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Home / Overwatch / Overwatch Point Capture (Assault) Game Mode Guide
Overwatch Point Capture (Assault) Game Mode Guide
Last updated on May 04, 2016 at 18:38 by Vlad
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Point Capture (formally known as Assault ) is a Game Mode in which
one team is assigned the Attacker role, while the other team is the Defender.
All Point Capture maps are comprised of two Points (labeled A and B), the
capturing of which is the objective of the Attackers, while the Defenders must
prevent the Attackers from capturing the points.
In this section, we explain the Quick Play rules. In Competitive mode,
while generally similar, there are some notable differences when it comes to
determined the winner. We explain this in
our Competitive Rules guide .
Attackers have 5 minutes to capture point A (and failing to do so results
in a Defender victory), and upon capturing point A, another 5 minutes is added
to their remaining time, during which time they must capture point B (which
is unavailable for attack for as long as point A has not been captured).
Once both points are captured (Attacker victory) or the timer runs out
(Defender victory), the second half of the map begins with the roles of
Attacker and Defender being reversed.
The mechanics of point capture are fairly simple. If the attacking
team
has at least 1 player present on the point, while no defender is also on the
point, then the point will slowly move towards attacker control. The rate at
which this is happening is indicated by a scale on the user interface.
The more attacking players are present on the point at the same time, the
faster the point will be captured. About 5 seconds after no attacking players
are on the point, existing progress towards full capture will decay over time
(rather quickly).
That said, each point has 2 intermediary checkpoints on the way to full
control (also indicated on the user interface) which effectively save the
attacking team's progress and below which, once reached, progress cannot
devolve.
If at least 1 defender is present on the point at the same time as 1 or
more attackers, the capture progress will neither advance nor decay — the
point will be in a contested state during which its progress is
effectively frozen. This state persists until such a time as all players of
one team are removed from the point.
Finally, it is worth noting that once point A has been captured, the
attackers will spawn in a new location that is more advanced and therefore
closer to Point B.
An important concept that applies to all Game Modes and maps is that of
Overtime. The system is not entirely intuitive, so we feel it best to explain
it here.
The purpose of Overtime is to prevent a team from losing a round while they
are in control of or contesting the objective. This works slightly differently
depending on the Game Mode, so we will break it down. However, it is true for
all Game Modes that there is no limit to the amount of times Overtime can be
triggered in a given round, nor to the total amount of time that the game can
extended by due to Overtime.
On Point Capture maps, Overtime is triggered whenever the game timer expires
but the attacking team still has at least 1 player on the point. When this
first happens, an Overtime bar appears on the user interface. As soon as there
are no attackers on the point, the Overtime bar begins to burn out over a few
seconds. If the attackers do not manage to get on the point again before the
Overtime runs out, the game ends.
In case this is happening on Point A of the map, when the point is finally
captured by the attacking team, they will benefit fully from the time added
to the clock (in other words, the time spent in Overtime is not subtracted from
the time they gain by capturing the point).
There are currently 3 Point Capture maps in Overwatch.
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Competitive Points are an alternative currency to Credits . Competitive Points can be used to purchase cosmetic weapon skins.
Currently there is only one item that can be unlocked using Competitive Points.
15 are earned for every Competitive match won, and 5 are earned for every draw/tie match instead.
At the end of each Competitive Season, there is an end-of-season reward in Competitive Points, which depends on the highest skill tier the player reached in that season. Competitive Points are awarded for each role individually and are gained at the end of the season is determined based on skill rating as following:
In Season 1 , there was a different Competitive Point mechanic for Competitive matches: 1 was earned for every match won. Competitive Points amount gained at the end of the season had been determined based on player's rating as follows:
Since the removal of Sudden Death and the implementation of draw result in Season 2 , there were entirely new mechanics for Competitive Point rewards, which were: 10 was earned for every Competitive match won, and 3 was earned for every draw/tie match. Competitive Points amount gained at the end of the season had been determined based on player's rating as follows:
From Season 6 , the length of a season was reduced to 2 months and the awarded Competitive Points were reduced, which lead to an overall increase in the amount of Competitive Points gained. Competitive Points amount gained at the end of the season were determined based on skill rating as following:
This reward system was changed with the introduction of the role queue. The amount of points was significantly lowered for each skill tier. However, since the player is awarded points for the placement of each role, the overall points are now higher assuming the player reaches the same skill tier in each role.
During certain seasonal events, relevant arcade modes will sometimes receive a competitive variant. Like the standard counterpart, players must complete placement matches to receive a rank, and will receive points for both victories and at the end of season.
As events are shorter than seasons, the placement rewar
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