The segment floor is the whole mode
Convergence looks like Convoy with a capture bolted on. The capture is not the interesting part — the interesting part is one rule about it.
The mission area has three segments which act as checkpoints. Once a segment is captured, progress will not drop below that segment even with nobody standing on the point.
That single rule decides how the mode should be played. Progress is not a meter that fills and drains; it is a staircase. You are not trying to hold a percentage, you are trying to cross a boundary.
Which means:
- Three attempts that die at 90% of a segment are worth zero.
- One attempt that crosses a boundary is permanent.
So the mode does not reward pressure. It rewards one committed push per segment, and it punishes the trickle that most teams produce under a capture timer.
The clock, in both modes
| Phase | Quick Match | Competitive |
|---|---|---|
| Starting timer | 5:00 | 4:00 |
| Capturing the mission area | +3:00 | +2:30 |
| The single checkpoint | +2:00 | +1:30 |
| Total attacking time | 10:00 | 8:00 |
Note the shape: Convergence front-loads the clock. Three of the ten minutes arrive before the cart moves at all, and only two arrive afterwards. So a team that wins the capture but dawdles has spent most of its budget standing still.
Competitive also changes the scoring: each checkpoint counts as a point, both teams take a turn attacking, and the second team must reach further than the first did. Matching the distance is not a win.
The capture phase, in order
1. Group before you go in. The segment floor means the only thing that matters is crossing a boundary together. Six players entering separately is six separate 1v2s against a defence that is already set.
2. Go on the second wave, not the first. Defenders get 40 seconds to set up on the vehicle maps, and the capture is the same problem. The first push usually meets the best-placed defence.
3. Do not chase the retreat. When the defence backs off the point, take the segment. Kills after that are worth less than the boundary.
4. Bank the segment, then reset. Once a segment is banked, dying is far cheaper than it looks. The team that understands this plays the next push with less fear and usually wins it.
The escort phase
Once the vehicle unlocks, Convergence behaves like Convoy with one checkpoint:
- Vehicle speed scales with nearby attackers and caps at three players.
- Defenders can recapture it, and it rolls backwards slower than forward.
- One checkpoint adds +2:00.
Three attackers on the cart is the number. A fourth adds no speed and removes a body from the screen where the defence is setting up. If you are the fourth, you are the reason the push stalls at the next corner.
What Convergence punishes
Filtering in. The classic failure: one player goes first, dies, and the next arrives four seconds later to a defence that is now set. The segment floor means this costs progress, not just lives.
Over-investing before the capture. Dumping ultimates into a segment you were going to lose anyway spends a resource the escort phase will need more.
Forgetting the second round in Competitive. The mode is not won by your attack; it is won by the comparison. Know the number your attack produced before you defend.
The game modes guide covers Convoy and Domination alongside this one, the defence guide is the other side of the same map, and the ultimate economy guide covers what to spend and when.