A team with less killing potential than their opponents can still win a match simply by just focusing on capturing control points. This makes killing enemies the secondary objective of players during Conquest as it will force the enemy to respawn and spend a ticket, but is a much slower method compared to actually capturing control points. The secondary objective is to kill enemy players to force ticket loss.Ī ticket is not used up when a player is killed instead, it is used up when the player actually respawns into the battle after a death. This makes point capture the main objective of Conquest, as it is the fastest method to use up all of the enemy's tickets. Essentially, the more control points a team owns, the faster the enemy will involuntarily lose tickets. When one team gains control of over half the control points on the map, the enemy team will begin losing tickets at a fixed rate based on how many bases they are behind the opposition. Tickets are depleted when a team owns more control points than the opposing faction on the map through a mechanic called Ticket Bleed. In order to reduce the enemy's ticket count, players must either capture control points or kill enemies, which will cause ticket bleed or force a player to respawn, respectively. If a team's tickets are reduced to zero or are lower than the enemy's by the end of the round timer, they lose the match. This is essentially the team's available "reinforcements" during the battle, as the number of tickets a team has denotes the number of times a team's players can collectively respawn. In Conquest, both teams start the match with a set number of Respawn/Reinforcement Tickets, usually just referred to as Tickets. The CN team is currently bleeding tickets, due to the US controlling over half the points on the map. The US team owns points A, B, and C, the CN team controls only E, and D is neutral. The status of each control point on the map and amount of tickets both teams currently have is shown above the minimap.