| Hardpoint | One point per second holding a rotating zone; 250 points wins in the competitive ruleset. | Sitting in the current hill until it expires instead of leaving early for the next one. |
| Search and Destroy | No respawns, two bomb sites, first team to six rounds. | Taking a 1v1 in the first twenty seconds that you were never forced to take. |
| Overload | Escort one neutral device into either of the two enemy zones. Only completed deliveries score, and sides switch at halftime. | Picking the device up alone, with nobody set behind you to trade. |
| Domination | Points tick per flag held, plus a bonus for each capture. | Taking the third flag. It flips enemy spawns behind your team and turns a lead into chaos. |
| Control | Attack and defend two zones out of a shared pool of team lives. | Trading lives early. The life count, not the kill count, decides the round. |
| Kill Confirmed | Only collected tags score. An uncollected kill is worth nothing. | Killing across the map with no route to the tag, which hands the enemy a confirm. |
| Team Deathmatch | A straight kill race to the score limit. | Spreading out. This is the one mode where the team that stays grouped in one half wins. |
| Skirmish | Large-scale 20v20 objective play with vehicles and respawns. | Rotating on foot. The map is sized for transport, not for jogging. |
| Gun Game | Every kill advances you one weapon up a fixed ladder; first to the end wins. | Fighting for kills you do not need. Take the easy ones and keep climbing. |