In Assault, there are two control points that one team must capture while the other team tries to stop them. The attacking team if they manage to capture both points in the time allotted, and if they do not, the defending team wins.
A match begins with 60 seconds of setup time during which the defending team may freely roam the map and prepare while the attacking team is locked in their spawn room. Once setup has ended, the spawn doors open and a timer begins showing how much time is left in the match.
Each point has two checkpoints on their capture progress meters - one at 33% and one at 66%. If the attacking team has not contested the point and the meter depletes, it will not go below the last checkpoint reached.
Capturing the first point will unlock the second and add time to the clock. Capturing the second will end the game. Overtime will occur if the attacking team is still contesting as the timer runs out.
In Competitive Play, each round will switch the attacking and defending teams until a definite winner is determined. Teams will gain a point for every control point they captured while attacking.
In the second round, if the attacking team manages to gain more capture progress on either point than the other team did, they will win the match. If they do not, the other team wins. If both teams capture both points or no points, the match will continue for additional rounds.
In the third and fourth rounds, the attacking team will have as much time as they had to capture points as they had left in their first attacking round. If a team had less than 60 seconds (but more than 0), their time is increased to 60 seconds. If both teams have no time left, the game ends in a draw.
If one team has 60 seconds or more and another has 0 seconds, only one additional round is played to determine the outcome of the match, with the team with time left attacking.