Grand Vault
More actions
| GRAND VAULT | |
|---|---|
| Type | Arena object |
| Effect | Core objective in Point Break |
| Arming time | 5s |
| Disarming time | 8s |
Grand Vaults are the primary objective in Point Break, serving as the mode's source of in-round progression.
Overview
Grand Vaults are interaction-based arena objects that appear during Point Break. They cannot be damaged directly and must instead be armed and detonated by the attacking team, while the defending team attempts to prevent or reverse this process.
Point Break is the only gamemode where Grand Vaults are present. Up to three Grand Vaults can be active at a time, with a maximum of nine appearing over the course of a round. Once all three Grand Vaults in a phase are detonated, the frontline advances and a new set of Grand Vaults spawns after a brief delay.
Interaction
Grand Vaults begin as stationary arena objects, but can be moved or displaced under certain conditions. This can occur if the surface beneath a Grand Vault is destroyed, causing it to fall, or through the use of certain utilities such as the Winch Claw or Anti-Gravity Cube.
Grand Vaults can also be pinged by contestants and feature persistent in-world indicators. These indicators update to reflect the Grand Vault's current state, such as when it is idle, armed, or being disarmed.
Arming
Contestants on the attacking team can arm a Grand Vault by holding the associated keybind. This process takes 5 seconds and causes a loud alarm to sound.
| Controls | PC | PS | XBox | Key |
|---|---|---|---|---|
| Arm (Hold) | E | Interact |
Once the arming process is completed, a 40-second countdown begins. The Grand Vault plays a looping musical track that escalates in speed and pitch as the remaining time decreases. Contestants can also view the remaining countdown duration by looking at the screen located in the center of the Grand Vault's structure.
If the Grand Vault is not fully disarmed before the countdown expires, it detonates.
Disarming
Contestants on the defending team can disarm a currently armed Grand Vault by holding the associated keybind. This process takes 8 seconds and causes a loud alarm to sound.
| Controls | PC | PS | XBox | Key |
|---|---|---|---|---|
| Disarm (Hold) | E | Interact |
Successfully disarming the Grand Vault cancels the active countdown and returns it to an idle state, requiring the attacking team to arm it again to attempt another detonation. The musical track is also silenced.
Beginning to disarm a Grand Vault without enough time remaining to complete the process does not grant a grace period and will still result in detonation once the countdown expires.
Detonation
If an armed Grand Vault is not disarmed before the countdown expires, it detonates. This explosion deals damage to nearby contestants and structures, after which the Grand Vault is removed from play.
Phases and Overtime
Each round of Point Break consists of three phases, with each phase spawning three Grand Vaults. If the attacking team successfully detonates all three Grand Vaults, the round progresses to the next phase. Starting in phase two, Grand Vaults spawn immediately but cannot be interacted with by either team until a brief delay has passed.
If at least one Grand Vault is armed when the attacking team depletes their Respawn Credits, overtime may be granted. See this page for full details.
