WARDOGS Actual
● Season 1 · Early AccessField Manual103 entries in this chapter · 9 new

Combat & Loadouts

Weapons, ammo, armour, loadouts, and staying alive long enough to use them.

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103 entries ·
Aim discipline by ammo type
CONFIRMEDCombat & Loadouts3 creators + the damage tableanypatch risk medium

FMJ: aim wherever you can hit. HP: arms and legs almost exclusively. AP: chest and head.

Step by step

  1. FMJ: aim wherever you can hit. It is the universal round precisely because it never collapses.
  2. HP: arms and legs, almost exclusively. Torso and head are where the plate is, and HP does 6-9 damage there.
  3. AP: chest and head. AP is wasted on limbs, where it is the worst of the three rounds.

Numbers

HP does 6-9 damage against plate. Super Heavy takes the pelvis and upper arms away too.

Why it works

Practical consequence nobody states explicitly but the numbers imply: as enemy armor tier rises, the exposed flesh area shrinks (Super Heavy takes the pelvis and upper arms away too), so the accuracy demanded by a hollowpoint build rises with the season. Miss two HP rounds into a plate and you lose the trade. Maplewood's one exception to always-FMJ is a player who always shoots legs, which is the HP rule above from a third creator.

History

refs: BrTNezWMpuk-31, BrTNezWMpuk-32, BrTNezWMpuk-33, BrTNezWMpuk-34, 3ubf2twZumk-04, 3ubf2twZumk-06, seNduUq_8Ck-08
The three ammo types and the measured damage table
CONFIRMEDCombat & LoadoutsAirwingmarine's on-screen practice-range readout + WARDOGS Hub reproducing the same figures + 3 more creators on behaviour (Maplewood added); Geck0 agrees neither HP nor AP is worth unlocking earlyanynumbers may be stale

FMJ is your default and will be for a very long time. HP is a burst-damage round for unarmored targets only. AP is a late-Wardog-level unlock that is genuinely worse than FMJ until the enemy is wearing Medium plate or better.

Numbers

Single shot, rifle calibre, chest/stomach, practice range: | Target | FMJ | HP | AP | -- No armor | 28 | 61 | 24 -- Light (L1) armor | 21 | 9 | 18 -- Medium (L2) armor | 18.5 | 6 | 18.74. HP goes from 61 to 9 the moment a $400 plate appears. AP is 3 damage behind FMJ against Light armor and only crosses over at Medium, where it wins by a quarter of a point (0.24).

Why it works

Each round type has its own multiplier against flesh and against armor material, and those multipliers scale in opposite directions across tiers. AP's armor multiplier climbs with each tier while its flesh multiplier stays poor; FMJ and HP fall off. The crossover happens to land between Light and Medium. Geck0 reaches the same verdict without the table: HP falls flat against armor, and AP does more to the plate without meaningfully shortening time-to-kill, so he does not unlock either any time soon. Maplewood gives the same rule from play: always FMJ, and HP only against unarmored targets, which he says realistically means the first minutes of a match, a tighter window than the first days of a season, or if you always shoot legs.

Where it falls apart

This is one rifle calibre in one test on one build. Shotguns, SMGs and .50 cal may cross over at different tiers, and the numbers are exactly the kind of thing a balance patch moves. Airwingmarine himself flags the build as pre-launch. Verify in the firing range before you commit money to a case of AP. Conflict to be aware of: Overgear's weapons guide states "AP ammunition is the safest combat choice against armored players." That is a commercial boosting site with no measured numbers, and it directly contradicts the on-screen readout above at Light armor. Believe the readout.

History

refs: 3ubf2twZumk-01, 3ubf2twZumk-02, 3ubf2twZumk-03, 3ubf2twZumk-04, 3ubf2twZumk-05, 3ubf2twZumk-06, BrTNezWMpuk-31, BrTNezWMpuk-32, BrTNezWMpuk-33, I9rkQ7U-Tzk-21, seNduUq_8Ck-08
Anyone can revive
CONFIRMEDCombat & Loadouts3 creators + the item mechanics; RageGamingVideos adds the pilot caseanypatch risk low

Any player can revive any teammate with bare hands by holding F on the revive prompt. It is simply slower.

Why it works

Defibrillators and binoculars can also be picked up off the ground and used by anyone regardless of class level: the gear grants the capability, not the class. This is why "revive every teammate you see go down" is good advice for every player, not just medics. It costs almost nothing, it passively levels medic in the background regardless of your main role, and it unlocks better tools to do the same job. Twinsticks & Ties treats revives as a free second income stream on a recon build: when a teammate drops near your spotting position, pick them up. RageGamingVideos adds the pilot case: if a passenger dies on board, land somewhere safe, drag the body out, revive and heal it, and a dead fare becomes medic income.

History

refs: uumlRZ4zUYQ-20, LIBNkZE1aGI-28, LIBNkZE1aGI-50, nKUC4dZC_is-15, Cuq8Sk5hn1E-11
Armor weight is a real cost, not a rounding error
CONFIRMEDCombat & Loadouts3 creators; Maplewood adds the helmet-3, armor-2 combinationanypatch risk low

Stacking the highest tier available is usually wrong. Medium or Heavy plate plus helmet is the sweet spot for a fighting kit; Super Heavy is for people who intend to hold a fixed position.

Numbers

Armor weight rises with class and feeds directly into the weight-class ladder. Soulgrot's rule of thumb: "A slower speed means a quicker time to die."

Why it works

Armor weight feeds the weight-class ladder, and each bracket up costs ADS speed, strafe speed, sway, movement and stamina.

Where it falls apart

This is genuinely disputed on emphasis. DemoMan0351 argues tier 3 is "probably the biggest power spike in the game" and that the effect is larger still at tier 4, and plans to play more aggressively on the point as he reaches those tiers. Soulgrot and Airwingmarine argue the weight cost eats the benefit. Both are reasoning from the same mechanics; the difference is playstyle. If you fight from cover and hold ground, take the heavier plate. If you flank and reposition, stay at Medium. Maplewood reports the combination his group settled on: a Heavy (level 3) helmet with Medium (tier 2) body armor, skipping the heavier chest piece because it makes you too heavy. It buys the helmet tier Stodeh says stops sniper headshots without the body-armor weight.

History

refs: 7gr8hwvS3xU-40, 3ubf2twZumk-11, M0dhrSMKfLs-54, M0dhrSMKfLs-63, BrTNezWMpuk-29, seNduUq_8Ck-20
Attachments are universal
CONFIRMEDCombat & Loadouts3 creators (Maplewood added on the TDG grip)anypatch risk medium

Optics, grips and handguards transfer across weapons and across classes. An optic you unlock while levelling medic works on your assault rifle.

Numbers

50%-off window under Wardog 9.

Why it works

This substantially softens the "picking the wrong class wastes hours" warning: your attachment unlocks are account-wide value even when your weapon unlocks are not. Practical consequence: buying one good optic is an investment across your whole arsenal, and it is the thing to buy during the 50%-off window under Wardog 9. Maplewood's example is the TDG grip: he says it is tied to your overall level rather than to the Infantry track, works across many weapons, and is at its strongest on the M4.

History

refs: Msg78ysR_hQ-41, 7gr8hwvS3xU-41, seNduUq_8Ck-21
Backpacks
CONFIRMEDCombat & Loadouts5 creators on the principle (TheTacticalBrit, Soulgrot, Maplewood, RageGamingVideos, Hudi); still no price table in the corpusanypatch risk low

Buy the smallest pack that fits your kit. Bigger packs cost more money and more weight, and weight is a combat stat.

Numbers

Stodeh's recon kits all run a 12-slot bag. Rockets take three inventory slots each; three or four plus a launcher demands a large pack. The Large Backpack sits at Career/Wardog 55 (moved from 56 at Season 1) and the Arsenal backpack is the highest recorded gate in the corpus at Wardog 150.

Why it works

What you actually need to fit: two magazines, one loose ammo stack, bandages, a revive item, and one utility item. The smallest pack is free: Hudi's day-one kit runs on the free scout backpack, and RageGamingVideos says the small pack is there only to carry spare magazines. Maplewood sizes the pack by how long you usually survive: stay on the scout pack with one or two reserve magazines, and only buy a bigger pack once you are reliably turning a profit.

Where it falls apart

Anti-vehicle is the exception: rockets take three inventory slots each and three or four of them plus a launcher demands a large pack. Neither the Large Backpack nor the Arsenal backpack is a beginner concern.

History

  • 2026-09-14 · Rating changedRageGamingVideos "OP Money Strategy", Maplewood and Hudi added. Rating moved from LIKELY to CONFIRMED: 5 creators on the principle (TheTacticalBrit, Soulgrot, Maplewood, RageGamingVideos, Hudi); still no price table in the corpus.
refs: BrTNezWMpuk-30, 7gr8hwvS3xU-43, k84PEdHQjWM-15, k84PEdHQjWM-23, 1y5uNoJ7ciA-53, seNduUq_8Ck-10, Cuq8Sk5hn1E-03, 3T9uXo_WgdM-20
Bandage others, never yourself
CONFIRMEDCombat & Loadouts4 creatorsany, medicpatch risk medium

Healing a teammate pays roughly $400 and 80 Medic XP. Healing yourself pays $0 and 0 XP. This inverts real tactical training, where self-aid comes before buddy aid.

Numbers

Buddy aid ~$400 and 80 Medic XP; self-aid $0 and 0 XP. jackfrags observed $323 from one heal action. Three full bandages take you from zero to full, so three is the loadout minimum and five is the comfortable number. Bandages are $200 each in stacks of 5.

Why it works

The reciprocal trick: two players bandaging each other both get paid. Two players bandaging themselves get nothing. If you are both hurt and both have bandages, swap.

Where it falls apart

jackfrags adds the sensible qualifier, and it is the right one. Do not bleed out at 12 HP holding a bandage because nobody is around to be paid for it. The rule is "never if a teammate can do it", not "never".

refs: Msg78ysR_hQ-08, M0dhrSMKfLs-16, 5CsJz4KC9dQ-29, 1y5uNoJ7ciA-14, 1y5uNoJ7ciA-26, uumlRZ4zUYQ-18, 7gr8hwvS3xU-06
Breath-hold, holster and lean
CONFIRMEDCombat & Loadoutsseveral creators, all demonstrated on screen; Geck0 separately confirms you move faster with empty handsanypatch risk low

Hold Shift while aiming to hold your breath and gain a small zoom. Press X to holster. Q and E lean. Hold Shift on a ladder to slide down.

Step by step

  1. Hold Shift while aiming to hold your breath. This also applies a small zoom, which makes longer shots more accurate with any sight including iron sights. Not just a sniper tool.
  2. Press X to holster your weapon onto your back and run noticeably faster, PUBG style. Worth it for the game's large dead spaces; you are obviously defenceless while it is on your back.
  3. Q and E lean around cover. Note this collides with default helicopter yaw bindings, so if you rebind either, check the other.
  4. Hold Shift while descending a ladder to slide down it fast. Useful for getting off a tower under fire; it does not guarantee you survive what is waiting at the bottom.

Where it falls apart

Q and E lean collides with default helicopter yaw bindings, so if you rebind either, check the other. Holstering leaves you defenceless.

History

refs: 5CsJz4KC9dQ-12, eR3U1uR6Wn8-17, uumlRZ4zUYQ-06, d9AJbrQiQ9I-15, I9rkQ7U-Tzk-13
C4 and IEDs in infantry fights
CONFIRMEDCombat & LoadoutsCONFIRMED on explosives as the cheap answer to vehicles, doors and walls (RageGamingVideos, Airwingmarine, Maplewood); per-target charge counts are Maplewood's hedged estimates; the plant sequence and the IED-through-revive detail rest on Airwingmarineany, infantrypatch risk mediumintel

The IED ($300, no unlock, single use) is the cheap early-game answer to vehicles and locked gates before you unlock a launcher. C4 ($250) plus a Remote Detonator ($550, Support 2, $15,000 unlock) comes to $800 and is reusable-detonator.

Step by step

  1. Walk up until a green icon appears. It sticks to the ground or to objects, including moving vehicles.
  2. Wait out the short placement animation before the charge is armed.
  3. Right-click to detonate. This starts a phone-call animation of four to five seconds, it rings, and only then does it explode. Airwingmarine: "You got to dial. You got to order yourself pizza."
  4. For a genuine trap you must trigger it well before the target arrives. Otherwise plant and run.

Numbers

IED $300, no unlock, single use, specialist tool category alongside the launchers. C4 $250 + Remote Detonator $550 (Support 2, $15,000 unlock) = $800. IED detonation animation: four to five seconds. Charge counts per Maplewood (hedged, pre-launch [BETA]): one IED opens a FOB's blue door, one or two take down a Hesco depending on its size, about two IEDs on a tank's rear or a couple of C4 kill a tank.

Why it works

Offensive uses beyond anti-vehicle, per RageGamingVideos: throw C4 over a wall to kill people, or use two charges to blow a door or wall and walk into a FOB. The mechanic almost nobody knows: an IED you planted stays live and detonatable if you get downed and are then revived. So do not give up immediately when knocked. If a teammate picks you up, you may still control a bomb that is now driving around on an enemy vehicle. Maplewood's role argument: explosives are cheap, and when you have no defibrillator or binoculars to bring, being the teammate with the RPG or IED is one of the strongest things you can carry.

Where it falls apart

Launcher warning: launchers have backblast that kills friendlies and enemies standing behind you. Check your rear before firing. Also, sprinting or doing almost anything during an RPG reload cancels it entirely and restarts it from the beginning, even at 95% complete.

History

  • 2026-09-14 · Rating changedMaplewood added. Rating moved from LIKELY to CONFIRMED: CONFIRMED on explosives as the cheap answer to vehicles, doors and walls (RageGamingVideos, Airwingmarine, Maplewood); per-target charge counts are Maplewood's hedged estimates; the plant sequence and the IED-through-revive detail rest on Airwingmarine.
refs: 5CsJz4KC9dQ-69, 5CsJz4KC9dQ-68, 3ubf2twZumk-19, 3ubf2twZumk-20, 3ubf2twZumk-21, 3ubf2twZumk-22, uumlRZ4zUYQ-38, RcJjcjSc730-39, seNduUq_8Ck-38
Always carry one utility item
CONFIRMEDCombat & Loadouts4 creators (TacticalNed, DemoMan0351, RageGamingVideos, Hudi); the latter two make binoculars the default utility itemany, infantrypatch risk low

Even on a pure gunfight kit, bring one of: spotting scope, C4, IED, or a revive item.

Numbers

Cheapest options: binoculars $75, IED $300, bandages $200 each, free Emergency Resuscitator $0.

Why it works

Firefights have gaps, and without utility your only income during the gaps is the passive zone tick. With it you fill dead time reviving, spotting enemy helicopters and FOBs, or destroying vehicles. TacticalNed's phrasing: going without is "pretty much handicapping yourself on how much money you can be making". RageGamingVideos and Hudi both make binoculars the default: carry them in every combat kit whatever your class, spot between fights, then swap back to the rifle. If the fight goes badly the spot XP and cash are already banked; if it goes well you earned twice. Hudi's one exception is a life spent purely building. RageGamingVideos adds why range matters: at medium range you have the seconds to pull binoculars mid-fight, up close you do not.

History

  • 2026-09-14 · Rating changedRageGamingVideos "OP Money Strategy", RageGamingVideos "39 Tips" and Hudi added. Rating moved from LIKELY to CONFIRMED: 4 creators (TacticalNed, DemoMan0351, RageGamingVideos, Hudi); the latter two make binoculars the default utility item.
refs: 1y5uNoJ7ciA-06, M0dhrSMKfLs-60, Cuq8Sk5hn1E-32, 7W0KgoBf-wM-06, 3T9uXo_WgdM-20
The defibrillator is the inflection point
CONFIRMEDCombat & Loadouts4 creators (SwoleBenji confirms Medic 11 at launch)medicnumbers may be staleglitch

Medic 11, $50,000 unlock, $1,600 per buy. This is where medic income stops being a trickle and starts snowballing. Buy it as soon as you clear the level and have the cash.

Step by step

  1. Speed. It revives instantly. Early in a season very few players have defibs, so you beat everyone else to every downed player nearby. DemoMan0351's word for this is "revive sniping": "Defibrillators early in the season allows you to snipe basically every revive that happens in your area."
  2. 35 HP instead of 10. The revived player comes back at 3.5x the health of every other revive option, which means they survive long enough to generate you follow-on income.
  3. Payout. $1,200 outside the hotzone, $2,400 inside, against a $30 battery cost on a high-capacity battery.

Numbers

Medic 11, $50,000 unlock, $1,600 per buy. Revives at 35 HP instead of 10 (3.5x). Payout $1,200 outside the hotzone, $2,400 inside. High-capacity battery cost per revive $30.

Why it works

Once you have defibs, TacticalNed's advice is to stop carrying resuscitators entirely and run defibs only. The one exception he allows: keep the free Emergency Resuscitator on your body for your own sake, since a medic can strip it off you if you go down. SwoleBenji agrees on the conclusion from the XP side: paddles unlock at Medic 11 [S1], they are instant and reusable, so they level medic fastest, and medic levelling is slow until then. He also says paddles pay fewer points per revive than resuscitators, which conflicts with TacticalNed's payout figures; see the revive ladder.

Where it falls apart

Two warnings: you can kill teammates with the defibrillator (DemoMan0351 states this flatly with no elaboration); and iMaTT jumped out of a window with defibs expecting to revive someone and found it did not work: "I thought I could defib you, but apparently I couldn't." This may be a range, state or line-of-sight condition rather than a bug, and it cost him a life. Do not assume the defib works from any position you can reach. The whole recommendation also assumes a group - the defib is worthless in an empty field - and that the $50,000 unlock is affordable; Season 1 roughly doubled the mid-level XP requirements, so Medic 11 is further away now than any beta video implies.

History

refs: M0dhrSMKfLs-17, Msg78ysR_hQ-39, 1y5uNoJ7ciA-08, 1y5uNoJ7ciA-11, 1y5uNoJ7ciA-12, 1y5uNoJ7ciA-16, 1y5uNoJ7ciA-23, HkruVf6lIs8-24, S1HARqxz4zU-17, S1HARqxz4zU-18
Doors vs gates: the asymmetry that decides every FOB assault
CONFIRMEDCombat & Loadouts3 creators + wiki item pageanypatch risk low

Doors can be pried open. Gates cannot. Bring a pry tool for doors and explosives (or a terminal hack) for gates.

Step by step

  1. Check the minimap for the FOB marker. If the terminal is reachable, hack it rather than breaching. Walk up, press hack, hold. It takes a while and triggers an audible siren, but it is free and hands you everything they built: turrets, mortars, walls, the lot.
  2. If the terminal is not reachable, find a door, not a gate. Pry it with the Halligan bar or crowbar.
  3. If it is a gate, you need two C4 charges, or you go over the barbed wire instead: press X to punch barbed wire apart in roughly 12-13 punches, and it makes very little noise, so defenders get no audio cue.
  4. Kill a defender on the way in and check their body for a large hammer. Base builders almost always carry one, and it works as a pry tool for the interior doors.

Numbers

| Tool | Price | Unlock | Opens doors | Opens gates | Durability | -- Halligan Bar | $1,100 | level 0 | yes | no ("Ineffective Against Gates") | 5,000, weight 2.8 kg, 3x1 slots -- Crowbar | cheap (price not published) | level 0 | yes, ~4-5 doors before it is spent | no | limited -- Large Hammer | $2,400 | Support 8, $75,000 unlock | yes (dual-purpose) | no | n/a -- C4 x2 | $800 with detonator | Support 2 | yes | yes (blows the wall or door) | n/a -- FOB terminal hack | free | none | bypasses everything | bypasses everything | ~30 s, audible siren. Barbed wire: roughly 12-13 punches of X.

Why it works

The peek mechanic, both directions: ADS at a door or gate and the prompt changes from Open to Peek. Tap F to crack it open just enough to see and shoot through. To close a door you peeked, release ADS first; pressing F while still aiming widens the gap instead. A peeked door can be shoved the rest of the way open by anyone walking into it, from either side. A peeked gate cannot. If you need a peeking position that the enemy cannot force, use a gate.

Where it falls apart

Note on a source conflict: Airwingmarine states the Halligan bar "unlocks at assault level 1". The wiki lists it as level 0, no unlock. Treat the wiki as authoritative; either way it is available immediately.

refs: d9AJbrQiQ9I-01, d9AJbrQiQ9I-02, d9AJbrQiQ9I-03, d9AJbrQiQ9I-04, d9AJbrQiQ9I-05, RcJjcjSc730-66, 5CsJz4KC9dQ-17, RyeL_HZXAAc-04, rNZhaDGmiIk-08, 4E30BgJq52A-28
Test it yourself in ten minutes
CONFIRMEDCombat & Loadouts3 creatorsanypatch risk low

The firing range has levers that put each armor tier onto moving dummies, and its ballistics are identical to live. Ten minutes there tells you what your specific gun does against each plate, and lets you learn bullet drop on a sniper you have not bought yet.

Step by step

  1. Enter the firing range from the main menu.
  2. Pull the lever beside a dummy to fit it with the armor class you want to test.
  3. Fire single shots at the torso with each ammo type and read the damage number on screen.
  4. Repeat at the head and at a leg. Write down the four numbers for your gun.
  5. While you are there, shoot each unowned weapon you are considering grinding toward. Soulgrot's specific advice is to try both level-35 payoff weapons before committing dozens of hours to a track.

Numbers

Ten minutes. Four numbers per gun. Level-35 payoff weapons.

Why it works

Range ballistics are "entirely replicated in the live version of the game", so what you learn there transfers exactly.

refs: BrTNezWMpuk-25, BrTNezWMpuk-75, Msg78ysR_hQ-24, 7gr8hwvS3xU-33
Take the free resuscitator every single life
CONFIRMEDCombat & Loadouts5 creators, now 8 with Geck0, Twinsticks & Ties and Maplewoodanypatch risk medium

The Emergency Resuscitator is $0 at the vendor, one per life, in the recommended-items slot. It cuts a roughly 30-second bare-hands revive to about four or five seconds. There is no argument for skipping it.

Step by step

  1. Reviving a teammate with it pays money and Medic XP that you spent nothing to earn.
  2. It makes you the fastest reviver in the area, which means you win revive races against players who did not take one.
  3. If you die wearing one, a medic can strip it off your body and use it on you, which makes you cheaper to pick up. Wearing one helps you even after you go down.

Numbers

$0, one per life. ~30 s bare-hands revive down to 4-5 s. Field Resuscitator: Medic 2, $10,000 unlock, $500 each.

Why it works

Twinsticks & Ties applies the same logic to every free item the vendor offers, including the free backpack: it costs nothing, so take it. Geck0 pairs the free resuscitator with a stack of bandages as the baseline for every life, then unlocks paid resuscitators so he can carry more than one while levelling medic.

Where it falls apart

Note it is single use. Once you unlock the Field Resuscitator (Medic 2, $10,000, $500 each) carry spares, because there are always bodies.

History

refs: Msg78ysR_hQ-07, Msg78ysR_hQ-44, 7gr8hwvS3xU-05, uumlRZ4zUYQ-21, 6RGWKiTVvhA-07, 5CsJz4KC9dQ-26, d9AJbrQiQ9I-21, RyeL_HZXAAc-09, RyeL_HZXAAc-11, nKUC4dZC_is-14, I9rkQ7U-Tzk-03, I9rkQ7U-Tzk-26, seNduUq_8Ck-13
Ghillie suits and the killcam block
CONFIRMEDCombat & Loadouts4 creatorsreconpatch risk medium

The ghillie suit (Recon 24) removes the enemy killcam entirely. That, not the camouflage, is the valuable half.

Numbers

Ghillie body $3,000 (Recon 24, $80,000 unlock) plus ghillie helmet $2,500 ($60,000 unlock). A "Dead Pattern" variant follows at Recon 27 ($180,000). Both ghillie pieces have zero damage reduction. A ghillied recon player is a 30%-reduction-less target wearing $5,500 of clothing.

Why it works

Players you kill cannot review where the shot came from, so you can hold one hide for far longer. Compare the three states: body kill gives them your exact position, headshot gives them a direction, ghillie gives them nothing. TacticalNed's advice is to wear it anywhere, not just in foliage, for exactly this reason.

Where it falls apart

The cost is not small: you are giving up your body armor and helmet slots for items with no protection at all. That is a defensible trade for someone who never gets shot at because nobody can find him, and a terrible one for anyone who fights at medium range. Also, TacticalNed frames the killcam effect as degrading it to "a general direction", while DemoMan0351, RageGamingVideos and Soulgrot all say it blocks the killcam entirely. Three to one for full block. The difference does not change the recommendation.

refs: Msg78ysR_hQ-28, 5CsJz4KC9dQ-09, 7gr8hwvS3xU-45, 1y5uNoJ7ciA-67, k84PEdHQjWM-49
Fair: looting a downed teammate's own resuscitator to revive them
CONFIRMEDCombat & Loadoutssix creators report itany, medicpatch risk low

Six creators report it; DemoMan0351 explicitly classes it as socially acceptable where stealing another player's revive is not. Working as designed. Fair.

History

refs: Msg78ysR_hQ-33, I9rkQ7U-Tzk-31
UI flaw: magazine consolidation fill order
CONFIRMEDCombat & LoadoutsIceManIsaac and WARDOGS Hubanypatch risk lowglitch

Pressing C fills leftmost-then-topmost, which will drain a full magazine into an empty one if your grid is arranged badly.

Why it works

This is a UI design flaw rather than an exploit, and arranging your grid before pressing C is clever play, not bug abuse.

refs: eR3U1uR6Wn8-20, eR3U1uR6Wn8-21
Killcams tell the enemy where you are
CONFIRMEDCombat & Loadouts3 creatorsany, reconpatch risk medium

Three killcam states: a body kill gives the victim your exact position, a headshot gives only a direction, and a kill made while wearing a ghillie suit gives no killcam at all.

Step by step

  1. Body kill: the victim's death camera zooms in on you. They get your exact position.
  2. Headshot kill: the camera only turns toward your direction. They get a bearing, not a location. You need to shift to the next window, not evacuate the building.
  3. Killed while wearing a ghillie suit: no killcam at all. They get nothing.

Numbers

Reposition after every kill, and certainly after two in one spot.

Why it works

Downed players in this game hang around waiting for a revive rather than respawning away, so the person you just shot is still nearby, motivated, and his squad already knows roughly where you are. Once they know roughly, a teammate with a spotting optic can mark you without ever finding you precisely, and counter-sniping becomes easy.

refs: 5CsJz4KC9dQ-08, 5CsJz4KC9dQ-09, 5CsJz4KC9dQ-39, Msg78ysR_hQ-28, Msg78ysR_hQ-29, 7gr8hwvS3xU-45, 1y5uNoJ7ciA-67
The leg meta
CONFIRMEDCombat & Loadouts3 creatorsanypatch risk medium

Against a heavily plated enemy with flesh ammo in your gun, shoot their legs. Legs take full damage from standard ammunition because nothing protects them.

Step by step

  1. Look at the enemy. If they are visibly plated and you are running FMJ or HP, do not fight the torso.
  2. Drop your aim to the thighs and hold there. The recoil pattern helps you, not hurts you, at this aim point.
  3. If they are unhelmeted and you have a marksman rifle, the head is still better. The leg meta is the answer when the head shot is not available or the helmet will survive it.
  4. Once you actually have AP unlocked (Wardog 82+), invert this: AP is wasted on limbs, so aim chest and head.

Numbers

AP unlocks at Wardog 82+. A 65% Super Heavy plate does nothing at all for the thighs.

Why it works

Armor applies its reduction only at the hitbox it covers, and no tier covers legs. A 65% Super Heavy plate does nothing at all for the thighs, so the most expensive enemy in the lobby has a permanent 100%-damage region on his body.

Where it falls apart

This assumes you can see and hit legs. Enemies behind sandbags, in a HESCO slit, or prone in a window are showing you head and shoulders only, which is precisely where the armor is. The leg meta is a field-and-street tactic, not a base-assault tactic.

refs: Msg78ysR_hQ-25, BrTNezWMpuk-33, BrTNezWMpuk-34, 3ubf2twZumk-03
Legs are unarmored at every tier
CONFIRMEDCombat & Loadouts2 creators + wardogshub + games.gganypatch risk medium

No armor tier in the game covers the legs. Ever. That is the entire basis of the leg meta.

Numbers

Light, Medium and Heavy cover upper and lower torso only. Super Heavy adds the pelvis and upper arms. Nothing covers thighs, shins or feet. Helmets cover the whole head (Light/Medium) or head and neck (Heavy/Super Heavy).

Why it works

WARDOGS does not model partial helmet coverage the way Tarkov does. There is no exposed face hitbox to aim at, so the head is a binary: either you beat the helmet or you do not. That pushes all the "find the gap" play downward onto the limbs.

Where it falls apart

If the developers ever ship leg armor or a leg damage multiplier change, the entire leg meta evaporates overnight. This is the single highest-leverage number in this file for a balance patch to touch.

Sources

refs: 3ubf2twZumk-08, 3ubf2twZumk-10, Msg78ysR_hQ-25, BrTNezWMpuk-34
Budget "naked" start, under $500
CONFIRMEDCombat & Loadouts4 creators describe variants (TheTacticalBrit, Soulgrot, RageGamingVideos, Hudi); SwoleBenji adds the free FOB medsanypatch risk medium

A fresh or broke account can deploy for about $675 plus ammo - or for literally nothing, and loot the rest off the first body.

Numbers

| Item | Price | -- Free faction rifle (A-91 / Bushmaster M17S / KH-2002) | $0 -- Emergency Resuscitator | $0 -- Binoculars | $75 -- Basic Parachute | $100 -- Small Tac Vest | $100 -- 2 bandages | $400 -- Total | ~$675 + ammo.

Why it works

The even more extreme version, which TheTacticalBrit calls "the devilish option": bring nothing to the front line, so your death costs zero, and pillage your entire kit off the first body you find. Infinite margin at the cost of being defenceless until you find a corpse. Given that everyone around you is buying armor and medical supplies and dying, and that you can loot all of it, this is genuinely viable when you are broke. Also: the corpus reports "free starter equipment available if balance goes negative" (games.gg). You cannot actually be stranded. SwoleBenji adds a free source that needs no corpse: a placed FOB includes free medical supplies you can take for yourself, so a naked respawn at a friendly FOB still leaves with meds. RageGamingVideos and Hudi build their floor kits on the same free core: the free rifle with its magazine, the free resuscitator, the free scout backpack and a couple of bandages. RageGamingVideos takes the free Bushmaster with one full 20-round magazine into every kit, even a pure driving or flying run, because it is the only free weapon and defending yourself with it still levels Infantry. Hudi adds binoculars every life unless you are only there to build, loose 5.56 and a small tac vest.

Where it falls apart

The naked start assumes bodies are available, which means it only works in or near the hotzone where people are actually dying. In a quiet sector it is just a slow death.

History

  • 2026-09-14 · Rating changedRageGamingVideos "OP Money Strategy", RageGamingVideos "39 Tips" and Hudi added. Rating moved from LIKELY to CONFIRMED: 4 creators describe variants (TheTacticalBrit, Soulgrot, RageGamingVideos, Hudi); SwoleBenji adds the free FOB meds.
  • 2026-09-13 · Wording changedSwoleBenji added. The wording now reflects what they report.
refs: BrTNezWMpuk-84, 7gr8hwvS3xU-04, S1HARqxz4zU-61, 7W0KgoBf-wM-08, Cuq8Sk5hn1E-02, Cuq8Sk5hn1E-03, 3T9uXo_WgdM-20
Loot the downed player's own resuscitator
CONFIRMEDCombat & Loadouts6 creators (Geck0 and SwoleBenji added)any, medicpatch risk medium

Before you revive someone, open their inventory. If they are carrying a resuscitator, use theirs on them. You get the full XP and cash payout and spend none of your own consumables.

Step by step

  1. Approach the downed teammate. Drag them into cover first if they are in the open.
  2. Open their inventory from the revive prompt.
  3. Take the resuscitator (or bandages) from their body.
  4. Revive them with it.

Numbers

Marginal cost per revive can genuinely be $0.

Why it works

Is this fair play? Yes, and the creators are unanimous about why. RageGamingVideos explicitly distinguishes it from stealing: using the downed player's own respirator to pick them up in a tough spot leaves them happy, because they wanted to be back in the fight. TacticalNed's version is to simply ask first; "most players are happy to agree". DemoMan0351 frames the social convention precisely: stealing someone else's revive is rude; taking a rebreather off a corpse to revive faster is fine. Effect on your economics: it removes the consumable cost from reviving entirely. Combined with the free Emergency Resuscitator, your marginal cost per revive can genuinely be $0.

History

refs: 5CsJz4KC9dQ-28, 6RGWKiTVvhA-08, 1y5uNoJ7ciA-22, d9AJbrQiQ9I-21, Msg78ysR_hQ-33, I9rkQ7U-Tzk-31, S1HARqxz4zU-94
Magazines, loose ammo, and the C key
CONFIRMEDCombat & Loadouts5+ creators (Geck0 added); Maplewood demonstrates the C refill and RadioGLHF adds the always-carry-a-spare ruleanypatch risk low

Two magazines plus one stack of loose ammo. Not five magazines. Press C in the inventory to pack loose rounds back into mags.

Step by step

  1. At the vendor, buy the magazines your gun needs (two spare is plenty) plus one loose stack from the loose-ammo tab. Alternatively hover the ammo on the gun's ammo page and Ctrl+left-click to add loose rounds instead of a mag.
  2. In the field, after a fight, open your inventory and drag your emptiest magazine to the bottom-right and your fullest to the top-left before pressing C. C fills leftmost-then-topmost first, so a badly arranged grid will drain a full magazine into an empty one and leave you with two half-mags.
  3. Press C. The transfer is progressive, not instant.
  4. Only do this in genuine cover. Opening your inventory heavily muffles your game audio, which is how people get walked up on and meleed.

Numbers

A rifle magazine holds 20-30 rounds and eats two inventory slots. A two-slot loose stack holds 80 rounds. (PC Gamer's launch-day tips say stacks of 100; the creator corpus consistently says 80. Treat 80 as the figure for rifle calibre and expect it to vary by calibre.)

Why it works

Reload types: tap R stows the partial magazine in your vest. Hold R drops it on the floor and is faster. If you cannot work out where all your magazines went, you have been holding R.

Where it falls apart

On the C fill order: IceManIsaac notes an exception with heavily upgraded backpacks that have "wings", where it still prioritises the centre slots. Nobody has mapped this precisely. Geck0 gives a second reason for the two-magazine limit beyond bag space: running out forces you to break off and pack ammo, which keeps you from overextending. Maplewood demonstrates the refill on screen: fire, reload, press C, and the loose 5.56 tops the empty magazines back up. He runs one or two magazines as the baseline, three or four only when rich with a big backpack, and two loose stacks rather than one for a full-auto rifle. RadioGLHF's floor is at least one spare magazine every life, because refilling a magazine from loose rounds in the middle of a firefight is a nightmare.

History

refs: 5CsJz4KC9dQ-13, d9AJbrQiQ9I-07, d9AJbrQiQ9I-08, d9AJbrQiQ9I-09, uumlRZ4zUYQ-02, uumlRZ4zUYQ-03, uumlRZ4zUYQ-04, 3ubf2twZumk-14, eR3U1uR6Wn8-20, eR3U1uR6Wn8-21, LIBNkZE1aGI-15, 6RGWKiTVvhA-09, 7gr8hwvS3xU-08, 7gr8hwvS3xU-09, I9rkQ7U-Tzk-04, seNduUq_8Ck-11, seNduUq_8Ck-12, 3AU8RyTWpMI-02
The medic weapon ladder
CONFIRMEDCombat & LoadoutsCONFIRMED on the ladder (wiki + 2 written sources + 4 creators; SwoleBenji matches the Super-45 level at launch; GhostGaming confirms the PP-19 drum move) | DISPUTED on whether the Super-45 is worth rushing, and on which rifle ammo is easy to findmedicpatch risk medium

The SMG ladder: AMP-9 at 0, PP-19 Vityaz at 4 (the early power spike), MP5 at 15, Super-45 at 35.

Numbers

| SMG | Level | Unlock | Vendor | Weight | Note | -- AMP-9 | 0 | none | $900 | 1.4 kg | lightest primary in the game -- PP-19 Vityaz | 4 | $25,000 | $1,200 | 2.9 kg | the early power spike -- MP5 | 15 | $75,000 | $1,500 | 2.54 kg | -- Super-45 (Vector) | 35 | $150,000 | $2,600 | 3.0 kg | the endgame payoff. Magazine unlocks: PP-19 50-round drum at Medic 29 (moved from 33 at Season 1); MP5 30-round at Medic 25 ($25,000); 40-round drum at Medic 50 ($50,000), the final unlock on the track.

Why it works

The case for medic as the beginner track: you get a genuinely strong gun at level 4 (PP-19, "manageable recoil and a solid TTK"), whereas the Infantry path waits until level 10 for the Galil. For time-to-power, medic wins, and the medic track also pays you cash the whole way up. The AMP-9 never stops being relevant. Its value is not damage, it is 1.4 kg, which is what lets you carry heavy armor and a heavy specialist item at the same time. Build SMGs for ergonomics, not recoil control: SMG recoil is very low by default, so attachments that raise the gun quicker and smooth handling beat recoil reduction. Maplewood (hedged, going by what he sees others run) says most medics stay on the AMP-9 until the MP5 and the Super-45. GhostGaming reads the PP-19 drum move from Medic 33 [BETA] to Medic 29 [S1] off the launch patch notes.

Where it falls apart

Two conflicts. Ammo: TacticalNed's warning is that few players ran SMGs during alpha and beta, so looted SMG ammo was scarce, and he called the AK the safer choice because its ammunition was everywhere. Geck0 reports the opposite for the AK, constant 5.45 shortages, and the wiki backs him structurally: the AK74 is the only 5.45 weapon, while the free faction rifles, T-21, Galil and M4 all fire 5.56. If ammo supply pushes you off the SMG, move to a 5.56 rifle, not the AK, and if you stay on an SMG buy more loose ammo than you think you need. Payoff: SwoleBenji says the Super-45 at Medic 35 [S1] kills barely faster than the MP5, so do not rush it. The endgame-payoff label in the table is the ladder's position, not a measured time-to-kill; try both in the firing range before paying the $150,000 [S1] unlock.

History

refs: 7gr8hwvS3xU-30, 7gr8hwvS3xU-31, 7gr8hwvS3xU-32, M0dhrSMKfLs-06, M0dhrSMKfLs-15, 5CsJz4KC9dQ-25, 1y5uNoJ7ciA-29, oA09eaxgcng-47, S1HARqxz4zU-19, I9rkQ7U-Tzk-19, seNduUq_8Ck-26, ZO7H54kLhqM-23
Parachutes
CONFIRMEDCombat & Loadouts3 creators + wiki; Silk adds the bail-out warning; Maplewood adds the deploy cue and the drop-it-after-landing habitanypatch risk lowglitch

Basic Parachute $100, no unlock, 2.5 kg, single use, manual deploy, cannot be steered. Sport Parachute $1,000, Career 35, $25,000 unlock, 9 kg, steerable.

Numbers

Basic Parachute: $100, no unlock, 2.5 kg, single use, manual deploy, cannot be steered. Sport Parachute: $1,000, Career 35 (moved from 36 at Season 1), $25,000 unlock, 9 kg, steerable. DemoMan0351's framing: $100 of insurance on a $5,000 kit.

Why it works

It lives in its own dedicated Traversal slot, so it does not compete with backpack space, only with weight. Anti-aircraft missiles become unavoidable once your pilot is out of flares. It also gets you off towers and tall buildings inside the zone.

Where it falls apart

Caveat one: the cheap chute cannot be steered, so you must deploy near the end of the fall or you drift into somewhere useless and get shot on the way down. Caveat two: there is a bug where deploying on a short fall of around five metres makes the game treat it as a skydive and kills you outright. Do not reflex-tap the chute key on small drops. Caveat three: at 9 kg the sport chute can single-handedly push you a weight bracket. Consider whether steering is worth your tactical sprint. Caveat four: the chute is for surviving a helicopter that is going down, not a routine way off one. Silk calls a parachuting player the easiest kill on the server, because you barely move and even infantry on the ground can hit you, and he drops every other target the moment he sees one. Maplewood adds the beginner version: always buy the chute, because it is your safety net when someone else's helicopter is going down, and get out before it takes you with it. His deploy cue for the unsteerable chute is to press Space just before the white bar disappears and the bar is fully red, which stops the fall damage without leaving you hanging in the sky as a target. If you landed without using it, press G and drop it: it weighs about 2.5-3 kg.

History

refs: 6RGWKiTVvhA-18, Msg78ysR_hQ-17, RcJjcjSc730-65, eR3U1uR6Wn8-16, 4CHoWpu4Imw-35, seNduUq_8Ck-03, seNduUq_8Ck-05, seNduUq_8Ck-23
Pry tools open doors, never gates
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from cbt-doors-vs-gatesanypatch risk low

Halligan bar / crowbar / large hammer pry doors. They do nothing to gates. Gates need C4 or a terminal hack.

History

  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
FMJ is the default round
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from cbt-ammo-damage-tableanynumbers may be stale

FMJ is the default. AP does less damage than FMJ against Light armor (18 vs 21) and does not pull ahead until Medium.

Numbers

AP 18 vs FMJ 21 against Light armor; AP pulls ahead only at Medium.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Take the free Emergency Resuscitator every spawn
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from cbt-free-resuscitator-every-lifeanypatch risk medium

Take the free Emergency Resuscitator every spawn. $0, one per life, cuts a ~30 s revive to 4-5 s.

Numbers

$0, one per life. Revive time ~30 s bare hands to 4-5 s.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
HP is a season-opening round only
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from cbt-ammo-damage-tableanynumbers may be stale

HP hits 61 vs bare flesh and 9 vs Light armor. Run it only in the first days of a season, or aim only at limbs.

Numbers

HP: 61 damage vs bare flesh, 9 vs Light armor.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Legs are unarmored at every tier
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from cbt-legs-unarmoredanypatch risk medium

Legs are unarmored at every tier. Shoot legs when the target is plated and you have no AP.

Sources

History

  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Never bandage yourself if a teammate can
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from cbt-bandage-othersanypatch risk medium

Never bandage yourself if a teammate can do it. Self-aid pays $0 and 0 XP; buddy aid pays about $400 and 80 XP.

Numbers

Self-aid: $0, 0 XP. Buddy aid: ~$400 and 80 Medic XP.

History

  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Everything is 50% off under Wardog 9
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from eco-new-recruit-discount, play-new-recruit-discountanypatch risk medium

Under Wardog 9 everything is 50% off. Buy your armor, optics and backpack in that window.

Numbers

50% off below Wardog 9.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Recon: skip the Scout Rifle TD
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from cbt-skip-scout-rifle-tdreconpatch risk medium

Recon: skip the Scout Rifle TD entirely. Level 0-10 on binoculars and spotting alone.

Numbers

Recon levels 0-10 on spotting alone.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Tac vests add hotkey slots, not storage
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from cbt-tac-vest-hotkey-slotsanypatch risk low

Tac vests add hotkey slots, not storage. Small $100 gives slots 4-6. The Tarkov rig assumption is wrong.

Numbers

Small Tac Vest $100, gives slots 4-6.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Two mags plus one loose stack
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from cbt-mags-loose-ammo-c-keyanypatch risk low

Two mags plus one loose stack, not five mags. Loose ammo is 80 rounds in two slots vs 30 in a mag. Press C to pack.

Numbers

Loose ammo: 80 rounds in two slots. Magazine: 30 rounds in two slots.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
The gun in your hands decides the track
CONFIRMEDCombat & Loadoutsquick card: inherits tier and sources from cbt-weapon-xp-track-mappinganypatch risk low

SMG kills feed Medic, ARs and pistols feed Infantry, shotguns/LMGs/launchers feed Support, snipers/DMRs/bow and all spotting gear feed Recon.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Sources updatedThis quick Card summarises a fuller Card but cited no sources of its own. It now carries every source of the Card it summarises, so its rating can be checked.
Revive farming: the three income layers
CONFIRMEDCombat & LoadoutsCONFIRMED on the three layers: the downstream cut from TheTacticalBrit, TacticalNed and Maplewood, the tip layer from AbneyDude and SwoleBenji; the income benchmarks are TacticalNed's alone and betamedicnumbers may be stale

Medic income has three stacked layers, and most players only know about the first: the flat action payout, the tip, and the downstream cut on everything the revived player does afterwards.

Step by step

  1. The flat action payout. $800 bare / $900 resuscitator / $1,200 defib, doubled in the hotzone.
  2. The tip. Downed players press F1 to bribe nearby players for a revive, and press F1 repeatedly after being revived to tip you. AbneyDude spams it "until it doesn't go up anymore", implying a per-revive cap, and offers $500 and $25 as bribes elsewhere in the same video.
  3. The downstream cut. You earn a bonus for everything the player you revived does afterwards: every kill, every heal they perform, every vehicle they destroy, for the rest of that life. TheTacticalBrit's example is reviving someone who then gets five kills and being paid a bonus on all five.

Numbers

Flat payouts $800 bare / $900 resuscitator / $1,200 defib, doubled in the hotzone. AbneyDude's bribes: $500 and $25. TacticalNed logged $250,000-$320,000 per game running medic with a big squad, averaging $80,000 per life, with a personal best of $148,000 in a single life in the hotzone.

Why it works

The consequence for who you revive: prioritise players who will go on to be productive. A strong player in a good position pays you far beyond the flat revive fee; someone who will walk into the same gunfight and die again pays you the flat fee only. SwoleBenji turns the tip layer into a routine: when a downed player offers cash (his example is $500 [S1]), throw smoke over them first, take their own revive item off their body, revive them with it and keep yours. Geck0 chains the flat layer instead: revive, then heal the same player straight away, and leave bag space for one extra revive item so the chain does not stop. Maplewood states the downstream cut independently: after a revive you get partial credit for what that player does for a period afterwards, and he says selling someone gear works the same way. TheTacticalBrit says the cut lasts the rest of that life; nobody has timed it.

Where it falls apart

Those are alpha/beta figures from one creator, on a build where the XP curve was much shallower, playing with an organised group in the hotzone. Treat $80,000 per life as the ceiling of the method under ideal conditions, not as what you will make tonight. If you are playing with randoms in a quiet sector, medic income collapses, because there is nothing to heal.

History

  • 2026-09-14 · Rating changedMaplewood added. Rating moved from LIKELY to CONFIRMED: CONFIRMED on the three layers: the downstream cut from TheTacticalBrit, TacticalNed and Maplewood, the tip layer from AbneyDude and SwoleBenji; the income benchmarks are TacticalNed's alone and beta.
  • 2026-09-13 · Patch label changedGeck0 and SwoleBenji added. Patch labels on the figures were corrected.
refs: 1y5uNoJ7ciA-17, 1y5uNoJ7ciA-19, 1y5uNoJ7ciA-20, 1y5uNoJ7ciA-18, BrTNezWMpuk-82, uumlRZ4zUYQ-19, srDzIFGc0EI-12, M0dhrSMKfLs-18, LIBNkZE1aGI-28, S1HARqxz4zU-94, I9rkQ7U-Tzk-29, I9rkQ7U-Tzk-30, seNduUq_8Ck-31
The revive ladder
CONFIRMEDCombat & LoadoutsCONFIRMED on the items (wiki + 2 written sources + 7 creators; SwoleBenji matches the Field Resuscitator row at launch) | LIKELY on the cash payouts (1 creator's figures, partially corroborated, one conflicting account)medic, anynumbers may be stale

The revive and healing item ladder, from free bare hands to the Medic 24 Medical Bag, with speeds, revive HP and payouts.

Numbers

Revive items: | Item | Level | Unlock cost | Per-buy | Revive speed | Revives at | Payout | -- Bare hands | none | - | free | ~30 s | 10 HP | $800 -- Emergency Resuscitator | 0 | none | $0, one per life | 4-5 s | 10 HP | $900 -- Field Resuscitator | Medic 2 | $10,000 | $500 | fast | 10 HP | $900-1,000 -- Defibrillator | Medic 11 | $50,000 | $1,600 + battery | instant | 35 HP | $1,200 ($2,400 in hotzone) -- Medical Bag | Medic 24 | $75,000 | $2,000 | speeds revive, also heals | - | -. Batteries: Standard $150 = 4 revives ($37.50 each). High Capacity $300 = 10 revives ($30 each, Wardog 45). Press R to swap a battery. Healing: | Item | Level | Unlock | Per-buy | Effect | Payout | -- Bandage | 0 | none | $200, stack 5 | small heal; 3 bandages = zero to full | ~$400 (one creator observed $323) -- IFAK | Medic 9 | $25,000 | $800, stack 2 | full heal in one use | ~$1,440+, scaling with how hurt the target was -- Medical Bag | Medic 24 | $75,000 | $2,000 | progressive healing station | - -- Enox | - | - | $450 | temporary decaying overheal | - -- Adrenaline / Stim Pen | Medic 14 | $25,000 | $250, stack 3 | unlimited tac sprint, lowers weight class | -. Hotzone doubles cash payouts: a defib revive in the hotzone is $2,400 against a $30 battery cost.

Why it works

Large batteries are better value per revive and save an inventory slot; take them whenever available.

Where it falls apart

The payout column is almost entirely TacticalNed's numbers from his alpha/beta logs, with partial corroboration from WARDOGS Hub ("revives pay $1,000"), MetaForge ("revive $1,200 upward", "healing consumable up to $400") and PC Gamer's beta piece ("$900 revive, $200 bandage"). Every payout figure here is pre-Season-1 [BETA]. They agree in shape and roughly in magnitude but not exactly. The cash ordering is probably reliable; the exact dollars are not. SwoleBenji conflicts on one point: he says defibrillator paddles pay fewer points per revive than resuscitators, the opposite of TacticalNed's $900 [BETA] resuscitator against $1,200 [BETA] defib. He may mean XP rather than cash; see the open question. SwoleBenji does match the Field Resuscitator row at launch: Medic 2 [S1], $500 [S1] each. Geck0 backs the IFAK row: one use heals to full, and he carries one even off-role for the near-death moment behind cover, although healing yourself pays nothing.

Sources

TacticalNed @ 2:25, 2:32, 2:35, 2:49, 3:01, 3:24, 3:38, 5:27, 5:32 ↗DemoMan0351 "40+ Tips" @ 2:07, 2:16 ↗Soulgrot @ 1:00, 1:21 ↗jackfrags @ 5:26, 5:33 ↗motiv8 @ 2:49 ↗RageGamingVideos @ 8:33 ↗WARDOGS Hub level-up-medicMetaForge medic XP guideofficial wiki: Defibrillator / Bandage / IFAK / Field Resuscitator / Emergency Resuscitator / Medical Bag / Adrenaline PenSwoleBenji @ 5:34 ↗Geck0 @ 6:29 ↗

History

refs: 1y5uNoJ7ciA-09, 1y5uNoJ7ciA-10, 1y5uNoJ7ciA-11, 1y5uNoJ7ciA-12, 1y5uNoJ7ciA-13, 1y5uNoJ7ciA-15, 1y5uNoJ7ciA-16, 1y5uNoJ7ciA-26, 1y5uNoJ7ciA-27, Msg78ysR_hQ-07, Msg78ysR_hQ-44, 7gr8hwvS3xU-05, 7gr8hwvS3xU-06, uumlRZ4zUYQ-20, uumlRZ4zUYQ-21, 6RGWKiTVvhA-07, 5CsJz4KC9dQ-26, S1HARqxz4zU-13, I9rkQ7U-Tzk-24
Shotguns and close range
CONFIRMEDCombat & Loadouts4 creators on close-range power against unarmored targets (Airwingmarine, DemoMan0351, Geck0, RageGamingVideos); iMaTT's dissent is about range, which the card concedessupportpatch risk medium

Run the MP43 ($400, level 0, 3.2 kg) if you are levelling Support and fighting indoors or in the first days of a season. Buy the M500 ($1,200, Support 10, $50,000 unlock, 6-shell pump) when you can.

Numbers

MP43 $400, level 0, 3.2 kg. M500 $1,200, Support 10, $50,000 unlock, 6-shell pump.

Why it works

The case for: early in a season nobody has armor, and shotguns are devastating against unarmored players. Airwingmarine recommends running them "right off the rip" while levelling Support. DemoMan0351 runs a shotgun every life while grinding Support and says the eventual pump-action with slugs is "an absolute monster" midseason. Geck0 is the third creator: he calls the double barrel extremely strong against no armor or Light armor, and its kills feed Support XP. The MP43 is the game's break-action double barrel on the wiki. RageGamingVideos, recording on launch day, calls the double barrel devastating up close against unarmored players and ties that to the opening days, when few players wear plates. He rates SMGs as the medium-to-close option.

Where it falls apart

The dissent, which is worth taking seriously: iMaTT tried slug rounds specifically to fix a shotgun's range problem and could not fight effectively out of his own window with one. He respawned to fetch an SVD instead and called it "much better than a shotgun". Slugs do not turn a shotgun into a rifle. Do not expect either shotgun to solve a ranged problem, and do not stay on a shotgun once the lobby is plated.

History

  • 2026-09-14 · Wording changedRageGamingVideos "OP Money Strategy" added. The wording now reflects what they report.
  • 2026-09-13 · Rating changedGeck0 added. Rating moved from LIKELY to CONFIRMED: 3 creators on close-range power against unarmored targets (Airwingmarine, DemoMan0351, Geck0); iMaTT's dissent is about range, which the card concedes.
refs: RyeL_HZXAAc-26, M0dhrSMKfLs-21, HkruVf6lIs8-20, I9rkQ7U-Tzk-23, Cuq8Sk5hn1E-33
Do not buy the Scout Rifle TD
CONFIRMEDCombat & Loadouts5 creators, unanimous on the gun (Maplewood added); RageGamingVideos' launch video implies more damage than Stodeh and MetaForge report; Twinsticks & Ties added an unnamed scout rifle to a cheap recon build anyway, for the option to shoot, without claiming it performsreconpatch risk medium

The break-action starter sniper is $1,100 and cannot one-shot headshot a player with no helmet. Every creator in the corpus who mentions it says to skip it.

Numbers

Scout Rifle TD $1,100. MetaForge measures it at around 89 damage on a headshot. T-21 alternative $600. SKS at Recon 5.

Why it works

Sniper XP only registers on an assist or the killing blow, and a rifle that cannot close kills produces essentially no XP while also revealing your position every time you fire. Stodeh: "it doesn't even one-shot headshot without a helmet. Forget it exists." The one counter-example is not a defence of the gun: Twinsticks & Ties added a scout rifle to their cheap recon build after a full match of finding targets they could not shoot. That is a wish for any gun, and the T-21 answers it better. Maplewood gives the same order: go pure spotter with a normal weapon and buy no recon rifle until the SKS.

Where it falls apart

What to do instead: carry any other weapon (the free faction rifle, or the T-21 at $600) and level recon purely by spotting until the SKS at Recon 5. One conflict on the damage, not the advice: RageGamingVideos, on launch day, says Level 1 armor (Wardog 3 [S1]) is what stops the scout rifle's one-shot and that scout-rifle recon only works for assists once targets wear it, which implies a one-shot on an unarmored player. Stodeh and MetaForge say it cannot even headshot-kill an unhelmeted one. Nobody shows the damage number from the launch build. Skip the gun either way, and wear Level 1 armor either way.

History

refs: k84PEdHQjWM-01, RcJjcjSc730-56, 7gr8hwvS3xU-28, 5CsJz4KC9dQ-37, 5CsJz4KC9dQ-38, 5CsJz4KC9dQ-35, 1y5uNoJ7ciA-61, Msg78ysR_hQ-20, nKUC4dZC_is-16, seNduUq_8Ck-18, Cuq8Sk5hn1E-04, Cuq8Sk5hn1E-31
The spot ladder: sniper unlocks by level and cost
CONFIRMEDCombat & Loadoutswiki infoboxes + Clutchbase + WARDOGS Hub in exact agreementreconpatch risk medium

The full Recon weapon ladder from the skippable Scout Rifle TD through the SKS, Mosin, SVD, SV98, MK22 and AMR 50, with what each rifle actually does.

Numbers

| Weapon | Recon level | Unlock cost | Vendor price | Weight | Type | -- Scout Rifle TD | 0 | none | $1,100 | 2.95 kg | break-action, skip it -- SKS | 5 | $25,000 | $2,400 | 3.85 kg | semi-auto marksman, internal mag -- Mosin Nagant | 10 | $50,000 | $4,500 | 4.1 kg | bolt-action -- SVD | 12 | $50,000 | $4,800 | 5.3 kg | semi-auto marksman, 1.3x torso multiplier -- Compound Bow | 17 | $75,000 / $125,000 (disputed) | $800 | 1.3 kg | silent -- SV98 | 19 | $100,000 | $5,200 | 5.8 kg | bolt-action, magazine fed -- MK22 | 25 | $150,000 | $6,400 | 6.3 kg | bolt-action .308 -- BMR-308 | 30 | $125,000 | $6,000 | - | marksman -- AMR 50 | 35 | $200,000 | $8,800 | 12.5 kg | .50 anti-materiel, ~107 base damage. Supporting unlocks: Strelix suppressor Recon 3 ($7,500); SKS bipod Recon 7 ($10,000); 3-6x LPVO Recon 11 ($15,000); SVD 10-round mag Recon 16; Claymore Recon 22 ($50,000 unlock, $900); Ghillie body + helmet Recon 24 ($80,000 + $60,000 unlock; $3,000 + $2,500 per buy); Ghillie Dead Pattern Recon 27 ($180,000); Infrared Rangefinder Recon 32 ($50,000); Heavy .50 suppressor Recon 37; Frontier 2.5-10x scope Recon 43 ($95,000); AMR 10-round mag Recon 50 (final). Scopes: 6x Precision available from the start at $680 vendor. 3-6x LPVO Recon 11 / $15,000. 6-10x MRAD Recon 18, $25,000 -> $40,000 at Season 1. 6-10x MOA Recon 26, $30,000 -> $45,000 at Season 1. 6x Marksman + Reflex Recon 34 / $35,000. CAMIKAZE78 was consistently hitting 700 m+ shots with the SV98. MK22/AMR only worth taking against Heavy (level 3) armor or for extreme-range tower camping.

Why it works

What each rifle actually does: SKS (Recon 5) - roughly a three-shot upper-body kill on low armor, two shots unarmored, one-shot headshot on anyone without a helmet. The first rifle worth fighting with; Stodeh's tip is to remove the scope and use iron sights when you expect close range, and SKS hip fire performs well. Mosin (Recon 10) - the inflection point where recon becomes a kill-based earner; cheap and brutal at long range, and critically it will one-shot a Light helmet where the SVD will not. SVD (Recon 12) - the most versatile long-range weapon in the game per Stodeh, completely replaces the SKS, two-shots through most armors with easy follow-ups, 3x zoom for medium and 6x for long; Recon 12 also unlocks the rangefinder, take both. Choice at Recon 10: if you prefer close-range run-and-gun, skip the Mosin and stay on the SKS until the SVD at 12; if you want passive long-range play, buy the Mosin. SV98 (Recon 19) - effectively a Mosin with better rate of fire, reload, magazine size and handling; Stodeh's verdict is that reaching this is all most players need long term. MK22 (25) and AMR 50 (35) - only worth taking for safe tower camping at extreme range, or against Heavy (level 3) armor; they cost far more and hurt far more to lose, and the AMR at 12.5 kg will destroy your weight class on its own. Compound Bow (17) - silent, 1.3 kg, cheap to run at $800, situational; Soulgrot's call was that it would be "disgustingly overpowered at launch" because early in a season nobody has Medium armor and it one-shots anything in Light or below, and that its value falls off a cliff as the playerbase levels up. That window has now largely closed. Skip the bipod: Stodeh does not buy one, because breath control covers the ranges you actually fight at.

Where it falls apart

Two disputes to flag. Bow unlock cost: Stodeh and the wiki both say $125,000; Clutchbase and WARDOGS Hub both say $75,000. Two sources each way. The wiki is normally authoritative but its item infoboxes are the part flagged as possibly pre-Season-1. Budget for $125,000 and be pleasantly surprised. SV98 zeroing: the wiki lists it as 100-100, i.e. fixed. Given the SKS below it zeroes to 1000 m, that looks like bad wiki data.

refs: k84PEdHQjWM-18, k84PEdHQjWM-19, k84PEdHQjWM-21, k84PEdHQjWM-22, k84PEdHQjWM-30, k84PEdHQjWM-33, k84PEdHQjWM-34, k84PEdHQjWM-35, k84PEdHQjWM-38, k84PEdHQjWM-40, k84PEdHQjWM-45, k84PEdHQjWM-46, k84PEdHQjWM-48, 1y5uNoJ7ciA-62, 1y5uNoJ7ciA-65, 7gr8hwvS3xU-38, 50LO5xjceGg-02, oA09eaxgcng-35
The spot ladder: spotting tools by level and cost
CONFIRMEDCombat & Loadoutswiki infoboxes + 2 written sources agreeing exactly; SwoleBenji confirms binoculars are a default recon unlock at launchreconpatch risk low

Binoculars $75 at Recon 0, Monocular $150 at 2, Range Finder $400 at 8, Infrared Range Finder $1,200 at 32. Move to the monocular the moment it unlocks - it frees your Specialist slot.

Numbers

| Tool | Recon level | Unlock cost | Vendor price | Weight | Slots | Magnification | -- Binoculars | 0 | none | $75 | 0.3 kg | 2x2 (4) | low, fixed -- Monocular | 2 | $7,500 | $150 | 0.28 kg | 1x2 (2) | medium, variable -- Range Finder | 8 | $15,000 | $400 | 0.23 kg | 1x2 (2) | high, variable, exact distance readout -- Infrared Range Finder | 32 | $50,000 | $1,200 | 0.43 kg | 2x2 (4) | infrared, variable, distance readout.

Why it works

The slot mechanic that decides your kit: binoculars occupy the third (Specialist) slot and four bag slots. The monocular takes only two bag slots, can be hotkeyed from the bag, and leaves the Specialist slot free for a bulky item like an RPG, a Verba or a large hammer. That is why Gigabeef and DemoMan0351 both say to move to the monocular the moment it unlocks, even though binoculars work fine for pure spotting. It is also faster to raise and spot with. The rangefinder is the real breakpoint: it extends your marking range and feeds you the range number your bullet-drop holdover and your Page Up zero both need. Stodeh's summary of the fastest overall recon route is "the rangefinder paired with the Mosin, SVD, or the SV98 if cash allows" with everything else treated as optional.

Sources

official wiki: Binoculars / Monocular / Range Finder / Infrared Range FinderClutchbase recon guideWARDOGS Hub level-up-reconGigabeef @ 24:53 ↗DemoMan0351 "Grind Every Class" @ 8:54 ↗Stodeh @ 3:24, 11:23 ↗TacticalNed @ 12:52, 12:58 ↗SwoleBenji @ 6:41 ↗

History

refs: RcJjcjSc730-54, M0dhrSMKfLs-38, k84PEdHQjWM-14, k84PEdHQjWM-47, 1y5uNoJ7ciA-63, 1y5uNoJ7ciA-64, S1HARqxz4zU-20
Spotting economics
CONFIRMEDCombat & LoadoutsCONFIRMED on the mechanic (10 creators, Maplewood added) | LIKELY on the exact payouts (2 written sources plus Hudi, all pre-launch)recon, anynumbers may be stale

Buy binoculars for $75 on your first life and mark everything you can see. You get paid for the spot itself, and paid again, much more, whenever the marked target dies.

Step by step

  1. It pays regardless of who kills them. Another faction finishing your marked target still pays you. There is no requirement that your own team capitalise. Twinsticks & Ties shows it on camera: a spot paid out when a third faction made the kill. Geck0 reports the same assist credit when your own team is not the killer.
  2. Credit persists after the mark expires. LiteralWedgeOfCheese: "anytime anything I had spotted got destroyed, even if the spotting wasn't active at the time." So there is no reason to time your spots. Mark indiscriminately and early.
  3. No damage is required from anyone. Airwingmarine: spot a helicopter, the pilot flies it into a tree without taking a bullet, you still get the Recon XP.
  4. You can re-spot the same target. Stodeh says a vehicle can be spotted up to three times back to back and still pay each time.
  5. Almost everything is spottable: infantry, helicopters, vehicles, enemy FOBs, emplacements, spawn vehicles, and the loot/supply crates dropped by helicopters and trucks.
  6. Pinging is not spotting. A map ping pays nothing; only the recon highlight from a spotting optic pays (Twinsticks & Ties). Your own ping marker shows only on your screen, and teammates see the marked location on the map (Geck0).

Numbers

Binoculars $75. Beta 2 / launch-window figures, two independent written sources: Spot registered ~$100 minimum initially, with diminishing returns on refreshes (~$25 per refresh). Teammate kills your actively marked target: $800. Target dies after the mark has lapsed: $400. Clutchbase's aggregate for infantry: tag + kill assist $500 total, 175 Recon XP. Clutchbase for a spawn vehicle: tag + destruction $5,000 total, 600 Recon XP. Recon weapon kill: 250 XP, rising to 350 at long range. Stodeh reports individual spotted-target kills "sometimes exceeding $2,000". Hudi's pre-launch figures agree: binoculars about $75 [BETA], a mark $100 [BETA], a binocular kill assist $800 [BETA] in the zone and $1,600 [BETA] in the hotzone. DemoMan0351: tag an aircraft before a friendly SAM fires and you take about half the kill's XP and money [BETA].

Why it works

How the spot actually works: hold the target in your recon optic. A short timer runs (the rectangle around the reticule fills), and once tagged the enemy appears on the minimap for the whole team. Through the optic you can see all spotter marks; with the naked eye you cannot, and tagged enemies carry no marker above their head in the world. Your teammates have to look at the minimap. Tell them. Priority order for spotting, per Stodeh: hold your gadget on every helicopter you see, then switch to the infantry that drop out of it, because infantry die far faster and it is the death that pays you. Position matters more than safety: set up where enemies are actively fighting and dying, not somewhere safe like a base building. TacticalNed's version: post up overlooking one or two enemy FOBs and your income becomes continuous. Gigabeef's: spotting for ten teammates already in the hotzone is worth far more than being an eleventh rifle in it. The highest-value pairing in the corpus: a spotter with a good mortar team. SwoleBenji describes the lock as holding the reticle on the target for about two beats until a diamond marker appears, and says spotted enemies pay on damage as well as on death. He rates aircraft as the best targets because they are shot down so often, and says players pay less than vehicles; that fits Stodeh's order rather than fighting it: mark the aircraft, then the infantry who leave it. For the mortar pairing, RadioGLHF shows the mechanic that makes it work: hover the cursor over a recon-tagged target and the game shows its exact distance, which the mortar crew dials in without line of sight. Geck0 recommends creeping toward an enemy FOB and marking the traffic in and out, the same continuous-income position TacticalNed describes. Twinsticks & Ties runs the whole role this way: no gun, no armor, just find, mark and let teammates kill. Maplewood adds two practical details: binoculars sit on the 3 key and a circle fills while you hold on the target, and the result is a live map and minimap marker, not a world marker. A mark does not always tell a person from an object, so a spot can turn out to be a mortar. DemoMan0351's pairing for a friend levelling on a SAM site: have nearby players tag the helicopter before the missile launches, because recon XP is the hardest XP to come by.

Where it falls apart

All cash figures here are beta-era and Season 1 explicitly rescaled several XP events. The mechanics (pays on any killer, persists after expiry, re-spottable) are behavioural claims from multiple independent creators and are much more durable than the dollar amounts.

History

refs: k84PEdHQjWM-02, k84PEdHQjWM-08, k84PEdHQjWM-09, k84PEdHQjWM-10, k84PEdHQjWM-12, 5CsJz4KC9dQ-33, 5CsJz4KC9dQ-34, 5CsJz4KC9dQ-36, 1y5uNoJ7ciA-56, 1y5uNoJ7ciA-57, 1y5uNoJ7ciA-58, 1y5uNoJ7ciA-59, 1y5uNoJ7ciA-68, RyeL_HZXAAc-15, RyeL_HZXAAc-16, RyeL_HZXAAc-17, RyeL_HZXAAc-19, 3ubf2twZumk-28, RcJjcjSc730-47, RcJjcjSc730-49, RcJjcjSc730-50, LIBNkZE1aGI-49, BrTNezWMpuk-80, tLf_OoOJsGw-09, 7gr8hwvS3xU-29, Msg78ysR_hQ-20, M0dhrSMKfLs-37, I9rkQ7U-Tzk-34, I9rkQ7U-Tzk-35, I9rkQ7U-Tzk-36, nKUC4dZC_is-02, nKUC4dZC_is-03, nKUC4dZC_is-10, S1HARqxz4zU-21, S1HARqxz4zU-95, frGH2_OxyVA-09, 3T9uXo_WgdM-21, seNduUq_8Ck-14, xp1h96dJQ8A-10
Surviving the revive animation
CONFIRMEDCombat & LoadoutsCONFIRMED on smoking the revive (RageGamingVideos, TacticalNed, SwoleBenji, Geck0) | drag and prone rest on RageGamingVideosmedicpatch risk low

Three free survivability gains during the vulnerable revive window: drag the body into cover, smoke the downed ally, and revive from prone.

Step by step

  1. Drag the body into cover first. The drag mechanic exists precisely for this. Reviving in the open gets both of you killed.
  2. Throw a smoke directly on top of the downed ally. RageGamingVideos calls smokes badly underutilised for how strong they are; smoking a downed ally "completely changes your ability" to complete the revive. White smoke unlocks at Medic 5 ($7,500 unlock, $100 each). TacticalNed carries two stacks specifically for repositioning to downed teammates under fire.
  3. Revive from prone. Smaller profile, free.

Numbers

White smoke: Medic 5, $7,500 unlock, $100 each. TacticalNed carries two stacks.

Why it works

And the counterpoint from the other side of the transaction: when you are the one downed, the give-up timer is generously long and you do not bleed out quickly. Wait. Waiting out an entire engagement preserves your whole kit and its purchase cost; respawning throws that money away. SwoleBenji confirms smoke still unlocks at Medic 5 [S1] and throws it over the pile of bodies before reviving. Geck0 makes it a standing rule: two smoke grenades on every kit, used both to cover a revive and to break contact when a position goes bad.

Where it falls apart

The one time to respawn anyway: iMaTT's case, where a revive was probably guaranteed but his loadout was wrong for the position he was holding. A revive preserves a kit that may be the wrong kit. The respawn trip is the cost of fixing it.

History

  • 2026-09-13 · Rating changedGeck0 and SwoleBenji added. Rating moved from LIKELY to CONFIRMED: CONFIRMED on smoking the revive (RageGamingVideos, TacticalNed, SwoleBenji, Geck0) | drag and prone rest on RageGamingVideos.
refs: 5CsJz4KC9dQ-30, 5CsJz4KC9dQ-31, 5CsJz4KC9dQ-32, BrTNezWMpuk-79, HkruVf6lIs8-21, 1y5uNoJ7ciA-25, S1HARqxz4zU-15, I9rkQ7U-Tzk-18
Tac vests give hotkey slots, not capacity (the Tarkov carryover myth)
CONFIRMEDCombat & Loadouts3 creators + 2 written sources; Geck0 adds a fourth creator and Maplewood a fifthanypatch risk low

The tac vest adds zero inventory space. It adds quick-use hotkey slots and improves reload and equipment-swap speed. Buy the cheapest one anyway, because quick slots only exist if you are wearing a vest.

Numbers

| Vest | Price | Unlock | Hotkey slots added | -- Small | $100 | none | 4, 5, 6 -- Medium | $250 | Wardog 14, $10,000 unlock | 7, 8 -- Large | $400 | Wardog 50, $25,000 unlock | 9, 10.

Why it works

Everyone arriving from Tarkov assumes a chest rig is storage. Airwingmarine calls this the single most overlooked item in the game. In WARDOGS all storage is in the backpack; the vest is purely a speed-of-access item. The quick slots are what let you reach a resuscitator, bandage, smoke or defibrillator without opening your inventory, and opening your inventory muffles your audio and takes seconds you do not have. Any item in your backpack can be dragged into any free quick slot; there are no slot-type restrictions. Hold 4 to open a radial menu of everything in your quick slots rather than hunting number keys. Geck0 rates the vest a major upgrade the moment you carry more than bandages and one revive, because an item in your bag cannot be used in the field unless it sits in a quick-use slot.

Where it falls apart

The slot numbers above are beta readings per WARDOGS Hub's own note, and Airwingmarine demonstrated them on screen in a pre-launch build. The pattern (small/medium/large adds progressively more) is certain; the exact slot indices may have shifted. Maplewood's buying rule fits the pattern: buy at least the small vest, and skip the medium until you carry enough quick-use items to fill its extra slots.

History

refs: 3ubf2twZumk-12, 3ubf2twZumk-13, 7gr8hwvS3xU-36, 5CsJz4KC9dQ-11, 5CsJz4KC9dQ-10, eR3U1uR6Wn8-24, d9AJbrQiQ9I-06, I9rkQ7U-Tzk-14, seNduUq_8Ck-24
The mapping
CONFIRMEDCombat & Loadouts5 creators, one with an in-game verification method; Geck0 adds SMG kills feeding Medic and shotgun kills feeding Support; RageGamingVideos confirms the mapping at launchanypatch risk low

The gun in your hands decides which track levels. Not a class-select screen; there isn't one.

Numbers

| Weapon / item | Track it feeds | -- Assault rifles, pistols | Infantry (creators call it "assault") -- Submachine guns | Medic -- Shotguns, light machine guns, rocket launchers | Support -- Marksman rifles, sniper rifles, the compound bow | Recon -- Binoculars, monocular, rangefinders (spotting) | Recon -- Bandages, IFAKs, resuscitators, defibrillators (used on others) | Medic -- Hammers, drills, building, repairs | Support -- Driving, transporting players, roadkills | Driver -- Flying, air transport, air kills | Pilot -- All of the above, summed | Wardog (account track: armor, ammo types, pistols, vests, backpacks).

Why it works

How to check any item without memorising this: hover it in the vendor or your inventory and it tells you which class XP it rewards. jackfrags demonstrates this with the M249 (Support), the pistol (Infantry), the rangefinder (Recon) and bandages (Medic). The cross-training lever: carry an SMG while you build and you accrue Medic XP alongside Support XP from the hammer. Carry a shotgun or LMG as a builder and you double-dip Support. DemoMan0351's standing kit is an SMG or shotgun plus bandages and IEDs precisely because it covers the two highest-value XP streams at once. RageGamingVideos, on launch day, gives the same short version (assault rifle for Infantry, SMG for Medic, shotgun for Support) and notes that kills, damage and assists all pay the track.

Where it falls apart

XP does not pool across tracks. Splitting your play across four roles slows every unlock. The exception is the Wardog account track, which every point feeds, and which is where the things everyone needs (armor tiers, AP ammo, vests) actually live. That is a strong argument for playing whatever you enjoy early rather than optimising a class grind.

History

refs: BrTNezWMpuk-20, BrTNezWMpuk-14, eR3U1uR6Wn8-04, eR3U1uR6Wn8-05, 3ubf2twZumk-23, 3ubf2twZumk-24, 3ubf2twZumk-25, uumlRZ4zUYQ-34, 7gr8hwvS3xU-27, M0dhrSMKfLs-60, I9rkQ7U-Tzk-28, Cuq8Sk5hn1E-31
Weight classes and the two sprint types
CONFIRMEDCombat & LoadoutsCONFIRMED on the mechanic (6 creators, Geck0 and Maplewood added; Maplewood gives the only kg figure, 27 kg for heavy) | DISPUTED on the top-tier penaltyanypatch risk medium

There are three movement modes and five weight brackets. Get heavy and you lose tactical sprint. Get super heavy and you lose your legs entirely.

Step by step

  1. Walk (default).
  2. Sprint: hold Shift.
  3. Tactical sprint: press Shift a second time while sprinting. Limited by stamina, and blocked outright if your kit is too heavy.

Numbers

Five brackets per Legacy Gaming: lightest, light, medium, heavy, super heavy. IceManIsaac @ 3:54: at Heavy you lose tactical sprint; at Ultra Heavy you cannot sprint at all. DemoMan0351 @ 1:58: crossing the super-heavy limit means "you actually lose the ability to jog". Weapon weights (wiki infobox values, kg): Compound Bow 1.3 | AMP-9 (SMG) 1.4 | MP5 2.54 | PP-19 Vityaz 2.9 | M4 2.92 | Scout Rifle TD 2.95 | Super-45 3.0 | AK74 3.0 | Bushmaster M17S (free) 3.17 | MP43 (shotgun) 3.2 | T-21 3.27 | M500 3.52 | SKS 3.85 | Galil 3.95 | Mosin Nagant 4.1 | FAL 4.25 | SVD 5.3 | SV98 5.8 | MK22 6.3 | RPG-7 6.3 | MAAWS 7.0 | M249 SAW 7.5 | AMR 50 12.5 | 9K333 Verba 17.25 | Basic Parachute 2.5 | Sport Parachute 9.0 | Halligan Bar 2.8 | Defibrillator 2.6. Adrenaline / Stim Pen: Medic 14, $25,000 unlock, $250 each, stack 3.

Why it works

Each step up worsens ADS speed, strafe speed, weapon sway, movement speed, sprint speed, stamina regeneration and jump height. Nothing about going heavier improves your gunplay; the only gain is the protection itself. The AMP-9 at 1.4 kg is half the weight of the next SMG and roughly a fifth of a MAAWS. DemoMan0351's flat statement is that if you want to carry a MAAWS and decent armor, "you have to run the AMP 9. You can't really run anything else outside of a pistol." Two levers to drop a bracket without giving up armor: take the parachute off your back (basic chute 2.5 kg, sport chute 9 kg), and the Adrenaline / Stim Pen, which grants unlimited tactical sprint and reduces your equipment weight class for its duration - the only consumable in the corpus that moves your bracket.

Where it falls apart

This matters much more later than it does now. IceManIsaac's own note is that in your first hours you cannot afford enough gear to get heavy in the first place. Do not optimise weight before you can afford Medium armor. The IceManIsaac and DemoMan0351 accounts of the top-tier penalty use different vocabulary and are probably the same mechanic. Geck0 adds two refinements. The penalty is a step at the bracket line, not a slope, and your weight falls during a life as you burn grenades, ammo and meds, so a kit that starts just over a line can drop under it mid-fight. His packing rule follows: build the kit to sit just under the next bracket, and respect the medium line in particular, where he finds the speed drop most noticeable. He also says heavy removes tactical sprint outright, which matches IceManIsaac. Maplewood is the only creator in the corpus to put a number on a line: stay under 27 kg, because crossing into heavy costs tactical sprint and, further up, sprint entirely, which matches IceManIsaac's two steps. His arithmetic for why players cross it: magazines weigh about 0.5 kg each, and an unused parachute adds 2.5-3 kg, so after you land without pulling it, press G to drop it. Treat 27 kg as a pre-launch reading from one creator.

History

refs: uumlRZ4zUYQ-05, eR3U1uR6Wn8-06, M0dhrSMKfLs-07, M0dhrSMKfLs-08, M0dhrSMKfLs-09, LIBNkZE1aGI-13, LIBNkZE1aGI-14, 1y5uNoJ7ciA-24, I9rkQ7U-Tzk-09, I9rkQ7U-Tzk-10, I9rkQ7U-Tzk-11, I9rkQ7U-Tzk-12, seNduUq_8Ck-22, seNduUq_8Ck-23
When AP actually unlocks, and what it costs
LIKELYCombat & Loadoutswiki Season 1 Updates page for the level moves + WARDOGS Hub for the current gatesanypatch risk medium

AP is on the Career / Wardog account track, not the Infantry track, and it sits in the 80s. You are not buying AP this week, this month, or probably this season.

Numbers

Current, post-Season-1: 7.62x54mm AP: Wardog level 82 (was 83 before Season 1). 5.56mm AP: Wardog level 83 (was 85 before Season 1). AP per-unit price: not published anywhere in the corpus. Unknown. Bulkhead's own stated median is ~level 20 after 20-25 hours.

Why it works

Because AP sits on the account-wide track, every point of XP you earn in any role pushes you toward it. You do not have to main Infantry to get the armor-beating round. DemoMan0351 uses exactly this as his argument for deferring the Infantry grind entirely. Second-order consequence: there is a predictable early-season window, "at least a few days" per DemoMan0351, during which almost nobody in the lobby has AP. In that window armor is close to unanswerable except through legs and heads, which is why buying a plate every life is mandatory rather than optional. Later in the season the community rotates to AP and players who do not switch "will not understand why they suddenly got worse". SwoleBenji reaches the same conclusion from a different angle: level Infantry last unless you are a strong shooter or have a teammate spotting for you.

Where it falls apart

Bulkhead's own stated median is ~level 20 after 20-25 hours. Wardog 82 is a different universe from that. Any advice that assumes you will have AP is written for a small minority of the playerbase.

History

refs: Msg78ysR_hQ-48, M0dhrSMKfLs-04, M0dhrSMKfLs-55, 1y5uNoJ7ciA-66, S1HARqxz4zU-97
The armor tier table
LIKELYCombat & Loadoutsone detailed written source for the percentages; coverage half CONFIRMED by 2 creators; unlock gates from MetaForge's Season 1 career table, matched before launch by Hudi (level 3) and Maplewood (level 30); the Super Heavy gate also from SwoleBenjianypatch risk medium

Four tiers, each a flat damage reduction plus a durability pool. Light $400 [S1] / 30%, Medium $1,000 [S1] / 40%, Heavy $2,000 [S1] / 55%, Super Heavy $4,000 [S1] / 65%. Unlock Light at Wardog 3 [S1] and wear it every life after that; Medium is the target once you clear Wardog 30 [S1].

Numbers

Body armor (current, Season 1 vendor prices [S1]) | Body armor | Reduction | Durability | Coverage | Price | Gate | -- Light (L1) | 30% | 200 | upper + lower torso | $400 | Wardog 3 [S1] -- Medium (L2) | 40% | 220 | upper + lower torso | $1,000 | Wardog 30 [S1] -- Heavy (L3) | 55% | 250 | upper + lower torso | $2,000 | Wardog 60 [S1] -- Super Heavy (L4) | 65% | 300 | torso + pelvis + upper arms | $4,000 | Wardog 100 [S1]. Helmets | Helmet | Reduction | Durability | Coverage | Price | -- Light (L1) | 30% | 80 | whole head | $200 -- Medium (L2) | 40% | 100 | whole head | $500 -- Heavy (L3) | 55% | 180 | head + neck | $1,500 -- Super Heavy (L4) | 65% | 200 | head + neck | $3,000. Armor and helmet unlock together, per MetaForge's Season 1 career table [S1]: Level 1 $17,500 ($10,000 armor + $7,500 helmet), Level 2 $87,500, Level 3 $175,000, Level 4 $350,000. Ghillie body $3,000 [S1] and ghillie helmet $2,500 [S1] (Recon 24) have zero damage reduction.

Why it works

Damage reduction is applied at the covered hitbox and durability is consumed as the plate eats hits. When durability hits zero the plate stops working entirely, which is why a 60-70% Light plate can genuinely be a better pickup than a nearly-broken Heavy one.

Where it falls apart

These figures come from one community source (WARDOGS Hub, flagged "Unconfirmed" on its own page). The official wiki has no armor pages at all, so nothing corroborates the reduction percentages or durability pools directly. What is independently corroborated is the coverage pattern and the price ordering. Treat the percentages as best available, not as verified. Ghillie items are concealment, not armor, and wearing them means going into a fight unplated unless you have another answer. Gates: this table used to say Light had no gate and Super Heavy's gate was unpublished. MetaForge's career table gives Wardog 3 and Wardog 100, and the economy chapter already uses the Wardog 3 figure. SwoleBenji, on launch day, corrected himself on camera from about level 60 to level 100 for Level 4, and says that tier lets you soak about five chest shots from the top assault rifle. Two creators match the gates from pre-launch play: Hudi wears Level 1 armor from level 3 [BETA] onward, and Maplewood names overall level 30 [BETA] for tier 2 armor, which he calls the most-used armor in the game and strong in a one-on-one. His reason to dabble in every class follows from it: the account level, which every class feeds, is what unlocks armor.

Sources

WARDOGS Hub / Lynxx "WARDOGS tips" (10 Sep 2026, Season 1)Airwingmarine @ 2:58, 3:19 ↗games.gg beginner tips (10 Sep 2026)WARDOGS Hub level-up-all-rolesSwoleBenji @ 101:14 ↗MetaForge career table (Season 1) ↗Hudi @ 10:22 ↗Maplewood @ 9:17 ↗

History

refs: 3ubf2twZumk-08, 3ubf2twZumk-10, 3ubf2twZumk-11, M0dhrSMKfLs-54, M0dhrSMKfLs-63, 5CsJz4KC9dQ-19, S1HARqxz4zU-98, 3T9uXo_WgdM-22, seNduUq_8Ck-19
Exploit (nerfed): backpack-stuffing for pilots
LIKELYCombat & Loadoutspartially patched at Season 1; Airwingmarine says a reduced version still works; GhostGaming and the Season 1 changelog confirm the nerfpilotnumbers may be staleexploitpatched

In beta, players wore a large backpack full of 155 mm / 122 mm rockets and flares, then transferred them into the helicopter's inventory mid-flight to carry an enormous extra load.

Numbers

155 mm / 122 mm rockets and flares.

Why it works

Season 1 increased these deployables' loadout space requirement. Airwingmarine says it still works, "just not to the same extent". GhostGaming reads the same loadout-space increase for 155 mm and 122 mm shells and flare deployables off the Season 1 notes, and the changelog confirms it.

Where it falls apart

Partially patched; the reduced version is arguably intended play now.

History

refs: ZO7H54kLhqM-09
Farm: "SKS farming" beside enemy spawn vehicles
LIKELYCombat & LoadoutsWARDOGS Hub plus SwoleBenji, who independently names the enemy spawn vehicle as a top spot for spotting incomereconpatch risk mediumbug-abuse

"SKS farming" beside enemy spawn vehicles for Recon XP at levels 5-10. A farm pattern, not a bug. Fair.

Numbers

Recon levels 5-10.

Why it works

SwoleBenji picks the same place for spotting income: targets keep arriving at an enemy spawn vehicle, so marks keep paying.

Where it falls apart

It is also how you get killed by everyone who spawns there.

Sources

History

  • 2026-09-13 · Rating changedSwoleBenji added. Rating moved from SINGLE-SOURCE to LIKELY: WARDOGS Hub plus SwoleBenji, who independently names the enemy spawn vehicle as a top spot for spotting income.
refs: S1HARqxz4zU-96
Fair: spot credit persisting after the mark expires
LIKELYCombat & Loadoutsany-faction payout now shown on camera by Twinsticks & Ties and reported by Geck0 and LiteralWedgeOfCheese; persistence after expiry still rests on LiteralWedgeOfCheese with partial supportreconnumbers may be staleintel

Spot credit persists after the mark expires and pays on kills by any faction.

Why it works

Airwingmarine notes you get paid even when a spotted helicopter crashes itself with no shots fired. Probably intended generosity rather than a bug, but it is the kind of thing that gets tightened. Safe to use.

Where it falls apart

Geck0 words his version as a spotted enemy dying shortly after the spot, which fits a time window rather than unlimited persistence. Nobody has timed how long the credit lasts.

History

refs: tLf_OoOJsGw-09, nKUC4dZC_is-10, I9rkQ7U-Tzk-35
Buy this: Infantry loadouts
LIKELYCombat & Loadoutsinferred from the section's combined source listinfantrypatch risk medium

The AK74 plus Medium armor and helmet plus a good optic is the kit you should be running for most of the first season.

Step by step

  1. Broke (under $10,000 bankroll), spend ~$1,500: Free faction rifle $0 (or T-21 $600 if you want attachment slots) / Light armor $400 / Light helmet $200 / Small Tac Vest $100 / Basic Parachute $100 / Binoculars $75 / 3 bandages $600 / free Emergency Resuscitator $0 / 2 mags + 1 loose stack.
  2. Working ($10,000-50,000), spend ~$4,500: AK74 $1,600 (needs Infantry 3 + $10,000 unlock) / red dot + 2.5-3x optic / Light or Medium armor $400-1,000 / Light helmet $200 / Small Tac Vest $100 / Basic Parachute $100 / Binoculars $75 / 5 bandages $1,000 / IED $300 / free resuscitator / 2 mags + loose ammo.
  3. Rich ($50,000+), spend ~$9,000-12,000: AK74 $1,600 / full attachment set (bought once, reused forever) / Medium armor $1,000 + Medium helmet $500 (Wardog 30) or Heavy $2,000 + $1,500 (Wardog 60) / Medium Tac Vest $250 / Basic Parachute $100 / Monocular $150 / IFAK x2 $1,600 / 5 bandages $1,000 / Defibrillator $1,600 + high-cap battery $300 if you have Medic 11 / Halligan Bar $1,100 if you intend to breach.

Numbers

Broke ~$1,500; Working ~$4,500; Rich ~$9,000-12,000. TheTacticalBrit earns $50,000-$60,000 per life on essentially the AK74 + Medium armor kit.

Why it works

Committed recommendation: the AK74 plus Medium armor and helmet plus a good optic is the kit you should be running for most of the first season. TheTacticalBrit earns $50,000-$60,000 per life on essentially this. Do not buy the Galil, the M4 or the FAL until your income is comfortably above that.

Where it falls apart

Failure mode: this assumes you fight at close-to-medium range in or near the zone. It also assumes you are not being farmed by a Recon player with an SV98, in which case no amount of rifle tier helps and the answer is the Heavy helmet, not a better gun. And it assumes SMG-style mobility is not what you need; if you want to carry a MAAWS as well, the AK74 is too heavy and you must run an AMP-9. Calibre caveat: Geck0 skips the AK entirely because it is the only 5.45 gun and he kept running dry, and the wiki confirms the free faction rifles, the T-21, the Galil and the M4 all fire 5.56. If you live off looted ammo, swap the AK74 in these kits for the T-21 or the Galil. The rifle card is now DISPUTED on exactly this point.

History

refs: BrTNezWMpuk-77, BrTNezWMpuk-84, M0dhrSMKfLs-09, M0dhrSMKfLs-26, M0dhrSMKfLs-68, M0dhrSMKfLs-64, 1y5uNoJ7ciA-53, 1y5uNoJ7ciA-60, 6RGWKiTVvhA-03, 6RGWKiTVvhA-04, 7gr8hwvS3xU-03, LIBNkZE1aGI-08, LIBNkZE1aGI-11, uumlRZ4zUYQ-01, 5CsJz4KC9dQ-66, I9rkQ7U-Tzk-19, I9rkQ7U-Tzk-20
Buy this: Medic loadouts
LIKELYCombat & Loadoutsinferred from the section's combined source listmedicnumbers may be stale

Run the AMP-9 until Medic 4, then the PP-19, and buy the Defibrillator the moment you hit Medic 11 and can afford the $50,000.

Step by step

  1. Broke, spend ~$2,200: AMP-9 $900 (SMG kills feed Medic; the AMP-9's 1.4 kg is what lets you carry everything else) / Light armor $400 / Light helmet $200 / Small Tac Vest $100 / Binoculars $75 / 5 bandages $1,000 (trim to 3 if needed) / free Emergency Resuscitator $0 / 2 mags + loose ammo.
  2. Working, spend ~$5,500: PP-19 Vityaz $1,200 (Medic 4, $25,000 unlock) / Light or Medium armor / Light helmet $200 / Small Tac Vest $100 / Field Resuscitator x2 $1,000 (Medic 2, $10,000 unlock) / smoke grenades $100 each (Medic 5) / 5 bandages $1,000 / Binoculars $75.
  3. Rich, spend ~$9,000-13,000 - this is TacticalNed's exact kit, the one the $80,000-per-life figure was earned with: AK74 or an SMG with 2 mags and 1 stack of loose ammo / Medium armor $1,000 + Medium helmet $500 / Defibrillator $1,600 / 2 high-capacity batteries $600 = 20 revives / 2 stacks of smoke grenades / 1 stack of bandages $1,000 / 2-4 stacks of IFAKs $1,600-3,200 (flex the count with your backpack size) / free Emergency Resuscitator on your own body.

Numbers

Broke ~$2,200; Working ~$5,500; Rich ~$9,000-13,000. 2 high-capacity batteries $600 = 20 revives. TacticalNed's $80,000-per-life figure was earned on the rich kit.

Why it works

Committed recommendation: run the AMP-9 until Medic 4, then the PP-19, and buy the Defibrillator the moment you hit Medic 11 and can afford the $50,000. Always carry high-capacity batteries over standard ones, always carry two stacks of smoke, and always take the free resuscitator even after you have defibs.

Where it falls apart

Failure mode: medic income is entirely dependent on being in a crowd. In a duo, off on a flank, or in a quiet match, this kit earns nothing and you have spent $10,000 on it. It also assumes the hotzone 2x multiplier, which is where most of the headline numbers come from. And the $50,000 defib unlock is a serious commitment against a Season 1 XP curve that roughly doubled the mid-level requirements.

refs: 1y5uNoJ7ciA-25, 1y5uNoJ7ciA-53, 1y5uNoJ7ciA-60, M0dhrSMKfLs-09, M0dhrSMKfLs-26, 6RGWKiTVvhA-03, 6RGWKiTVvhA-04, 7gr8hwvS3xU-03, 7gr8hwvS3xU-04, LIBNkZE1aGI-08
Buy this: Recon loadouts
LIKELYCombat & Loadoutsinferred from the section's combined source listreconpatch risk medium

Binoculars only until Recon 5. SKS at 5. Rangefinder at Recon 8 ahead of any weapon upgrade. Stop at the SV98 unless you are tower-camping.

Step by step

  1. Broke, spend ~$1,000: Binoculars $75. Free faction rifle or T-21 $600 as your actual gun. Light armor $400 / Light helmet $200 / Small Tac Vest $100 / 3 bandages $600 / free resuscitator / Basic Parachute $100. Do not buy the Scout Rifle TD. Spot everything; you are levelling by marking, not by shooting.
  2. Working, spend ~$5,000-7,000 - Stodeh's SKS kit: SKS $2,400 (Recon 5, $25,000 unlock) with a regular scope / Light helmet + Light armor + Small Tac Vest / Monocular $150 (Recon 2, $7,500 unlock) / 12-slot bag / 80 rounds of SKS ammo / 10 bandages $2,000 / Emergency Resuscitator $0 / Basic Parachute $100 if flying in.
  3. At Recon 12, his SVD kit: SVD $4,800 with an LPVO variable scope / 2 mags + 40 rounds / Light helmet and armor / Rangefinder $400 / GGX-17 pistol $200 with two 33-round mags / 1 smoke / 1 frag / resuscitator.
  4. Rich, spend ~$12,000-18,000 - Stodeh's SV98 kit: SV98 $5,200 (Recon 19, $100,000 unlock) with a regular scope or LPVO / 1 magazine + 40 rounds / pistol with one spare 33-round mag / 2 sets of bandages / resuscitator / smoke / frag / Rangefinder $400 / better armor (this is where he finally invests: Medium or Heavy plate and helmet) / Strelix suppressor if budget allows.
  5. Optional at this bankroll: ghillie body $3,000 + ghillie helmet $2,500 (Recon 24), remembering they replace your armor rather than supplementing it.

Numbers

Broke ~$1,000; Working ~$5,000-7,000; Rich ~$12,000-18,000.

Why it works

Committed recommendation: binoculars only until Recon 5. SKS at 5. At Recon 10 take the SVD route (stay on SKS, wait two levels) unless you specifically want passive long-range play, in which case buy the Mosin for its one-shot on Light helmets. Buy the rangefinder at Recon 8 ahead of any weapon upgrade; it is $400 and it improves both your income and your first-shot accuracy. Stop at the SV98 unless you are tower-camping. Skip the bipod. Skip the MK22 and AMR unless you are specifically hunting Heavy-armored targets from safety.

Where it falls apart

Failure mode: the spotting income model assumes teammates who actually kill what you mark, which means positioning near real fighting rather than somewhere safe. Solo on a distant ridge, this earns the initial spot XP and nothing else. The whole plan also assumes the spot-credit-persists and any-killer-pays behaviours hold; both are exactly the kind of generous mechanic that gets tightened in a patch.

refs: k84PEdHQjWM-04, k84PEdHQjWM-15, k84PEdHQjWM-23, k84PEdHQjWM-31, k84PEdHQjWM-41, 1y5uNoJ7ciA-53, 1y5uNoJ7ciA-60, oA09eaxgcng-36
Buy this: Support loadouts
LIKELYCombat & Loadoutsinferred from the section's combined source listsupport, builderpatch risk medium

The RPG-7 at Support 5 is the single best purchase on this track. Do not unlock the Verba.

Step by step

  1. Broke, spend ~$1,200: MP43 shotgun $400 (level 0; shotgun kills feed Support) / Small Hammer $100 (level 0; sandbags, hedgehogs, camo tents, barbed wire) / Light armor $400 / Light helmet $200 / Wrench $150 / bandages.
  2. Working, spend ~$5,000-7,000: M500 pump shotgun $1,200 (Support 10, $50,000) or AMP-9 $900 if you need the weight budget / RPG-7 $2,000 (Support 5, $30,000 unlock) + rockets at 3 inventory slots each / Medium Hammer $800 (Support 3, $25,000 unlock) / Light Drill $600 (Support 1, $10,000 unlock) + battery $150 / C4 $250 + Remote Detonator $550 (Support 2, $15,000 unlock) / Light or Medium armor / large backpack.
  3. Rich, spend ~$10,000-15,000: MAAWS $2,600 (Support 20, $125,000 unlock) with AMP-9 $900 as the only primary you can afford the weight for / Large Hammer $2,400 (Support 8, $75,000 unlock, up from $1,600 and $25,000 at Season 1) / Heavy Drill $1,300 (Support 28) + high-capacity battery $300 / M249 SAW $3,200 (Support 15, $100,000) if you want the LMG instead of the launcher / Medium or Heavy armor / AT mines and claymores / large backpack.
  4. TacticalNed's dedicated anti-vehicle kit: large backpack, 3-4 rockets at 3 slots each, Medium (level 2) helmet and armor, an assault rifle with 1-2 mags, a stack of ammo, and bandages. Keep the gun light; the launcher and rockets eat the weight budget.

Numbers

Broke ~$1,200; Working ~$5,000-7,000; Rich ~$10,000-15,000. Verba: 17.25 kg, 7x2 inventory slots, single use, requires a lock-on, aerial vehicles only.

Why it works

Committed recommendation: RPG-7 at Support 5 is the single best purchase on this track. DemoMan0351 calls the MAAWS at 20 "a money printer" and everyday carry, and his advice while learning is to take every shot you can including ones you expect to miss, because the skill is worth the wasted rockets. Engine is the universal weak point: a truck's engine is at the front and can be one-shot. Do not unlock the Verba. DemoMan0351's closing throwaway tip is blunt: "Don't unlock the Verba. It is total dog [expletive]." Supporting evidence from the wiki: it weighs 17.25 kg, occupies 7x2 inventory slots, is single use, requires a lock-on, and can only target aerial vehicles. That is a whole loadout's worth of weight for one shot at one target type. This is SINGLE-SOURCE as an opinion, but the stat card corroborates the reasoning.

Where it falls apart

Failure mode: the MAAWS kit assumes enemy vehicles exist to shoot. In a match with no armor and no helicopters you are carrying 7 kg of nothing and fighting with a pistol-tier SMG. The Large Hammer recommendation assumes you can absorb a $75,000 unlock; Airwingmarine's specific warning is that players will reach the level and not have the cash, or spend everything on it and be unable to afford armor.

refs: M0dhrSMKfLs-09, M0dhrSMKfLs-26, M0dhrSMKfLs-68, M0dhrSMKfLs-64, 1y5uNoJ7ciA-53, 1y5uNoJ7ciA-60, 5CsJz4KC9dQ-66, oA09eaxgcng-36
Three rules before the loadout tables
LIKELYCombat & Loadoutsanypatch risk medium

Spend the under-Wardog-9 discount on durable gear, use the rebuy button, and remember your bankroll carries between matches.

Step by step

  1. Under Wardog 9 everything is 50% off. The New Recruit Discount halves every price below. Spend it on the durable stuff you keep forever: armor, a good optic, a backpack, a vest. Not on consumables you will burn. (Corroborated by four creators. Minor disagreement on whether it ends at 9 or after 9; treat level 9 as the last safe moment to spend.)
  2. Use the rebuy button. Bottom-left of the weapon vendor screen. Build your kit once properly, then one click per death. Adjust quantities with the arrows, one step at a time.
  3. You start with $10,000 and it carries between matches. Losses carry too. The FOB blueprint alone is now $7,500, so if you buy one you are out of money for everything else.

Numbers

50% off under Wardog 9. Starting balance $10,000, carries between matches. FOB blueprint $7,500. Prices in this section are Season 1 vendor prices at full cost. Ammunition costs are not published per-round anywhere in the corpus, so budget roughly $500-1,500 per kit for mags plus a loose stack.

Where it falls apart

Minor disagreement on whether the discount ends at level 9 or after level 9; treat level 9 as the last safe moment to spend. Ammunition costs are not published per-round anywhere in the corpus.

Medic needs crowds
LIKELYCombat & Loadoutsinferred from the medic section; RageGamingVideos states it directlymedicpatch risk low

Medic is the best-documented money role in the corpus and the one with the lowest skill floor. Its one hard requirement: you need crowds.

Why it works

Medic earns when teammates are getting wounded and dying around you. Run it attached to the biggest friendly group you can find, never solo or duo. RageGamingVideos puts it bluntly: the medic goes where the team goes, even if they are fighting 600 m from the hotzone. Nudge them toward the zone, but follow the crowd rather than the objective.

Where it falls apart

Solo or duo, medic income collapses.

History

refs: 7W0KgoBf-wM-12
No scope glint
LIKELYCombat & LoadoutsStodeh (146K views, recon specialist) and Maplewood (13.6K views) independently; Twinsticks & Ties qualifies the concealment halfreconpatch risk medium

WARDOGS has no scope glint. Going prone in a bush or a field genuinely conceals you.

Why it works

In almost every other military shooter, scope glint is what makes static sniping punishable. Its absence is why Stodeh says he endorses prone sniping here for the first time in an FPS, and it is the mechanical foundation under "bushes are your best friend in this game". Maplewood states the same rule independently and draws the loadout conclusion from it: with no glint to give you away, run the biggest scope you want.

Where it falls apart

Stodeh contradicts himself in the same video: at @ 10:22 he argues for crouching in foliage rather than going prone, because standing up from prone is too slow to escape a sniper's follow-up shot, whereas crouched you can immediately stand and sprint into cover. Both claims are his. The reconciliation that fits both: go prone when you are genuinely undiscovered and holding a long hide; crouch when you are within counter-sniper range of an active fight and may need to leave in a hurry. Foliage hides you from eyes, not from optics: Twinsticks & Ties shows a spotting optic locking onto a player fully hidden in foliage. A bush beats a counter-sniper's eyes; it does not beat an enemy recon player sweeping your treeline with binoculars.

History

  • 2026-09-14 · Rating changedMaplewood added. Rating moved from SINGLE-SOURCE to LIKELY: Stodeh (146K views, recon specialist) and Maplewood (13.6K views) independently; Twinsticks & Ties qualifies the concealment half.
  • 2026-09-13 · Wording changedTwinsticks & Ties added. The wording now reflects what they report.
refs: k84PEdHQjWM-43, k84PEdHQjWM-44, k84PEdHQjWM-25, nKUC4dZC_is-09, seNduUq_8Ck-29
Open question: loose ammo stack size, 80 or 100
LIKELYCombat & LoadoutsMaplewood shows 5.56 stacking to 80 on screen and says stack size varies by ammo type, which explains PC Gamer's 100 as another calibre; that calibre is still unnamedanypatch risk lowintel

Loose ammo stack size: 80 for 5.56, shown on screen by Maplewood, who says stack size varies by ammo type. PC Gamer's 100 is probably a different calibre. Check the vendor for yours.

Numbers

5.56: 80 rounds per two-slot stack (Maplewood, on screen; five creators say 80). 100 per stack (PC Gamer, calibre unstated).

Sources

PC Gamer 10 beginner tipsMaplewood @ 5:39 ↗

History

  • 2026-09-14 · Rating changedMaplewood added. Rating moved from DISPUTED to LIKELY: Maplewood shows 5.56 stacking to 80 on screen and says stack size varies by ammo type, which explains PC Gamer's 100 as another calibre; that calibre is still unnamed.
refs: seNduUq_8Ck-11
Open question: tac vest quick-slot indices are beta readings
LIKELYCombat & Loadoutspattern certain, exact indices notanypatch risk mediumintel

WARDOGS Hub flags the tac vest quick-slot indices as beta readings and Airwingmarine demonstrated them pre-launch. The pattern is certain; the numbers 4-6 / 7-8 / 9-10 are not.

Numbers

Small 4-6, Medium 7-8, Large 9-10.

Sources

AP is a Wardog 82/83 unlock
LIKELYCombat & Loadoutsanypatch risk medium

AP does not unlock until Wardog 82 (7.62x54) / 83 (5.56), so for your first hundred hours this is not your decision to make.

Numbers

7.62x54 AP: Wardog 82. 5.56 AP: Wardog 83.
Shift to hold breath, Page Up/Down to zero
LIKELYCombat & Loadoutsquick card: inherits tier and sources from cbt-breath-hold-holster-lean, cbt-zeroinganypatch risk low

Hold Shift while ADS for breath-hold plus a small zoom. Page Up / Page Down walks your zero in 100 m steps.

Numbers

Zero walks in 100 m steps.

History

  • 2026-09-13 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.
  • 2026-09-12 · Rating changedThis quick Card said CONFIRMED, but the weakest Card it summarises is only LIKELY. A quick Card cannot outrank its parents, so it drops to LIKELY and now carries their sources.
Buy armor every single life
LIKELYCombat & Loadoutsquick card: inherits tier and sources from cbt-what-to-buy-by-bankroll, cbt-armor-tier-tableanypatch risk medium

Buy armor every single life. Light plate + Light helmet is $600 and stops you being one-shot.

Numbers

Light plate + Light helmet = $600.

Where it falls apart

Light armor plus helmet needs the Wardog 3 [S1] unlock first: $17,500 [S1], or about $8,750 [S1] under the New Recruit Discount.

History

  • 2026-09-14 · Sources updatedThis quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.
  • 2026-09-13 · Patch label changedMetaForge career table (Season 1), WARDOGS Hub / Lynxx "WARDOGS tips" (10 Sep 2026, Season 1), WARDOGS Hub level-up-all-roles, games.gg beginner tips (10 Sep 2026), SwoleBenji and Geck0 added. Patch labels on the figures were corrected.
  • 2026-09-12 · Rating changedThis quick Card said CONFIRMED, but the weakest Card it summarises is only LIKELY. A quick Card cannot outrank its parents, so it drops to LIKELY and now carries their sources.
Ranging and long-range kill payouts
LIKELYCombat & Loadouts2 creators on the payout scaling, 1 demonstrating zeroingreconpatch risk medium

The further away a target is when you kill them, the more cash the kill pays. Distance is directly monetised, which is the sniper's core income mechanic and the reason a $400 rangefinder pays for itself.

Step by step

  1. Rangefinder on the target. Read the exact distance.
  2. Page Up / Page Down to walk your zero to that range in 100 m steps.
  3. Centre hold, fire.
  4. If you do not have a rangefinder, use the firing range to learn your specific rifle's drop first. Range ballistics are identical to live, so what you learn there transfers exactly.

Numbers

Clutchbase: a Recon weapon kill is 250 XP, rising to 350 at long range. Rangefinder $400. Suppressor unlocks Recon 3, $7,500. Move after roughly two kills in one area.

Why it works

Fit a long-range variable zoom scope and, once unlocked (Recon 3, $7,500), a suppressor. With that build TacticalNed says you are close to guaranteed to kill anything you hit wearing low-level armor or none. The suppressor's real value is that it preserves your position across multiple shots, which compounds with the no-glint and ghillie concealment. Positioning for income rather than for safety: set up overlooking one or two enemy FOBs - the position pays three ways at once, infantry marks, emplacement marks, and marks on vehicles and helicopters arriving, on top of your own kills. Sit near the centre of your own team's player mass: you get a buffer and early warning, you pick off enemies who are already engaged with your teammates, and if you go down you are far more likely to be revived. Move after roughly two kills in one area; counter-sniping you is easy once the enemy knows the rough direction.

Where it falls apart

Geck0 gives the same positioning advice from a second channel: once you own a decent sniper, camp high-traffic lanes or overlook enemy FOBs and slow the enemy with steady long-range fire. That corroborates the positioning, not the distance payout, which still rests on Clutchbase and TacticalNed. RageGamingVideos names the easiest targets on an enemy FOB: anti-air gunners and mortar operators sitting on exposed turrets, usually visible from a hill above a tower base. Clearing that anti-air is what keeps your own pilots alive, so it pays the team as well as you. That is his second video, so it adds a target list, not a second creator.

History

refs: 1y5uNoJ7ciA-56, 1y5uNoJ7ciA-59, 1y5uNoJ7ciA-64, 1y5uNoJ7ciA-65, uumlRZ4zUYQ-11, k84PEdHQjWM-20, k84PEdHQjWM-47, 5CsJz4KC9dQ-39, BrTNezWMpuk-75, I9rkQ7U-Tzk-37, 7W0KgoBf-wM-19
Reading bodies
LIKELYCombat & Loadouts2 creators on the decay clock; looting after every fight backed by TacticalNed, SwoleBenji and Geck0anypatch risk low

The decay sequence is a clock you can read: body (still revivable), then bag on top of body, then bag only (the player gave up and is pure loot).

Why it works

A fresh, un-bled-out body in front of you means the fight that made it was recent and enemies are probably still nearby. A backpack means the threat is gone and you can loot at leisure. You can also drag enemy corpses, which is worth knowing to pull a body out of a sightline or hide evidence of your position. Loot after every fight. Corpse looting is what keeps your per-life cost near zero: medical items, ammo, and especially armor, which is the expensive item you would otherwise rebuy. SwoleBenji notes almost every corpse carries a resuscitator because most players take one, so loot one instead of buying it. Geck0 brings fewer bandages for the same reason and loots the rest off enemies.

History

refs: Msg78ysR_hQ-42, Msg78ysR_hQ-34, eR3U1uR6Wn8-22, 1y5uNoJ7ciA-28, S1HARqxz4zU-16, I9rkQ7U-Tzk-25
Recon is the cheapest role to run
LIKELYCombat & Loadoutsinferred; RageGamingVideos argues Infantry is cheaper, settled in the caveatreconpatch risk low

Recon is the cheapest role in the game to run and the only one that earns without firing a shot. Its entire early game is spotting, because the starting rifle is unusable.

Why it works

The Scout Rifle TD cannot close kills, so early Recon income comes from marking targets rather than shooting them.

Where it falls apart

RageGamingVideos says Infantry is the cheapest role to level, because the free Bushmaster makes the kit nearly free and lets you die and go again for volume. The two claims measure different things. Both run on the free rifle; recon adds $75 [BETA] binoculars and earns without landing a kill, while Infantry needs the kills but can afford to throw lives at them. Pick recon if you are not winning gunfights yet, Infantry if you are.

History

refs: 7W0KgoBf-wM-03
Where to spot from: tower middle floors, then mark and move
NewLIKELYCombat & LoadoutsTwinsticks & Ties and Geck0 on towers and elevation; mark-then-move is Twinsticks & Ties alonereconpatch risk low

Spot from the enclosed middle floors of a friendly tower: height, cover, long sight lines, and teammates close enough to revive you. Mark a target, then move, and let someone else take the shot.

Step by step

  1. Pick a tower your team holds, ideally one covered by your FOB, and climb to an enclosed middle level rather than the open roof.
  2. Mark the target with your spotting optic.
  3. Stop watching it. Shift to another window or another target straight away.
  4. If you get dropped, wait for a revive: in a held tower a teammate is usually within about 10 m.

Numbers

Teammates usually within about 10 m of a tower spotting position (Twinsticks & Ties).

Why it works

An unarmored spotter who keeps staring at a marked enemy is easy to find in return, and high ground makes you easier to see as well as giving you the view. Low bushes overlooking the hotzone keep you hidden but give poor sight lines. A tower's middle floors combine elevation and cover with the revive safety net of teammates around you. Geck0 gives the same advice: follow the team, take high ground, and spot from far away, including from a tower your FOB protects.

Where it falls apart

Towers draw fire from vehicles, mortars and enemy recon. Mark-then-move rests on one creator, and it is right for an unarmored binocular spotter, not for a ghillied sniper holding a hide, who should stay still.

History

refs: nKUC4dZC_is-04, nKUC4dZC_is-05, nKUC4dZC_is-06, nKUC4dZC_is-07, I9rkQ7U-Tzk-33
What to buy each life, by bankroll
LIKELYCombat & Loadoutssynthesised from several creators' explicit budget advice; Geck0, Hudi and RageGamingVideos agree armor comes firstanypatch risk medium

Four bankroll brackets, each with a per-life spend ceiling. Your per-life profit is income minus kit cost minus how often you die.

Numbers

| Bankroll | Rule | -- Under $5,000 | Free rifle, Light armor + helmet ($600), small vest, binoculars, 3 bandages, free resuscitator. Loot everything. Do not buy a FOB, a launcher, or a sniper. -- $5,000-20,000 | Add your class's first real weapon (AK74 / PP-19 / SKS / RPG-7), a proper optic, 5 bandages, one utility item. Still Light armor; still under $3,000 per life. -- $20,000-80,000 | Medium armor + helmet every life. Your class's mid-tier weapon. Defib if you have Medic 11. Rangefinder if you spot. Budget $5,000-8,000 per life. -- $80,000+ | Heavy armor if you hold ground, Medium if you flank. Full consumable load: IFAKs, two high-cap batteries, two smoke stacks. $10,000+ per kit is sustainable at this income level, per DemoMan0351.

Why it works

The governing principle, from games.gg's money guide and echoed by several creators: "surviving a fight with a $200 kit can be more profitable than dying repeatedly with a $1,500 loadout." Your per-life profit is income minus kit cost minus how often you die, and the third term is the one beginners ignore. Loot after every fight and the second term collapses toward zero.

Where it falls apart

Armor is not free to own. MetaForge's Season 1 career table puts Level 1 armor plus helmet behind Wardog 3 and a $17,500 [S1] unlock ($10,000 armor plus $7,500 helmet), about $8,750 [S1] under the New Recruit Discount, so a brand-new account cannot buy the $600 [S1] Light set on its first life. Geck0 calls that unlock the single best one available at the start: buy it the moment you can afford it, then wear both pieces every life. Hudi's rule is armor before guns: Level 1 armor on basically every life from level 3 [BETA], unless you genuinely cannot afford it, because it beats the shotguns and early SMGs everyone runs in the opening days. RageGamingVideos says the same on launch day: unlock Level 1 armor as soon as you can and wear it every life, including when you sit in a vehicle.

History

refs: M0dhrSMKfLs-64, 1y5uNoJ7ciA-28, 1y5uNoJ7ciA-60, BrTNezWMpuk-77, LIBNkZE1aGI-10, I9rkQ7U-Tzk-17, 3T9uXo_WgdM-22, Cuq8Sk5hn1E-04
Zeroing with Page Up and Page Down
LIKELYCombat & Loadouts1 creator demonstrating on screen + 1 creator confirming the binding + 1 written source on step sizeany, reconpatch risk low

Most weapons can be zeroed. Page Up raises the zero, Page Down lowers it, and the current zero is displayed in the bottom right. Default is 100 m. Applies to any weapon except pistols.

Step by step

  1. Get a range on the target. Either use a rangefinder (Recon 8, $400, $15,000 unlock), or have a teammate call it. You cannot judge 300 m by eye reliably and a wrong zero is worse than no zero.
  2. ADS. Read the zero figure in the bottom right.
  3. Page Up until it reads the target's range. Clutchbase reports the zero walks in 100 m steps.
  4. Aim dead centre and fire. jackfrags demonstrates exactly this: sniper zeroed at 100, target at 300, zero to 300, centre hold, bullseye.

Numbers

Default zero 100 m; walks in 100 m steps. Rangefinder: Recon 8, $400, $15,000 unlock. Zeroing bands from wiki infoboxes: AK74 100-1000 m; SKS 100-1000; SVD 100-1100; M249 SAW 200-1200; Mosin 200-800; FAL 100-600; M4 100-500; Galil 100-400; T-21 100-300; MK22 100-300; AMR 50 100-300; AMP-9 50-100; MP5 25-100; MP43 70 only (fixed); Compound Bow 100 only (fixed); Bushmaster M17S 100 only (fixed).

Why it works

A correct zero lets you use a centre hold instead of estimating holdover.

Where it falls apart

Caveat one: pistols cannot be zeroed (DemoMan0351 states this explicitly). Caveat two: the wiki lists the SV98's zeroing range as "100-100", which would make the game's best mid-tier bolt-action non-zeroable while the SKS below it zeroes to 1000 m. That looks like a wiki data error rather than a design decision. Do not plan a build around it; check in the firing range. Caveat three: zeroing is the single most under-covered mechanic in this corpus. jackfrags is the only creator who demonstrates it, and Clutchbase is the only written source on the step size.

Sources

jackfrags @ 2:04 ↗DemoMan0351 "40+ Tips" @ 1:29 ↗Clutchbase recon guideofficial wiki: weapon infoboxes
refs: uumlRZ4zUYQ-11, Msg78ysR_hQ-05
Committed recommendation: stop at one rifle, and pick it by calibre
DISPUTEDCombat & LoadoutsTheTacticalBrit (stop at the AK) against Geck0 (skip the AK, stay on 5.56), with the wiki's calibre list backing Geck0; Airwingmarine and Soulgrot favour the Galil on handling; Maplewood rates the T-21's recoil as its weaknessinfantrypatch risk medium

Buy one rifle and stop there. Default to 5.56: the T-21 ($600 [S1], no unlock) with its 30-round mag, then the Galil (Infantry 10 [S1], $35,000 unlock [S1]) when you are rich. Take the AK74 (Infantry 3 [S1], $10,000 unlock [S1]) only if you rebuy ammo every life, because nothing else fires 5.45.

Numbers

Infantry ladder, wiki infoboxes [S1]: | Rifle | Level | Unlock | Vendor | Weight | Zeroing | Calibre | -- Free faction rifle (A-91 / Bushmaster M17S / KH-2002) | 0 | free | $0 | ~3.2 kg | 100 fixed, no attachments | 5.56 -- T-21 | 0 | none | $600 | 3.27 kg | 100-300 | 5.56 -- AK74 | 3 | $10,000 | $1,600 | 3.0 kg | 100-1000 | 5.45 -- Galil | 10 | $35,000 | $2,200 | 3.95 kg | 100-400 | 5.56, 35-round base magazine per Geck0 [BETA] -- M4 | 20 | $100,000 | $2,800 | 2.92 kg | 100-500 | 5.56 -- FAL | 35 | $200,000 | $6,500 | 4.25 kg | 100-600 | .308. Among the wiki's weapon pages, eight fire 5.56 (the three free faction rifles, T-21, Galil, M4, M249 SAW, Scout Rifle TD) and only the AK74 fires 5.45. AP per MetaForge's Season 1 career table: 5.56 AP at Wardog 83 [S1], 5.45 AP at Wardog 93 [S1], each a $75,000 unlock [S1]. TheTacticalBrit's benchmark with a basic AK, decent armor and plenty of ammunition: $50,000-$60,000 per life [BETA]. Season 1 XP curve roughly doubled in the mid levels: L20 went from 111,500 XP [BETA] to 250,000 XP [S1]. Assault rifles punch out to 200 m without the damage falloff an SMG suffers. Recommended optic: 2.5x or 3x.

Why it works

The case for stopping after one rifle still holds: TheTacticalBrit's claim is that a well-attachmented AK performs comparably to the higher-end rifles and that buying up the rifle tier is a money sink. SwoleBenji rates the level-35 rifle, almost certainly the FAL given the level, as the fastest time-to-kill in the game with heavy recoil to learn; that is the top of the tree, not a reason to climb it early. What changed is which rifle. Geck0 skips the AK because it is the only 5.45 gun and he kept running dry, while the free faction rifles, the T-21, the Galil and the M4 all share 5.56. This chapter's economy runs on looting bodies, and every fresh spawn carrying a free rifle is carrying 5.56. Geck0 buys the T-21 while the New Recruit Discount applies, unlocks its 30-round magazine, and rates the Galil worth its extra cost over the AK for lower recoil and a bigger base magazine. Airwingmarine and Soulgrot also rate the Galil above the AK on handling. Committed recommendation: T-21 first; Galil once your per-life income is comfortably above $30,000 [BETA]; the AK only if you rebuy ammo every life and want its 100-1000 m zeroing band. Do not buy the M4 or the FAL until you are rich. 5.45 AP also arrives ten Wardog levels after 5.56 AP. Attachments: build assault rifles for recoil reduction plus a 2.5x or 3x optic; RageGamingVideos' reasoning is that you can still point-fire at close range while gaining damage at medium range. IceManIsaac carries a red dot alongside the main optic, and notes you can rip a scope off mid-match and use irons. Maplewood agrees on the 2.5x, names the 1.5x as the alternative, and controls the 2.5x's visual recoil with the TDG grip and a muzzle brake. He also says to skip the first scope you unlock, which he never bought, because it is poor value. His rifle notes: the Galil is a better AK with 50-round magazines early on the track, and the M4 is excellent once it carries the TDG grip.

Where it falls apart

The dispute is real and neither side is measured. TacticalNed's alpha and beta experience was the opposite of Geck0's: he called AK ammo the kind you find everywhere, presumably because AKs were common in those lobbies. Loot follows what the lobby carries, so if the Season 1 lobby piles onto the AK, 5.45 becomes common and this flips back. Watch what calibre the bodies around you drop for a few matches before you spend $10,000 [S1] or $35,000 [S1] on an unlock. Failure mode of the T-21 pick: its zeroing band stops at 300 m, so a player who fights at 150-200 m constantly gets more from the Galil or the AK. Season 1's XP curve makes Infantry 10 much further away than any beta video implies, which favours a level-0 rifle. Maplewood's handling note cuts against the T-21 first: he calls it fantastic but hard-kicking for its fire rate, and rates the AK74 as slightly slower to kill but much easier to control because it fires the lighter 5.45 round. If you cannot hold the T-21 on target at 100 m, the recoil costs more than the calibre saves.

History

  • 2026-09-14 · Wording changedMaplewood added. The wording now reflects what they report.
  • 2026-09-13 · Rating changedMetaForge career table (Season 1), official wiki: weapon calibres (A-91, Bushmaster M17S, KH-2002, T-21, Galil, M4, M249 SAW, Scout Rifle TD, AK74), Geck0, SwoleBenji and TacticalNed added. Rating moved from LIKELY to DISPUTED: TheTacticalBrit (stop at the AK) against Geck0 (skip the AK, stay on 5.56), with the wiki's calibre list backing Geck0; Airwingmarine and Soulgrot favour the Galil on handling.
refs: BrTNezWMpuk-26, BrTNezWMpuk-77, RyeL_HZXAAc-05, 7gr8hwvS3xU-31, 5CsJz4KC9dQ-21, eR3U1uR6Wn8-07, M0dhrSMKfLs-02, I9rkQ7U-Tzk-02, I9rkQ7U-Tzk-19, I9rkQ7U-Tzk-20, S1HARqxz4zU-12, seNduUq_8Ck-21, seNduUq_8Ck-25, seNduUq_8Ck-27, seNduUq_8Ck-28
Helmets vs snipers: what actually stops a headshot
DISPUTEDCombat & LoadoutsAirwingmarine and Stodeh directly contradict each other; SwoleBenji adds a third, garbled accountanynumbers may be stale

A helmet is worth buying on every life regardless, but do not believe it makes your head safe. Sources disagree about exactly which tier stops a sniper headshot.

Step by step

  1. Buy the Light helmet ($200) always, because no helmet means being one-tapped by "quite literally anything in the game".
  2. Skip Medium if you are specifically buying head protection against Recon players and can afford to wait for Heavy ($1,500).
  3. Buy Medium if you are mostly being shot at by rifles, where the 40% vs 30% reduction and the 100 vs 80 durability both matter.

Numbers

Light helmet $200 (30% / 80 durability); Medium $500 (40% / 100); Heavy $1,500 (55% / 180). Airwingmarine (109K views, @ 3:13): "even a class 2 helmet will stop you from dying from a single sniper headshot". Stodeh (146K views, @ 7:28): do not buy Medium helmets at all; the threshold that matters is Heavy (level 3). Stodeh @ 8:15: the SVD will not one-shot a Light helmet but the Mosin will. Soulgrot: the AMR .50 at Recon 35 ignores helmet tier entirely.

Why it works

"Some snipers beat some helmets" reconciles both accounts, which means the two creators are probably describing different weapon sets. A third account, weaker: SwoleBenji says the Recon 12 [S1] rifle headshot-kills most players across the map, reliably against no protection or level 1-2 protection, and not against heavier tiers. He names it as SVD, SKS and Mosin in the same breath, so the gun is uncertain, but Recon 12 is the SVD on the wiki ladder. If he means the SVD, that contradicts Stodeh's claim that the SVD does not one-shot a Light helmet. Unconfirmed until the range test is run.

Where it falls apart

Unresolved. What would settle it: firing-range test, Medium helmet on a dummy, single headshot from each of Scout TD / SKS / Mosin / SVD / SV98 / MK22 / AMR, recording which kill.

History

refs: 3ubf2twZumk-09, k84PEdHQjWM-32, k84PEdHQjWM-35, 7gr8hwvS3xU-39, eR3U1uR6Wn8-23, S1HARqxz4zU-99
Open question: compound bow unlock cost, $125,000 or $75,000
DISPUTEDCombat & Loadoutstwo sources each wayreconpatch risk mediumintel

Compound bow unlock cost is $125,000 (wiki + Stodeh) or $75,000 (Clutchbase + WARDOGS Hub). Two sources each way. A single vendor screenshot settles it.

Numbers

$125,000 vs $75,000.

Sources

official wiki: Compound BowStodeh ↗Clutchbase recon guideWARDOGS Hub
Open question: does a defib revive pay more or less than a resuscitator revive?
NewDISPUTEDCombat & LoadoutsTacticalNed's beta logs against SwoleBenji at launchmedicnumbers may be staleintel

TacticalNed logged more cash for a defib revive than a resuscitator revive; SwoleBenji says paddles pay fewer points per revive. It decides whether the defib is a money item or only an XP-speed item.

Step by step

  1. Outside the hotzone, revive a teammate with a resuscitator and note the cash and Medic XP popups.
  2. Revive the same teammate with the defibrillator, still outside the hotzone.
  3. Compare cash and XP separately.

Numbers

TacticalNed: resuscitator revive $900 [BETA], defib revive $1,200 [BETA]. SwoleBenji: paddles pay fewer points per revive, no figure given.

Why it works

If SwoleBenji meant XP and TacticalNed meant cash, both are right and the defib stays the money pick at Medic 11 [S1].

History

refs: S1HARqxz4zU-18
Open question: the helmet threshold is unresolved and it is expensive
DISPUTEDCombat & LoadoutsAirwingmarine and Stodeh directly contradict each other; SwoleBenji adds a third, garbled accountanynumbers may be staleintel

Airwingmarine says a Medium helmet stops a single sniper headshot from most weapons; Stodeh says every sniper punches through Medium and only Heavy matters. The difference is $500 vs $1,500 per life.

Step by step

  1. Firing range, Medium helmet on a dummy, one headshot each from Scout TD, SKS, Mosin, SVD, SV98, MK22, AMR 50.
  2. Record which kill.
  3. Repeat with Heavy. Fifteen minutes settles it permanently.

Numbers

Medium helmet $500 vs Heavy helmet $1,500 per life. Fifteen minutes of testing.

Why it works

SwoleBenji adds a third account: the Recon 12 [S1] rifle, probably the SVD, headshot-kills through level 1-2 protection. Run the SVD against both the Light and the Medium helmet, because that is where Stodeh and SwoleBenji directly conflict.

History

refs: S1HARqxz4zU-99
Open question: can the Scout Rifle TD one-shot an unarmored player?
NewDISPUTEDCombat & LoadoutsRageGamingVideos (launch day) implies yes; Stodeh and MetaForge (pre-launch) say it cannot even headshot-kill an unhelmeted playerrecon, anypatch risk mediumintel

RageGamingVideos says Level 1 armor is what stops the scout rifle's one-shot, which implies it one-shots an unarmored player. Stodeh and MetaForge (about 89 damage on a headshot) say it cannot kill an unhelmeted player with one headshot. Nobody shows the launch-build number.

Step by step

  1. In the firing range, put no armor on a dummy and fire one Scout Rifle TD round at the head and one at the chest.
  2. Repeat with Light armor and a Light helmet fitted.
  3. Record the damage numbers; if the unarmored headshot reads under 100, Stodeh and MetaForge are right for the current build.

Numbers

MetaForge: about 89 damage on a headshot (pre-launch). Level 1 armor gate Wardog 3 [S1].

Why it works

It decides how much Level 1 armor is worth on day one and whether a fresh recon player can ever take a shot with the starter rifle. The skip-it advice holds either way.

Where it falls apart

The RageGamingVideos side is an implication from how he explains armor, not a shown damage number, and Season 1 notes list no scout rifle change, so the pre-launch measurement is the stronger evidence until someone runs the range test.

History

  • 2026-09-14 · New entryNew in the 14 Sep 2026 refresh, from RageGamingVideos "OP Money Strategy", Stodeh and MetaForge recon guide.
refs: Cuq8Sk5hn1E-04, Cuq8Sk5hn1E-31, k84PEdHQjWM-01
Open question: the SV98's zeroing band reads 100-100 on the wiki
DISPUTEDCombat & Loadoutsalmost certainly bad wiki data, unconfirmed in gamereconpatch risk lowintel

The SV98's zeroing band reads 100-100 on the wiki, which would make a $5,200 bolt-action non-zeroable while the $2,400 SKS zeroes to 1,000 m.

Numbers

SV98 $5,200, wiki zeroing 100-100. SKS $2,400, zeroing to 1,000 m.

Where it falls apart

Almost certainly bad wiki data, but nobody has confirmed it in game.

Sources

official wiki: SV98
Sidearms
DISPUTEDCombat & LoadoutsStodeh builds a GGX 17 into his recon kits; Maplewood says sidearms are not worth the weight or space; Hudi calls the level 1 pistol unlock a trap on a fresh accountanypatch risk low

Skip the pistol on a rifle or SMG kit, and do not spend a fresh account's money on its unlock. Carry one only on a bolt-action or marksman recon kit, and then never be the aggressor with it: hold your position and let hip fire do the work.

Numbers

GGX 17: $200 [BETA] vendor, Career 1 [BETA], $5,000 [BETA] unlock (wiki infobox, matched by Hudi before launch; not in the Season 1 changelog), 0.63 kg, 0.2 s aim time. Hudi's framing: that unlock is half of the $10,000 [BETA] starting bankroll. Judge revolver: $250 [BETA] at Career 18 [BETA], $15,000 [BETA] unlock. DemoMan0351's firing-range finding: the revolver does 99 damage to the body in three shots, meaning four to kill.

Why it works

Pistols feed the Infantry track. The GGX 17 is the cheapest way to give a bolt-action sniper kit a close-range answer, which is why Stodeh carries one. Maplewood's case against: the weight and slots are better spent on loose ammo for your primary, with the G18 automatic pistol as his only exception for extreme close range. DemoMan0351's revolver finding is a good illustration of why range testing beats reading a stat card.

Where it falls apart

Settle it by kit. On an assault rifle or SMG, reserve ammo for the primary wins, so skip the sidearm (Maplewood). On a bolt-action or slow marksman rifle the pistol covers the gap Stodeh builds it in for, so carry the GGX 17 once its unlock no longer competes with your armor. Hudi's warning is about timing: the recruit rifle is free every life, so a level 1 pistol unlock buys a new player nothing they need.

History

  • 2026-09-14 · Rating changedMaplewood and Hudi added. Rating moved from SINGLE-SOURCE to DISPUTED: Stodeh builds a GGX 17 into his recon kits; Maplewood says sidearms are not worth the weight or space; Hudi calls the level 1 pistol unlock a trap on a fresh account.
refs: k84PEdHQjWM-28, Msg78ysR_hQ-24, seNduUq_8Ck-30, 3T9uXo_WgdM-18
Artillery crews: ask for 155mm shells by name
NewSINGLE-SOURCECombat & LoadoutsStratzFPS, 109K views, from repeated personal experience in pre-launch footagedriver, supportpatch risk medium

The SPH-2 fires 155mm artillery shells, not the main battle tank's rounds. When you call for a resupply, say 155mm, or you get tank shells you cannot fire.

Step by step

  1. Call for resupply by calibre: 155mm artillery shells.
  2. Say plainly that you do not want main battle tank rounds. StratzFPS was sent the wrong shell more than once.

Numbers

SPH-2 ammunition: 155mm [BETA]. SPH-2 unlock: Career 90 [S1], $500,000 [S1], moved from Career 55 [BETA] and $400,000 [BETA] by the Season 1 changelog.

Why it works

The two big-gun vehicles use different shells, and a supplier who hears tank ammo grabs the tank round. A wrong crate costs the artillery crew a full resupply trip.

Where it falls apart

Pre-launch footage. Artillery is rare this season because of the Career 90 [S1] gate, so this matters to few players, but to every one of them.

History

  • 2026-09-13 · New entryNew in the 13 Sep 2026 refresh, from StratzFPS and official wiki: Updates (Season 1 changelog, 9 Sep 2026).
refs: oP9RelmWk6A-06
Check durability when you loot armor
SINGLE-SOURCECombat & LoadoutsIceManIsaac, 35K views on this video, 128+ hours playedanypatch risk low

Open your inventory over the body and read the armor health number. A Light plate at 60-70% beats a Heavy plate that is about to shatter.

Numbers

A Light plate at 60-70% durability beats a near-broken Heavy plate. Heavy gives 55% reduction.

Why it works

Durability is consumed and does not regenerate in the field. A near-broken high-tier plate gives you its 55% reduction for one or two more hits and then nothing.

refs: eR3U1uR6Wn8-23
Fair: descending a high-rise via exterior AC units
SINGLE-SOURCECombat & Loadoutsjackfrags, demonstrated on cameraanypatch risk medium

Descending a high-rise via exterior AC units without fall damage and without the parachute noise. This is level geometry used well, not a bug. Fair and worth learning.

refs: uumlRZ4zUYQ-37
Probably a balance oversight: punching barbed wire apart almost silently
SINGLE-SOURCECombat & LoadoutsRadioGLHFanypatch risk mediumexploit

Punching barbed wire apart in 12-13 presses of X, almost silently.

Numbers

12-13 presses of X.

Why it works

Whether the low noise is intended is unclear, and it functionally removes barbed wire as a defensive alarm. Probably a balance oversight rather than a bug; safe to use, and defenders should know it exists.

refs: rNZhaDGmiIk-08
Unclear: defibrillator friendly fire
SINGLE-SOURCECombat & LoadoutsDemoMan0351, stated flatly with no detailmedicpatch risk mediumglitch

You can kill teammates with the defib.

Where it falls apart

Unclear whether this is intended flavour or a bug. Do not experiment on your squad.

refs: M0dhrSMKfLs-17
Bug report: a reload sometimes takes a full magazine from reserve
NewSINGLE-SOURCECombat & LoadoutsSwoleBenji, hedged, launch day; the example numbers look garbled by auto-captionsanynumbers may be staleglitch

SwoleBenji says a reload sometimes deducts a full magazine's worth of reserve ammo even when the gun needed far less. Unverified; the likeliest non-bug cause is hold-R dropping your partial magazine.

Step by step

  1. In the firing range, note your reserve count.
  2. Tap R, not hold R, after firing a few rounds, and check the reserve again.
  3. Repeat with a nearly empty and a nearly full magazine. If the reserve drops by a full magazine on a tap reload, it is the bug.

Numbers

SwoleBenji's examples as transcribed: 500 in the gun plus 150 reserve correctly totals 650; a reserve near 1,800-2,000 lost 500 on a reload that needed about 200.

Why it works

Hold R drops the partial magazine on the floor instead of stowing it, so the rounds still in it vanish from your count. That produces exactly this symptom without any bug.

Where it falls apart

One hedged creator, and round counts in the hundreds do not fit a rifle magazine, so the figures are probably mangled. Rule out hold R before reporting it. Not usable as an exploit.

History

refs: S1HARqxz4zU-75
Glitch: short-fall parachute death
SINGLE-SOURCECombat & LoadoutsIceManIsaac, 35K views on the video, 128+ hoursanypatch risk mediumglitch

Deploying a chute on a survivable fall of roughly five metres makes the game treat it as a skydive and kills you outright.

Numbers

Roughly five metres.

Why it works

He describes it as a physics bug he expects to be patched.

Where it falls apart

Not listed as fixed in the Season 1 notes. High confidence it is real. Not usable as an exploit; just avoid the behaviour.

refs: eR3U1uR6Wn8-16
Descending a high-rise without a parachute
SINGLE-SOURCECombat & Loadoutsjackfrags, 228K views, demonstrated on cameraanypatch risk medium

You can climb all the way down a high-rise without fall damage and without the parachute sound giving you away, by dropping onto the exterior corrugated steel and air-conditioning units.

Step by step

  1. Look over the edge and drop to the AC units.
  2. Work downward unit by unit. Some transitions need a jump.
  3. At one point you must go left rather than straight because you cannot stand on the edge, then make a big jump to the next unit, then to a window ledge, then down.

Why it works

Pursuers hear no parachute and lose you entirely. This is clever play using level geometry, not a bug.

refs: uumlRZ4zUYQ-37
Launchers: kill emplacements from outside the wire, ambush the supply route
NewSINGLE-SOURCECombat & LoadoutsRageGamingVideos, one pre-launch video; the engine as a vehicle's weak point also comes from DemoMan0351 in the support loadoutssupportpatch risk medium

An RPG kills FOB emplacements from outside the walls, so you never walk into the base. Against vehicles hit the engine to kill and the wheels or tracks to stop. For volume, carry launcher supply crates in a vehicle, park on the enemy's supply route, and move after every kill.

Step by step

  1. Stand off outside the enemy FOB's walls and fire at the turrets and emplacements you can see, instead of carrying C4 to the wall.
  2. Against a vehicle aim for the engine to destroy it; if you only have a wheel or track shot, take it to immobilise the vehicle.
  3. For an ambush, load supply crates of RPGs or anti-air launchers into a truck or helicopter and park it beside the route enemy drivers and pilots use.
  4. Fire, then move the vehicle after each kill, because the survivors come back for you.

Numbers

Rockets take three inventory slots each (TacticalNed, on the support loadout card), which is why the crate in the vehicle matters.

Why it works

The crate in the vehicle is the magazine: it lets you fire far more launchers per life than a backpack holds. Standoff range is the RPG's edge over C4, which needs you at the wall.

Where it falls apart

One creator, pre-launch footage. The ambush assumes you can fill a vehicle with launcher crates and that it survives parked in the open; a stationary truck is an easy recon mark. The backblast warning on the C4 and IED card applies, and anti-air launchers only hit aircraft.

History

refs: 7W0KgoBf-wM-47, 7W0KgoBf-wM-49
Intel: blanket-marking as a passive income strategy
SINGLE-SOURCECombat & Loadoutspersistence half: only LiteralWedgeOfCheese (35K views); any-faction half now shown on camera by Twinsticks & Ties and reported by Geck0reconnumbers may be staleintel

Spot credit persists after the mark visually lapses, and pays on kills by any faction including enemies. If both hold, the optimal recon play is to blanket-mark everything in the first two minutes and then go do something else.

Step by step

  1. Spend the first two minutes of every match blanket-marking every vehicle, crate, FOB and player you can see from a high position.
  2. Go do something else entirely, collecting passive income all match.
  3. Test: mark ten targets, wait for the marks to visibly lapse, then track whether payouts still arrive as they die.

Numbers

First two minutes of a match; ten targets in the test.

Where it falls apart

Only one creator (LiteralWedgeOfCheese, 35K views) reports the persistence half from direct observation. The any-faction half is now solid: Twinsticks & Ties shows a third-faction kill paying the spotter on camera. Geck0 says a spotted enemy pays when it dies shortly after the spot, which hints at a window, so time the lapse in the test.

History

refs: tLf_OoOJsGw-09, nKUC4dZC_is-10, I9rkQ7U-Tzk-35
Intel: nobody has tested how many doors the Halligan bar opens
SINGLE-SOURCECombat & Loadoutsdurability figure from the wiki; door count untestedanypatch risk lowintel

The crowbar / Halligan bar is described by Gigabeef as "absolutely invaluable" for getting into defended FOBs and by RageGamingVideos as something "almost nobody buys".

Numbers

Halligan Bar $1,100 with 5,000 durability. The crowbar manages 4-5 doors; 5,000 durability suggests considerably more for the Halligan.

Why it works

At $1,100 with 5,000 durability it may be the cheapest way into the most expensive positions on the map.

Where it falls apart

Nobody has tested how many doors the Halligan opens.

Intel: the IED stays live through being downed and revived
SINGLE-SOURCECombat & LoadoutsAirwingmarine states the mechanic but not the tacticany, infantrypatch risk mediumintel

The IED stays live through being downed and revived. Nobody has explored the obvious extension.

Step by step

  1. Plant on an enemy vehicle.
  2. Deliberately go down nearby to avoid being shot.
  3. Wait for a revive.
  4. Detonate once the vehicle has driven somewhere valuable.

Why it works

Airwingmarine states the mechanic but not the tactic.

Intel: does a teammate's recon tag give a sniper the range for free?
NewSINGLE-SOURCECombat & LoadoutsRadioGLHF shows the distance readout for mortar work; nobody has tested it for rifle zeroingrecon, supportpatch risk mediumintel

RadioGLHF shows that hovering over a recon-tagged target displays its exact distance. If that works for a rifle, a spotter's tag replaces the rangefinder for zeroing.

Step by step

  1. Have a teammate tag a target with binoculars.
  2. Hover over the tag and read the distance.
  3. Walk your zero to it with Page Up / Page Down and fire. Repeat at three ranges.
  4. If the readout matches a rangefinder each time, a sniper with a spotter can put the Recon 8 [S1] rangefinder money elsewhere.

Numbers

Range Finder unlocks at Recon 8 [S1]. Zero steps are 100 m.

Why it works

Ranging is the sniper's hard problem and the tag already carries the number. The open part is whether the readout shows for every class and weapon or only on a mortar's HUD.

Where it falls apart

RadioGLHF's footage is pre-launch and about mortars; the readout may only appear for indirect-fire users.

History

refs: frGH2_OxyVA-09
Open question: only one weight-class boundary has a number, 27 kg for heavy
SINGLE-SOURCECombat & Loadoutsone boundary from one creator (Maplewood, pre-launch); the other thresholds are unpublishedanypatch risk mediumintel

Maplewood puts the heavy line at 27 kg, where tactical sprint goes. Nobody has published the other bracket thresholds, and nobody has shown the 27 kg figure on a weight readout.

Step by step

  1. Load gear one item at a time at the vendor and record the kg total at each bracket change.

Numbers

Five brackets. Heavy starts above 27 kg per Maplewood (pre-launch). Magazines about 0.5 kg each (Maplewood). Other thresholds unknown.

Why it works

This is trivially doable and would be the most useful single table anyone could add to this corpus.

Where it falls apart

One creator on a beta build, stated rather than demonstrated. The vendor test below would confirm 27 kg and fill in the other lines in one sitting.

History

  • 2026-09-14 · Rating changedMaplewood added. Rating moved from UNVERIFIED-BIG-CLAIM to SINGLE-SOURCE: one boundary from one creator (Maplewood, pre-launch); the other thresholds are unpublished.
refs: seNduUq_8Ck-22
Spotting optics lock on through foliage
NewSINGLE-SOURCECombat & LoadoutsTwinsticks & Ties, 19.1K views, shown on camera oncerecon, anypatch risk medium

A recon spotting optic can lock onto and highlight a player completely hidden by foliage. Sweep bushes and treelines with the optic, not your eyes; and if you are the one hiding, a bush does not hide you from enemy recon.

Step by step

  1. Hold your spotting optic over bushes and treelines where a sniper or spotter would sit, even when you see nothing there.
  2. The lock can acquire a player you cannot see. Complete the mark and tell your team.
  3. When you hide in foliage yourself, assume enemy recon can still tag you, and leave once you have been marked.

Why it works

The spot lock appears to test for a target inside the optic's view rather than for a clear line of sight, so foliage that blocks your eyes does not block the mark.

Where it falls apart

One creator, one on-camera instance. It may depend on foliage type or distance, and detection rules like this are what patches change. It qualifies Stodeh's no-glint advice: a bush beats eyes, not optics.

History

refs: nKUC4dZC_is-09
Downed as the match ends: wait for the revive, do not give up
NewSINGLE-SOURCECombat & LoadoutsHudi, 49.7K views, pre-launch wipe guide; the refund it relies on is his own hedged claim and no other source states itanynumbers may be stale

If you are down when the match ends, keep waiting for a revive. Hudi says a downed player still collects the end-of-match gear refund, and giving up throws the whole kit away.

Step by step

  1. In the last minutes of a match, do not press give up when you go down.
  2. Call for a revive and keep waiting, even if nobody is coming before the clock runs out.
  3. If you are alive and hurt near the end, play for survival over one more kill, because the kit on your back is worth more than the kill.

Numbers

End-of-match gear refund 90% [BETA] of kit value per Hudi, ammo not refunded; the refund claim itself is filed in the economy chapter.

Why it works

A kit you respawn out of is gone. Hudi says the refund counts the gear still on you when the match ends, and a downed player still has his, so waiting costs nothing and giving up costs the refund.

Where it falls apart

One creator, hedged on the refund, recorded before launch. Nobody has shown a downed player's end screen with a refund line. Test it: go down in the last minute of a match with a known kit value and compare the end-screen payout with a match you finish standing. It agrees with the chapter's existing advice to wait out a down rather than respawn.

History

refs: 3T9uXo_WgdM-26
What stops a bullet
SINGLE-SOURCECombat & LoadoutsiMaTT, 662K views on this video, demonstrated on camera with an SVDanypatch risk low

A high-power rifle shoots through wooden structures and through a bus. It does not shoot through sandbags.

Why it works

Both halves are actionable: do not treat wooden walls or vehicle bodies as cover, and do build or use sandbags when you want cover that actually stops rifle rounds.

refs: HkruVf6lIs8-22
Unverified: one $300 IED reportedly destroys a $7,500 FOB
UNVERIFIEDCombat & Loadoutscommunity-reported and flagged "unverified" by WARDOGS Hub itself; Maplewood's estimate of about two IEDs on a tank's rear contradicts the one-IED tank halfany, supportnumbers may be staleexploit

One $300 IED reportedly destroys a $7,500 FOB outright, and one IED on a tank's rear engine deck reportedly one-shots an L2A6.

Numbers

IED $300 vs FOB $7,500. DemoMan0351 independently gives the FOB figure as $2,500 and 500 XP for the kill.

Why it works

If true these are probably intended (the engine is described as the universal weak point) but the FOB number in particular looks like a balance bug.

Where it falls apart

Both community-reported and flagged "unverified" by WARDOGS Hub itself. Unverified. Test before relying on it. Maplewood (hedged, pre-launch) counts about two IEDs on a tank's rear, and one IED per FOB blue door or one to two per Hesco, which argues against a single IED deleting a whole tank. Neither account is a range test.

History

refs: seNduUq_8Ck-38
Open question: does the Adrenaline Pen's weight-class reduction stack?
UNVERIFIEDCombat & Loadoutswiki gives no magnitudeany, medicpatch risk mediumintel

The wiki says the Adrenaline Pen "reduces equipment weight class" without a magnitude.

Why it works

If it drops two brackets it is a genuinely strategic item for super-heavy anti-tank builds, not just a sprint consumable.

Sources

official wiki: Adrenaline Pen
Open question: do the ammo crossover points differ by weapon class?
UNVERIFIEDCombat & Loadoutsall measured numbers come from one rifle calibreanynumbers may be staleintel

All measured numbers are from one rifle calibre. Shotguns, 9mm SMGs and .50 cal plausibly cross over at different armor tiers.

Step by step

  1. Repeat the range test with an AMP-9, an MP43 and the AMR 50 and compare the shapes of the curves.
Open question: AP and HP ammunition prices are unpublished
UNVERIFIEDCombat & LoadoutsWARDOGS Hub explicitly lists this as a gapanypatch risk mediumintel

AP and HP ammunition prices are unpublished anywhere in the corpus. WARDOGS Hub explicitly lists this as a gap.

Why it works

Without prices there is no way to evaluate whether the AP damage advantage is worth its cost per round.

Sources

WARDOGS Hub
Open question: where does AP overtake FMJ against Heavy and Super Heavy armor?
UNVERIFIEDCombat & Loadoutsno published data beyond Mediumanynumbers may be staleintel

The measured table stops at Medium, where AP wins by 0.24 damage. Nobody has published Heavy or Super Heavy rows.

Step by step

  1. Same three rounds against a Heavy and a Super Heavy dummy.
  2. This also answers whether the gap ever becomes large enough to justify carrying AP once you can buy it.

Numbers

AP wins by 0.24 damage at Medium armor.
Open question: the exact HP/AP multipliers and damage formula
UNVERIFIEDCombat & Loadoutsunpublishedanypatch risk mediumintel

Exact HP/AP multipliers and the damage formula are unpublished.

Numbers

If they are flat multipliers per tier, the whole system is predictable from four numbers; if they interact with durability or coverage, it is not.
Open question: why did iMaTT's defibrillator fail after jumping out of a window?
UNVERIFIEDCombat & Loadoutsone observation, cause unknownmedicpatch risk mediumintelglitch

iMaTT's defib did not work after he jumped out of a window. He does not know why either.

Step by step

  1. Have a teammate go down, then attempt a defib revive immediately after landing from a fall.
  2. Repeat after standing still for two seconds.
  3. If the second works and the first does not, it is a post-landing state lockout, which nobody has documented.

Numbers

Two seconds of standing still as the test interval.

Why it works

Candidate explanations: a range limit on the revive, a line-of-sight requirement, a state where a player is falling or has just landed, or a bug.

refs: HkruVf6lIs8-24
Patched: the church roof position
STALECombat & Loadoutsconfirmed FIXED in the Season 1 patch (9 Sep 2026)any, reconpatch risk lowpatched

Confirmed FIXED in the Season 1 patch (9 Sep 2026). Any older guide recommending the church roof as a sniper or build position is out of date. Not usable.

Numbers

Season 1 patch, 9 Sep 2026.
The gun in your hands decides the track | WARDOGS Field Manual