Scoring[edit | edit source]
- On Escort and Hybrid maps, the attacking team wins if the payload reaches its final destination. If not, the defending team wins.
- On Assault maps, the attacking team wins if they capture both control points. If not, the defending team wins.
- Control maps are scored as a best-of-three.
Matchmaking[edit | edit source]
Players are matched based on several factors, including but not limited to:
- Skill: The matchmaking system will, first and foremost, try to group players with and against players of similar skill. The game represents "skill" as a hidden Matchmaking Rating, or MMR, which is determined by a player's performance in Quick Play.
- Time: The matchmaking system will try to find a match within a certain time period so the player doesn't have to wait for too long.
- Ping: Players with servers close to one another are prioritized, to minimize lag and improve the gaming experience.
- Group size: The matchmaking system will attempt to find groups of equal sizes to match against each other. If four players are looking for a game together, the matchmaker will try to put them against another pre-made group of four.
- Account level: The matchmaking system will attempt to group players together based on overall team level and match players with similar account levels against players of similar levels. If too many low level accounts are in queue at one time it will attempt to match low lvl players against other low level players regardless of MMR.
Penalties[edit | edit source]
As this mode is intended for a more casual experience, players may leave a match prematurely should they wish, which will then be backfilled. However, repeatedly leaving a match before it ends will incur a -75% XP penalty on the player on subsequent matches. This penalty can only be removed by playing multiple matches without leaving prematurely.