Comeback Mechanic

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The Comeback Mechanic is a Gameplay Mechanic in Siege that gives the team, which is behind according to score, an advantage while capturing the Capture Point.

The Mechanic[edit | edit source]

Strong Comeback Mechanic[edit | edit source]

The strong comeback mechanic always occurs when a team is two point behind at the capture phase.
This team receives 4% per tick while capturing. The team in the lead receives 3% per tick.

Attenuated Comeback Mechanic[edit | edit source]

The attenuated comeback mechanic always occurs when a team is one point behind at the capture phase.
This team alternately receives 3% or 4% per tick while capturing. The team in the lead receives 3% per tick.

Strategies[edit | edit source]

After the first push[edit | edit source]

If the opponents captured the first objective (0:1) and now seem to push the payload through in the first round, then it would make more sense not to use ultimates to stop the opponents. Using the strong comeback mechanic (0:2) and the saved Ultimates the own team should capture the next capture point and get a chance to turn the fight with the earned knowledge about the opponents.

During the game[edit | edit source]

After the opposing team has captured the point (2:2) and now seem to push through, then it would make more sense not to waste any ultimates. After the successful opponent's push, the score is 2:3 for the opponents. Using the comeback mechanic and the saved ultimates the own team should capture the next capture point (3:3) and can now try to win the game (4:3).

Outplay the enemy team with Credits adventages[edit | edit source]

Succesful taking the capture point gives the team a lot of credits. To make it clear, each teammate gets 300 Currency Credits.png credits for a successful capture. That makes 1,500 Currency Credits.png credits for the team's credits pool. Using these credits, the team can better adapt to the opposing team by buying items.
To increase the probability of a successful capture, a team can take advantage of the comeback mechanic. After the team is 0:2 behind, the comeback mechanic starts. If the team capture the second obejective, but doesn't make the conversion, the score is 1:3. The own team has still the full use of the Comeback mechanics and can take the point with high chance again (2:3). Depending on the course of the game, the payload can be pushed through or the weakened comeback mechanics can be used for the next piont fight.


Video[edit | edit source]



Gameplay
General
Common terms  Bullet.png  Eliminations  Bullet.png  Controls  Bullet.png  Voice Guided System  Bullet.png  Zoning

Champions
Abilities → Ability  Bullet.png  Movement Ability  Bullet.png  Ultimate Ability  Bullet.png  Talents  Bullet.png  Items → Credits
Damage Types → Area or Direct Damage  Bullet.png  Burst Damage  Bullet.png  Damage over Time  Bullet.png  Poke Damage  Bullet.png  Sustained Damage  Bullet.png  True Damage
Effects → Deployables  Bullet.png  Immunity  Bullet.png  Shields  Bullet.png  Status Effects  Bullet.png  Stealth  Bullet.png  Cards

Game Modes
Capture Point  Bullet.png  Payload

Maps
Map Features  Bullet.png  Callouts

Game Mechanics
Advanced Mechanics  Bullet.png  Comeback Mechanic  Bullet.png  Diminishing returns  Bullet.png  Headshot  Bullet.png  Out of Combat  Bullet.png  Overtime  Bullet.png  Respawn

End of the Game
Accolades  Bullet.png  Top Play