Forced Touch
Committing at least one player to touch the objective moments before time or overtime expires, buying one more fight.
On Payload / Hybrid / Push, sending one player to a guaranteed touch position just before the timer runs out to keep OT alive. Where contest / solo stall cover stopping in general, a forced touch is a time-management beat whose value spikes only in the single frame before the timer dies, and it sits in the execution layer of overtime management. Without deciding in advance who gets sent for the touch, everyone gets absorbed in managing health and CDs and the round ends with nobody touching. Even if you lose the fight, one touch secures the reset for the next fight.
With a few seconds left and any prospect of getting even one player onto the payload or point, prioritize the touch even at the cost of Ults or CDs. Go for it as the bridge to the moment respawning teammates can regroup.
The player who went for the touch is staggered and can't make the next fight — the touch connected but you get held 4v5 anyway. The whole team goes for the touch, sightlines converge, and they get cleaned up together.
Pinch
Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.
Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.
Overtime Management
Deciding whether to extend overtime with a touch or force the enemy off the objective to end it — a time-resource play.
Contest
Staying on the objective under numerical disadvantage to stall the enemy's guaranteed progress or win.
Stagger
Delaying an enemy kill so they respawn out of sync with their team for the next fight.