Game modes
Five ways to play, from a quick free-for-all to tournament speedball and a full-scale scenario with tanks, boats and a paint blimp.
Free for All
Everyone for themselves. Most outs wins.
Free for All drops six players onto a map with no teams. Every out you make scores, you respawn a couple of seconds after you are hit, and a short spawn shield keeps you safe while you get your bearings.
It is the quickest way to warm up, learn a map and practise your aim, and it is one of the two Ranked playlists.
- Win
- First to the score limit, or the most outs when time runs out.
- Players
- 6
- Respawn
- 2.5 s
- Time
- 4 min
- Target
- 15 outs
Tips
- Do not chase. Let fights come to you and take the player who just won one.
- Change position after every out: everyone heard it.
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Team Deathmatch
Two teams, respawns on, team outs win.
Team Deathmatch splits the lobby into blue and orange. Every out adds to your team’s score. You respawn after a few seconds, so the fight never stops.
Trading well matters more than single heroics: stick near a teammate so that whoever hits you gets hit back. Team Deathmatch is the second Ranked playlist.
- Win
- First team to the score limit, or the higher score at the end.
- Players
- 6 (3 a side)
- Respawn
- 3 s
- Time
- 5 min
- Target
- 30 outs
Tips
- Move with a teammate and cover each other’s angles.
- Do not feed: a careful out beats three rushed ones.
Speedball FieldWoodsball ForestVillageWarehouseBlacklightRecessFrostbiteJunkyardDustbowlDeep SixLast StopHollowmereGalleria
Capture the Flag
Take their flag home while yours is still there.
Capture the Flag gives each team a flag at its own start box. Grab the enemy flag and carry it back to yours to capture, but only while your own flag is home.
A dropped flag waits where it fell. A teammate’s touch sends it home, and it goes back by itself after twenty seconds.
- Win
- First to three captures, or the most captures when time runs out.
- Players
- 8 (4 a side)
- Respawn
- 4 s
- Time
- 7 min
- Target
- 3 captures
Tips
- Split the team: some attack, someone always defends.
- Escort your carrier. A flag carrier alone rarely makes it home.
Woodsball ForestVillageFrostbiteJunkyardDustbowlDeep SixLast StopHollowmereGalleria
Speedball
One life per round. The way tournaments play.
Speedball is real tournament paintball. There are no respawns: once you are hit you are out until the next round. A team wins a round by eliminating the other side, or by hanging the centre flag at the enemy start box.
Rounds are short and intense, and every decision counts. It is the purest test of a team.
- Win
- First team to win four rounds takes the match. Each round lasts at most two minutes.
- Players
- 6 (3 a side)
- Respawn
- None: one life per round
- Time
- 2 min a round
Tips
- The break off the start decides the round. Know your first bunker before the horn.
- With one life, trading is everything. Never peek the same angle twice.
Scenario
A big map, tanks, boats, rockets and a paint blimp.
Scenario is team outs on Lakeside, the biggest map in the game. Each team has a paint tank on the road and a boat at its jetty; wrecked machines come back after a while.
Foam-rocket launchers lie on crates around the field (two rockets, then they are gone), and five outs in a row earn a paint blimp for twenty seconds: press the streak key to call it in right above you.
- Win
- First team to the score limit, or the higher score when time runs out.
- Players
- 8 (4 a side)
- Respawn
- 4 s
- Time
- 8 min
- Target
- 40 outs
Tips
- Rockets wreck machines. Grab a launcher before taking on the tank.
- Ride in the tank with a friend: one drives, one shoots.
Ranked plays Free for All and Team Deathmatch. How Ranked works.
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