Not exact matches
In the standard
Capture game mode, teams earn
points by completing tasks such as destroying
enemies in an area, or more interestingly, by
capturing objectives.
To be victorious in battle, various objectives need to be completed ranging from eliminating certain
enemies,
capturing strongholds, or reaching
points of interest in time.
Stronghold is a unique take on
capture the flag, giving players an infinite amount of resources but limited unit population until they
capture other areas, defending their team's territories while preventing the
enemy from getting
points.
A third mode, Mercenary Warfare, sounds very much like Conquest from Battlefield 3 as players earn
points by
capturing enemy points, destroying targets of opportunity and collecting other player's Valor cards.
Operations, meanwhile, features massive frontline battles in which attacking teams must
capture various control
points to push deeper into
enemy territories.
Featuring 32 player gameplay the objective is to
capture and hold the four control
points on the map while eliminating
enemy numbers.
It was showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team
captures two flags at the same time, the UI could show wrong owner of the flag • Fixed a problem where the
capture progress bar was showed as friendly when the
enemy was
capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where friendlies could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn
point is disabled while waiting to spawn.
There's no
enemy commander attempting to navigate the galaxy, either, trying to
capture your planets, so ultimately what's the
point of having a map to move around?
Pokemon Duel is a strategy - based mobile game in which you collect figures to battle them in an arena all with the goal of
capturing an
enemies point.
The first game was all about building a base,
capturing points and crushing the
enemy, while the second game ditched bases in favor of micromanaging squads and heroes.
Objective
Point are earned by taking control of a
Capture Point (+1), escorting the Payload into the
enemy team's base (+1) or stalling the
enemy team's Payload until the time runs out (+1)
To win while playing as a hapless goon you need to lower the
enemy team's reinforcement count to zero, done by killing
enemies and
capturing the three
points around the map.
In the event of a
point not being
captured, that percentage will be what the
enemy team needs to beat in order to claim victory.
Yet, if you need to hold an objective so the
enemy team doesn't sneak behind you
capture the
point, players will need to either vacate or fight far away from the choke.
Capture and hold the most objectives and your team will score
points, as well as those from killing the
enemy team.
You'll be required to build the perfect army to then send them off on different tasks such as
capturing strategic
points, destroy
enemy units and ultimately demolish their infrastructure.
As of now, there are three game modes:
Capture, which sees two teams fighting over three objective
points, Meltdown, which tasks both teams to help their minions reach an
enemy incinerator to score
points, and Incursion, where teams try to destroy mechs at their opponents base with the help of AI units.
Unlike the majority of Dynasty Warriors titles, Dragon Quest Heroes is not concerned with supporting a massive allied army or
capturing and defending zones that act as spawn
points for
enemies and allies alike.
Each team is scored throughout a set of Dream Mode missions and teams can earn
points by
capturing bases, killing
enemies and fulfilling mission criteria.
You can call for ordinance attacks with your chosen ships and restore stats via the Force
Points you gain from defeating
enemies and
capturing bases.
The way
points are
captured has also been altered; now there is a zone around each
capture point, and to
capture it you must move friendly troops into this zone while it is also clear of
enemy forces.
[5] Plunder is similar to the traditional
capture the flag game mode, and sees each team attempt to
capture the treasure from a central
point in the map and return it to their base; the player carrying the treasure is slowed down a great deal, and may also choose to hurl the treasure away at any
point, in order to keep it out of reach of the
enemy, or to pass it to a teammate.
In this mode, the goal is to take control of different
capture points of the
enemy's base to lower their defenses, with you then able to take them down completely.
If you're not familiar with Dynasty Warriors, it has the player take to an open battlefield to complete various objectives like
capturing strategic
points and keeping AI counterparts alive, all while running around obliterating hordes of extremely stupid
enemies.
For those unfamiliar with the term, a Musou styled game is similar to the likes of Dynasty Warriors, and has the player ploughing through hundreds of soldiers to
capture command
points throughout the map while occasionally facing off against a similarly overpowered
enemy hero or an enormous boss monster while the foot - soldiers watch in equal parts awe and horror and simply try and not get in the way of your whirlwind of directionless murder.
If you've somehow missed it, though, it's basically a case of killing the
enemy while
capturing points in order to remove respawn tickets from the
enemy's pool.
The end result is a frantic game of carnage as players run around the big maps and tanks roll across the landscape blowing seven kinds of hell out of everything Battle
Points are something else that helps Homefront standout, and are earned by killing
enemies,
capturing objectives and other activities.
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked with white text • Added round duration and ticket summary at end of round screen • Fixed sound for when climbing ladders • Fixed and issue with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to
enemies • You should no longer spawn too close to
enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller with a bad stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team
captures two flags at the same time, the UI does not show wrong owner of the flag • Fixed a problem where the
capture progress bar was shown as friendly when the
enemy was
capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn
point is disabled while waiting to spawn (e.g. if your teammate dies right before you are about to spawn) • Damage from bullets will now continue to cause damage even after the firing user is dead • Fixed several client crashes • Fixed a problem where players could get stuck in the join queue • Fixed the repair icon on the minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Border.
Capture the Flag variants such as the original Capture the Flag mode sees both teams vying to claim the enemy team's flag, take it to their base and complete the capture by touching the enemy's flag back at their base; Domination sees you attempting to capture and hold the designated positions to gain points against the competing team; and Hardpoint sees two teams attempting to capture and hold hard
Capture the Flag variants such as the original
Capture the Flag mode sees both teams vying to claim the enemy team's flag, take it to their base and complete the capture by touching the enemy's flag back at their base; Domination sees you attempting to capture and hold the designated positions to gain points against the competing team; and Hardpoint sees two teams attempting to capture and hold hard
Capture the Flag mode sees both teams vying to claim the
enemy team's flag, take it to their base and complete the
capture by touching the enemy's flag back at their base; Domination sees you attempting to capture and hold the designated positions to gain points against the competing team; and Hardpoint sees two teams attempting to capture and hold hard
capture by touching the
enemy's flag back at their base; Domination sees you attempting to
capture and hold the designated positions to gain points against the competing team; and Hardpoint sees two teams attempting to capture and hold hard
capture and hold the designated positions to gain
points against the competing team; and Hardpoint sees two teams attempting to
capture and hold hard
capture and hold hardpoints.
Both new modes are complimented by 3 returning modes from the first Destiny including a team deathmatch called Clash; holding up to 3
capture points in territories across an environment to earn
points towards victory in Control; and Supremacy is reminiscent of a dog tags mode in the sense that players only earn
points after collecting crests dropped by defeated
enemy Guardians, although
points can also be earned by collecting ally crests before an
enemy is able to reach it.
As is the case in all hybrid CCG / MOBA games, you're given a deck of cards to deploy on in - game lanes, with the objective to either
capture and hold
points on the map or destroy the
enemy base.
Company of Heroes 2 features an intense multiplayer experience which includes the Victory
Point mode similar to the first game involving
capturing and holding strategic
points against
enemies as well as the traditional annihilation mode.
The campaign guides you through varying tasks ranging from killing an
enemy to
capturing a
point, destroying catapults and facing off against waves of
enemies and more.
As you move across the map, engaging the
enemy team and working to
capture control
points, minor victories fill your guardian's energy meter.
Mechanically they offer up a series of
capture points leading to a boss battle, but the sense of driving an
enemy army back to its keep is both palpable and exciting.
Capturing enemy control
points and the like will build your squad bonus, giving you passive ability boosts, including faster sprinting and more grenades.
There are three main multiplayer modes: control (
capturing points), team deathmatch, and carrier assault (
capturing points to then attack the
enemy carrier), but there's an obvious lack of variety.
In ArmaGallant: Decks of Destiny, players will strategically battle across varied maps, defending their monoliths and
capturing enemy map
points using powerful armies built from a collection of creatures and spells.
Like a virtual tug - of - war, the
enemy team will be attempting to secure your
capture points from under you while conquering their own territories as well.
It also gives players a group of minions to
capture control
points, and gather power - ups that can improve defenses or harm
enemies.
The first, and more traditional way to win is to
capture the
enemy's core, the other is to be the first team to score 1000
points.
All told there are five modes to choose from: Dominion, which feels like a cross between a MOBA and
Capture the Flag in which you push your soldiers forward while taking control
points, Elimination (read: Deathmatch), Skirmish, which is a race to 1,000
points by way of killing
enemy heroes and soldiers, and then Brawl (2v2) and Duel (1v1) modes for the true tests of mettle.
Objectives, such as
capturing an
enemy base, are even easier to accomplish through simply
pointing your army in the right direction and setting some grunts to work.
, the numerous missions often fall into the same categories: destroy a variable amount of
enemies,
capture targeted
points, and reach certain zones.
Its competitive modes include
capturing certain
points, destroying
enemy turrets, and escorting packs of minions to designated areas.
Unfortunately for Assault Gunners HD, the numerous missions often fall into the same categories: destroy a variable amount of
enemies,
capture targeted
points, and reach certain zones.
In any given game of Dominion — the typical hold - three - objectives game type — you'll find your chosen hero waddling across the map to
capture points and encounter an
enemy hero to do battle with once you arrive — that's if you're lucky.
Missile Assault is our version of a Domination game type, where you must
capture control
points and hold them against the
enemy team.
Momentum is a fast paced game of
Capture the Flag with
enemy killing sprees gaining momentum
points that result in faster flag
captures!
They include: Attrition, a basic deathmatch mode where teams earn
points for every kill and first team to score limit wins the match; Last Titan Standing is exactly what it sounds like, everyone starts in a Titan with the objective of eliminating every Titan from the opposing team; Hardpoint is a domination mode where teams vie for control of three
points on the map with the team taking control earning
points towards victory;
Capture the Flag is also fairly standard where teams try to capture the enemy flag and return to base; Pilot Hunter is similar to Attrition except that only Pilot kills count towards v
Capture the Flag is also fairly standard where teams try to
capture the enemy flag and return to base; Pilot Hunter is similar to Attrition except that only Pilot kills count towards v
capture the
enemy flag and return to base; Pilot Hunter is similar to Attrition except that only Pilot kills count towards victory.