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Flashpoint
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[[File:Flashpoint.png|right|frameless]] '''Flashpoint''' is a [[game mode]] in ''[[Overwatch 2]]'', released in [[Season#Season 6|Season 6]]. It is available in both [[Quick Play|Unranked]] and [[Competitive Play|Competitive]] playlists.<ref name="DevTalkS4">2023-05-16, [https://youtu.be/G43vVavNl1w?t=2500 Overwatch 2: Creating Starwatch, PvE Updates, & The 2023 Roadmap | Dev Update]. ''Youtube'', accessed on 2023-05-16</ref><ref name="GameSpot">2023-05-16, [https://www.gamespot.com/articles/overwatch-2s-pve-mode-is-being-scrapped-blizzard-explains-what-happened-and-why/1100-6514242/ Overwatch 2's PvE Hero Mode Is Being Scrapped, Blizzard Explains What Happened and Why]. Tamoor Hussain. GameSpot. Accessed on 2023-05-17.</ref> == Gameplay == [[File:Suravasa-layout.jpg|thumb|An example of Flashpoint topography]] The maps featured in Flashpoint are larger than those in any other mode. In this mode, teams fight for control of key positions across the map called "flashpoints," aiming to capture three of them before their opponents do.<ref name = "ExcitingSeason">2023-06-12, [https://overwatch.blizzard.com/en-us/news/23964186/undefined/ INTRODUCING OUR MOST EXCITING SEASON YET... OVERWATCH 2: INVASION]. ''Blizzard Entertainment'', accessed on 2023-06-13</ref> A team must capture three flashpoints to win. As soon as one flashpoint is captured, the next one becomes active.<ref name = "ExperiencePvE">2023-06-12, [https://www.gameinformer.com/preview/2023/06/12/exclusive-first-hands-on-with-the-pve-story-missions Exclusive First Hands-On With The PvE Story Missions]. ''Game Informer'', accessed on 2023-06-19</ref> There are a total of five flashpoints,<ref name = "InvasionRevealLive"/> and the first flashpoint is always the one in the center of the map.<ref name="HeroDawn">2023-06-30, [https://overwatch.blizzard.com/en-us/news/23968777/undefined/ DIRECTOR’S TAKE – FLASHPOINT, CINEMATICS, & THE DAWN OF A NEW HERO]. ''Gavin Winter, Blizzard Entertainment'', accessed on 2023-07-19</ref> The flashpoints function similarly to control points from [[Control]] game mode.<ref name = "InvasionRevealLive">2023-06-22, [https://www.youtube.com/watch?v=qCXnzDf6Twg Overwatch 2: Invasion Reveal Livestream | Story Missions, Flashpoint, and more!]. ''YouTube'', accessed on 2023-07-19</ref> The time it takes for the percentage to go from 0% to 100% is 70 seconds. == Spawn Room Speed Boost == Beginning with [[Season]] 12, spawn point exits have been equipped with speed buff pads that grant a brief movement boost, with the duration of the buff varying depending on which flashpoint & spawn room is active. When you walk through the exit, you gain a brief 70% speed buff for 2 seconds, with a 30% lingering buff for 1 to 4 seconds, totaling a maximum of 6 seconds. This buff stacks with other speed boosts, but does not break the global movement speed buff cap of 75%. This boost is removed when a player takes damage, deals damage, or enters the spawn room, so the buff can only be gained by exiting the spawn room.<ref>2024-08-16, [https://overwatch.blizzard.com/en-us/news/24122265/director-s-take-competitive-updates-for-season-12/ Director’s Take: Competitive Updates for Season 12], ''Blizzard Entertainment'', accessed on 2024-08-16</ref> == Maps == Flashpoint is playable on the following [[maps]]: * [[New Junk City]]<ref name="InvasionRevealLive"/> * [[Suravasa]]<ref name="InvasionRevealLive"/> == Development == One of the top goals when designing Flashpoint was to make sure each control point was balanced and fair. To achieve this, all control point areas have a symmetrical layout, from the same amount of entrances and cover to same run times from the teams' spawn rooms. However, as the next control point unlocks in a different location, which could be all the way across the map, the situation becomes less symmetrical. The maps are also by far the largest PvP maps in the game. As such, one of the challenges was to make sure that players can recognize where they currently are on the map and where they are supposed to go. To make it easier for players to orient themselves, huge landmarks were added around key locations that would be visible from anywhere on the map.<ref name="InvasionRevealLive"/> One of the driving factors for the flashpoint mode was to promote map knowledge, which the development team considers one of the core skills in FPS games. The maps being on the larger side causes the learning curve to be longer, as there are various routes the player can take and has to learn which are more optimal for rotation in the given situation. Another reason was that the team recognized that there are rather limited in ways they can make the gameplay feel different just by making a new map for an existing game mode. For example, with [[Escort]], all maps are very linear, cut into 3 sections and have the same choke points and run-back times from spawn. So, developing new game modes is also essential to create whole new experiences to the playerbase in the future.<ref name="InvasionRevealLive"/> Given the size of Flashpoint maps, there are more opportunities than usual to pack in theming and narrative. This resulted in various unique looking locations being displayed. Regardless, with the principle of "gameplay first" in mind, the art team worked hard with other teams in order to support these aspects and avoid causing distractions or performance issues.<ref name="InvasionRevealLive"/> Originally, flashpoints unlocked in random order. This was changed so that the central flashpoint is always the first one to activate.<ref name = "HeroDawn"/> == References == <references/> {{GameplayNav}} {{MapNav}} [[Category:Game Modes]]
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