, not down at the floor. Since the traps don’t disappear after you die, I consider them a passive gadget. This contributes to Kapkan being a beginner-friendly operator. The traps are able to be destroyed by a single bullet, explosive set off too close to to the trap, or a Twitch drone taser shot. For this reason, stealth is key to good trap placement (more on that below).
Not all doors and windows are created equal when it comes to trap placement. The traps emit a red beam of light that has varying degrees a visibility depending on the conditions. As a general rule, traps placed in commonly high traffic areas that are not immediately adjacent to the objective are the most effective. I find that doorways and more specifically double-wide doorways are better than windows. This is because if an attacker approaches a trapped door or window at an angle, the trap becomes more visible. Double wide doorways usually don’t have this problem since they are so wide. Brighter doorways are better. The red beam tends to blend in to bright backgrounds as well as white backgrounds. A great example of this is the doorway between main stairs and Lobby on Consulate during the day.
I would also advise against barricading doors that you place traps on. There are several reasons for this. First, if a door isn’t barricaded by default and you barricade it up, attackers generally become suspicious of that doorway. Attackers might avoid that doorway in an attempt to find an alternate route that doesn’t require them to destroy a barricade and thus make noise. Attackers might drone out the doorway looking for defenders holding angles on it and then notice your trap and destroy it. Attackers might destroy the door with a breach charge or explosive and those tend to destroy your traps (this goes back to that stealth). This is also why putting a Kapkan trap on a door that has been Castle-barricaded is a bad idea. Those doors are almost always destroyed with explosives, which destroy your trap. A lot of attackers, especially 3 speed rushers, will move through a double wide open doorway at the beginning of a round hoping to catch defenders off guard.
If you do choose to place a trap on a window I would suggest leaving the window barricaded (because exterior windows are barricaded by default) and placing the trap at about eye level. The reason for this being if they melee the window it will usually be at eye level first so they can peak the room and if they happen to cross the laser with their melee motion, it will detonate the trap.
If you are playing against a team that is communicating well, your traps will probably get called out during the prep phase and avoided or destroyed. A tactic to prevent this is to wait to deploy your traps until the start of the action phase. But, this runs the risk of you getting killed by a rushing attacker, since you are placing your traps where you expect the enemy to come from. You can also play some mind games and deploy a trap or two in the prep phase to intentionally get droned out, then move the traps during the action phase to catch attackers off-guard. It is also worth noting that shield operators, and Monty in particular, can detonate the trap with their shield and not die. They will take some damage but usually not enough to kill or even down them.
Don’t place your traps near other gadgets. Avoid castled doors and windows for the reasons I talked about above. I also avoid Frost traps because if your trap goes off, it will destroy hers. Not to mention you can deploy your trap elsewhere and have more coverage for picks, or at least sound cues for an attacker push.
General play style:
Since Kapkan is a 2-speed 2-armor operator this. Keep this in mind during your rounds. I wouldn’t play him sitting inside the objective unless you are playing hostage, since you can be that guy and use the hostage for cover. But it is also a bad idea to play him on the other side of the map, because you won’t get back to the objective in time to stop something if the attackers gain control of the objective. Instead, I play Kapkan like I play most defenders: , setting up one or two rooms away from objective, holding an angle, and trying to be very still while listening for sound cues, or on cams calling out for my teammates. Keep in mind you are are a 1-speed on defense and your goal is the objective. Don’t go rush for kills. Let me say that again: DONT GO RUSH FOR KILLS! You want to win the round. That means holding the objective. If the attackers want to stay outside the building the entire round and screw around? Let them. Resist the temptation to do a mid-round run out. But if you must do this, at least take a friend. Be patient and think outside the box, and pretty soon you too can make the enemy 3 speed attacker rage quit after hitting a trap for the 3rd round in a row.