Team Deathamatch
In Team Deathmatch there are 2 teams, the objective is to kill more of the other team, then they kill of your team. The first to the score limit or the team that is ahead when the time limit runs out wins.
Deathmatch
In Deathmatch, you're in a free-for-all battle against anyone else playing. You get points for kills, or assists, and you try to reach the point limit or have the most points before time runs out. This is available at the beginning of multiplayer.
Capture the Flag
In Capture the Flag there are two bases, one for each team. in your base is your flag, each team has to try and get the other teams flag, and take it back to their base and capture it, and at the same time they have to make sure their flag does not get taken. In order to be able to capture the other teams flag you have to run over your flag, after you capture the flag, the flag then returns to it's base.
Headquarters
The idea is to find a randomly selected location in the map which is marked by radio equipment and attempt to hold that location while setting up a headquarters. Once your headquarters has been setup then it must be defended for a select period of time. If your team is successful in setting up a headquarters and defending it than your team will score major points and the round will restart. However, if your team fails to defend the headquarters than the opposing team scores points and the round restarts. Each round restart, the teams will respawn together simultaneously and a new random location for the headquarters is chosen. Teams will not spawn in the same place each time as to help eliminate spawn camping.
Serach & Destroy
Two teams face off against each other; one team on offense and one on defense. After a set amount of rounds the tables turn and the team that was on offense will be on defense and vice versa. The object of this game type is to plant and detonate a bomb in one of two locations if you are on offense. If you are on defense than you must defend those locations from the opposing team and stop them from detonating the bomb. Sometimes playing defense means disarming the bomb which can be done by a simple push of a button however the process of defusing takes some time. If you are too slow in disarming a bomb it will explode and your team will lose the round. One thing that makes S&D so difficult is that once you die you will not respawn until the next round starts. The server admin has the right to decide on how many rounds need to be won by a team before said team wins the match.
Base Assualt
This mode requires teams with heavy weaponary such as tanks and artillery to attack the opposing teams base and ultimately destroy them. On each map, both teams have three bases to defend, and three to attack. A bunker can be broken down and exposed, but not destroyed. It is only destroyed once explosives are planted within the base and activated, however, within this time there is still an opportunity for them to be defused, so at the same time the attacking team must defend the explosive to ensure this does not happen. A team wins by destroying the most bunkers in the time, or destroying all three before the time is up.
Behind Enemy Lines
Behind Enemy Lines is a twist on the standard Team Deathmatch format, in which the Allied team is consistently outnumbered by the Axis players. The Axis side will usually have around two and a half times the number of players on it as the Allies. The Allies do gain the benefit of automatic health regeneration, and gain one point for every ten seconds that they manage to remain alive.
To make things a bit more interesting, though, the Axis also possesses the ability to spot Allied players on their compass. If an Allied player pauses or remains in the same place for too long, a blue question mark will appear on the HUD of every Axis player, thus ensuring that your position will soon be under assault by superior numbers. The final complication, and what makes Behind Enemy Lines so interesting, is that Axis players who kill an Allied player immediately switch sides and become Allies themselves, while their dead target becomes an Axis soldier.
Domination
The main aim is to gain control of all control points on the map, which there are normally about 5 on each map all scattered in strategic locations. To capture the point, the player must be stood on it with no enemies nearby for a certain amount of time. Everytime a control point is captured, a point will be added to the teams total score. To win, it is the team with the highest score when the time runs out, or alternatively the team will have captured all control points at once to gain Domination.
Retrieval
Retrieval is a twist on the classic Capture the Flag gametype, except that, instead of two teams attempting to capture a flag and return it to base, Retrieval has one team solely dedicated to offense and one team solely dedicated to defending an objective. Players on the offensive team have to track down the items they're meant to retrieve (they're marked on the compass with a gold star), pick them up, and return them to a marked area behind their spawn lines.
There are either one or two objectives, depending on the map; if there are two, then the offensive team is required to retrieve both of them. The defensive team is, of course, responsible for the care and safekeeping of said objectives, although this isn't quite as easy as it sounds, since the documents are often in locations rather distant from the defender's spawn points, and are also in locations that can be difficult to defend. Either team can win a round by killing all of the members of the other team.
To make things a bit more interesting, the defending team is penalized if they let an opponent grab an objective and move it towards the retrieval goal. If said opponent is killed in transit towards his home base, the objectives will fall to the ground, and will remain there for 60 seconds, or until another member of the offensive team comes along to retrieve it. Defending players cannot pick up or return dropped objectives to their original spot, so after an objective is brought a significant portion of the distance back to the defending team's base of operations, the match is usually as good as decided in favor of the defending team, who will spawn closer to the objective than the defending team and will thus be very likely to pick it up again and complete the retrieval.