WARDOGS Actual
● New sourcesAll changes202 entries

13 Sep 202650 new entry · 15 rating changed · 30 numbers changed · 19 patch label changed · 56 wording changed · 32 sources updated

13 new playlist videos: 50 new cards and 150 cards updated with new sources, tier moves and corrections.

Rating changed (15)

Committed recommendation: stop at one rifle, and pick it by calibre

Combat & LoadoutsLikely → Disputed

MetaForge 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.

What moved
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Where it falls apartFailure mode of this recommendation: it assumes your fights are close-to-medium range. A player who genuinely fights at 150-200 m constantly gets more out of the Galil's handling. It also assumes Season 1's XP curve holds; the curve roughly doubled in the mid levels (L20 went from 111,500 to 250,000 XP), which makes Infantry 10 much further away than any beta video implies and strengthens the "stop at AK" case.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.
NumbersInfantry ladder (wiki infoboxes, Season 1): | Rifle | Level | Unlock | Vendor | Weight | Zeroing | -- Free faction rifle (A-91 / Bushmaster M17S / KH-2002) | 0 | free | $0 | ~3.2 kg | 100 fixed, no attachments -- T-21 | 0 | none | $600 | 3.27 kg | 100-300 -- AK74 | 3 | $10,000 | $1,600 | 3.0 kg | 100-1000 -- Galil | 10 | $35,000 | $2,200 | 3.95 kg | 100-400 -- M4 | 20 | $100,000 | $2,800 | 2.92 kg | 100-500 -- FAL | 35 | $200,000 | $6,500 | 4.25 kg | 100-600. TheTacticalBrit's benchmark with a basic AK, decent armor and plenty of ammunition: $50,000-$60,000 per life. Season 1 XP curve roughly doubled in the mid levels (L20 went from 111,500 to 250,000 XP). Assault rifles punch out to 200 m without the damage falloff an SMG suffers. Recommended optic: 2.5x or 3x.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.
Short answerRush the AK74 (Infantry 3, $10,000 unlock, $1,600 per buy), then stop buying up the rifle tier and spend the money on armor, optics and utility instead.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.
Sources7 sources12 sources
RatingLIKELYDISPUTED
Rating note2 creators, one arguing the negative caseTheTacticalBrit (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
TitleCommitted recommendation: the AK is where the rifle tree stops matteringCommitted recommendation: stop at one rifle, and pick it by calibre
Why it worksThe case for stopping at the AK: TheTacticalBrit's direct claim is that a well-attachmented AK-47 performs comparably to the higher-end rifles and that buying up the rifle tier is a common money sink with little return. The AK's zeroing band (100-1000 m) is better than the Galil's and the M4's, which is an underappreciated argument. The case against: Airwingmarine recommends rushing AK then Galil and calls the Galil one of the best guns in the game; Soulgrot rates the Galil higher in absolute terms on controllable recoil and range. Both are talking about raw weapon quality, which is not the same as value per dollar. Committed recommendation: buy the AK, skip the Galil unless you are already rich. $35,000 of unlock plus $600 per buy for a marginal handling improvement is worse value than the same money spent on Medium armor plus helmet plus a good optic, both of which you keep across every class. Revisit the Galil when your per-life income is comfortably above $30,000. Attachments: build assault rifles for recoil reduction plus a 2.5x or 3x optic; RageGamingVideos' reasoning is that you can still point-fire and track at close range with 2.5-3x while gaining the ability to apply damage at medium range. IceManIsaac carries a red dot alongside the main optic, and notes you can rip a scope off mid-match and stash it in your bag to use irons.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.

Best single return on investment: IEDs on spawn vehicles and FOBs

Money & XPSingle source → Disputed

Rating moved from SINGLE-SOURCE to DISPUTED: inferred; the spawn-vehicle figure is disputed, see eco-method-7-9-demolition.

What moved
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Flagsbeta-numbersbeta-numbers / disputed
NumbersTwo $300 IEDs on an enemy spawn vehicle for ~$15,000 [BETA]. One IED on an enemy FOB pays ~$2,500 plus 500 support XP [BETA].Two $300 IEDs on an enemy spawn vehicle for $7,500 (RadioGLHF), ~$15,000 (DemoMan0351, wardogsdb, MetaForge) or about 20k (SwoleBenji) [BETA]. One IED on an enemy FOB pays ~$2,500 plus 500 support XP [BETA].
Short answerBest single return on investment in the game: two $300 IEDs on an enemy spawn vehicle for ~$15,000 [BETA]. One IED on an enemy FOB pays ~$2,500 plus 500 support XP [BETA].Best single return on investment in the game: two $300 IEDs on an enemy spawn vehicle for $7,500-$15,000 [BETA], probably the low figure outside the hotzone. One IED on an enemy FOB pays ~$2,500 plus 500 support XP [BETA].
RatingSINGLE-SOURCEDISPUTED
Rating noteinferredinferred; the spawn-vehicle figure is disputed, see eco-method-7-9-demolition

Spawn-vehicle delivery and guarding

Money & XPLikely → Confirmed

SwoleBenji (new player guide), RadioGLHF (solo mortar base) and Geck0 added. Rating moved from LIKELY to CONFIRMED: CONFIRMED (8 creators: Soulgrot, jackfrags, RageGamingVideos, motiv8, Gigabeef, Airwingmarine, plus Geck0 and SwoleBenji added 13 Sep); the unlock trigger wording is DISPUTED, see why.

What moved
FieldBeforeAfter
Where it falls apartIt is also a win condition, which means the enemy wants it dead. Two IEDs ($600) destroy it for ~$15,000 to whoever does it, so you are parking a $15,000 bounty. The method decays sharply through a season as explosives unlock across the playerbase, and Steam forum players were already asking for the spawn vehicle to be delayed to 60-70 points because it removes pilot income. This is the single most likely method on this list to be nerfed.It is also a win condition, which means the enemy wants it dead. Two IEDs ($600) destroy it, so you are parking a bounty worth somewhere between $7,500 and about 20k [BETA] depending on who you ask. The method decays sharply through a season as explosives unlock across the playerbase, and Steam forum players were already asking for the spawn vehicle to be delayed to 60-70 points because it removes pilot income; Geck0 makes the same point from the taxi side, since spawn vehicles cut the passengers available to anyone driving or flying people in. This is the single most likely method on this list to be nerfed.
Numbers[BETA]: ~$3,000 instant on arrival in the control zone; $100-$250 per teammate spawn; ongoing assist credit for what spawned players go on to do. Trigger at 20 points. Personal spawn-vehicle teleport cooldown is ~10 minutes with a 10-second spawn timer. Two IEDs ($600) destroy it for ~$15,000 to whoever does it.[BETA]: ~$3,000 instant on arrival in the control zone; $100-$250 per teammate spawn; ongoing assist credit for what spawned players go on to do. SwoleBenji splits the spawn payout in two: a payment when a teammate deploys and a second, roughly $250, when they survive their first 10 seconds, plus direct tips, all counted as driver XP [BETA]. Trigger at a game score of 20. Personal spawn-vehicle teleport cooldown is ~10 minutes with a 10-second spawn timer. Destroying it pays the enemy $7,500 (RadioGLHF), ~$15,000 (DemoMan0351, wardogsdb, MetaForge) or about 20k with 14k for an assist (SwoleBenji) [BETA].
Sources9 sources16 sources
StepsWatch the score. At 20 points the APC appears in your base. / Take it. Do not wait for someone else; it is the highest-earning job available to a level-0 player and it costs you nothing. / Drive it into the control zone, ideally into the hotzone. It must be stationary inside the circle to function as a spawn. / Park it with hard cover on the likely approach. It can generate its own smoke screen, which almost nobody knows: spin it while deploying smoke to build cover before you dismount. / Get out and defend it. Every teammate who spawns and survives pays you cash and driver XP. / Optional loop: hop out to revive people nearby, hop back in. The APC is effectively a mobile fortress in the first days of a season because almost nobody has explosives unlocked yet.Watch your own team's score. At 20 points the APC appears in your base. There is only one per team. / Take it. Do not wait for someone else; it is the highest-earning job available to a level-0 player and it costs you nothing. / Drive it into the control zone, ideally into the hotzone. It must be stationary inside the circle to function as a spawn. If the zone is too hot to hold, Geck0 parks it at a friendly FOB instead, or pushes it forward while keeping it out of enemy line of sight. / Park it with hard cover on the likely approach. It can generate its own smoke screen, which almost nobody knows: spin it while deploying smoke to build cover before you dismount. / Get out and defend it. Every teammate who spawns and survives pays you cash and driver XP. / Optional loop: hop out to revive people nearby, hop back in. The APC is effectively a mobile fortress in the first days of a season because almost nobody has explosives unlocked yet.
RatingLIKELYCONFIRMED
Rating noteLIKELY, trending CONFIRMED (4 creators, one of them explicit step-by-step)CONFIRMED (8 creators: Soulgrot, jackfrags, RageGamingVideos, motiv8, Gigabeef, Airwingmarine, plus Geck0 and SwoleBenji added 13 Sep); the unlock trigger wording is DISPUTED, see why
Why it worksIt is the only method where you are paid a royalty on other people's play, at scale, without spending anything. Soulgrot calls it "beyond broken" and says whoever controls the respawn vehicle will be the richest player in the match. Gigabeef confirms the 20-point trigger independently of Soulgrot.It is the only method where you are paid a royalty on other people's play, at scale, without spending anything. Soulgrot calls it "beyond broken" and says whoever controls the respawn vehicle will be the richest player in the match. Gigabeef confirms the 20-point trigger independently of Soulgrot. The trigger is described two ways. Soulgrot and Gigabeef say it appears when any faction reaches 20 points; Geck0 and SwoleBenji, recording in launch week, tie it to your own team's score, and SwoleBenji reads the in-game requirement as a minimum game score of 20. Go with the newer, more specific reading and watch your own team's score. If an APC ever appears while your team is under 20 and another faction is over it, the older reading was right. Once it stops paying because everyone who was going to spawn on it already has, SwoleBenji drives the spent vehicle into the enemy and blows it up rather than leaving it idle.

Free extra height from stacked Hesco

FOBs & BuildingSingle source → Likely

Wardogs Building Community added. Rating moved from SINGLE-SOURCE to LIKELY: Imagine Baggins, then Wardogs Building Community independently.

What moved
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Where it falls apartFlagging as possibly unintended: it is free material.Flagging as possibly unintended: it is free material. WBC says this may be patched out after launch depending on whether the developers want to keep it.
Flagsglitch / unverifiedglitch
Sources1 source3 sources
StepsnonePlace a single Hesco block. / Snap an unbuilt Hesco blueprint above it, so the ghost hovers off the ground. / Place it. The gap underneath fills with sandbags. / Keep snapping upward from that new height.
RatingSINGLE-SOURCELIKELY
Rating noteImagine Baggins, discovered same-dayImagine Baggins, then Wardogs Building Community independently
Why it worksHe fired RPGs at the fill without finding a weakness, so it appears to be as strong as a real Hesco block. If it holds up, it is a cheap route to a taller solid wall section.He fired RPGs at the fill without finding a weakness, so it appears to be as strong as a real Hesco block. If it holds up, it is a cheap route to a taller solid wall section. Wardogs Building Community documents the same fill and triggers it on purpose for elevation. The same fill appears when you unsnap a buildable and drop it onto small props or rough geometry that would normally reject placement, so it also gets you building in spots the game otherwise refuses.

The shared stockpile problem

FOBs & BuildingSingle source → Likely

SwoleBenji (Best Start) added. Rating moved from SINGLE-SOURCE to LIKELY: RadioGLHF and SwoleBenji independently, each from a match they filmed.

What moved
FieldBeforeAfter
Sources2 sources5 sources
RatingSINGLE-SOURCELIKELY
Rating noteRadioGLHF, small channel, but it is a first-hand account of the match he is filmingRadioGLHF and SwoleBenji independently, each from a match they filmed
Why it worksA solo build plan therefore needs either surplus resources or fast execution before randoms drain the pot. The counter is AquaFPS': a FOB you drop yourself away from the main effort is yours alone. Placing off the beaten path gives you exclusive use of the emplacement and its ammo.A solo build plan therefore needs either surplus resources or fast execution before randoms drain the pot. The counter is AquaFPS': a FOB you drop yourself away from the main effort is yours alone. Placing off the beaten path gives you exclusive use of the emplacement and its ammo. SwoleBenji (beta build) hits the same wall independently: a griefer ate all his build supply. His answer is not to fight over it but to start a new FOB elsewhere near base. The same goes for the hammer: take the medium hammer out of the FOB crate the moment the supplies are unloaded, before a teammate walks off with it, and keep your own hammer at the very bottom of your inventory, where players who do not scroll will not take it.

Stacked Hesco auto-fills the bottom with sandbags at no cost

FOBs & BuildingSingle source → Likely

Wardogs Building Community added. Rating moved from SINGLE-SOURCE to LIKELY: two independent creators.

What moved
FieldBeforeAfter
Where it falls apartUnknown status. Low confidence. Mild bug-abuse risk; it is a cosmetic/structural convenience rather than a power spike.Unknown status. Medium confidence. Mild bug-abuse risk; it is a structural convenience rather than a power spike.
Flagsbug-abuse / glitch / unverifiedbug-abuse / glitch
Short answerImagine Baggins, discovered same-day, RPG-tested with no weakness found. Single source. Looks unintended - free material - but it may simply be how the model is built.Imagine Baggins, discovered same-day, RPG-tested with no weakness found; Wardogs Building Community independently triggers it on purpose for elevation and gets the same fill by dropping unsnapped buildables onto props. Looks unintended - free material - and WBC expects it may be patched after launch.
Sources1 source2 sources
RatingSINGLE-SOURCELIKELY
Rating notesingle source, discovered same-daytwo independent creators

Shotguns and close range

Combat & LoadoutsLikely → Confirmed

Geck0 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.

What moved
FieldBeforeAfter
Flagsdisputednone
Sources4 sources5 sources
RatingLIKELYCONFIRMED
Rating note2 creators, with one strong dissent3 creators on close-range power against unarmored targets (Airwingmarine, DemoMan0351, Geck0); iMaTT's dissent is about range, which the card concedes
Why it worksThe 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.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.

Surviving the revive animation

Combat & LoadoutsLikely → Confirmed

Geck0 and SwoleBenji added. Rating moved from LIKELY to CONFIRMED: CONFIRMED on smoking the revive (RageGamingVideos, TacticalNed, SwoleBenji, Geck0) | drag and prone rest on RageGamingVideos.

What moved
FieldBeforeAfter
Sources4 sources6 sources
RatingLIKELYCONFIRMED
Rating note2 creatorsCONFIRMED on smoking the revive (RageGamingVideos, TacticalNed, SwoleBenji, Geck0) | drag and prone rest on RageGamingVideos
Why it worksAnd 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.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.

Farm: "SKS farming" beside enemy spawn vehicles

Combat & LoadoutsSingle source → Likely

SwoleBenji 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.

What moved
FieldBeforeAfter
Sources1 source2 sources
RatingSINGLE-SOURCELIKELY
Rating notereported by WARDOGS HubWARDOGS Hub plus SwoleBenji, who independently names the enemy spawn vehicle as a top spot for spotting income
Why it worksnoneSwoleBenji picks the same place for spotting income: targets keep arriving at an enemy spawn vehicle, so marks keep paying.

The J-hook, and the manoeuvre not to copy

Vehicles & Fire SupportLikely → Confirmed

Silk added. Rating moved from LIKELY to CONFIRMED: CONFIRMED on the J-hook (AbneyDude, Soulgrot and Silk name it, Skycoach gives the sequence); LIKELY on the warning (IceManIsaac on the backflip infil, Silk separately on the death elevator).

What moved
FieldBeforeAfter
Short answerThe J-hook is the legitimate way to arrive fast and stop. The Reddit-clip fast-approach-and-backflip is not.The J-hook is the legitimate way to arrive fast and stop. The fast-approach backflip and the straight-down "death elevator" both leave you slow and exposed over the objective.
Sources4 sources6 sources
StepsCollective fully down. / Roll toward the landing zone. / Yaw in the same direction as the roll. / Level the aircraft as your speed reaches zero. / Add collective to cushion the descent.Collective fully down. / Roll toward the landing zone. / Yaw in the same direction as the roll. / Level the aircraft as your speed reaches zero. / Add collective to cushion the descent. / Silk's version when your approach runs past the LZ rather than straight into it: fly past, roll toward the LZ, use yaw to point the nose at the ground, and rotate the aircraft to dump speed before touchdown. Hook left or right depending on which side of the LZ your approach road runs.
RatingLIKELYCONFIRMED
Rating noteLIKELY on the J-hook (AbneyDude and Soulgrot name it, Skycoach gives the sequence); SINGLE-SOURCE on the warning (IceManIsaac)CONFIRMED on the J-hook (AbneyDude, Soulgrot and Silk name it, Skycoach gives the sequence); LIKELY on the warning (IceManIsaac on the backflip infil, Silk separately on the death elevator)
Why it worksWhy the backflip infil is wrong: you arrive with huge airspeed, pull hard, and end up sitting around 200 feet AGL directly over the objective with all four teammates being shot off the sides by AK-47s and snipers from across the map. "It looks really cool until you're above a target and you have all four of your teammates dead."Why the backflip infil is wrong: you arrive with huge airspeed, pull hard, and end up sitting around 200 feet AGL directly over the objective with all four teammates being shot off the sides by AK-47s and snipers from across the map. "It looks really cool until you're above a target and you have all four of your teammates dead." Silk's death elevator is the same mistake from another direction: dropping vertically into the LZ with no flight plan bleeds all your energy while you hang over the enemy, which makes you one of the easiest targets on the map. He says never do it.

Flying low defeats lock

Vehicles & Fire SupportSingle source → Likely

Silk added. Rating moved from SINGLE-SOURCE to LIKELY: IceManIsaac (182K views, USAF instructor pilot) and Silk (137K, Season 1) independently; neither shows a controlled test.

What moved
FieldBeforeAfter
Where it falls apartFlying low trades missile exposure for small-arms and vehicle-MG exposure, and low-level flight is exactly what the Kodiak M249 and Humvee minigun punish. It also stops working the moment you slow down to land or unload, which Gigabeef names as the only time a Stingray drone can reliably hit a helicopter at all. And this is one creator's assertion with no independent corroboration. If it is a soft effect (reduced lock range) rather than a hard one, low flight near a Talon will still get you killed.Flying low trades missile exposure for small-arms and vehicle-MG exposure, and low-level flight is exactly what the Kodiak M249 and Humvee minigun punish. It also stops working the moment you slow down to land or unload, which Gigabeef names as the only time a Stingray drone can reliably hit a helicopter at all. Two creators now state it and Silk gives a height, but neither demonstrates a controlled test. If it is a soft effect (reduced lock range) rather than a hard floor, low flight near a Talon will still get you killed.
Flagsunverifiednone
NumbersnoneUnder roughly 10 m above the ground a lock cannot be maintained (Silk).
Short answer"If you fly really low to the ground, it cannot lock onto you."Fly low. IceManIsaac says missiles cannot lock a helicopter close to the ground, and Silk puts the line at roughly 10 m.
Sources4 sources5 sources
RatingSINGLE-SOURCELIKELY
Rating noteSINGLE-SOURCE but from the most credentialed flight source (IceManIsaac, 182K views, USAF instructor pilot)IceManIsaac (182K views, USAF instructor pilot) and Silk (137K, Season 1) independently; neither shows a controlled test

When not to fly

Vehicles & Fire SupportSingle source → Likely

SwoleBenji (new player start) added. Rating moved from SINGLE-SOURCE to LIKELY: TacticalNed and SwoleBenji independently on the season clock; SwoleBenji adds the skill gate.

What moved
FieldBeforeAfter
Where it falls apartTacticalNed still ranks piloting second overall for early-season income, specifically because players are respawning constantly (endless passengers) and there is not much anti-air deployed yet. Both conditions decay as the season ages, so this recommendation has a built-in expiry.TacticalNed still ranks piloting second overall for early-season income, specifically because players are respawning constantly (endless passengers) and there is not much anti-air deployed yet. SwoleBenji reaches the same conclusion from the other end: level pilot right at the start of a season, because late in a season near-universal anti-air makes flying unprofitable. Both conditions decay as the season ages, so this recommendation has a built-in expiry.
Short answerSkip piloting if your team already has several pilots, or if the enemy is heavily invested in anti-air.Skip piloting if you cannot fly yet, if your team already has several pilots, or if the enemy is heavily invested in anti-air. If you can fly, level pilot at the start of a season, before the anti-air builds up.
Sources3 sources5 sources
RatingSINGLE-SOURCELIKELY
Rating noteTacticalNed, but internally consistent with the SAM clusterTacticalNed and SwoleBenji independently on the season clock; SwoleBenji adds the skill gate
Why it worksWith multiple pilots already transporting, supplying FOBs and killing helicopters, you are competing for a fixed pool of passengers and deliveries. The anti-air case is fixable by communication: ask your team to destroy the FOB carrying the AA emplacements or to kill the players running launchers.With multiple pilots already transporting, supplying FOBs and killing helicopters, you are competing for a fixed pool of passengers and deliveries. The anti-air case is fixable by communication: ask your team to destroy the FOB carrying the AA emplacements or to kill the players running launchers. SwoleBenji's new-player version: pilot is a money pit until you can fly, because every crash costs you and so does every passenger who bails out without a parachute, deliberate griefers included.

Fly low

Vehicles & Fire SupportSingle source → Likely

Silk and Gigabeef added. Rating moved from SINGLE-SOURCE to LIKELY: quick card: inherits tier and sources from veh-fly-low-defeats-lock.

What moved
FieldBeforeAfter
Flagsunverifiednone
Short answerFly low. IceManIsaac states flat out that missiles cannot achieve lock on a helicopter down in the weeds.Fly low, under roughly 10 m: IceManIsaac and Silk both say missiles cannot hold a lock on a helicopter that close to the ground.
Sources1 source5 sources
RatingSINGLE-SOURCELIKELY
Rating noteinferredquick card: inherits tier and sources from veh-fly-low-defeats-lock

Open question: does flying low actually defeat lock?

Vehicles & Fire SupportSingle source → Likely

Silk added. Rating moved from SINGLE-SOURCE to LIKELY: IceManIsaac and Silk independently; still no controlled test.

What moved
FieldBeforeAfter
Flagsintel / unverifiedintel
NumbersTest heights: 5 m, 30 m and 100 m AGL.Silk's threshold: roughly 10 m. Test heights: 5 m, 10 m, 30 m and 100 m AGL.
Short answerIceManIsaac's "fly low and missiles cannot lock" is a hard mechanical claim with no corroboration.IceManIsaac's "fly low and missiles cannot lock" now has a second creator: Silk says a lock cannot be maintained under roughly 10 m. Neither has shown a controlled test.
Sources1 source2 sources
StepsTest: have a friend run a Talon and a Verba against you at 5 m, 30 m and 100 m AGL and record at what height a lock tone starts.Test: have a friend run a Talon and a Verba against you at 5 m, 10 m, 30 m and 100 m AGL. Record at what height a lock tone starts, and whether an existing lock breaks when you descend below 10 m.
RatingSINGLE-SOURCELIKELY
Rating noteIceManIsaac, no corroborationIceManIsaac and Silk independently; still no controlled test

Mistake 18: getting angry at a teammate who finished your build or revived "your" patient

Winning & TeamplaySingle source → Likely

RadioGLHF (offensive building) added. Rating moved from SINGLE-SOURCE to LIKELY: IceManIsaac plus RadioGLHF, independent, on different shared actions.

What moved
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Sources1 source2 sources
RatingSINGLE-SOURCELIKELY
Rating noteinferredIceManIsaac plus RadioGLHF, independent, on different shared actions
Why it worksYou never lose out when a teammate helps; there is a specific revive-assist credit.You never lose out when a teammate helps; there is a specific revive-assist credit (IceManIsaac). RadioGLHF shows the same with supply runs: the runner is paid for delivering a pallet and the builder for stocking it.

Numbers changed (30)

Drive the team spawn APC into the control zone

Money & XP

Geck0 and SwoleBenji say the spawn APC appears when your own team's score reaches 20, not any faction's. The Card now follows them and names the older claim.

What moved
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NumbersAPC appears when any faction hits 20 points. ~$3,000 on arrival plus $100-$250 per teammate spawn [BETA]. Zero equipment cost.APC appears at a game score of 20 (your own team's score per the newest sources; older sources say any faction). ~$3,000 on arrival plus $100-$250 per teammate spawn [BETA]. Zero equipment cost.
Short answerDrive the team spawn APC (appears when any faction hits 20 points) into the control zone: ~$3,000 on arrival plus $100-$250 every time a teammate spawns on it [BETA], at zero equipment cost.Drive the team spawn APC (appears when your team's game score hits 20) into the control zone: ~$3,000 on arrival plus $100-$250 every time a teammate spawns on it [BETA], at zero equipment cost.

The $10,000 starting bankroll: once per account, not per match

Money & XP

SwoleBenji (new player guide) added. The figures now include what they report.

What moved
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Numbers$10,000 once [S1, carried over from beta unchanged]. Season 1 FOB blueprint is $7,500 [S1] (was $2,500 [BETA]), so a single FOB purchase consumes 75% of a brand-new account.$10,000 once [S1, carried over from beta unchanged]. Season 1 FOB blueprint is $7,500 [S1] (was $2,500 [BETA]), so a single FOB purchase consumes 75% of a brand-new account. SwoleBenji's brand-new character: level 0 on every track, no unlocks, $10,000 [BETA], with his own note that the figure could change at release.
Sources7 sources8 sources
Rating noteDISPUTED, but settled belowDISPUTED, but settled below; SwoleBenji's fresh-character recording (added 13 Sep) fits Position A

The New Recruit discount

Money & XP

SwoleBenji (new player guide) and Geck0 added. The figures now include what they report.

What moved
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Where it falls apartNo source states whether the 50% applies to one-time blueprint/unlock fees or only to per-round vendor prices. Legacy Gaming's wording ("all gear, loadouts, and vehicles") and jackfrags' advice to buy expensive durable items imply blueprints are included, but neither says so explicitly. If blueprints are included, a level-5 player buying RPG-7 plus SKS inside the window saves $27,500, which dwarfs every other early-game optimisation. Test this first. Second caveat: DemoMan0351's advice to skip tier-1 armour and jump straight to tier 2 assumes you will be rich later. Inside the discount window tier-1 armour is $8,750 rather than $17,500, and you need it now, not later. Buy the cheap tier while it is half price.No source states whether the 50% applies to one-time blueprint/unlock fees or only to per-round vendor prices. Legacy Gaming's wording ("all gear, loadouts, and vehicles") and jackfrags' advice to buy expensive durable items imply blueprints are included, but neither says so explicitly. Geck0's "most items" is the first hint that something is excluded, and blueprints are the obvious candidate. If blueprints are included, a level-5 player buying RPG-7 plus SKS inside the window saves $27,500 [S1], which dwarfs every other early-game optimisation. Test this first. Second caveat: DemoMan0351's advice to skip tier-1 armour and jump straight to tier 2 assumes you will be rich later. Inside the discount window tier-1 armour is $8,750 rather than $17,500 [S1], and you need it now, not later. Buy the cheap tier while it is half price. Third: half price is still a purchase. SwoleBenji notes a discounted vehicle can leave a new player about $3,000 [BETA] down until it earns back, so buy a vehicle inside the window only if you will drive it into the zone.
Numbers50% off, active below Career level 9, possibly through level 9 [S1]. motiv8: "until you reach level 9 everything is 50% off... once you hit level 10, the discount goes away." Legacy Gaming and WARDOGS Hub both say "below level 9". jackfrags says "50% off up to level 9". Practical reading: plan as if the discount ends the moment you reach level 9. If it is still there at level 9, treat that as a bonus, not a plan. Binoculars $75 full / $38 discounted. Field Resuscitator Medic 2 $10,000; SKS Recon 5 $25,000; RPG-7 Support 5 $30,000 [S1]. Level 1 Armor + Helmet Career 3 $17,500 combined ($8,750 discounted); Field Backpack Career 12 $20,000 [S1]. RPG-7 plus SKS inside the window saves $27,500.50% off, active below Career level 9, possibly through level 9 [S1]. motiv8: "until you reach level 9 everything is 50% off... once you hit level 10, the discount goes away." Legacy Gaming and WARDOGS Hub both say "below level 9". jackfrags says "50% off up to level 9". Practical reading: plan as if the discount ends the moment you reach level 9. If it is still there at level 9, treat that as a bonus, not a plan. Binoculars $75 full / $38 discounted. Field Resuscitator Medic 2 $10,000; SKS Recon 5 $25,000; RPG-7 Support 5 $30,000 [S1]. Level 1 Armor + Helmet Career 3 $17,500 combined ($8,750 discounted); Field Backpack Career 12 $20,000 [S1]. RPG-7 plus SKS inside the window saves $27,500. SwoleBenji: vehicles bought below Career 9 are half price [BETA]. He also phrases it as everything support-related being 50% off at levels 1-9 [BETA]; Career is the sum of all role levels, so it always reaches 9 before Support does, and his wording is best read as the same Career window rather than a separate per-track discount. Geck0: the new-player discount covers most items [BETA], not all.
Sources5 sources8 sources
Rating noteCONFIRMED (3 creators plus WARDOGS Hub); sources split by one level on the exact thresholdCONFIRMED (5 creators plus WARDOGS Hub; SwoleBenji and Geck0 added 13 Sep); sources split by one level on the exact threshold

Hotzone medic

Money & XP

Geck0 added. The figures now include what they report.

What moved
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Numbers[BETA]: revive $400 open / $800 control zone / $1,600 hotzone. Defibrillator revive $600 / $1,200 / $2,400. Bandage heal on a teammate ~$200-$400 (one demonstrated heal paid $323). IFAK $800. Per-revive alternatives quoted elsewhere: ~$800 (Soulgrot), $900 (PC Gamer), $1,000 (WARDOGS Hub) - all three are the same order, treat $800-$1,000 as the open-field base. Session results: $250,000-$320,000 per game, $80,000 per life average, $148,000 personal best single life. Kit cost under $2,000. Emergency Resuscitator $0 (one per life); bandages $200 each; Field Resuscitator $10,000 blueprint, $500 per use.[BETA]: revive $400 open / $800 control zone / $1,600 hotzone. Defibrillator revive $600 / $1,200 / $2,400. Bandage heal on a teammate ~$200-$400 (one demonstrated heal paid $323). IFAK $800. Per-revive alternatives quoted elsewhere: ~$800 (Soulgrot), $900 (PC Gamer), $1,000 (WARDOGS Hub) - all three are the same order, treat $800-$1,000 as the open-field base. Session results: $250,000-$320,000 per game, $80,000 per life average, $148,000 personal best single life. Kit cost under $2,000. Emergency Resuscitator $0 (one per life); bandages $200 each; Field Resuscitator $10,000 blueprint, $500 per use. Geck0 [BETA]: medical items used on a friendly return roughly twice their cost or more in cash, and chipping enemies from cover while reviving steadily is his most reliable earner.
Sources11 sources13 sources
Rating noteCONFIRMED (5 creators plus WARDOGS Hub, MetaForge, PC Gamer)CONFIRMED (6 creators plus WARDOGS Hub, MetaForge, PC Gamer; Geck0 added 13 Sep)

Helicopter transport

Money & XP

Silk, WarDoggin, StratzFPS (heli tips) and Geck0 added. The figures now include what they report.

What moved
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Where it falls apartSources genuinely disagree on whether a full load breaks even or profits outright. DemoMan0351 is precise that transport alone is "not break even" and that the aircraft only pays for itself once passenger kill bonuses land; skycoach's $4,000-$6,000 [BETA] per full load would be comfortably profitable on its own. Skycoach sells boosting services, so treat its totals as marketing and its unit payouts as plausible. Resolution: assume transport alone roughly breaks even and that your profit is entirely the assist stream. That means dropping passengers somewhere they will survive and fight matters more than the number of runs you make. Second caveat: this method degrades badly through a match and through a season. Anti-air grows as players unlock it, lock warnings are easy to miss (WARDOGS Hub's pre-launch guide said there were none; IceManIsaac's cockpit footage shows lock tones, see the flares card), and helicopters de-render for defenders at roughly 1,000 m which cuts both ways. A single RPG hit typically finishes a Little Bird.Sources genuinely disagree on whether a full load breaks even or profits outright. DemoMan0351 is precise that transport alone is "not break even" and that the aircraft only pays for itself once passenger kill bonuses land; skycoach's $4,000-$6,000 [BETA] per full load would be comfortably profitable on its own. Skycoach sells boosting services, so treat its totals as marketing and its unit payouts as plausible. Resolution: assume transport alone roughly breaks even and that your profit is entirely the assist stream. That means dropping passengers somewhere they will survive and fight matters more than the number of runs you make. Second caveat: this method degrades badly through a match and through a season. Anti-air grows as players unlock it, lock warnings are easy to miss (WARDOGS Hub's pre-launch guide said there were none; IceManIsaac's cockpit footage shows lock tones, see the flares card), and helicopters de-render for defenders at roughly 1,000 m which cuts both ways. A single RPG hit typically finishes a Little Bird. Third: Silk, post-launch, says most pilots who complain that helicopters lose money are using their airframe for the wrong job. Geck0 adds two cheap fixes: practise in the testing grounds before paying for anything, and check the main base for a free car or the large helicopter spawn first, because a free airframe makes every run pure profit. The free spawn is Geck0's claim alone, so look before you pay $6,250 [S1].
Numbers[BETA, several of these are ALPHA]: passenger delivery $75 outside / $150 control zone / $300 hotzone; $250 round-trip bonus per passenger; $750 minimum return bonus; $100 per teammate spawn. A full MH-6 run to the hotzone $1,500; a full Z20 Lakota run $3,600. Skycoach quotes higher: $500-$1,000 per passenger, $500 survival bonus, $750 kill bonus per transported player, $4,000-$6,000 for a full Little Bird load. WARDOGS Hub reports a beta pilot's first match ending at +$95,000 and Pilot 8. Prices [S1]: MH-6 $6,250 no gate; armed Little Birds Pilot 4, $50,000 unlock (up from $25,000); Z20 Lakota Pilot 10, $35,000 unlock (down from $50,000), $7,400 spawn; AH-6R rockets Pilot 20, blueprint $200,000 [S1] or $250,000 [BETA] (DISPUTED, see the helicopter roster card; the Season 1 changelog does not mention it); Havoc Pilot 35, $500,000 unlock, $18,000 spawn. Air-vehicle player kill XP was cut from 300 to 250 [S1]. Team kill or crash with passengers costs $1,500 per player killed. Parachute $100. Helicopters de-render for defenders at roughly 1,000 m.[BETA, several of these are ALPHA]: passenger delivery $75 outside / $150 control zone / $300 hotzone; $250 round-trip bonus per passenger; $750 minimum return bonus; $100 per teammate spawn. A full MH-6 run to the hotzone $1,500; a full Z20 Lakota run $3,600. Skycoach quotes higher: $500-$1,000 per passenger, $500 survival bonus, $750 kill bonus per transported player, $4,000-$6,000 for a full Little Bird load. WARDOGS Hub reports a beta pilot's first match ending at +$95,000 and Pilot 8. Prices [S1]: MH-6 $6,250 no gate; armed Little Birds Pilot 4, $50,000 unlock (up from $25,000); Z20 Lakota Pilot 10, $35,000 unlock (down from $50,000), $7,400 spawn; AH-6R rockets Pilot 20, blueprint $200,000 [S1] or $250,000 [BETA] (DISPUTED, see the helicopter roster card; the Season 1 changelog does not mention it); Havoc Pilot 35, $500,000 unlock, $18,000 spawn. Air-vehicle player kill XP was cut from 300 to 250 [S1]. Team kill or crash with passengers costs $1,500 per player killed. Parachute $100. Helicopters de-render for defenders at roughly 1,000 m. StratzFPS [ALPHA]: $165 for every teammate who deploys from the helicopter, plus tips and assists; one drop-off plus assists paid $2,750 and turned a life that started at -$6,000 into +$900, reaching +$2,400 later. WarDoggin [S1]: backing a vehicle into a teammate cost $1,500 on the launch build, so the team-kill fine survived Season 1.
Sources12 sources18 sources
Rating noteCONFIRMED (5 creators plus PC Gamer, skycoach, wardogs.zone)CONFIRMED (5 creators plus PC Gamer, skycoach, wardogs.zone; Geck0, StratzFPS and Silk added 13 Sep, WarDoggin on the team-kill fine)

FOB building and operating emplacements

Money & XP

RadioGLHF (solo offensive build) and RadioGLHF (solo mortar base) added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartSeason 1 tripled the entry cost, and the FOB alone now consumes 75% of a new account's entire bankroll. The one Season 1 test in the corpus is RadioGLHF's solo anti-air tower video, which concludes the build is "still profitable" and that one tower's profit "will cover that extra cost for the next 10 rounds" - but he was kicked from the server partway through and it is a single match by a 7,358-view creator. That is thin evidence for a launch-week strategy that costs $7,500 up front. Recommendation: do not buy the FOB yourself on a fresh account. Earn to about $40,000 on medic and spotting first, then run the SirSmoken opening. Second caveat: AquaFPS's honest counter-example. His SAM crew finished a match down $4,000 and $900 net while a friend playing conventional sniper/medic made $98,000. His defence is that they were harassed by three players all round. Read that as: the FOB method's returns are conditional on holding the position unmolested, and a contested FOB can lose money outright.Season 1 tripled the entry cost, and the FOB alone now consumes 75% of a new account's entire bankroll. The one Season 1 test in the corpus is RadioGLHF's solo anti-air tower video, which concludes the build is "still profitable" and that one tower's profit "will cover that extra cost for the next 10 rounds" - but he was kicked from the server partway through and it is a single match by a 7,358-view creator. That is thin evidence for a launch-week strategy that costs $7,500 up front. Recommendation: do not buy the FOB yourself on a fresh account. Earn to about $40,000 on medic and spotting first, then run the SirSmoken opening. Second caveat: AquaFPS's honest counter-example. His SAM crew finished a match down $4,000 and $900 net while a friend playing conventional sniper/medic made $98,000. His defence is that they were harassed by three players all round. Read that as: the FOB method's returns are conditional on holding the position unmolested, and a contested FOB can lose money outright. RadioGLHF's two beta-era solo builds show the spread for one skilled builder: the offensive anti-air tower netted about $120,000 [BETA] in a life, the mortar base just under $30,000 [BETA]. If the enemy is flying, build the anti-air version; the mortar version paid a quarter as much.
NumbersBuild payouts [BETA] are reported two ways and they do not reconcile. Skycoach: ~$1 per hammer hit, ~$6 per marked build point, ~$15 per structure completion. PC Gamer: "$15 per hammer swing" and "$1,200-$1,500 for completing build". MetaForge: hammer hit $50, building normal hit 1 XP, critical X hit 7 XP. Take the shape, not the amounts: per-swing income is trivial, completion bonuses are where the money is. Session results [BETA]: over $200,000 in a match operating mortars and SAM from a FOB while buying exactly one kit all match (level 1 armour, free resuscitator, bandages, a hammer, a shotgun and ammo). A player who did nothing but build finished a match at $80,000. Anti-air payback: one downed helicopter covers the FOB plus materials; two or three also cover the Ural and the hammer. [S1] cost changes: FOB blueprint $2,500 to $7,500; Large Hammer per-buy $1,600 to $2,400; Large Hammer unlock $25,000 to $75,000 and moved from Support 7 to Support 8; Medium Hammer unlock $10,000 to $25,000. The Ural went the other way, $50,000 to $35,000 unlock. Roughly 10% progress per X hit versus 1-2% per normal hit.Build payouts [BETA] are reported two ways and they do not reconcile. Skycoach: ~$1 per hammer hit, ~$6 per marked build point, ~$15 per structure completion. PC Gamer: "$15 per hammer swing" and "$1,200-$1,500 for completing build". MetaForge: hammer hit $50, building normal hit 1 XP, critical X hit 7 XP. Take the shape, not the amounts: per-swing income is trivial, completion bonuses are where the money is. Session results [BETA]: over $200,000 in a match operating mortars and SAM from a FOB while buying exactly one kit all match (level 1 armour, free resuscitator, bandages, a hammer, a shotgun and ammo). A player who did nothing but build finished a match at $80,000. Anti-air payback: one downed helicopter covers the FOB plus materials; two or three also cover the Ural and the hammer. [S1] cost changes: FOB blueprint $2,500 to $7,500; Large Hammer per-buy $1,600 to $2,400; Large Hammer unlock $25,000 to $75,000 and moved from Support 7 to Support 8; Medium Hammer unlock $10,000 to $25,000. The Ural went the other way, $50,000 to $35,000 unlock. Roughly 10% progress per X hit versus 1-2% per normal hit. RadioGLHF solo offensive anti-air tower [BETA]: the life began about $6,000 in debt after a Ural, FOB and supplies (-$14,000 by his later count), passed $100,000 and finished about $120,000 net after the debt; the video title claims a $200,000+ match. RadioGLHF solo mortar base [BETA]: 52 shells fired, 6 enemy mortars and 1 drill destroyed, just under $30,000 net after repaying the truck and supplies.
Sources13 sources16 sources
Rating noteCONFIRMED (5 creators plus PC Gamer, WARDOGS Hub)CONFIRMED (5 creators plus PC Gamer, WARDOGS Hub); RadioGLHF's two further beta videos added 13 Sep are the same channel as his existing two, so they add data, not independence

Logistics and crate reselling (the vendor play)

Money & XP

WarDoggin, SwoleBenji (new player guide) and RadioGLHF (solo offensive build) added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartThis is the method most dependent on other people. If nobody buys from your crate, you have simply burned the money; there is no refund path described anywhere in the corpus. Price gouging your own team in the hotzone works right up until they stop buying. And the beta XP farm attached to this loop is gone: supply-crate items sold under $75 now give 1 XP instead of 25, and the whole purchase XP curve was rescaled from 25-250 down to 1-200 [S1].This is the method most dependent on other people. If nobody buys from your crate, you have simply burned the money; there is no refund path described anywhere in the corpus. Price gouging your own team in the hotzone works right up until they stop buying. And the beta XP farm attached to this loop is gone: supply-crate items sold under $75 now give 1 XP instead of 25, and the whole purchase XP curve was rescaled from 25-250 down to 1-200 [S1]. Two more risks from the 13 Sep batch. Any player, friend or enemy, can blow up a sales crate with explosives and wipe out its stock (SwoleBenji), so never leave a stocked crate reachable and unwatched. And SwoleBenji's claim that crate sales pay no class XP conflicts with the Season 1 changelog, which rescaled the XP paid per item sold to 1-200; the changelog is newer, so assume sales pay a little XP and check the XP feed on your first sale. WarDoggin's truck price also wobbles inside his own video ($5,000 when he buys it, $3,000 "the normal way" at 2:08 [S1]); budget $5,000.
Numbers[BETA]: pallet cost $400, delivery ~$2,500, supply usage bonus ~$1,800, net ~$3,900 per pallet. Big truck carries two pallets per run. Crates ~$5,000 each, ~$20,000 of base sales to break even at the demo's 25% markup. Beta forum figures: pallet pickup 1,800 and drop-off 1,800. Crate delivery pays both vehicle-class XP (driver or pilot) and support XP off the same delivery. Pilot small armoured supply crate went $5,000 to $10,000 [S1]. Ural $5,000 spawn. Supply-crate items sold under $75 now give 1 XP instead of 25, and the whole purchase XP curve was rescaled from 25-250 down to 1-200 [S1]. TheTacticalBrit reports selling a set of bandages for $2,000.[S1] WarDoggin, 11 Sep: Ural $5,000 plus two pallets at $400 each is $5,800 spent; the FOB drop-off paid $2,500 per pallet and unloading paid $1,800 per pallet, so $8,600 came back and the round trip netted $2,800. That is the same ~$3,900 per pallet as the beta, before the truck. Adding a backpack, wrench and gas tank put him $5,650 down before he drove off. [BETA]: pallet cost $400, delivery ~$2,500, supply usage bonus ~$1,800, net ~$3,900 per pallet. Big truck carries two pallets per run. Crates ~$5,000 each, ~$20,000 of base sales to break even at the demo's 25% markup. Beta forum figures: pallet pickup 1,800 and drop-off 1,800. Crate delivery pays both vehicle-class XP (driver or pilot) and support XP off the same delivery. Pilot small armoured supply crate went $5,000 to $10,000 [S1]. Ural $5,000 spawn. Supply-crate items sold under $75 now give 1 XP instead of 25, and the whole purchase XP curve was rescaled from 25-250 down to 1-200 [S1]. TheTacticalBrit reports selling a set of bandages for $2,000. RadioGLHF [BETA]: $2,000 banked from pallet deposits into his own FOB alone. SwoleBenji [BETA]: pallet income keeps paying while you do something else, such as holding the capture circle or manning a spawn vehicle. Medic unlocks a sales crate for $10,000; his examples sell at a 75% markup ($300 item for $525, $1,600 item for $2,800) and, by his account, the sales pay no class XP.
Sources11 sources18 sources
Rating noteCONFIRMED (5 creators)CONFIRMED (5 creators; WarDoggin, SwoleBenji and RadioGLHF added 13 Sep, and WarDoggin's 11 Sep run reproduces the beta pallet payouts on the launch build)

Spotting and marking

Money & XP

Twinsticks & Ties added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartSpotting is a supplement, not a career. It has no ceiling problem but it also has no floor problem - it never makes you rich on its own, and the diminishing-return structure on refreshes means the "spot the same thing forever" version does not scale. The corpus does not say whether Stodeh's three-consecutive-spots rule survived Season 1.This card used to call spotting a supplement that never makes you rich on its own. Twinsticks & Ties' Season 1 test contradicts that: $63,272 [S1] in 68 minutes of spotting with zero kills. One test in an unstated lobby is not enough to rank spotting above medic, but it is enough to stop treating it as pocket money: in a full lobby it is a real income for a player who cannot aim. The diminishing-return structure on refreshes still means spotting the same target forever does not scale, and the corpus does not say whether Stodeh's three-consecutive-spots rule survived Season 1.
Numbers[BETA]: mark $100 minimum, with diminishing returns on refreshes (refresh ~$25). Kill on an actively spotted target $400 open / $800 control zone / $1,600 hotzone. Previously-spotted targets pay about half. Clutchbase: infantry tag plus kill assist $500 total and 175 recon XP; spawn vehicle tag plus destruction $5,000 total and 600 recon XP. Stodeh reports spot payouts "sometimes over $2,000 per kill" and an instant $1,000 for spotting the enemy spawn vehicle. jackfrags demonstrates an $800 spotted kill assist. MetaForge: recon spot 25 XP, spotted target killed 150 XP. Binoculars $75, no level gate, 2x2 inventory.[BETA]: mark $100 minimum, with diminishing returns on refreshes (refresh ~$25). Kill on an actively spotted target $400 open / $800 control zone / $1,600 hotzone. Previously-spotted targets pay about half. Clutchbase: infantry tag plus kill assist $500 total and 175 recon XP; spawn vehicle tag plus destruction $5,000 total and 600 recon XP. Stodeh reports spot payouts "sometimes over $2,000 per kill" and an instant $1,000 for spotting the enemy spawn vehicle. jackfrags demonstrates an $800 spotted kill assist. MetaForge: recon spot 25 XP, spotted target killed 150 XP. Binoculars $75, no level gate, 2x2 inventory. [S1] Twinsticks & Ties: binoculars and a parachute only, zero kills, $63,272 net in a 1 hour 8 minute match with 22 assists. See the binoculars-only recon build card for the $187,804 headline and why it is unverified.
Sources13 sources14 sources
Rating noteCONFIRMED (6 creators plus Clutchbase, MetaForge, PC Gamer)CONFIRMED (6 creators plus Clutchbase, MetaForge, PC Gamer; Twinsticks & Ties' 12 Sep zero-kill test, added 13 Sep, is the first Season 1 measurement)

7-9. Demolition: spawn vehicles, FOBs, armour

Money & XP

SwoleBenji (new player guide), RadioGLHF (solo offensive build) and RadioGLHF (solo mortar base) added. The figures now include what they report.

What moved
FieldBeforeAfter
Flagsbeta-numbersbeta-numbers / disputed
Numbers[BETA], best to worst return per dollar: enemy spawn vehicle two IEDs ($600) for ~$15,000 (25x); enemy FOB one IED ($300) for ~$2,500 plus 500 support XP (about 8x); tank engine disable $7,000, full L2A6 destruction $7,000-$17,500, SPH-2 artillery ~$14,000, artillery kills stay above $10,000 even outside the hotzone; loaded transport helicopter $8,000 and $14,500 read off screen; RPG $2,000 each, kill on a half-full helicopter pays more than 10x the rocket's cost. RPG-7 sits behind Support 5 plus a $30,000 blueprint. Position about 100 m down the road from the enemy spawn.[BETA], best to worst return per dollar: enemy spawn vehicle two IEDs ($600) for $7,500 (RadioGLHF), ~$15,000 (DemoMan0351, wardogsdb, MetaForge) or about 20k with 14k for an assist (SwoleBenji), DISPUTED, most likely $7,500 outside the hotzone and $15,000 inside; enemy FOB one IED ($300) for ~$2,500 plus 500 support XP (about 8x); enemy drill $4,500 (RadioGLHF, one kill); tank engine disable $7,000, full L2A6 destruction $7,000-$17,500, SPH-2 artillery ~$14,000, artillery kills stay above $10,000 even outside the hotzone; loaded transport helicopter $8,000 and $14,500 read off screen; one Talon helicopter kill $3,000 (RadioGLHF, load unknown); RPG $2,000 each, kill on a half-full helicopter pays more than 10x the rocket's cost. RPG-7 sits behind Support 5 plus a $30,000 blueprint [S1]. Position about 100 m down the road from the enemy spawn.
Sources11 sources15 sources
StepsEnemy spawn vehicle: two IEDs ($600) for ~$15,000. That is 25x. Corroborated by wardogsdb.wiki and MetaForge at the same ~$15,000 figure, and by IceManIsaac describing a suicide run on the enemy APC (smoke, run up, place IED, dial the number, detonate, about 30 seconds) paying "tens of thousands of dollars and loads of XP". Also destroys their forward spawn, so the tactical value stacks. / Enemy FOB: one IED ($300) for ~$2,500 plus 500 support XP. About 8x. DemoMan0351 and WARDOGS Hub agree on the exact figures. Cheap, repeatable, and the fastest support XP in the game. / Tank engine disable: $7,000 for a mobility kill alone, before you have destroyed anything. Full L2A6 destruction $7,000-$17,500. SPH-2 artillery ~$14,000, and artillery kills stay above $10,000 even outside the hotzone. / Loaded transport helicopter: iMaTT read $8,000 and $14,500 off screen for two SAM kills in one session. AquaFPS's argument for why: a transport carries six or seven players, so one missile produces something close to an eight-kill payout. An RPG kill on a half-full helicopter pays "more than 10x the rocket's cost" ($2,000 per RPG) plus hundreds of XP. You are credited with an assist just for having a rocket in the air when it goes down, and pilots who panic-crash from the lock tone still pay you. / Enemy ammo boxes: unarmored enemy ammo boxes pay to destroy. Check the minimap first - if there is no shopping-cart icon at that location it is not friendly. Killing a friendly box penalises you. / Positioning: set up about 100 m down the road from the enemy spawn, or behind an enemy FOB where supply vehicles must arrive. Vehicle traffic funnels through known chokepoints, and supply vehicles are slow, predictable and often carrying several people.Enemy spawn vehicle: two IEDs ($600) for $7,500 to about 20k [BETA], DISPUTED. DemoMan0351, wardogsdb.wiki and MetaForge all give ~$15,000; RadioGLHF was told $7,500; SwoleBenji says about 20k for the kill and 14k for an assist. $7,500 is exactly half of $15,000, the hotzone doubling, so the likeliest reading is $7,500 outside the hotzone and $15,000 inside it, with SwoleBenji's figure carrying extras. Plan on $7,500; even that is 12x the IEDs. IceManIsaac describes a suicide run on the enemy APC (smoke, run up, place IED, dial the number, detonate, about 30 seconds) paying "tens of thousands of dollars and loads of XP". Also destroys their forward spawn, so the tactical value stacks. / Enemy FOB: one IED ($300) for ~$2,500 plus 500 support XP [BETA]. About 8x. DemoMan0351 and WARDOGS Hub agree on the exact figures. Cheap, repeatable, and the fastest support XP in the game. / Tank engine disable: $7,000 [BETA] for a mobility kill alone, before you have destroyed anything. Full L2A6 destruction $7,000-$17,500. SPH-2 artillery ~$14,000, and artillery kills stay above $10,000 even outside the hotzone. / Loaded transport helicopter: iMaTT read $8,000 and $14,500 [BETA] off screen for two SAM kills in one session. AquaFPS's argument for why: a transport carries six or seven players, so one missile produces something close to an eight-kill payout. An RPG kill on a half-full helicopter pays "more than 10x the rocket's cost" ($2,000 per RPG) plus hundreds of XP. RadioGLHF's first Talon kill on a helicopter paid $3,000 [BETA] with the passenger load not stated, which fits payouts scaling with who is aboard. You are credited with an assist just for having a rocket in the air when it goes down, and pilots who panic-crash from the lock tone still pay you. / Enemy drill (resource extractor): RadioGLHF was paid $4,500 [BETA] for one he did not even notice. One kill, single-source, but a drill is a stationary target, so hit any you pass. / Enemy ammo boxes: unarmored enemy ammo boxes pay to destroy. Check the minimap first - if there is no shopping-cart icon at that location it is not friendly. Killing a friendly box penalises you. / Positioning: set up about 100 m down the road from the enemy spawn, or behind an enemy FOB where supply vehicles must arrive. Vehicle traffic funnels through known chokepoints, and supply vehicles are slow, predictable and often carrying several people.
Rating noteCONFIRMED for the mechanic, SINGLE-SOURCE on most exact figuresCONFIRMED for the mechanic; spawn-vehicle payout DISPUTED ($7,500 RadioGLHF; ~$15,000 DemoMan0351, wardogsdb, MetaForge; about 20k SwoleBenji); most other figures SINGLE-SOURCE

Are per-action cash payouts unchanged from the beta?

Money & XP

WarDoggin added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartnonePallets are one payout family. Revives, spots and kills are still untested on the launch build; Twinsticks & Ties' Season 1 spotting totals are consistent with beta spot values but give match totals, not per-event payouts.
NumbersBeta revive baseline $400 / $800 / $1,600.Beta revive baseline $400 / $800 / $1,600 [BETA]. Pallet run on the launch build: $400 per pallet, $2,500 per drop-off, $1,800 per unload [S1], identical to the beta.
Short answerThe Season 1 changelog lists XP event changes and unlock/vendor price changes but no cash payout changes at all. Every dollar figure in this document is beta-era as a result.The Season 1 changelog lists XP event changes and unlock/vendor price changes but no cash payout changes at all. Every dollar figure in this document is beta-era as a result. One launch-build data point now exists: WarDoggin's pallet run paid exactly the beta figures.
Sourcesnone1 source
Rating noteopen question, untestedopen question, partly answered: WarDoggin's 11 Sep logistics run matches the beta pallet payouts to the dollar

The FOB itself

FOBs & Building

SwoleBenji (Best Start), Wardogs Building Community, RadioGLHF (Offensive Building) and Geck0 added. The figures now include what they report.

What moved
FieldBeforeAfter
NumbersVendor price $7,500 (Season 1); beta value $2,500; official Updates line "Forward Operating Base $2,500 -> $7,500". From a supply crate in the field: $9,375 (RadioGLHF, Season 1 footage). Inventory footprint 3x2 blocks (Gigabeef and Legacy Gaming render it 2x3, same rectangle). Starting stock 1,250 building supply, 100 fuel, 100 ammo, 100 parts. Also inside: a small and a medium hammer, bandages, a few smokes, a couple of wrenches. No large hammer. A Talon SAM at 601-801 supply fits inside the starting 1,250.Vendor price $7,500 [S1]; beta value $2,500 [BETA]; official Updates line "Forward Operating Base $2,500 -> $7,500". From a supply crate in the field: $9,375 [S1] (RadioGLHF, Season 1 footage). Inventory footprint 3x2 blocks (Gigabeef and Legacy Gaming render it 2x3, same rectangle). Starting stock 1,250 building supply, 100 fuel, 100 ammo, 100 parts. Also inside: a small and a medium hammer, bandages, a few smokes, a couple of wrenches. No large hammer. Wardogs Building Community, Geck0 and SwoleBenji each confirm the free medium hammer independently (Geck0: a level 1 and a level 2 hammer plus bandages), and RadioGLHF's Offensive Building video repeats the 1,250 build supply. Nothing, walls included, can be placed until the FOB is down. A Talon SAM at 601-801 supply fits inside the starting 1,250.
Sources11 sources16 sources
Rating notewiki Updates page + 4 creatorswiki Updates page + 9 creators; Wardogs Building Community, Geck0 and SwoleBenji independently confirm the free medium hammer inside

Wall height is the whole game

FOBs & Building

Wardogs Building Community added. The figures now include what they report.

What moved
FieldBeforeAfter
Numbers2 blocks = climbable from clutter; 3 blocks = jumpable from a truck, same height as stone walls; 4 blocks = 2-tall stacked on 2-tall, above jump range.2 blocks = climbable from clutter; 3 blocks = jumpable from a truck, same height as stone walls; 4 blocks = 2-tall stacked on 2-tall, above jump range; maximum stack 3 tall Hesco + 3 single Hesco (Wardogs Building Community, beta build).
Sources4 sources5 sources
StepsTwo blocks high is decorative, not defensive. Any two-block wall can be climbed using almost any world object - railings, cars, barrels, scattered clutter. / Three blocks high is jumpable from a truck roof. This is also the height of the map's stone walls, which means the stone walls are not actually a barrier either. / Four blocks is "the castle" and above truck-jump range. Build it by stacking two-tall Hesco on top of two-tall Hesco rather than placing single four-tall blocks side by side. / If you are stuck with a three-high wall you cannot raise, place tank traps outside the barbed wire to push vehicles far enough back that a truck roof is no longer in jump range. / Do not site your base next to something four blocks tall or higher - a tall adjacent structure gives attackers a vantage straight into you.Two blocks high is decorative, not defensive. Any two-block wall can be climbed using almost any world object - railings, cars, barrels, scattered clutter. / Three blocks high is jumpable from a truck roof. This is also the height of the map's stone walls, which means the stone walls are not actually a barrier either. / Four blocks is "the castle" and above truck-jump range. Build it by stacking two-tall Hesco on top of two-tall Hesco rather than placing single four-tall blocks side by side. / If you are stuck with a three-high wall you cannot raise, place tank traps outside the barbed wire to push vehicles far enough back that a truck roof is no longer in jump range. / Do not site your base next to something four blocks tall or higher - a tall adjacent structure gives attackers a vantage straight into you. / The stack has a ceiling. Wardogs Building Community puts the maximum at three tall Hescos with three single Hescos on top, measured in the beta build, and expects the developers to rebalance it.
Rating noteSINGLE-SOURCE for the exact heights (RadioGLHF), but corroborated in principle by The Beard Guys and iMaTTSINGLE-SOURCE for the exact heights (RadioGLHF), but corroborated in principle by The Beard Guys and iMaTT; the stack ceiling is Wardogs Building Community alone

Numbers, and where they conflict

FOBs & Building

SwoleBenji (Best Start) added. The figures now include what they report.

What moved
FieldBeforeAfter
NumbersBuild cost 1,351 build supply (Overgear/Skycoach table) versus ~1,810 build supply (Gigabeef, auto-caption "1,81", flagged suspect). Minimum fuel to activate 1,200 (Gigabeef, dq7reimagined). Maximum fuel capacity ~6,000 (Gigabeef, Legacy Gaming, MetaForge). Runtime 220 s (~3 min 40 s) per 1,800 fuel (Gigabeef, one confirmed test; dq7reimagined). Zone restriction: must be inside the combat zone (Gigabeef, dq7reimagined). MetaForge reports the tower Drill Site requires 6,000/6,000 fuel to activate. One supply pallet is 1,800.Build cost 1,351 build supply (Overgear/Skycoach table) versus ~1,810 build supply (Gigabeef, auto-caption "1,81", flagged suspect). Minimum fuel to activate 1,200 (Gigabeef, dq7reimagined). Maximum fuel capacity ~6,000 (Gigabeef, Legacy Gaming, MetaForge). Runtime 220 s (~3 min 40 s) per 1,800 fuel (Gigabeef, one confirmed test; dq7reimagined). Zone restriction: must be inside the combat zone (Gigabeef, dq7reimagined). MetaForge reports the tower Drill Site requires 6,000/6,000 fuel to activate. One supply pallet is 1,800. Build effort roughly 125 X hits, far more than a wall section (SwoleBenji, his own estimate, beta build).
Sources15 sources16 sources

Pallets versus crates versus backpacks

FOBs & Building

SwoleBenji (Best Start) and RadioGLHF (Offensive Building) added. The figures now include what they report.

What moved
FieldBeforeAfter
NumbersOne pallet = 1,800 of a single resource. Imagine Baggins films his FOB going from 1,250 to 3,050 after unloading one pallet, which is exactly 1,800; RadioGLHF and dq7reimagined give the same figure; TheTacticalBrit's "nearly 2,000" is the same number rounded. A Ural holds two pallets. A Ural carries four large crates at 1,750 supplies each = 7,000, versus two pallets at 1,800 each = 3,600. A basic truck carries one crate; a Little Bird carries two.One pallet = 1,800 of a single resource. Imagine Baggins films his FOB going from 1,250 to 3,050 after unloading one pallet, which is exactly 1,800; RadioGLHF and dq7reimagined give the same figure; TheTacticalBrit's "nearly 2,000" is the same number rounded. A Ural holds two pallets. A Ural carries four large crates at 1,750 supplies each = 7,000, versus two pallets at 1,800 each = 3,600. A basic truck carries one crate; a Little Bird carries two. Rooftop bases are the worst case for crates, since every backpack load has to be carried up the stairs (RadioGLHF, Offensive Building). SwoleBenji fills the free truck's own inventory with build supply on top of the crate.
Sources7 sources9 sources
Rating note5 creators + 2 web sources8 creators (RadioGLHF counted once) + 2 web sources

What building pays

FOBs & Building

WarDoggin and Geck0 added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartEvery payout figure above is beta. Season 1 did not touch build payouts in the changelog, but it did nerf two adjacent farms. If you were planning to farm support XP by stuffing crates with cheap items, that is dead. Gigabeef warns against choosing an obvious build spot purely to capture the simultaneous zone income.Every payout figure above is beta except WarDoggin's Season 1 pallet figures. Season 1 did not touch build payouts in the changelog, but it did nerf two adjacent farms. If you were planning to farm support XP by stuffing crates with cheap items, that is dead. Gigabeef warns against choosing an obvious build spot purely to capture the simultaneous zone income. Geck0: a crate filled entirely with build supply and dropped at a FOB pays for itself plus a profit with no buyer lined up, but for any other cargo confirm the order in chat (who, what, where) before you buy, because supplies nobody buys are a straight loss.
NumbersPer-action, PC Gamer versus Skycoach: hammer swing $15 versus ~$1; marked (X) build point - versus ~$6; structure completion $1,200-$1,500 versus ~$15. Aggregates: a player who did nothing but build finished a match with $80,000 (Get Gud with Garen, single anecdote); SirSmoken ended the beta with over $1 million across many matches. Logistics income, beta-era (Skycoach): a pallet costs $400, delivery pays ~$2,500, supply-usage bonus adds ~$1,800, roughly $3,900 net per pallet. Emplacement income (beta): downing a loaded helicopter with a SAM paid $8,000 and $14,500 in one iMaTT session. Season 1 cost of entry: FOB $7,500, Large Hammer $2,400 per buy on top of a $75,000 one-time blueprint, Ural $5,000 plus a $35,000 unlock (reduced from $50,000), pallets ~$400 each. Season 1 nerfs: supply-crate items sold under $75 now give 1 XP instead of 25, and the crate purchase XP curve was rescaled from 25-250 to 1-200.Per-action [BETA], PC Gamer versus Skycoach: hammer swing $15 versus ~$1; marked (X) build point - versus ~$6; structure completion $1,200-$1,500 versus ~$15 [BETA]. Aggregates: a player who did nothing but build finished a match with $80,000 [BETA] (Get Gud with Garen, single anecdote); SirSmoken ended the beta with over $1 million [BETA] across many matches. Logistics income, beta-era (Skycoach): a pallet costs $400 [BETA], delivery pays ~$2,500 [BETA], supply-usage bonus adds ~$1,800 [BETA], roughly $3,900 [BETA] net per pallet. Season 1 check (WarDoggin, 11 Sep): a build-supply pallet delivered to a FOB paid $2,500 [S1]; unloading the vehicle's carried supplies paid a further $1,800 [S1] and 360 support XP [S1]. Skycoach's $1,800 [BETA] usage bonus and WarDoggin's $1,800 [S1] on unload may be the same payment under two names; do not count it twice. Emplacement income: downing a loaded helicopter with a SAM paid $8,000 [BETA] and $14,500 [BETA] in one iMaTT session. Season 1 cost of entry: FOB $7,500 [S1], Large Hammer $2,400 [S1] per buy on top of a $75,000 [S1] one-time blueprint, Ural $5,000 [S1] plus a $35,000 [S1] unlock (reduced from $50,000 [BETA]), pallets ~$400 [BETA] each. Season 1 nerfs: supply-crate items sold under $75 [S1] now give 1 XP [S1] instead of 25 XP [BETA], and the crate purchase XP curve was rescaled from 25-250 XP [BETA] to 1-200 XP [S1].
Sources11 sources16 sources
Rating noteDISPUTED on the per-action figures, LIKELY on the conclusionDISPUTED on the per-action build figures, LIKELY on the conclusion and on the pallet delivery payout (Skycoach in beta, WarDoggin in Season 1)

The armor tier table

Combat & Loadouts

MetaForge career table (Season 1) and SwoleBenji added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartThese 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.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.
NumbersBody armor (current, Season 1 vendor prices) | Body armor | Reduction | Durability | Coverage | Price | Gate | -- Light (L1) | 30% | 200 | upper + lower torso | $400 | none -- Medium (L2) | 40% | 220 | upper + lower torso | $1,000 | Wardog 30 -- Heavy (L3) | 55% | 250 | upper + lower torso | $2,000 | Wardog 60 -- Super Heavy (L4) | 65% | 300 | torso + pelvis + upper arms | $4,000 | above Wardog 60, exact gate unpublished. 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. Ghillie body $3,000 and ghillie helmet $2,500 (Recon 24) have zero damage reduction.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.
Short answerFour tiers, each a flat damage reduction plus a durability pool. Light $400 / 30%, Medium $1,000 / 40%, Heavy $2,000 / 55%, Super Heavy $4,000 / 65%. Buy Light on every life from your very first match; Medium is the target once you clear Wardog 30.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].
Sources4 sources6 sources
Rating noteone detailed written source with measured numbers; coverage half CONFIRMED by 2 creatorsone detailed written source for the percentages; coverage half CONFIRMED by 2 creators; unlock gates from MetaForge's Season 1 career table, the Super Heavy gate also from SwoleBenji

Approach, landing and the collective dump

Vehicles & Fire Support

StratzFPS (heli tips) and Silk added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartThe alternative, full speed to the target then an acrobatic stop, balloons you high if you misjudge it, which is exactly the failure mode of the popular clip manoeuvre. Overgear adds one rule the creators do not: never brake, turn and descend simultaneously; abort if it looks risky. games.gg's 800-1,000 m / 20-30 degree version is a gentler version of the same procedure and a good starting point for a beginner.The alternative, full speed to the target then an acrobatic stop, balloons you high if you misjudge it, which is exactly the failure mode of the popular clip manoeuvre. Overgear adds one rule the creators do not: never brake, turn and descend simultaneously; abort if it looks risky. games.gg's 800-1,000 m / 20-30 degree version is a gentler version of the same procedure and a good starting point for a beginner. Silk's low speed bleed is a second way in: fly a straight line, set the collective to zero, hold your height with pitch alone, and once you are down to about 50 km/h touch down gently and slide on the skids, or come to a full stop first. StratzFPS's beginner version is collective down to descend, then ease it back toward centre near the ground to soften the touchdown.
Numbersgames.gg says start the approach 800-1,000 m out and keep banks to 20-30 degrees.games.gg says start the approach 800-1,000 m out and keep banks to 20-30 degrees. Silk's low speed bleed touches down at about 50 km/h.
Sources9 sources12 sources
StepsFly transit and ingress in first person for depth perception. / About 10 seconds out, start bringing the collective back. Refine again at 5 seconds out. / Insert your turn and throttle the collective on the way down. Descend by tilting the nose forward or by holding Left Ctrl; a J-hook also bleeds speed. / Press C to switch to third person for the landing itself. First person makes it genuinely hard to read what the terrain is doing underneath you at touchdown. / The moment the first skid contacts, dump the collective fully aft. This plants the aircraft. / If you arrive in an unusual attitude, do not try to save it. Punch the collective back up, go around, and redo the approach.Plan the flight path and the landing zone before the match starts, not on the way in (Silk). / Fly transit and ingress in first person for depth perception. / About 10 seconds out, start bringing the collective back. Refine again at 5 seconds out. / Insert your turn and throttle the collective on the way down. Descend by tilting the nose forward or by holding Left Ctrl; a J-hook also bleeds speed. / Press C to switch to third person for the landing itself. First person makes it genuinely hard to read what the terrain is doing underneath you at touchdown. / The moment the first skid contacts, dump the collective fully aft. This plants the aircraft. / If you arrive in an unusual attitude, do not try to save it. Punch the collective back up, go around, and redo the approach.
Rating noteIceManIsaac in detail; Overgear, games.gg and AbneyDude corroborate the braking-early principleIceManIsaac in detail; Overgear, games.gg, AbneyDude, Silk and StratzFPS corroborate killing energy early; the collective dump at contact is IceManIsaac's alone

Logistics: crates, pallets and dropping them

Vehicles & Fire Support

Loknik and Pilot Andy added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartCargo weight changes handling. A fully loaded helicopter is noticeably heavier and less manoeuvrable, which is exactly when you are most likely to be shot at. Also: a passenger can open the aircraft's inventory and drop your cargo mid-flight. AbneyDude flags this on camera as something that should not be possible. Fly with people you know when carrying an expensive load.Cargo weight changes handling, according to jackfrags: a fully loaded helicopter is noticeably heavier and less manoeuvrable, which is exactly when you are most likely to be shot at. Pilot Andy flatly contradicts this and says WARDOGS has no added-weight factor in flight; see the open question on cargo weight. Until someone tests it, fly a loaded aircraft as if jackfrags is right. Also: a passenger can open the aircraft's inventory and drop your cargo mid-flight. AbneyDude flags this on camera as something that should not be possible. Fly with people you know when carrying an expensive load.
NumbersA large helicopter carries one pallet or two large crates, which RadioGLHF says is half a Ural's load (two large crates at 3,500 against one pallet at 1,800, beta values). The pilot's small armoured supply crate now costs $10,000 to unlock, doubled in Season 1. Airwingmarine warns about FOBs with 10 to 15 crates sitting unloaded because nobody is doing the work; if nobody unloads, your pilot XP from the delivery is badly reduced.A large helicopter carries one pallet or two large crates, which RadioGLHF says is half a Ural's load (two large crates at 3,500 against one pallet at 1,800, beta values). Loknik, recording after launch, gives the same split: 1 pallet per helicopter trip, 2 per Ural. The pilot's small armoured supply crate now costs $10,000 [S1] to unlock, doubled in Season 1. Airwingmarine warns about FOBs with 10 to 15 crates sitting unloaded because nobody is doing the work; if nobody unloads, your pilot XP from the delivery is badly reduced.
Sources18 sources20 sources

Roles: what to buy and why

Vehicles & Fire Support

WarDoggin, RadioGLHF (solo offensive building), SwoleBenji (new player start) and Loknik added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartTacticalNed ranks plain driving bottom of six income methods, because most players take helicopters instead and the pace is slow unless a FOB sits near your team's edge of the zone. It improves drastically once you unlock armed vehicles. DemoMan0351 calls driver the most tedious grind in the game for the same reason: you cannot make people ride with you instead of taking a helicopter. AquaFPS's flat opinion is that "the ground vehicles handle terribly" and land vehicles are for the poor, which is precisely why anti-air is where the targets are. That is an opinion, not a measurement, but it is the prevailing one. The one situation where driving jumps in value is when enemy anti-air has shut down your air support. Then ground vehicles are the only way to move players and supplies.TacticalNed ranks plain driving bottom of six income methods, because most players take helicopters instead and the pace is slow unless a FOB sits near your team's edge of the zone. It improves drastically once you unlock armed vehicles. DemoMan0351 calls driver the most tedious grind in the game for the same reason: you cannot make people ride with you instead of taking a helicopter. AquaFPS's flat opinion is that "the ground vehicles handle terribly" and land vehicles are for the poor, which is precisely why anti-air is where the targets are. That is an opinion, not a measurement, but it is the prevailing one. SwoleBenji's warning for solo drivers: cars with a mounted gun are squishy, one hit on the driver's seat kills the driver outright, and plain unarmoured vehicles are not worth driving without friends; the armoured variant of what he calls "the defender" protects the driver far better. The one situation where driving jumps in value is when enemy anti-air has shut down your air support. Then ground vehicles are the only way to move players and supplies.
Numbers- Kodiak, $2,500, level 0, 154 top speed. Fast, cheap, 4 seats, 12 inventory slots. Dies to one RPG. - Kodiak M249 ("Assault Kodiak"), Driver 6 after the Season 1 cut from 8. Airwingmarine calls level 6 in your first match hard but doable, and says the roof LMG shreds infantry and can shoot helicopters down. - URAL, Driver 3 after the cut from 4. This is where driver income actually starts: it carries two pallets per trip, which is one supply pallet plus one fuel pallet, a complete drill build and activation in one run. - Humvee, Driver 15. Occupants are effectively bulletproof; Airwingmarine says small arms will not reach the crew inside. He calls it "a monster to deal with". - Gun truck rush: two players, one buys a Kodiak or Humvee with an M249 or minigun, the other takes the gunner seat, and you drive in at match start. Most effective in the opening minutes before spotters go active, tanks arrive and fortifications go up.- Kodiak, $2,500 [S1], level 0, 154 top speed. Fast, cheap, 4 seats, 12 inventory slots. Dies to one RPG. - Kodiak M249 ("Assault Kodiak"), Driver 6 after the Season 1 cut from 8. Airwingmarine calls level 6 in your first match hard but doable, and says the roof LMG shreds infantry and can shoot helicopters down. - URAL, Driver 3 after the cut from 4. This is where driver income actually starts: it carries two pallets per trip plus up to six small items such as a wrench and a fuel can (WarDoggin), which is one supply pallet plus one fuel pallet, a complete drill build and activation in one run. RadioGLHF picks it for solo building because it hauls the most of any truck you can buy; if all you can get is a pickup or an SUV, buy a crate and fill it with ammo supply instead. - Humvee, Driver 15. Occupants are effectively bulletproof; Airwingmarine says small arms will not reach the crew inside. He calls it "a monster to deal with". - Gun truck rush: two players, one buys a Kodiak or Humvee with an M249 or minigun, the other takes the gunner seat, and you drive in at match start. Most effective in the opening minutes before spotters go active, tanks arrive and fortifications go up.
Sources13 sources19 sources
Rating noteTacticalNed, Gigabeef, Airwingmarine, RageGamingVideos, Legacy GamingTacticalNed, Gigabeef, Airwingmarine, RageGamingVideos, Legacy Gaming, SwoleBenji; the Ural's two-pallet load is now also stated by WarDoggin, RadioGLHF and Loknik

Mortar range envelope

Vehicles & Fire Support

RadioGLHF (solo mortar base) added. The figures now include what they report.

What moved
FieldBeforeAfter
NumbersAll published figures: - SC Haulers: about 700 m maximum. The last visible tick reads 684 m at 150 mils; he sits just above it at roughly 700 m and about 110 mils. - SwoleBenji: about 600 to 700 m "and not much further" (hedged). - WARDOGS Hub firing table (alpha-era): 132 m to 684 m, elevation 150-850 mil, grouping 50 MOA, single high arc, dispersion plus or minus 1.9 m at 132 m and plus or minus 10.0 m at 684 m. It also records a community claim of 3.1 km, and calls the discrepancy "unsettled, by a factor of four and a half". - wardogs.zone calculator: 50 m to 700 m, dead zone about 50 m, reload 6.5 s, 120 damage, 10 m blast radius, "four times quicker than the SPH-2". - BisectHosting: "roughly 700 m"; 2 hits to destroy common vehicles and buildables, 1 hit on infantry.All published figures: - SC Haulers: about 700 m maximum. The last visible tick reads 684 m at 150 mils; he sits just above it at roughly 700 m and about 110 mils. - SwoleBenji: about 600 to 700 m "and not much further" (hedged). - WARDOGS Hub firing table (alpha-era): 132 m to 684 m, elevation 150-850 mil, grouping 50 MOA, single high arc, dispersion plus or minus 1.9 m at 132 m and plus or minus 10.0 m at 684 m. It also records a community claim of 3.1 km, and calls the discrepancy "unsettled, by a factor of four and a half". - wardogs.zone calculator: 50 m to 700 m, dead zone about 50 m, reload 6.5 s, 120 damage, 10 m blast radius, "four times quicker than the SPH-2". - BisectHosting: "roughly 700 m"; 2 hits to destroy common vehicles and buildables, 1 hit on infantry. - RadioGLHF (beta): 2 direct mortar hits destroy an enemy mortar emplacement, which matches BisectHosting's 2 hits on buildables.
Sources7 sources8 sources

Ranges, arcs and reload

Vehicles & Fire Support

StratzFPS (artillery tanks) added. The figures now include what they report.

What moved
FieldBeforeAfter
Numbers- Minimum range: ~750 m (SwoleBenji, hedged as "like 750 m, a minimum-ish"); 780 m (WARDOGS Hub); dead zone ~750 m (wardogs.zone). Three sources within 4%. - Maximum range: ~2,630 m (SwoleBenji, who fumbles it on camera before settling: "2,400, I believe, 2,500 ... no, even more, yeah, 2,650? 2,630, yeah"); 2,629 m (WARDOGS Hub); 2,660 m or "2.7 km" (wardogs.zone). Call it 2,630 m with arc instability past about 2,625 m. - Two arcs. WARDOGS Hub: low arc 1,181-2,629 m, high arc 780-2,629 m. ExpCarry adds that on the low arc longer range means higher MIL, and on the high arc longer range means lower MIL, with 2,000 m at about 206 MIL low or about 1,057 MIL high. Elevation range 20-1,390 mil. - Accuracy: grouping 10 MOA, plus or minus 2.9 m at 1,000 m and plus or minus 7.6 m at 2,629 m. - Reload 27 s, 450 damage, 20 m blast radius (wardogs.zone), against the L81's 6.5 s / 120 damage / 10 m. - Armament: 155mm shell plus a 5.56mm machine gun. 3 crew, 650 HP, top speed 65.- Minimum range: ~750 m (SwoleBenji, hedged as "like 750 m, a minimum-ish"); 780 m (WARDOGS Hub); dead zone ~750 m (wardogs.zone). Three sources within 4%. - Maximum range: ~2,630 m (SwoleBenji, who fumbles it on camera before settling: "2,400, I believe, 2,500 ... no, even more, yeah, 2,650? 2,630, yeah"); 2,629 m (WARDOGS Hub); 2,660 m or "2.7 km" (wardogs.zone); around 2,700 m (StratzFPS). Call it 2,630 m with arc instability past about 2,625 m. - Two arcs. WARDOGS Hub: low arc 1,181-2,629 m, high arc 780-2,629 m. ExpCarry adds that on the low arc longer range means higher MIL, and on the high arc longer range means lower MIL, with 2,000 m at about 206 MIL low or about 1,057 MIL high. Elevation range 20-1,390 mil. - Accuracy: grouping 10 MOA, plus or minus 2.9 m at 1,000 m and plus or minus 7.6 m at 2,629 m. - Reload 27 s, 450 damage, 20 m blast radius (wardogs.zone), against the L81's 6.5 s / 120 damage / 10 m. - Armament: L52 cannon firing 155mm high-explosive shells plus an M249 5.56mm machine gun (StratzFPS). 3 crew, 650 HP, top speed 65.
Sources12 sources15 sources
Rating noteSwoleBenji from in-game, corroborated by WARDOGS Hub's firing table and wardogs.zone's calculator within a few percentSwoleBenji and StratzFPS from in-game, corroborated by WARDOGS Hub's firing table and wardogs.zone's calculator within a few percent; jackfrags, SwoleBenji and StratzFPS on the reload minigame
Why it worksThe reload minigame: artillery reloading requires completing a quick-time event, unlike the mortar. jackfrags describes it as "a mini DDR game using the arrow keys". You can let the reload proceed automatically if you prefer. The minigame is strictly faster when executed correctly and strictly slower when botched, because failing it resets the reload entirely. SwoleBenji fails his own on camera.The reload minigame: artillery reloading requires completing a quick-time event, unlike the mortar. jackfrags describes it as "a mini DDR game using the arrow keys". You can let the reload proceed automatically if you prefer. The minigame is strictly faster when executed correctly and strictly slower when botched, because failing it resets the reload entirely. SwoleBenji fails his own on camera. StratzFPS's fix: start the sequence the moment you fire and hit the WASD or arrow prompts deliberately rather than fast, because one wrong input resets the timer.

Unlock and whether it is worth it

Vehicles & Fire Support

StratzFPS (artillery tanks) and SwoleBenji (new player start) added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartAirwingmarine contradicts himself in the same readthrough, saying at one point that artillery was previously on Career 35 and later that it went "from 55 to 90". The wiki Updates page and the wiki SPH-2 infobox both say 55, so 55 to 90 is correct and the 35 is a misspeak. The wiki lists the SPH-2's role as Support but its unlock on the Career track. The artillery tank does award support XP, though Airwingmarine stresses twice that it is "way down the road". TheTacticalBrit's upkeep warning applies here more than to the tank. The SPH-2's advantage over the tank is range, traded against survivability, and it still burns fuel and ammunition to stay in profit.Airwingmarine contradicts himself in the same readthrough, saying at one point that artillery was previously on Career 35 and later that it went "from 55 to 90". The wiki Updates page, the wiki SPH-2 infobox and StratzFPS's pre-season footage all say 55, so 55 to 90 is correct and the 35 is a misspeak. The wiki lists the SPH-2's role as Support but its unlock on the Career track. The artillery tank does award support XP, though Airwingmarine stresses twice that it is "way down the road". TheTacticalBrit's upkeep warning applies here more than to the tank. The SPH-2's advantage over the tank is range, traded against survivability, and it still burns fuel and ammunition to stay in profit. The case for it anyway: SwoleBenji calls artillery the biggest money farm in the game for a player who actively hunts kills with it, and says a match where nobody answers enemy artillery is simply lost. Until you reach Career 90 [S1], the second half is the useful part: kill the enemy SPH-2 early.
NumbersCareer level 90, $500,000 blueprint, $8,000 per deployment. Season 1 moved it from Career 55 and $400,000, and made 155mm and 122mm shells and flare deployables take more loadout space. Molixatus calls it "a massacre" and reads it as clear evidence artillery was too strong. Airwingmarine dismisses the price rise because almost nobody will reach level 90 to be affected.Career level 90, $500,000 [S1] blueprint, $8,000 [S1] per deployment. Season 1 moved it from Career 55 and $400,000 [BETA], and made 155mm and 122mm shells and flare deployables take more loadout space. StratzFPS's pre-season guide shows the old gate: War Dog level 55, $400,000 [BETA] once, $8,000 [BETA] per purchase, and no separate Driver requirement. Molixatus calls the change "a massacre" and reads it as clear evidence artillery was too strong. Airwingmarine dismisses the price rise because almost nobody will reach level 90 to be affected.
Sources9 sources12 sources
Rating notewiki Updates page, Molixatus, Airwingmarine, games.ggwiki Updates page, Molixatus, Airwingmarine, games.gg; StratzFPS shows the beta gate; SwoleBenji on why it pays

The Talon SAM emplacement

Vehicles & Fire Support

RadioGLHF (solo offensive building) added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartThe SAM operator is defenceless. AquaFPS was killed on his by a man with a revolver. The launcher has no self-defence, the operator is stationary, distracted and often tabbed out. Fortify around it or bring someone to watch your back. Expect organised revenge after two or three kills. The escalation goes small arms, then mortars, then artillery. AquaFPS was eventually killed by enemy counter-battery fire on a known hill position. iMaTT's innovation is to build the SAM inside a building rather than on a roof, because relentless mortar and artillery fire on exposed roof positions is what kills SAM operators. He trades range and field of view for survivability and survives far longer. He also warns that firing at something too close, or into a surface in front of you, can kill the operator. A remote unguarded FOB is a gift if it falls. Enemies who reach it take the SAM with it and shoot your own helicopters down with it. And helicopters de-render at roughly 1,000 m (uncertain), which caps the whole strategy.The SAM operator is defenceless. AquaFPS was killed on his by a man with a revolver. The launcher has no self-defence, the operator is stationary, distracted and often tabbed out. Fortify around it or bring someone to watch your back. Expect organised revenge after two or three kills. The escalation goes small arms, then mortars, then artillery. AquaFPS was eventually killed by enemy counter-battery fire on a known hill position. iMaTT's innovation is to build the SAM inside a building rather than on a roof, because relentless mortar and artillery fire on exposed roof positions is what kills SAM operators. He trades range and field of view for survivability and survives far longer. He also warns that firing at something too close, or into a surface in front of you, can kill the operator. A remote unguarded FOB is a gift if it falls. Enemies who reach it take the SAM with it and shoot your own helicopters down with it. And helicopters de-render at roughly 1,000 m (uncertain), which caps the whole strategy: RadioGLHF adds that a hit helicopter that gets out of render distance usually survives and pays nothing, and that some helicopters escape after a hit anyway (see the glitches list).
Numbers801 supply for the Talon in the last beta test, inside a fresh FOB's built-in 1,250 supply, so you need bring no building supply at all. Beta FOB cost $2,500; Season 1 raised it to $7,500. AquaFPS's shot count ran from 57 down to 10 before a resupply run. Imagine Baggins measured one sustained burst of the AA gun consuming about 250 of 2,200 FOB ammo supplies, and notes the AA gun also works well against Urals as a ground weapon. Payouts (beta-era): iMaTT read $8,000 for one loaded helicopter and $14,500 for another off the screen. Gigabeef says one downed helicopter pays for the FOB plus materials, and two or three also cover the Ural and the hammer. AquaFPS's argument is the multi-kill: a transport is a clown car of six, seven or more players and one missile can produce close to an eight-kill payout. You are credited with an assist just for having a rocket in the air when the helicopter goes down, so many payouts never require a hit. Helicopters de-render at roughly 1,000 m (uncertain); the game's maximum view distance is 1 km at the highest setting.801 supply for the Talon in the last beta test, inside a fresh FOB's built-in 1,250 supply, so you need bring no building supply at all. FOB cost $2,500 [BETA]; Season 1 raised it to $7,500 [S1]. AquaFPS's shot count ran from 57 down to 10 before a resupply run. RadioGLHF: larger helicopters take 2 missiles, and 2 pallets of ammo supplies reloaded roughly 70 missile shots [BETA]. Imagine Baggins measured one sustained burst of the AA gun consuming about 250 of 2,200 FOB ammo supplies, and notes the AA gun also works well against Urals as a ground weapon. Payouts [BETA]: iMaTT read $8,000 for one loaded helicopter and $14,500 for another off the screen. Gigabeef says one downed helicopter pays for the FOB plus materials, and two or three also cover the Ural and the hammer. AquaFPS's argument is the multi-kill: a transport is a clown car of six, seven or more players and one missile can produce close to an eight-kill payout. You are credited with an assist just for having a rocket in the air when the helicopter goes down, so many payouts never require a hit. Helicopters de-render at roughly 1,000 m (uncertain); the game's maximum view distance is 1 km at the highest setting.
Sources33 sources39 sources
StepsBuild a FOB under the enemy's predictable flight path from their base to the map centre. The map is large and helicopters are the only good way in, so they fly a straight line you can intercept. / Place the FOB at one edge of its build radius and the SAM at the other, so enemies who find the SAM do not immediately find your FOB. / Site the launcher where it has clear sky. Trees, buildings, pylons and pillars cancel the lock. The edge of a forest overlooking their airway, not directly beneath it, is the ideal spot. / Do not place it too high. A mountain top or an out-of-zone tower may not be able to depress onto low-flying helicopters. / Lock, wait a beat for the pilot to burn flares on hearing the tone, then fire. / Arrange a resupply runner before you start.Build a FOB under the enemy's predictable flight path from their base to the map centre. The map is large and helicopters are the only good way in, so they fly a straight line you can intercept. / Place the FOB at one edge of its build radius and the SAM at the other, so enemies who find the SAM do not immediately find your FOB. / Site the launcher where it has clear sky. Trees, buildings, pylons and pillars cancel the lock. The edge of a forest overlooking their airway, not directly beneath it, is the ideal spot. / Do not place it too high. A mountain top or an out-of-zone tower may not be able to depress onto low-flying helicopters. / Lock, wait a beat for the pilot to burn flares on hearing the tone, then fire. / Hold the fire button for about 2.5 seconds; the missile does not launch on a tap. Reload before you try to lock the next target. / When enemy pilots start routing around you, build a second launcher further back for a new firing angle. RadioGLHF did this when an apartment block started masking his first one. / Arrange a resupply runner before you start.
Rating noteAquaFPS, Gigabeef, iMaTT, LiteralWedgeOfCheese, TacticalNed, SoulgrotAquaFPS, Gigabeef, iMaTT, LiteralWedgeOfCheese, TacticalNed, Soulgrot; RadioGLHF adds firing, reload and kill figures
Why it worksnoneA solid lock often makes the occupants bail out before the missile even lands (RadioGLHF), which scatters enemy players into positions they did not choose, so the lock pays even when the kill does not.

The core rule: presence, counted per player, per tick

Winning & Teamplay

SwoleBenji (launch-day guide) added. The figures now include what they report.

What moved
FieldBeforeAfter
Numbers100 players; 3 factions; 33 players per faction; 16x16 km map (256 km sq); 1 point per 30 seconds; 100 points to win; matches routinely run over an hour.100 players; 3 factions; 33 players per faction; 16x16 km map (256 km sq); 1 point per 30 seconds; 100 points to win; matches routinely run over an hour. SwoleBenji's example match: 34 red, 31 blue and 30 green players, with 26 of red's 34 inside the circle; red dominated.
Sources9 sources10 sources
Rating noteofficial Steam FAQ + 5 creators + 3 written sourcesofficial Steam FAQ + 6 creators + 3 written sources

Moving the hotzone: tower codes and the drill

Winning & Teamplay

SwoleBenji (launch-day guide), Loknik and Wardogs Building Community added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartGigabeef argues the opposite and he is not obviously wrong. Building at a tower forfeits the FOB's main advantage, which is that you can put it anywhere. The tower is the most obvious landmark on the map, so it is the first place the enemy looks, and everything you build there gets shelled. His concession is that a tower still gives you a free drill, high ground, and denial of that tower's code digit. AbneyDude separately watched a faction dominate the scoreboard holding zero towers, just by controlling a stadium, and honestly reports that he does not know what drills do. Resolution: towers are a means to the code, not a scoring objective in themselves, and you do not have to build on one to use one. Second caveat: TheTacticalBrit says the drill can be activated repeatedly in one match as long as you have supplies, and that each pull escalates the heat you attract. Every pull tells the whole server where you are.Gigabeef argues the opposite and he is not obviously wrong. Building at a tower forfeits the FOB's main advantage, which is that you can put it anywhere. The tower is the most obvious landmark on the map, so it is the first place the enemy looks, and everything you build there gets shelled. His concession is that a tower still gives you a free drill, high ground, and denial of that tower's code digit. AbneyDude separately watched a faction dominate the scoreboard holding zero towers, just by controlling a stadium, and honestly reports that he does not know what drills do. Resolution: towers are a means to the code, not a scoring objective in themselves, and you do not have to build on one to use one. Second caveat: TheTacticalBrit says the drill can be activated repeatedly in one match as long as you have supplies, and that each pull escalates the heat you attract. Every pull tells the whole server where you are. Third caveat, from Loknik and Wardogs Building Community independently: the pull only lasts as long as the fuel. Do not drag the hotzone onto a fortified FOB that nobody has stocked, and plan the fuel runs before you activate. SwoleBenji adds that holding the zone over your base indefinitely needs a team that keeps supply drops coming.
NumbersTower counts reported as 2-5 (Legacy Gaming), 3-5 (Overgear, games.gg), and 5 (Gigabeef). Drill activation needs up to 6,000 fuel for a maximum-duration pull; MetaForge quotes a 6000/6000 fuel capacity requirement. dq7reimagined reports a 1,200 fuel minimum and roughly 220 seconds per 1,800 fuel, unverified elsewhere. The visual cue that a pull is under way is a "wamp" sound and a dashed white line on your map.Tower counts reported as 2-5 (Legacy Gaming), 3-5 (Overgear, games.gg), and 5 (Gigabeef). Drill activation needs up to 6,000 fuel for a maximum-duration pull; MetaForge quotes a 6000/6000 fuel capacity requirement. dq7reimagined reports a 1,200 fuel minimum and roughly 220 seconds per 1,800 fuel, unverified elsewhere. The visual cue that a pull is under way is a "wamp" sound and a dashed white line on your map. Post-launch, Loknik uses holding a tower code or having a drill built as the mid-game checkpoint, and SwoleBenji says the map shows each tower's build cooldown and fuel status.
Sources23 sources29 sources
Rating note6 creators + official wiki Drill Rig description + MetaForge + games.gg9 creators + official wiki Drill Rig description + MetaForge + games.gg

DISPUTED: do drills share a cooldown?

Winning & Teamplay

Wardogs Building Community added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartBoth are beta-era. Nobody else in the corpus addresses it. Legacy Gaming's own four-drill rotation is hard to square with a global shared timer unless the sharing is per-faction. See the intel notes for the test that settles it.All three are beta-era and nobody has shown a timer on screen. The weight of evidence now favours independent cooldowns per rig: two independent creators say so directly, and Legacy Gaming's own four-drill rotation only works if timers are independent at least within a faction. Build a second drill only after the first is fuelled and defended, and treat the question as open until someone runs the test in the intel notes.
NumbersLegacy Gaming describes a four-drill rotation to keep pulling continuously. RadioGLHF says his winning game used three rigs.Legacy Gaming describes a four-drill rotation to keep pulling continuously. RadioGLHF says his winning game used three rigs. Wardogs Building Community runs four rigs at one base.
Short answerLegacy Gaming says all drills on the map share pull timers regardless of faction; RadioGLHF says flatly, as a tested fact, that multiple oil rigs in one base do not share a cooldown.Legacy Gaming says all drills on the map share pull timers regardless of faction. RadioGLHF says flatly, as a tested fact, that multiple oil rigs in one base do not share a cooldown, and Wardogs Building Community independently says each rig has its own cooldown and chains four so they overlap.
Sources2 sources3 sources
Rating note2 creators, direct contradictiondirect contradiction; 2 creators now back independent cooldowns against Legacy Gaming

Read the scoreboard before you pick a fight

Winning & Teamplay

Silk added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartThis is one creator's read from 35 beta hours, and "attack the leader" is not free. Attacking the leader means attacking the faction with the most bodies and the best position. If you are third, denial is cheap; if you are second, a bad attack on first hands the tick to third.This is one creator's read from 35 beta hours, and "attack the leader" is not free. Attacking the leader means attacking the faction with the most bodies and the best position. If you are third, denial is cheap; if you are second, a bad attack on first hands the tick to third. Silk's threshold is high patch risk: it assumes full 33-player factions.
NumbersnoneSilk's threshold: more than 33 players from one faction counted in the zone.
Sources2 sources3 sources
Rating noteAbneyDude, 90K viewsAbneyDude, 90K views; Silk adds a separate scoreboard read that does not corroborate the core claim
Why it worksRelated mechanic, same creator: if one faction is relentlessly harassing you for no apparent reason, check whether their mobile spawner is parked near you. Randoms attack whatever is closest to their fastest respawn. That runs both ways: where you park your spawn vehicle determines what your own randoms will fight.Related mechanic, same creator: if one faction is relentlessly harassing you for no apparent reason, check whether their mobile spawner is parked near you. Randoms attack whatever is closest to their fastest respawn. That runs both ways: where you park your spawn vehicle determines what your own randoms will fight. A second read, from Silk (137K views, post-launch): after sweeping enemy FOBs, check the zone counts on the scorecard. More than 33 from one faction suggests players are in the hotzone; a lower count means they are sitting near their FOBs. If the scorecard shows the doubled hotzone presence, a count above 33 is only possible with bodies in the hotzone, since a faction has about 33 players. That is this guide's inference, not something Silk says.

AbneyDude's case, assessed seriously

Winning & Teamplay

SwoleBenji (launch-day guide) added. The figures now include what they report.

What moved
FieldBeforeAfter
Numbers~90% of the map camouflaged (eyeball estimate, three maps); 30 beta matches, 1 win (Soulgrot); observed 91-6-8 scoreline; 35 beta hours; launch playerbase 1.25 million copies and roughly 300,000 concurrent versus a closed beta of ~500,000 signups; joining a faction already down 20 points; 1 km view distance; 300-800 m engagement range.~90% of the map camouflaged (eyeball estimate, three maps); 30 beta matches, 1 win (Soulgrot); observed 91-6-8 scoreline; 35 beta hours; launch playerbase 1.25 million copies and roughly 300,000 concurrent versus a closed beta of ~500,000 signups; joining a faction already down 20 points; 1 km view distance; 300-800 m engagement range. SwoleBenji (launch day, hedged): red won the majority of the beta matches he played.
Sources12 sources14 sources
StepsArgument 1: uniform camouflage. Manticore's clothing is naturally camouflaged against roughly 90% of the map. Valkyra wears a bright red armband. Lonestar wears a denim-looking suit with a tan helmet and tan backpack. Assessment: plausible and under-tested, and the most interesting claim in the cluster. It is single-source, unquantified, and exactly the kind of claim a player who prefers one faction would generate post hoc. But WARDOGS has a 1 km view distance and heavy recon play, so silhouette contrast at 300-800 m genuinely matters. Corroborating detail from IceManIsaac: team icons render in your faction's actual colour, so on Valkyra your own teammates carry red markers. Treat the camouflage claim as LIKELY-TRUE and UNQUANTIFIED. / Argument 2: Lonestar is the worst-played faction. Almost no communication, consistently attacking the wrong objective, and he saw them win once in the entire beta. Corroborated independently by Soulgrot (3.2K views), who played 30 beta matches on blue and won exactly one. AbneyDude also cites an observed 91-6-8 scoreline, and says the subreddit reached the same conclusion. Assessment: two independent creators, both beta, both self-reported, neither measured. LIKELY for the beta and STALE for Early Access. / Argument 3: the last-pick death spiral. New players join a faction already down 20 points, existing players quit, and the faction perpetually absorbs whoever had no better option. Assessment: the strongest part of the argument, because it is a mechanism rather than an observation. WARDOGS has free team switching, drop-in/drop-out joining, and a visible scoreboard at the join screen. Nothing in the corpus describes any autobalance, join restriction or faction-locking mechanism. If none exists, the spiral is structurally permitted.Argument 1: uniform camouflage. Manticore's clothing is naturally camouflaged against roughly 90% of the map. Valkyra wears a bright red armband. Lonestar wears a denim-looking suit with a tan helmet and tan backpack. Assessment: plausible and under-tested, and the most interesting claim in the cluster. It is single-source, unquantified, and exactly the kind of claim a player who prefers one faction would generate post hoc. But WARDOGS has a 1 km view distance and heavy recon play, so silhouette contrast at 300-800 m genuinely matters. Corroborating detail from IceManIsaac: team icons render in your faction's actual colour, so on Valkyra your own teammates carry red markers. Treat the camouflage claim as LIKELY-TRUE and UNQUANTIFIED. / Argument 2: Lonestar is the worst-played faction. Almost no communication, consistently attacking the wrong objective, and he saw them win once in the entire beta. Corroborated independently by Soulgrot (3.2K views), who played 30 beta matches on blue and won exactly one. AbneyDude also cites an observed 91-6-8 scoreline, and says the subreddit reached the same conclusion. Assessment: two independent creators, both beta, both self-reported, neither measured. LIKELY for the beta and STALE for Early Access. / Argument 3: the last-pick death spiral. New players join a faction already down 20 points, existing players quit, and the faction perpetually absorbs whoever had no better option. Assessment: the strongest part of the argument, because it is a mechanism rather than an observation. WARDOGS has free team switching, drop-in/drop-out joining, and a visible scoreboard at the join screen. Nothing in the corpus describes any autobalance, join restriction or faction-locking mechanism. If none exists, the spiral is structurally permitted. / Counter-evidence: SwoleBenji says red, and blames the map. In his launch-day guide he says red won most of the beta matches he played, then shows why on one map: blue's and green's towers faced each other and forced those two factions to fight, while red's tower sat out of the way and red built a fortune uncontested. Get Gud with Garen separately places red's tower far to one side on Kavcazi. SwoleBenji also allows that premades and clan stacking override any faction trend. Assessment: if faction records really differ, tower geography is a better explanation than faction identity, and geography changes with the map and the control-zone position.
Rating noteDISPUTED / SINGLE-SOURCE-plus-oneDISPUTED / SINGLE-SOURCE-plus-one; SwoleBenji now names a different winning faction
Why it worksVerdict: pick whichever faction you like; there is no mechanical reason not to. If you want to maximise your odds of winning today, join the faction that is currently ahead or level, because the death-spiral mechanism is the one part of AbneyDude's case that survives the beta-to-launch transition. Do not join a faction because a beta-era video told you blue is bad. Do consider the camouflage point if you are playing recon or fighting at range on open maps.Verdict: pick whichever faction you like; there is no mechanical reason not to. The beta win-rate claims now contradict each other: AbneyDude says play green, Soulgrot saw blue win once in 30, and SwoleBenji says red wins most and credits the map rather than the faction. If you want to maximise your odds of winning today, join the faction that is currently ahead or level, because the death-spiral mechanism is the one part of AbneyDude's case that survives the beta-to-launch transition. Do not join a faction because a beta-era video told you a colour is bad. Do consider the camouflage point if you are playing recon or fighting at range on open maps.

Aim settings: the three that matter

Winning & Teamplay

SwoleBenji (launch-day guide) added. The figures now include what they report.

What moved
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NumbersAiming coefficient 0%. FOV 90-110 (Overgear 95, games.gg 95-110). Mouse baseline from Overgear's settings list (beta, commercial source): 800 DPI, sensitivity 0.70, ADS multiplier 1.00, acceleration 0, relative scaling, instant transition, Invert Y off for infantry.Aiming coefficient 0%. FOV 90-110 (Overgear 95, games.gg 95-110). Mouse baseline from Overgear's settings list (beta, commercial source): 800 DPI, sensitivity 0.70, ADS multiplier 1.00, acceleration 0, relative scaling, instant transition, Invert Y off for infantry. Sensitivity from SwoleBenji (launch day): 20-50 cm per 360-degree turn if you plan to fight, or simply whatever lets you turn 180 degrees without straining your wrist.
Sources6 sources7 sources

B20: Voice and mic stop working mid-match

Winning & Teamplay

SwoleBenji (launch-day guide) added. The figures now include what they report.

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NumbersSep 2026. Post-S1 status unknown; dropouts reported at launch.Sep 2026. Still reported on launch day by SwoleBenji; post-S1 fix status unknown.
Sources3 sources4 sources
Rating noteLIKELY, intermittent, partly server-sideLIKELY, intermittent, partly server-side; SwoleBenji (launch day) still reports it
Why it worksOpen the scoreboard and press U twice; or toggle Voice Chat off and on; or check Windows mic permissions.Open the scoreboard and press U twice; or toggle Voice Chat off and on; or check Windows mic permissions. Prevention: test your mic in Settings, Audio before the match (SwoleBenji).

Patch label changed (19)

Support - fastest track in the game, and the fastest route to Career level

Money & XP

Wardogs Building Community (WBC) added. Patch labels on the figures were corrected.

What moved
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Where it falls apartSeason 1 made this more expensive at the entry, not slower. Large Hammer moved to Support 8 and its blueprint tripled to $75,000; Medium Hammer's blueprint went to $25,000. You can still build with the free/small hammer and the FOB ships with one, so the XP rate is unchanged. The money side of this plan got worse; the XP side did not.Season 1 made this more expensive at the entry, not slower. Large Hammer moved to Support 8 and its blueprint tripled to $75,000 [S1]; Medium Hammer's blueprint went to $25,000 [S1]. You can still build with the free/small hammer and the FOB ships with one, so the XP rate is unchanged. The money side of this plan got worse; the XP side did not. The shotgun advice is split: the earlier sources say never fight with Support's shotguns, WBC says the double barrel is the early Support levelling weapon. Both hold inside their own range band, which is why step 3 reads as a range rule rather than a ban.
Sources7 sources8 sources
StepsBuy a hammer and get to any friendly FOB build site. Every swing pays XP; completing a structure pays a bonus. / Hit the yellow X markers, not the flat surface. Roughly 10% progress per X hit versus 1-2% per normal hit, and the X is worth ~7 XP against ~1 XP for a normal swing. / Do not fight with the support starter weapon. Support's early guns are shotguns, and shotguns lose at the ranges this game is fought at. Build instead; between Support 5 and 15 you have no LMG. / Add every incidental support action: repair vehicles, repair structures, refuel vehicles, deliver supplies to a FOB. / From Support 5, carry an RPG-7 and hunt HVTs: enemy spawn vehicles, helicopters, armoured vehicles and enemy FOBs. These pay "a massive amount" of XP relative to infantry kills, and HVT hunting is the reason DemoMan0351 calls Support the most underrated tree in the game. / Carry a $300 IED on every life for FOB demolition: 500 support XP each.Buy a hammer and get to any friendly FOB build site. Every swing pays XP; completing a structure pays a bonus. / Hit the yellow X markers, not the flat surface. Roughly 10% progress per X hit versus 1-2% per normal hit, and the X is worth ~7 XP against ~1 XP for a normal swing. / Do not take shotgun fights at range. Support's early guns are shotguns, and shotguns lose at the ranges this game is fought at, so build instead; between Support 5 and 15 you have no LMG. The exception, from WBC: early in a match and early in a season, while enemies wear no armour or weak armour, the double barrel wins close-range fights around your FOB and every kill with it pays Support XP. Carry it for FOB defence, not for the open field. / Add every incidental support action: repair vehicles, repair structures, refuel vehicles, deliver supplies to a FOB. / From Support 5, carry an RPG-7 and hunt HVTs: enemy spawn vehicles, helicopters, armoured vehicles and enemy FOBs. These pay "a massive amount" of XP relative to infantry kills, and HVT hunting is the reason DemoMan0351 calls Support the most underrated tree in the game. / Carry a $300 [BETA] IED on every life for FOB demolition: 500 support XP each.
Rating noteLIKELY (Airwingmarine names it his fastest; WARDOGS Hub's Season 1 post corroborates with a concrete test)LIKELY (Airwingmarine names it his fastest; WARDOGS Hub's Season 1 post corroborates with a concrete test; WBC, added 13 Sep, disputes the no-shotgun step)

Pilot

Money & XP

StratzFPS (heli tips) added. Patch labels on the figures were corrected.

What moved
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Sources4 sources5 sources
Why it worksPassenger delivery XP plus assists from dropped passengers compounds per seat, and crate runs pay two tracks off one delivery.Passenger delivery XP plus assists from dropped passengers compounds per seat, and crate runs pay two tracks off one delivery. StratzFPS [ALPHA] adds that flying time itself pays pilot XP, separate from any transport money, so the empty return leg still levels you.

Driver - the most tedious grind, and the patch's quiet winner

Money & XP

SwoleBenji (new player guide) added. Patch labels on the figures were corrected.

What moved
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Where it falls apartDemoMan0351's warning is real. Driver is the most tedious grind in the game because you cannot make people ride with you instead of taking a helicopter. Reliable driver XP means logistics runs, not taxi work. And the one driver nerf in Season 1 is the Kodiak Flatbed, moved from level 2 to level 10 with its price raised $15,000 to $35,000 - a double nerf nobody can explain, which suggests it was doing something unintended.DemoMan0351's warning is real. Driver is the most tedious grind in the game because you cannot make people ride with you instead of taking a helicopter. Reliable driver XP means logistics runs, not taxi work. And the one driver nerf in Season 1 is the Kodiak Flatbed, moved from level 2 to level 10 with its price raised $15,000 to $35,000 - a double nerf nobody can explain, which suggests it was doing something unintended. SwoleBenji's launch-day guide says driver level 4 is the practical target with no benefit beyond it. That advice was built on the beta ladder (truck at Driver 4 for a 50,000 unlock, large crate at Driver 20, tank on Career 35, artillery on Career 55) and is STALE now that the L2A6 sits at Driver 35. He does agree that driver levels slowly without friends to carry. A tank is not free money either: he recalls about $30,000 [BETA] per tank spawn, from memory, and his $500,000 [BETA] unlock figure matches the SPH-2 artillery tank's Season 1 price rather than anything published for the L2A6. He also relayed the rumour that launch would put tanks behind a vehicle-level requirement, which the Season 1 changelog then confirmed.
Sources7 sources16 sources
Rating noteinferredinferred; SwoleBenji (added 13 Sep) agrees driver levels slowly solo, and his stop-at-4 advice is STALE

The three tiers

FOBs & Building

SwoleBenji (Best Start) added. Patch labels on the figures were corrected.

What moved
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Where it falls apartThe wiki's own item infoboxes still show the pre-patch numbers and are stale. On the $75,000: Airwingmarine is the only creator who pushes back on the "it's only one more level" framing, and he is right. The level is trivial - Support 8 sits below the part of the XP curve Season 1 doubled. The $75,000 blueprint is the real gate, and most players will hit Support 8 long before they have $75,000 spare alongside armour, guns and vehicles.The wiki's own item infoboxes still show the pre-patch numbers and are stale. On the $75,000 [S1]: Airwingmarine is the only creator who pushes back on the "it's only one more level" framing, and he is right. The level is trivial - Support 8 [S1] sits below the part of the XP curve Season 1 doubled. The $75,000 [S1] blueprint is the real gate, and most players will hit Support 8 [S1] long before they have $75,000 [S1] spare alongside armour, guns and vehicles. SwoleBenji's new-player guide, published on launch day, still says Support 7 [BETA] unlocks the Large Hammer along with the anti-air, anti-ground and anti-tank buildings; he states he filmed it on the beta build before 10 Sep, so 7 is the beta value and the changelog's Support 8 [S1] stands.
Sources22 sources23 sources

The minimum viable opening

FOBs & Building

SwoleBenji (Best Start) and Wardogs Building Community added. Patch labels on the figures were corrected.

What moved
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Where it falls apartBuilding in a shared FOB means sharing the stockpile - see "Solo versus squad" below. And a pre-existing FOB has already attracted enemy attention.Building in a shared FOB means sharing the stockpile - see "Solo versus squad" below. And a pre-existing FOB has already attracted enemy attention. Two more ways to spend less. Every map has at least one free spawn truck per team, some maps more, and SwoleBenji takes it straight to the nearest tower to build rather than buying a Ural or waiting for a helicopter ride (beta build). Wardogs Building Community sometimes finds a free FOB already sitting on top of a tower, which saves the $7,500 [S1] outright, or covers you if you forgot to buy one.
Sources13 sources16 sources
Rating noteSirSmoken's shopping list, corroborated in structure by Gigabeef and RadioGLHFSirSmoken's shopping list, corroborated in structure by Gigabeef and RadioGLHF; SwoleBenji and Wardogs Building Community add the free-truck and free-FOB shortcuts

Barbed wire: what it does and does not do

FOBs & Building

SwoleBenji (Best Start) added. Patch labels on the figures were corrected.

What moved
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Where it falls apartTwo hard limits RadioGLHF found on camera: vehicles drive straight through barbed wire - it deflates tyres and slows them down but does not stop them ("Flat tyres are cold comfort when a squad has already jumped your wall"); and a player can punch through wire in 12-13 presses of X with very little noise, so defenders get no audio cue. Wire is a delay, not a lock. Garen has never hit an object placement limit and recommends wiring the whole perimeter, but treat "no object limit" as unconfirmed - he hedges it himself, and if an undocumented cap exists this is the claim most likely to be wrong.Two hard limits RadioGLHF found on camera: vehicles drive straight through barbed wire - it deflates tyres and slows them down but does not stop them ("Flat tyres are cold comfort when a squad has already jumped your wall"); and a player can punch through wire in 12-13 presses of X with very little noise, so defenders get no audio cue. Wire is a delay, not a lock. Garen has never hit an object placement limit and recommends wiring the whole perimeter, but treat "no object limit" as unconfirmed - he hedges it himself, and if an undocumented cap exists this is the claim most likely to be wrong. Wire can cost you money: SwoleBenji, on the beta build, says any player can kill himself on your fence again and again and each death fines the fence's owner $3,000-4,000 [BETA], with no penalty to him. Nobody else reports it and it is not shown on camera (see Glitches). Keep wiring; if your balance drops by thousands every time someone dies on a section, dismantle that section.
Sources2 sources3 sources

Building as a low-risk income and XP route

FOBs & Building

SwoleBenji (Best Start) and Geck0 added. Patch labels on the figures were corrected.

What moved
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Sources7 sources10 sources
Rating note4 creators8 creators
Why it worksYou can level Support entirely without fighting. Airwingmarine: hang back in the FOB, buy dropped crates out to fill the FOB (this pays support XP), unload the big pallets, build fortifications, and repair them when mortars damage them. "It's honest work and it pays well." Support XP comes from building, repairing vehicles, supplying logistics, and fighting with shotguns - four routes, none of which require good aim. The highest-value version is build-then-operate: build the FOB from the ground up yourself and then personally operate the emplacements you placed in it. You are paid for the construction and paid again for every kill the emplacements get. Splitting the two roles across players splits the income.You can level Support entirely without fighting. Airwingmarine: hang back in the FOB, buy dropped crates out to fill the FOB (this pays support XP), unload the big pallets, build fortifications, and repair them when mortars damage them. "It's honest work and it pays well." Support XP comes from building, repairing vehicles, supplying logistics, and fighting with shotguns - four routes, none of which require good aim. The highest-value version is build-then-operate: build the FOB from the ground up yourself and then personally operate the emplacements you placed in it. You are paid for the construction and paid again for every kill the emplacements get. Splitting the two roles across players splits the income. The fastest start is somebody else's FOB. Geck0: ask in proximity or mic chat who is heading out to build, ride along, and offer to hammer whatever they place; both of you collect XP and cash quickly, and you take the hammer free from the FOB's own inventory. SwoleBenji's new-player guide levels support first for the same reason and pushes straight for the Large Hammer level, which he gives as Support 7 [BETA]; he filmed on the beta build, and Season 1 moved it to Support 8 [S1]. Once there, his no-combat alternative to shooting down helicopters is building Drill Rigs, which he says pay heavily in money and XP and need fuel that you are also paid to haul.

Buy armor every single life

Combat & Loadouts

MetaForge 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.

What moved
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Where it falls apartnoneLight armor plus helmet needs the Wardog 3 [S1] unlock first: $17,500 [S1], or about $8,750 [S1] under the New Recruit Discount.
Sources6 sources12 sources

Helmets vs snipers: what actually stops a headshot

Combat & Loadouts

SwoleBenji added. Patch labels on the figures were corrected.

What moved
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Sources4 sources5 sources
Rating notetwo creators directly contradict each otherAirwingmarine and Stodeh directly contradict each other; SwoleBenji adds a third, garbled account
Why it works"Some snipers beat some helmets" reconciles both accounts, which means the two creators are probably describing different weapon sets."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.

The revive ladder

Combat & Loadouts

SwoleBenji and Geck0 added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Where it falls apartThe 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"). They agree in shape and roughly in magnitude but not exactly, and they are all pre-Season-1. The ordering is reliable; the exact dollars are not.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.
Sources9 sources11 sources
Rating noteCONFIRMED on the items (wiki + 2 written sources + 5 creators) | LIKELY on the payouts (1 creator's figures, partially corroborated)CONFIRMED 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)

The defibrillator is the inflection point

Combat & Loadouts

SwoleBenji added. Patch labels on the figures were corrected.

What moved
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Sources5 sources6 sources
Rating note3 creators4 creators (SwoleBenji confirms Medic 11 at launch)
Why it worksOnce 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.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.

Revive farming: the three income layers

Combat & Loadouts

Geck0 and SwoleBenji added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Sources6 sources8 sources
Rating note2 creators on the mechanic, 1 with benchmark numbers2 creators on the mechanic, 1 with benchmark numbers; SwoleBenji corroborates the tip layer
Why it worksThe 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.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.

The medic weapon ladder

Combat & Loadouts

Geck0 and SwoleBenji added. Patch labels on the figures were corrected.

What moved
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Where it falls apartTacticalNed's warning is that few players ran SMGs during alpha and beta, so looted SMG ammo was scarce. Once he burned his own supply, that was it. The AK is the safer choice purely because its ammunition is everywhere. If you run an SMG, buy more loose ammo than you think you need.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.
Flagsnonedisputed
Sources7 sources9 sources
Rating notewiki + 2 written sources + 3 creatorsCONFIRMED on the ladder (wiki + 2 written sources + 3 creators; SwoleBenji matches the Super-45 level at launch) | DISPUTED on whether the Super-45 is worth rushing, and on which rifle ammo is easy to find

What to buy each life, by bankroll

Combat & Loadouts

MetaForge career table (Season 1) and Geck0 added. Patch labels on the figures were corrected.

What moved
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Where it falls apartnoneArmor 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.
Sources5 sources7 sources
Rating notesynthesised from several creators' explicit budget advicesynthesised from several creators' explicit budget advice; Geck0 agrees armor comes first

Open question: the helmet threshold is unresolved and it is expensive

Combat & Loadouts

SwoleBenji added. Patch labels on the figures were corrected.

What moved
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Sourcesnone1 source
Rating notetwo creators directly contradict each otherAirwingmarine and Stodeh directly contradict each other; SwoleBenji adds a third, garbled account
Why it worksnoneSwoleBenji 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.

Passenger economics, fines and the empty-seat rule

Vehicles & Fire Support

SwoleBenji (new player start) added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Where it falls apartThe leg-break fine. IceManIsaac reports that a pilot loses money whenever a passenger jumps out and breaks their legs, even when a safe landing was seconds away, and calls it "kind of a dumb mechanic". That is a strong candidate for a future patch, and it is the mechanical reason to stock spare parachutes. Also: sitting in a helicopter at your base auto-repairs it, including a snapped rotor, but charges you money. AbneyDude confirms you pay out of pocket for repairs. After repairing, reposition the aircraft, because the game will place it somewhere safe rather than leaving it on the slope that broke it. A flipped helicopter at HQ is recoverable: unflip it, let the auto-repair zone fix it, or use a $150 wrench. Hold F on the reposition prompt to un-stick a vehicle, including one that is upside down.The leg-break fine. IceManIsaac reports that a pilot loses money whenever a passenger jumps out and breaks their legs, even when a safe landing was seconds away, and calls it "kind of a dumb mechanic". SwoleBenji independently says passengers who bail without a parachute, deliberate griefers included, cost the pilot money. That is a strong candidate for a future patch, and it is the mechanical reason to stock spare parachutes. Also: sitting in a helicopter at your base auto-repairs it, including a snapped rotor, but charges you money. AbneyDude confirms you pay out of pocket for repairs. After repairing, reposition the aircraft, because the game will place it somewhere safe rather than leaving it on the slope that broke it. A flipped helicopter at HQ is recoverable: unflip it, let the auto-repair zone fix it, or use a $150 [S1] wrench. Hold F on the reposition prompt to un-stick a vehicle, including one that is upside down.
Sources16 sources17 sources
Rating notesix creators on never flying empty; DemoMan0351 and wardogsdb on the fine; IceManIsaac on the leg-break finesix creators on never flying empty; DemoMan0351 and wardogsdb on the fine; IceManIsaac and SwoleBenji independently on the bail-out fine

Killing an enemy APC outright

Vehicles & Fire Support

SwoleBenji (new player start) added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Where it falls apartDISPUTED by a factor of three. $15,000 comes from one creator across two of his own videos (which is not independent corroboration) plus wardogsdb, which attributes its number to that same creator's Reddit post. $5,000 comes from two independent community tools sites. Treat $5,000 as the conservative figure and $15,000 as the optimistic one. Either way it is worth a suicide run, and the tactical value of removing the enemy's forward spawn stacks on top. WARDOGS Hub carries an unconfirmed community claim that a single IED on a tank's rear engine deck kills an L2A6 outright. Nothing in the video corpus tests it.DISPUTED by a factor of three. $15,000 [BETA] comes from one creator across two of his own videos (which is not independent corroboration) plus wardogsdb, which attributes its number to that same creator's Reddit post. $5,000 [BETA] comes from two independent community tools sites. Treat $5,000 as the conservative figure and $15,000 as the optimistic one. Either way it is worth a suicide run, and the tactical value of removing the enemy's forward spawn stacks on top. SwoleBenji adds two limits: the enemy APC respawns about 30 seconds after it dies, though the new one still has to be driven forward from their base, which motiv8 puts at about four minutes; and small arms and grenades barely scratch it, but a hit on its fuel line drains fuel continuously until it cannot move, unless the crew uses the fuel and wrench it carries. WARDOGS Hub carries an unconfirmed community claim that a single IED on a tank's rear engine deck kills an L2A6 outright. Nothing in the video corpus tests it.
Sources9 sources11 sources
Rating noteDemoMan0351 gives the figure twice across two videos, IceManIsaac corroborates the magnitude, wardogsdb corroborates the numberDemoMan0351 gives the figure twice across two videos, IceManIsaac corroborates the magnitude, wardogsdb corroborates the number; SwoleBenji on the respawn timer and the fuel line

Prerequisites and siting

Vehicles & Fire Support

SwoleBenji (new player start) added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Where it falls apartSwoleBenji claims you can have a mortar "within your first hour of playing". That directly conflicts with the Large Hammer requirement, which after the Season 1 blueprint hike to $75,000 makes a first-hour mortar essentially impossible. Treat SwoleBenji's line as a stale beta claim. RadioGLHF's doctrine, and the single most emphatic non-geometry claim in the mortar corpus: put down a mortar ring immediately and continuously shell any enemy FOB within 600 m. "The biggest threat to a well-built base is unchecked mortars." Mortar superiority is a race, and no amount of walls fixes being mortared. And wall in your mortar pit: Get Gud with Garen names mortar pits and anti-tank pits as the one exception to his open-courtyard rule, specifically as protection from counter-battery fire.SwoleBenji claims you can have a mortar "within your first hour of playing". That directly conflicts with the Large Hammer requirement, which after the Season 1 blueprint hike to $75,000 [S1] makes a first-hour mortar essentially impossible. Treat SwoleBenji's line as a stale beta claim. RadioGLHF's doctrine, and the single most emphatic non-geometry claim in the mortar corpus: put down a mortar ring immediately and continuously shell any enemy FOB within 600 m. "The biggest threat to a well-built base is unchecked mortars." Mortar superiority is a race, and no amount of walls fixes being mortared. SwoleBenji's farming loop is the payoff of that doctrine: shell an occupied enemy base to down everyone inside, wait for their medic to revive the group, then shell it again. And wall in your mortar pit: Get Gud with Garen names mortar pits and anti-tank pits as the one exception to his open-courtyard rule, specifically as protection from counter-battery fire.
Sources11 sources12 sources

Play with people. If you cannot, play near people.

Winning & Teamplay

RadioGLHF (offensive building), Geck0 and SwoleBenji (launch-day guide) added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Where it falls apartThe "randoms are great" claim is a beta observation from a population of enthusiasts who signed up for a closed test. A 1.25-million-copy launch population is a different sample. The mechanic that produces the cooperation (people are paid for reviving and transporting you) is unchanged, so the behaviour should largely survive, but expect more variance.The "randoms are great" claim is a beta observation from a population of enthusiasts who signed up for a closed test. A 1.25-million-copy launch population is a different sample. The mechanic that produces the cooperation (people are paid for reviving and transporting you) is unchanged, so the behaviour should largely survive, but expect more variance. On building solo, two creators pull in different directions. SwoleBenji (launch day) says a solo player should join a server already in progress and build at the team's established, defended base, because a lone FOB in the open gets swarmed by premades. RadioGLHF builds isolated offensive anti-air and missile positions by himself and counts ending a solo build life $10,000 [BETA] ahead as a success. Both hold up, because RadioGLHF builds inside existing hard cover and sets a modest profit bar. Start at the team base; go offensive solo only inside a strong structure. Geck0 adds the plain version: solo is playable and fun, grouped is stronger, and on the front line you should always know where your teammates are.
Sources10 sources15 sources
Rating note4 creators, one of whom calls it his single biggest takeaway4 creators, one of whom calls it his single biggest takeaway, plus Geck0 and SwoleBenji post-launch

New entry (50)

Stay for the end screen: the match-end bonus

Money & XP

New in the 13 Sep 2026 refresh, from SwoleBenji (new player guide) and steam-news-patch-0-11.

What moved
FieldBeforeAfter
TitlenoneStay for the end screen: the match-end bonus
RatingnoneSINGLE-SOURCE

Team-swap spawn vehicle payouts

Money & XP

New in the 13 Sep 2026 refresh, from SwoleBenji (new player guide) and steam-news-patch-0-11.

What moved
FieldBeforeAfter
TitlenoneTeam-swap spawn vehicle payouts
RatingnoneSINGLE-SOURCE

IED seat-steal on a friendly vehicle

Money & XP

New in the 13 Sep 2026 refresh, from SwoleBenji (new player guide).

What moved
FieldBeforeAfter
TitlenoneIED seat-steal on a friendly vehicle
RatingnoneSINGLE-SOURCE

Can a purchase take your bank balance below zero?

Money & XP

New in the 13 Sep 2026 refresh, from RadioGLHF (solo offensive build), StratzFPS (heli tips), WarDoggin and SwoleBenji (new player guide).

What moved
FieldBeforeAfter
TitlenoneCan a purchase take your bank balance below zero?
RatingnoneUNVERIFIED-BIG-CLAIM

Bremer outside, Hesco inside, Bremer on top

FOBs & Building

New in the 13 Sep 2026 refresh, from Wardogs Building Community.

What moved
FieldBeforeAfter
TitlenoneBremer outside, Hesco inside, Bremer on top
RatingnoneSINGLE-SOURCE

The enclosed Vanguard nest

FOBs & Building

New in the 13 Sep 2026 refresh, from Wardogs Building Community.

What moved
FieldBeforeAfter
TitlenoneThe enclosed Vanguard nest
RatingnoneSINGLE-SOURCE

What to haul, and when

FOBs & Building

New in the 13 Sep 2026 refresh, from Loknik.

What moved
FieldBeforeAfter
TitlenoneWhat to haul, and when
RatingnoneSINGLE-SOURCE

Mark the drop point with your supply smoke

FOBs & Building

New in the 13 Sep 2026 refresh, from Wardogs Building Community.

What moved
FieldBeforeAfter
TitlenoneMark the drop point with your supply smoke
RatingnoneSINGLE-SOURCE

Solo bases: skip the door, use Hesco

FOBs & Building

New in the 13 Sep 2026 refresh, from RadioGLHF (Offensive Building), RadioGLHF (Solo Mortar Base) and Wardogs Building Community.

What moved
FieldBeforeAfter
TitlenoneSolo bases: skip the door, use Hesco
RatingnoneLIKELY

Make attackers crawl

FOBs & Building

New in the 13 Sep 2026 refresh, from Wardogs Building Community.

What moved
FieldBeforeAfter
TitlenoneMake attackers crawl
RatingnoneSINGLE-SOURCE

Solo rooftop build: loadout and the first five minutes

FOBs & Building

New in the 13 Sep 2026 refresh, from RadioGLHF (Offensive Building) and SwoleBenji (Best Start).

What moved
FieldBeforeAfter
TitlenoneSolo rooftop build: loadout and the first five minutes
RatingnoneSINGLE-SOURCE

Solo rooftop build: audit every sightline

FOBs & Building

New in the 13 Sep 2026 refresh, from RadioGLHF (Offensive Building) and RadioGLHF (Solo Mortar Base).

What moved
FieldBeforeAfter
TitlenoneSolo rooftop build: audit every sightline
RatingnoneSINGLE-SOURCE

Gates can trap and kill the builder

FOBs & Building

New in the 13 Sep 2026 refresh, from SwoleBenji (Best Start).

What moved
FieldBeforeAfter
TitlenoneGates can trap and kill the builder
RatingnoneSINGLE-SOURCE

Artillery crews: ask for 155mm shells by name

Combat & Loadouts

New in the 13 Sep 2026 refresh, from StratzFPS and official wiki: Updates (Season 1 changelog, 9 Sep 2026).

What moved
FieldBeforeAfter
TitlenoneArtillery crews: ask for 155mm shells by name
RatingnoneSINGLE-SOURCE

Spotting optics lock on through foliage

Combat & Loadouts

New in the 13 Sep 2026 refresh, from Twinsticks & Ties.

What moved
FieldBeforeAfter
TitlenoneSpotting optics lock on through foliage
RatingnoneSINGLE-SOURCE

Helicopter versus helicopter

Vehicles & Fire Support

New in the 13 Sep 2026 refresh, from Silk.

What moved
FieldBeforeAfter
TitlenoneHelicopter versus helicopter
RatingnoneSINGLE-SOURCE

Levelling Driver toward the tank: APC runs, then the Ural

Vehicles & Fire Support

New in the 13 Sep 2026 refresh, from SwoleBenji (new player start), Geck0 and official wiki: Updates.

What moved
FieldBeforeAfter
TitlenoneLevelling Driver toward the tank: APC runs, then the Ural
RatingnoneLIKELY

Running the SPH-2: from purchase to first shot

Vehicles & Fire Support

New in the 13 Sep 2026 refresh, from StratzFPS (artillery tanks) and SwoleBenji (new player start).

What moved
FieldBeforeAfter
TitlenoneRunning the SPH-2: from purchase to first shot
RatingnoneSINGLE-SOURCE

Reading enemy structures off the map

Vehicles & Fire Support

New in the 13 Sep 2026 refresh, from RadioGLHF (solo mortar base).

What moved
FieldBeforeAfter
TitlenoneReading enemy structures off the map
RatingnoneSINGLE-SOURCE

A full graphics profile, setting by setting

Winning & Teamplay

New in the 13 Sep 2026 refresh, from IceManIsaac (settings guide).

What moved
FieldBeforeAfter
TitlenoneA full graphics profile, setting by setting
RatingnoneSINGLE-SOURCE

Wording changed (56)

Where you actually buy it

FOBs & Building

SwoleBenji (Best Start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartImagine Baggins himself thinks this differed in beta, so this specific menu path is the single most likely thing in this section to have moved.Imagine Baggins himself thinks this differed in beta, so this specific menu path is the single most likely thing in this section to have moved. The dispute stays open only because nobody has filmed a base vendor screen; two creators against one now favour the vehicle menu.
Sources3 sources4 sources
Rating note2 creators describe different menusGigabeef says base vendor; Imagine Baggins and SwoleBenji both buy it through a vehicle menu
Why it worksMost likely both are true and the vehicle buy menu is the reliable path: the FOB is a 3x2 item that has to end up in cargo anyway. Use Imagine Baggins' route, since it is the one demonstrated step by step on camera. An ATV will not work because it cannot hold items.Most likely both are true and the vehicle buy menu is the reliable path: the FOB is a 3x2 item that has to end up in cargo anyway. Use Imagine Baggins' route, since it is the one demonstrated step by step on camera. An ATV will not work because it cannot hold items. SwoleBenji's guide, filmed on the beta build just before launch, is a second independent demonstration of the vehicle route: from the free spawn truck, press B at its small crate, open logistics, and buy the FOB plus a load of build supply. He calls it free because you are the vendor; what that means is that the crate stock is already paid for, so you are not charged a second time for taking it out.

Animation-cancel every swing

FOBs & Building

SwoleBenji (Best Start) and Wardogs Building Community added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartAll four creators present this as a trick rather than a feature. If Bulkhead normalises swing timing in a patch, it disappears. It is bug-adjacent but it is also purely an input-timing skill with no exploit of game state, so it reads as clever-play rather than abuse.All six creators present this as a trick rather than a feature, and SwoleBenji says outright he does not think double-speed hammer timing is intended. He also notes the cost: the X is harder to hit when you release on every swing. Wardogs Building Community finds it most noticeable on the Large Hammer but says it works on every hammer. If Bulkhead normalises swing timing in a patch, it disappears. It is bug-adjacent but it is also purely an input-timing skill with no exploit of game state, so it reads as clever-play rather than abuse.
Sources4 sources6 sources
Rating note4 independent creators6 independent creators

Anchor the X by standing at maximum reach

FOBs & Building

Wardogs Building Community and RadioGLHF (Offensive Building) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartRadioGLHF calls this one of the two most crucial building tips in his video, alongside the animation cancel, and admits he did not know it while recording the footage he is narrating.RadioGLHF calls this one of the two most crucial building tips in his video, alongside the animation cancel, and admits he did not know it while recording the footage he is narrating. He teaches it again in his Offensive Building video; same channel, so that does not count as a second source. Wardogs Building Community is the independent fourth: find a corner, step back a little after each hit until the X stops moving, and you also stop clipping teammates with stray swings.
Sources3 sources5 sources
Rating note3 independent creators4 independent creators; RadioGLHF's second video repeats it and does not count twice

Gates, doors and bunkers

FOBs & Building

SwoleBenji (Best Start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources5 sources6 sources
StepsBunkers go on corners, never mid-wall. "You put the bunkers on the corners of the walls. Do not put the bunker in the middle." A mid-wall bunker creates dead space on both sides and is easier to attack; a corner bunker gives you the maximum length of wall to shoot down and creates no dead space. Ring corner bunkers with barbed wire. / Put doors on all your bunkers to stop enemies vaulting straight into your firing positions. An open bunker is a free entry point. / Gates perpendicular to the centreline, so a tower firing position looks straight down the gate's length and can rake it. Do not align gates with the centreline where the enemy can use them to rotate; offset them so your team knows the route and an attacker who gets into the gate area is stuck there. / Always cover each gate with a bunker or window slit so you can clear the airlock without opening the gate. If an enemy is standing in your gate lock and your only answer is to open the gate, you have designed it wrong. / Double gates / airlock with a bunker beside them. RadioGLHF's reason is specific: tanks tear through gates, so the gates are a delay, and the bunker lets a defender throw C4 onto a tank from an angle its turret cannot traverse to. Put a door on that bunker. / A bunker doubles as a staircase up to your wall while also being a covered position overlooking the gate airlock. / Inter-layer doors: put a door from the fortress core out onto the rampart of the second layer so defenders rotate between layers instantly. / Doors where allies need them. RadioGLHF's third principle: limit enemy movement without restricting your own. His specific case is a teammate arriving with the spawn vehicle or supplies while an enemy runs up to C4 it - put a door on that approach and accept that the enemy might waste C4 on it. / Leave the base drivable for your own spawn vehicle. A base your own APC cannot enter is over-fortified.Bunkers go on corners, never mid-wall. "You put the bunkers on the corners of the walls. Do not put the bunker in the middle." A mid-wall bunker creates dead space on both sides and is easier to attack; a corner bunker gives you the maximum length of wall to shoot down and creates no dead space. Ring corner bunkers with barbed wire. / Put doors on all your bunkers to stop enemies vaulting straight into your firing positions. An open bunker is a free entry point. / Gates perpendicular to the centreline, so a tower firing position looks straight down the gate's length and can rake it. Do not align gates with the centreline where the enemy can use them to rotate; offset them so your team knows the route and an attacker who gets into the gate area is stuck there. / Always cover each gate with a bunker or window slit so you can clear the airlock without opening the gate. If an enemy is standing in your gate lock and your only answer is to open the gate, you have designed it wrong. / Double gates / airlock with a bunker beside them. RadioGLHF's reason is specific: tanks tear through gates, so the gates are a delay, and the bunker lets a defender throw C4 onto a tank from an angle its turret cannot traverse to. Put a door on that bunker. / A bunker doubles as a staircase up to your wall while also being a covered position overlooking the gate airlock. / Inter-layer doors: put a door from the fortress core out onto the rampart of the second layer so defenders rotate between layers instantly. / Doors where allies need them. RadioGLHF's third principle: limit enemy movement without restricting your own. His specific case is a teammate arriving with the spawn vehicle or supplies while an enemy runs up to C4 it - put a door on that approach and accept that the enemy might waste C4 on it. / Leave the base drivable for your own spawn vehicle. A base your own APC cannot enter is over-fortified. SwoleBenji makes the same point for a new base: keep it roomy enough that trucks can drive in and helicopters can land with people and supplies.
Rating noteGaren + RadioGLHF + iMaTT convergeGaren + RadioGLHF + iMaTT converge; SwoleBenji agrees on logistics access

Should you build on a tower? Genuinely disputed

FOBs & Building

SwoleBenji (Best Start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources4 sources5 sources
Rating noteGigabeef against; TacticalNed, TheTacticalBrit, LiteralWedgeOfCheese forGigabeef and SwoleBenji against; TacticalNed, TheTacticalBrit, LiteralWedgeOfCheese for
Why it worksGigabeef: building at a tower forfeits the main tactical benefit of FOBs - that you can put them anywhere. The enemy already knows where your base is, because it is under the most obvious landmark on the map. It is the first place they check, anything good you build there gets shelled by artillery and mortars, and recon players circling the map edges pick off unarmed builders there for easy kills. Towers are "strategically awful places to build drills, mortars or UAVs". He then contradicts himself, and honestly: the genuine upsides are a free drill with its code, natural defensive high ground, and denying the enemy that tower's code. TacticalNed: the towers are purpose-built for FOB placement and are a route to pulling the hotzone; he simply prefers hidden placement himself.Gigabeef: building at a tower forfeits the main tactical benefit of FOBs - that you can put them anywhere. The enemy already knows where your base is, because it is under the most obvious landmark on the map. It is the first place they check, anything good you build there gets shelled by artillery and mortars, and recon players circling the map edges pick off unarmed builders there for easy kills. Towers are "strategically awful places to build drills, mortars or UAVs". He then contradicts himself, and honestly: the genuine upsides are a free drill with its code, natural defensive high ground, and denying the enemy that tower's code. TacticalNed: the towers are purpose-built for FOB placement and are a route to pulling the hotzone; he simply prefers hidden placement himself. Also against, SwoleBenji (beta build): build in the contested middle circle rather than on a tower your team might lose. Building inside the circle multiplies your money and XP and helps the team hold it. His own opening in the same video drives to the nearest tower to start building, so he uses the tower as a destination while arguing against staking the base on it.

Why anti-air is the best emplacement for a solo player

FOBs & Building

SwoleBenji (Best Start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartnoneSwoleBenji's one-shot claim excludes the heavy transport, so the single-missile payout from a fully loaded transport depends on which transport it is.
Sources5 sources6 sources
Rating note4 creators5 creators
Why it worksYou do not need to bring a single pallet to stand up a SAM site.You do not need to bring a single pallet to stand up a SAM site. The cheapest version of all needs no hammer: SwoleBenji (beta build) says if you find a Talon someone else built and left unattended, get in it. It is heat-seeking and he says it one-shots every helicopter except the heavy transport, which makes it fast support XP and good money. Take only one that is clearly abandoned; owners are possessive and some will team-kill you for the seat.

The Vanguard CIWS (the AA gun)

FOBs & Building

SwoleBenji (Best Start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartnoneSwoleBenji gives no ammo or damage figures, so the 250-of-2,200 ammo burn is still Imagine Baggins alone.
Sources2 sources4 sources
Rating noteSINGLE-SOURCE for the numbers (Imagine Baggins), LIKELY for the capabilitySINGLE-SOURCE for the numbers (Imagine Baggins), LIKELY for the capability (Imagine Baggins, Soulgrot, SwoleBenji)
Why it worksIt also works very well against Urals - it is a ground weapon as much as an AA weapon. Soulgrot confirms the Large Hammer unlocks both a SAM turret and a heavy machine gun turret that engages helicopters and doubles as ground defence.It also works very well against Urals - it is a ground weapon as much as an AA weapon. Soulgrot confirms the Large Hammer unlocks both a SAM turret and a heavy machine gun turret that engages helicopters and doubles as ground defence. Silk and Wardogs Building Community call it the "Sea Whiz". SwoleBenji (beta build) backs both halves: it needs manual aim (right-click to spin up, left-click to fire), empties its ammo fast, and is harder to use well than the lock-on Talon. And pointed at walls it shreds a base in seconds: build one just outside a walled base's effective range and one player can strip a builder's entire wall. He says most players do not know this. For a defender, an enemy Vanguard going up within sight of your walls is a priority target, and it is weakest before it is finished.

The SAM operator is defenceless

FOBs & Building

SwoleBenji (Best Start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources4 sources5 sources
StepsAnyone can walk up and shoot you off it. The operator is stationary, distracted, tied to the seat, and often tabbed out. / Expect organised revenge after two or three downed helicopters. Have an escape (the Ural) or a plan to fight. / The final counter is artillery. Once small arms fail and the enemy knows where you are, a static position on a known hill gets counter-battery fire. AquaFPS' run ends exactly this way. / Enemies who reach your remote FOB capture it along with the SAM and shoot your helicopters down with it. / Pair the SAM operator with a sniper. iMaTT: "what I need is like a sniper. I can sit back, snipe, spot people." The operator is blind to ground threats. / Have a teammate lay anti-vehicle mines on the approach roads. Cut off their helicopters and they drive instead. / Expect to be hunted the moment you make noise, and treat it as near-certain if you have disabled their mobile spawn vehicle where it cannot be recovered.Anyone can walk up and shoot you off it. The operator is stationary, distracted, tied to the seat, and often tabbed out. / Expect organised revenge after two or three downed helicopters. Have an escape (the Ural) or a plan to fight. / The final counter is artillery. Once small arms fail and the enemy knows where you are, a static position on a known hill gets counter-battery fire. AquaFPS' run ends exactly this way. / Enemies who reach your remote FOB capture it along with the SAM and shoot your helicopters down with it. / Pair the SAM operator with a sniper. iMaTT: "what I need is like a sniper. I can sit back, snipe, spot people." The operator is blind to ground threats. / Have a teammate lay anti-vehicle mines on the approach roads. Cut off their helicopters and they drive instead. / Expect to be hunted the moment you make noise, and treat it as near-certain if you have disabled their mobile spawn vehicle where it cannot be recovered. / Do not site AA in view of several towers. SwoleBenji: an emplacement within line of sight of multiple towers loses its gunner to a single enemy sniper on any one of them.
Rating note3 creators, including one filmed failure5 creators, including one filmed failure

Read the FOB before you load the truck

FOBs & Building

Loknik added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartnoneLoknik's pilot habit is the same check repeated: keep looking at the FOBs through the match, not once at the start.
Sources4 sources5 sources
Rating note4 creators5 creators; Loknik adds re-checking through the match

The unloading sequence

FOBs & Building

Wardogs Building Community and SwoleBenji (Best Start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources2 sources4 sources
StepsDrive into the FOB's build radius. / Stay in the vehicle and press G - once per pallet. Two pallets means two presses. / Get out, walk to the dropped pallet, and hold F. The contents transfer straight into the FOB with no manual inventory work. Identical for all four supply types.Place the FOB before you unload anything. SwoleBenji: FOB first, then pallets into it, and you are paid at each step. / Drive into the FOB's build radius. / Stay in the vehicle and press G - once per pallet. Two pallets means two presses. / Get out, walk to the dropped pallet, and hold F. The contents transfer straight into the FOB with no manual inventory work. Identical for all four supply types. / For supplies in your backpack, open the FOB menu and right-click each stack to move it in, instead of dragging (Wardogs Building Community).
Rating noteinferredImagine Baggins, Legacy Gaming, SwoleBenji; Wardogs Building Community adds the backpack shortcut

Forward refuel and repair

FOBs & Building

WarDoggin added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources11 sources14 sources
Rating notecreator + wiki + repair-tier detailcreator + wiki + repair-tier detail; WarDoggin adds the carry-your-own-kit run
Why it worksThe wiki confirms the Repair Station "allows friendly vehicles to repair within the FOB radius providing Spare Parts Logistics supplies are stored at the FOB". Fuel is drawn for refuelling. Pilots can also drop fuel to you by crate.The wiki confirms the Repair Station "allows friendly vehicles to repair within the FOB radius providing Spare Parts Logistics supplies are stored at the FOB". Fuel is drawn for refuelling. Pilots can also drop fuel to you by crate. Carry your own repair kit on a logistics run: WarDoggin (Season 1) takes the free backpack, buys a wrench and a fuel can, and repairs and refuels just short of HQ so he does not pay for it at base. He says self-repair and refuelling also pay support XP and cash on top of the saving.

Open question: can the FOB be bought from a static base vendor, or only through a vehicle buy menu?

FOBs & Building

SwoleBenji (Best Start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Short answerGigabeef and Imagine Baggins describe different routes and Imagine Baggins thinks it changed.Gigabeef describes a base vendor; Imagine Baggins and SwoleBenji (beta build) both buy it through a vehicle's B menu, and Imagine Baggins thinks it changed.
Sources2 sources3 sources
Rating notetwo creators describe different menusGigabeef against Imagine Baggins and SwoleBenji

Under-exploited and worth testing

FOBs & Building

Wardogs Building Community added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Short answerThe stacked-Hesco sandbag auto-fill (free material, RPG-resistant on one test); the Indirect Fire Shelter, which TheTacticalBrit says uniquely shields against mortars and missiles but which nobody in the corpus builds and demonstrates; and the Loudspeaker, which appears on three separate menu pages and is never once explained by anyone.The stacked-Hesco sandbag auto-fill (free material, RPG-resistant on one test, now used deliberately by Wardogs Building Community); the Indirect Fire Shelter, which TheTacticalBrit says uniquely shields against mortars and missiles, and which Wardogs Building Community now builds as a spawn-vehicle garage and a fast walled structure but still never tests under mortar fire; and the Loudspeaker, which appears on three separate menu pages and is never once explained by anyone.
Sources2 sources3 sources

Hammer animation cancel (~2x build speed)

FOBs & Building

SwoleBenji (Best Start) and Wardogs Building Community added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartPresented as a "trick", so likely patchable. Not patched as of Season 1. Fair to use: it is pure input timing, exploits no game state, and the game already rewards active building.Presented as a "trick", and SwoleBenji says he does not think it is intended, so likely patchable. Not patched as of Season 1. Fair to use: it is pure input timing, exploits no game state, and the game already rewards active building.
Short answerRelease the input the instant the hammer contacts an X, then re-press. Reported by Legacy Gaming, RageGamingVideos, The Beard Guys and RadioGLHF - four independent creators, so the behaviour is real.Release the input the instant the hammer contacts an X, then re-press. Reported by Legacy Gaming, RageGamingVideos, The Beard Guys, RadioGLHF, Wardogs Building Community and SwoleBenji - six independent creators, so the behaviour is real.
Sources4 sources6 sources
Rating notefour independent creatorssix independent creators

Anchoring the yellow X by standing at maximum reach

FOBs & Building

Wardogs Building Community added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Short answerRadioGLHF, The Beard Guys, RageGamingVideos. Exploits a deliberate design rule (the X always spawns within reach), so almost certainly intended-adjacent rather than a bug.RadioGLHF, The Beard Guys, RageGamingVideos, Wardogs Building Community. Exploits a deliberate design rule (the X always spawns within reach), so almost certainly intended-adjacent rather than a bug.
Sources3 sources4 sources
Rating notethree creatorsfour creators

The three ammo types and the measured damage table

Combat & Loadouts

Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources4 sources5 sources
Rating noteAirwingmarine's on-screen practice-range readout + WARDOGS Hub reproducing the same figures + 2 more creators on behaviourAirwingmarine's on-screen practice-range readout + WARDOGS Hub reproducing the same figures + 2 more creators on behaviour; Geck0 agrees neither HP nor AP is worth unlocking early
Why it worksEach 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.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.

When AP actually unlocks, and what it costs

Combat & Loadouts

SwoleBenji added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources5 sources6 sources
Why it worksBecause 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".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.

Magazines, loose ammo, and the C key

Combat & Loadouts

Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartOn 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.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.
Sources10 sources11 sources
Rating note5+ creators5+ creators (Geck0 added)

Tac vests give hotkey slots, not capacity (the Tarkov carryover myth)

Combat & Loadouts

Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources7 sources8 sources
Rating note3 creators + 2 written sources3 creators + 2 written sources; Geck0 adds a fourth creator
Why it worksEveryone 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.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.

Weight classes and the two sprint types

Combat & Loadouts

Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThis 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.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.
Sources7 sources8 sources
Rating noteCONFIRMED on the mechanic (4 creators) | DISPUTED on the top-tier penaltyCONFIRMED on the mechanic (5 creators, Geck0 added) | DISPUTED on the top-tier penalty

Parachutes

Combat & Loadouts

Silk added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartCaveat 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 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.
Sources5 sources6 sources
Rating note3 creators + wiki3 creators + wiki; Silk adds the bail-out warning

Reading bodies

Combat & Loadouts

SwoleBenji and Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources3 sources5 sources
Rating note2 creators2 creators on the decay clock; looting after every fight backed by TacticalNed, SwoleBenji and Geck0
Why it worksA 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.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.

Take the free resuscitator every single life

Combat & Loadouts

Geck0 and Twinsticks & Ties added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources7 sources9 sources
Rating note5 creators5 creators, now 7 with Geck0 and Twinsticks & Ties
Why it worksnoneTwinsticks & 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.

Anyone can revive

Combat & Loadouts

Twinsticks & Ties added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources2 sources3 sources
Rating note2 creators + the item mechanics3 creators + the item mechanics
Why it worksDefibrillators 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.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.

Do not buy the Scout Rifle TD

Combat & Loadouts

Twinsticks & Ties added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources8 sources9 sources
Rating note4 creators, unanimous4 creators, unanimous on the gun; Twinsticks & Ties added an unnamed scout rifle to a cheap recon build anyway, for the option to shoot, without claiming it performs
Why it worksSniper 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."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.

Spotting economics

Combat & Loadouts

Twinsticks & Ties, RadioGLHF, SwoleBenji and Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources15 sources19 sources
StepsIt pays regardless of who kills them. Another faction finishing your marked target still pays you. There is no requirement that your own team capitalise. / 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. / 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. / 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. / Almost everything is spottable: infantry, helicopters, vehicles, enemy FOBs, emplacements, spawn vehicles, and the loot/supply crates dropped by helicopters and trucks.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. / 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. / 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. / 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. / Almost everything is spottable: infantry, helicopters, vehicles, enemy FOBs, emplacements, spawn vehicles, and the loot/supply crates dropped by helicopters and trucks. / 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).
Rating noteCONFIRMED on the mechanic (6 creators) | LIKELY on the exact payouts (2 written sources broadly agreeing)CONFIRMED on the mechanic (9 creators) | LIKELY on the exact payouts (2 written sources broadly agreeing)
Why it worksHow 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.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.

No scope glint

Combat & Loadouts

Twinsticks & Ties added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartStodeh 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.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.
Sources1 source2 sources
Rating noteStodeh, 146K views, recon specialist, three beta testsStodeh, 146K views, recon specialist, three beta tests; Twinsticks & Ties qualifies the concealment half

Ranging and long-range kill payouts

Combat & Loadouts

Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartnoneGeck0 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.
Sources6 sources7 sources

Budget "naked" start, under $500

Combat & Loadouts

SwoleBenji added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources4 sources5 sources
Why it worksThe 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.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.

Buy this: Infantry loadouts

Combat & Loadouts

Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartFailure 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.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.
Sources10 sources11 sources

Intel: blanket-marking as a passive income strategy

Combat & Loadouts

Twinsticks & Ties and Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartOnly one creator (LiteralWedgeOfCheese, 35K views) reports the persistence half from direct observation.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.
Sources1 source3 sources
Rating noteonly LiteralWedgeOfCheese (35K views) reports the persistence half from direct observationpersistence half: only LiteralWedgeOfCheese (35K views); any-faction half now shown on camera by Twinsticks & Ties and reported by Geck0

Fair: looting a downed teammate's own resuscitator to revive them

Combat & Loadouts

Geck0 and SwoleBenji added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Short answerFour creators report it; DemoMan0351 explicitly classes it as socially acceptable where stealing another player's revive is not. Working as designed. Fair.Six creators report it; DemoMan0351 explicitly classes it as socially acceptable where stealing another player's revive is not. Working as designed. Fair.
Sources1 source3 sources
Rating notefour creators report itsix creators report it

Fair: spot credit persisting after the mark expires

Combat & Loadouts

Twinsticks & Ties and Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartnoneGeck0 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.
Sources4 sources6 sources
Rating noteLiteralWedgeOfCheese from direct observation, corroborated in part by three creatorsany-faction payout now shown on camera by Twinsticks & Ties and reported by Geck0 and LiteralWedgeOfCheese; persistence after expiry still rests on LiteralWedgeOfCheese with partial support

Flares, lock tones and the flare-baiting trick

Vehicles & Fire Support

Silk and RadioGLHF (solo offensive building) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartAquaFPS contradicts himself, and the contradiction is useful. Elsewhere in the same video he complains that pilots who pop early and then pop a second set sometimes break lock and vanish from his screen entirely, helped by helicopters de-rendering at roughly 1,000 m. So the double-pop is usually a losing play, but it occasionally works if you also get distance. iMaTT reports the Talon SAM sometimes killing a helicopter that successfully flared, calling the emplacement overpowered. Either flares are unreliable against that specific emplacement or the payout registers on the resulting crash. Do not treat flares as a guaranteed defeat mechanism. And the Kodiak M249 and other roof-LMG vehicles can shoot helicopters down, and "flares don't do them any good" because there is no missile to decoy. Last, a conflict with a written source: WARDOGS Hub's pre-launch helicopter guide says there is no missile warning at all. IceManIsaac records the tones first-hand from the cockpit, and the Season 1 changelog says nothing either way, so this card treats the tones as real.AquaFPS contradicts himself, and the contradiction is useful. Elsewhere in the same video he complains that pilots who pop early and then pop a second set sometimes break lock and vanish from his screen entirely, helped by helicopters de-rendering at roughly 1,000 m. So the double-pop is usually a losing play, but it occasionally works if you also get distance. iMaTT reports the Talon SAM sometimes killing a helicopter that successfully flared, calling the emplacement overpowered. Either flares are unreliable against that specific emplacement or the payout registers on the resulting crash. Do not treat flares as a guaranteed defeat mechanism. And the Kodiak M249 and other roof-LMG vehicles can shoot helicopters down, and "flares don't do them any good" because there is no missile to decoy. Last, a conflict with a written source: WARDOGS Hub's pre-launch helicopter guide says there is no missile warning at all. IceManIsaac and Silk both describe the tones first-hand from the cockpit, Silk after Season 1 launched, so this card treats the tones as real.
Sources11 sources14 sources
StepsAs the pilot: learn the tones. IceManIsaac describes three: repeating beeps for a missile locking on, a single separate tone for lock achieved, and reportedly a third for a missile in flight. He personally cannot distinguish the in-flight tone. / On any tone, go to free look and find the threat. / Only pop flares (V) when you see smoke in the air or you know the launch is off your nose. / If you have burned both charges, you are on borrowed time. Tell your passengers to be ready to jump. / As the SAM or MANPADS operator: lock the helicopter and hold. / Wait a beat. The lock tone alone panics most pilots into dumping countermeasures. / Launch once the flares are spent. The missile arrives with nothing left to defeat it.As the pilot: learn the tones. Silk gives the working two: a beeping tone while a lock is being acquired, and a hard continuous tone once it is acquired, when a missile may already be in the air. IceManIsaac describes a possible third tone for a missile in flight that he cannot distinguish himself. / On any tone, drop low and go to free look. Silk points the nose in a direction he is not worried about and free-looks across the dangerous directions for a missile trail. / Only pop flares (V) when you see smoke in the air, you know the launch is off your nose, or the hard tone persists after you are already low. / If you have burned both charges, you are on borrowed time. Tell your passengers to be ready to jump. / As the SAM or MANPADS operator: lock the helicopter and hold. / Wait a beat. The lock tone alone panics most pilots into dumping countermeasures. Do not fire the instant you lock every time, or pilots learn to time their flares against you (RadioGLHF). / Launch once the flares are spent. The missile arrives with nothing left to defeat it.
Rating noteIceManIsaac from the cockpit, AquaFPS and Gigabeef from the SAM seat, DemoMan0351 on the consequenceIceManIsaac and Silk from the cockpit, AquaFPS, Gigabeef and RadioGLHF from the launcher, DemoMan0351 on the consequence

Drop-off requests, unlocking the aircraft, and tips

Vehicles & Fire Support

StratzFPS (heli tips) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources5 sources6 sources
StepsAs a passenger: open the map and zoom to where you want to land. / Right-click and select "request drop off". / The marker appears in the pilot's interface for a few seconds. Time it for the run-in, not for the moment you sit down. / After you land, tip the pilot. The tip button can be pressed more than once and each press stacks. / As the pilot: press L to unlock. The aircraft is squad-only by default. wardogsdb reports L once unlocks for the squad and twice for everyone; IceManIsaac just says L unlocks it so non-squad players can board. / You can also bind a honk. / Watch for the drop-off marker during the ingress.As a passenger: open the map and zoom to where you want to land. / Right-click and select "request drop off". / The marker appears in the pilot's interface for a few seconds. Time it for the run-in, not for the moment you sit down. / After you land, tip the pilot. The tip button can be pressed more than once and each press stacks. / As the pilot: press L to unlock. The aircraft is squad-only by default. wardogsdb reports L once unlocks for the squad and twice for everyone, and StratzFPS describes the same cycle (his audio is unclear on whether it is the second or third press); IceManIsaac just says L unlocks it so non-squad players can board. / You can also bind a honk. / Watch for the drop-off marker during the ingress.

Which gun platform, and how to fly it

Vehicles & Fire Support

Silk added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources15 sources16 sources
Rating noteIceManIsaac on technique, RageGamingVideos on target selection, TheTacticalBrit on the unlock route; wiki on the hardwareIceManIsaac and Silk on the orbit technique, RageGamingVideos on target selection, TheTacticalBrit on the unlock route; wiki on the hardware
Why it worksSitting far back from a target in a static hover is a great way to get sniped in the head. A moving strafing run is acceptable but costs a lot of repositioning time. The orbit keeps guns on target while never presenting a stationary silhouette.Sitting far back from a target in a static hover is a great way to get sniped in the head. A moving strafing run is acceptable but costs a lot of repositioning time. The orbit keeps guns on target while never presenting a stationary silhouette. Silk flies the same idea as the circle strafe: pass slightly beyond the target, roll toward it, and use roll, pitch and yaw together to keep the low side of the rotor disc pointed at it, so the crosshair stays on while you keep moving sideways. His aim points and strafe speeds are on the gun runs card.

The vehicle inventory rule, fuel and repairs

Vehicles & Fire Support

SwoleBenji (new player start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartVehicles self-repair when you sit in them inside your own base, which is why Airwingmarine could not demonstrate battle damage on camera. It also charges you money. Deploying a logistics crate is permanent. Gigabeef's workflow is to burn the vehicle's own inventory first, then move somewhere safe, deploy the crate, and transfer its contents back into the vehicle. Imagine Baggins observed an empty truck degrading and eventually exploding, but is not sure whether that happens outside the firing range. Carrying a wrench covers you either way.Vehicles self-repair when you sit in them inside your own base, which is why Airwingmarine could not demonstrate battle damage on camera. It also charges you money. Deploying a logistics crate is permanent. Gigabeef's workflow is to burn the vehicle's own inventory first, then move somewhere safe, deploy the crate, and transfer its contents back into the vehicle. Imagine Baggins observed an empty truck degrading and eventually exploding but was not sure it happens outside the firing range; SwoleBenji says it does, and that a vehicle left completely stationary for 5 to 10 minutes self-destructs and can kill whoever is next to it. Move parked vehicles every few minutes, carry a wrench, and see the open question on whether the spawn APC is affected.
Sources15 sources16 sources

How it arrives and what it does

Vehicles & Fire Support

SwoleBenji (new player start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartEvery dollar figure here is beta-era and the two commercial sources disagree by 2.5x on the per-spawn amount. The structure (delivery bonus, per-spawn bonus, downstream share) is well corroborated; the values are not.Every dollar figure here is beta-era and the two commercial sources disagree by 2.5x on the per-spawn amount. The structure (delivery bonus, per-spawn bonus, downstream share) is well corroborated; the values are not. SwoleBenji keys the arrival to your team's death counter reaching 20 rather than to points. That may be the same counter seen from the other side, but nobody says so; watch both next match.
Sources24 sources27 sources
StepsWatch the scoreboard. The moment any faction reaches 20 points, the spawn vehicles appear. / Go back to base, take it, and drive. motiv8 estimates roughly four minutes to get it to the control zone depending on where it starts. / Park it. It only functions as a spawn point while stationary. TacticalNed's preferred placement is at a FOB with cover; BisectHosting says park under roofs or towers. / Get out and protect it. Both your payouts and the team's momentum depend on it surviving. / Spawning on it: go to the computer screen across from any faction shop. / Scroll to the bottom and click spawn. / After a 10 second timer you appear inside the APC. / Do not step straight out. Hold 0 (or F1, bindings vary by creator) to switch to the driver's seat, which gives a third-person view, and check whether the vehicle is surrounded. / If it is being camped, press V from the driver's seat to deploy smoke around the vehicle before exiting, or simply drive it somewhere safer.Watch the scoreboard. The moment any faction reaches 20 points, the spawn vehicles appear. SwoleBenji tells new players to be dead and back at base as the counter nears 20, so they are first to the free vehicle and its free driver XP. / Go back to base, take it, and drive. motiv8 estimates roughly four minutes to get it to the control zone depending on where it starts. / Park it. It only becomes a spawn point once it stops moving. TacticalNed's preferred placement is at a FOB with cover; BisectHosting says under roofs or towers; SwoleBenji says under a tower is best because mortars cannot hit it there, and inside a warehouse is next best. / Get out and protect it. Both your payouts and the team's momentum depend on it surviving. / Spawning on it: go to the computer screen across from any faction shop. / Scroll to the bottom and click spawn. / After a 10 second timer you appear inside the APC. / Do not step straight out. Hold 0 (or F1, bindings vary by creator) to switch to the driver's seat, which gives a third-person view, and check whether the vehicle is surrounded. / If it is being camped, press V from the driver's seat to deploy smoke around the vehicle before exiting, or simply drive it somewhere safer.

The antenna: disabling an enemy APC without killing it

Vehicles & Fire Support

Geck0 and Silk added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThis is the highest-value cheap play in the cluster and also the one most likely to be patched. WARDOGS Hub explicitly flags "whether the APC radar trick persists in Early Access" as unknown, and it is not mentioned in the Season 1 notes. Check your own APC's antenna. The same trick is being used on you.This is the highest-value cheap play in the cluster and also the one most likely to be patched. WARDOGS Hub explicitly flags "whether the APC radar trick persists in Early Access" as unknown, and it is not mentioned in the Season 1 notes. Silk describes it in a video published after launch, so it survived Season 1. Check your own APC's antenna. The same trick is being used on you.
Sources3 sources5 sources
Rating notemotiv8 and jackfrags independently, plus a community report via WARDOGS Hubmotiv8, jackfrags, Silk and Geck0 independently, plus a community report via WARDOGS Hub
Why it works"If you destroy the antenna up top, players cannot spawn there." It is cheap, quiet, and it works with bullets when you have nothing else. Once destroyed it must be repaired, which is why every APC carries a wrench."If you destroy the antenna up top, players cannot spawn there." It is cheap, quiet, and it works with bullets when you have nothing else. Once destroyed it must be repaired, which is why every APC carries a wrench. Silk does it from the air with miniguns, which makes a minigun Little Bird a fast answer to an enemy forward spawn.

Counters beyond anti-tank infantry

Vehicles & Fire Support

Silk added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThe same drone is very hard to use against helicopters, which move too fast. Save it for tanks, inadequately protected spawn vehicles, and helicopters that have slowed to land or unload. TacticalNed's myth-check is worth carrying: tanks looked overpowered in alpha and beta mainly because almost nobody ran RPGs to counter them, and by the last beta he saw far more players pulling an RPG on sight of a tank. He expects tanks to become less insane while remaining hard to kill and very profitable. DemoMan0351's mirror-image warning: ignore the support tree and you will be helpless when tanks start rolling out, begging teammates to buy RPGs and Carl Gustafs for you.The same drone is very hard to use against helicopters, which move too fast. Save it for tanks, inadequately protected spawn vehicles, and helicopters that have slowed to land or unload. From the air, Silk switches from miniguns to rockets for armour: about 12 to 18 rockets to kill an armoured target, and stay above the tank turret's maximum elevation or it will shoot you back. TacticalNed's myth-check is worth carrying: tanks looked overpowered in alpha and beta mainly because almost nobody ran RPGs to counter them, and by the last beta he saw far more players pulling an RPG on sight of a tank. He expects tanks to become less insane while remaining hard to kill and very profitable. DemoMan0351's mirror-image warning: ignore the support tree and you will be helpless when tanks start rolling out, begging teammates to buy RPGs and Carl Gustafs for you.
Sources6 sources7 sources
Rating noteTheTacticalBrit and Gigabeef independently on dronesTheTacticalBrit and Gigabeef independently on drones; Silk on rockets from a helicopter

Range: the coordinate math, worked out

Vehicles & Fire Support

StratzFPS (artillery tanks) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartEven a correctly calculated shot may land about 50 yards off, because the in-game range scale has coarse tick marks. SC Haulers' scale jumps from around 510 to 545, so for a computed 513 m he had to eyeball as close to the 510 tick as possible. Expect one minute correction after the first round. A correct solution still fails if terrain or a structure sits in the shell's path. SwoleBenji's mathematically correct 412 m shot hit an intervening tower. Shifting your aim point to clear the obstruction changes the range, so the math has to be redone. Sloppy ranging is acceptable when saturating a large base or a crowd. The math is only strictly necessary when you want one specific thing destroyed. An external IDF calculator exists at sehaulers.com covering both the L81 mortar and the SPH-2. Enter the X coordinate first and Y second; it returns mils, cardinal direction, bearing and range, live with no refresh. wardogs.zone hosts a second one that also applies terrain height correction.Even a correctly calculated shot may land about 50 yards off, because the in-game range scale has coarse tick marks. SC Haulers' scale jumps from around 510 to 545, so for a computed 513 m he had to eyeball as close to the 510 tick as possible. Expect one minute correction after the first round. A correct solution still fails if terrain or a structure sits in the shell's path. SwoleBenji's mathematically correct 412 m shot hit an intervening tower. Shifting your aim point to clear the obstruction changes the range, so the math has to be redone. Sloppy ranging is acceptable when saturating a large base or a crowd. The math is only strictly necessary when you want one specific thing destroyed. StratzFPS teaches the same map-coordinate method for the SPH-2 (each grid square is 1 km zoomed out and 100 m zoomed in), but his shortcut subtracts only the X values for a target to your left or right, or only the Y values for one to your north or south. That is exact only when the target sits on a straight east-west or north-south line; whenever both coordinates differ, use the full Pythagoras. An external IDF calculator exists at sehaulers.com covering both the L81 mortar and the SPH-2. Enter the X coordinate first and Y second; it returns mils, cardinal direction, bearing and range, live with no refresh. wardogs.zone hosts a second one that also applies terrain height correction, and StratzFPS points to a fan-made WARDOGS artillery calculator site that checks whether a target is in range, usable on a second screen or a phone.
Sources27 sources29 sources
Rating noteSC Haulers and SwoleBenji derive the same formula independently, ExpCarry and GamesHorizon publish the same formulaSC Haulers and SwoleBenji derive the same formula independently, ExpCarry and GamesHorizon publish the same formula; StratzFPS uses the same grid for the SPH-2

Rate of fire: preload, C-cancel, and reloading in the kill cam

Vehicles & Fire Support

Wardogs Building Community (WBC) and RadioGLHF (solo mortar base) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources12 sources14 sources
StepsWith one round loaded, press R. A load icon appears in the bottom right and you are at two. Press R again for three. / Fire. / Press C to cancel the follow cam and return control instantly. / Shift your aim slightly. Fire. Shift again. Fire. / The three impacts spread out rather than grouping, which is the point when you are saturating a base or a crowd rather than hitting one target. / Reload while the kill cam is playing. On the third shot you can load three more and bombard continuously for as long as you have ammunition.With one round loaded, press R. A load icon appears in the bottom right and you are at two. Press R again for three. / Fire. / Press C to cancel the follow cam and return control instantly. RadioGLHF and Wardogs Building Community both empty a three-shell load this way: fire, C, fire, C, fire. / Shift your aim slightly. Fire. Shift again. Fire. / The three impacts spread out rather than grouping, which is the point when you are saturating a base or a crowd rather than hitting one target. / Reload while the kill cam is playing. RadioGLHF spams reload while the shells are still in the air so all three are chambered the moment he can fire again. On the third shot you can load three more and bombard continuously for as long as you have ammunition.
Rating noteSwoleBenji, jackfrags, RageGamingVideos, The Beard GuysSwoleBenji, jackfrags, RageGamingVideos, The Beard Guys, RadioGLHF and Wardogs Building Community

Open question: where is the fuel tank on a heavy vehicle?

Vehicles & Fire Support

SwoleBenji (new player start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartNobody has tested the right side.Nobody has tested the right side. SwoleBenji describes a fuel weak point on a different vehicle: the spawn APC shrugs off bullets and grenades, but a hit on its fuel line drains fuel continuously until it cannot move. That supports fuel damage being a real hitbox on armour, but says nothing about which side it sits on for the L2A6.
Sources2 sources3 sources

Shooting the APC roof antenna to disable enemy spawns

Vehicles & Fire Support

Geck0 and Silk added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartNot patched. Fair play rather than an exploit, but listed here because it is undocumented in game.Not patched (Silk describes it after the Season 1 launch). Fair play rather than an exploit, but listed here because it is undocumented in game.
Sources3 sources5 sources
Rating notemotiv8 and jackfrags independently, plus a community report; not patchedmotiv8, jackfrags, Silk and Geck0 independently, plus a community report; not patched

The money follows the objective, so there is no trade-off

Winning & Teamplay

RadioGLHF (offensive building) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources16 sources17 sources
Rating note6 creators, consistent7 creators, consistent
Why it worksCAMIKAZE78's structural point is that cash is simultaneously the scoreboard metric and the thing that determines what you can afford to carry. Supporting your team directly funds your own combat effectiveness. IceManIsaac adds the anti-griefing rule that makes it hold together: you never lose out when a teammate helps. Shared builds, shared kills and shared revives pay both players, and there is a specific revive-assist credit. Nobody is stealing your payout by helping.CAMIKAZE78's structural point is that cash is simultaneously the scoreboard metric and the thing that determines what you can afford to carry. Supporting your team directly funds your own combat effectiveness. IceManIsaac adds the anti-griefing rule that makes it hold together: you never lose out when a teammate helps. Shared builds, shared kills and shared revives pay both players, and there is a specific revive-assist credit. Nobody is stealing your payout by helping. RadioGLHF shows the same rule in logistics: a teammate who flies or drives an ammo pallet to a solo builder is paid for delivering it, and the builder is paid for putting it into the FOB.

The winning shape: a squad moving with the hotzone, with medics

Winning & Teamplay

Silk added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartDemoMan0351 himself allows that heavy vehicles may shake this up, since tanks arrived late in testing and are impactful but expensive. And Soulgrot argues the opposite opening, that prioritising the FOB over the hotzone early can be very strong because early infrastructure compounds while early hotzone fighting does not. He hedges it as situational. Both can be true: FOB first, then pull the hotzone to it, is the synthesis several creators land on independently.DemoMan0351 himself allows that heavy vehicles may shake this up, since tanks arrived late in testing and are impactful but expensive. And Soulgrot argues the opposite opening, that prioritising the FOB over the hotzone early can be very strong because early infrastructure compounds while early hotzone fighting does not. He hedges it as situational. Both can be true: FOB first, then pull the hotzone to it, is the synthesis several creators land on independently. The FOB half is now more contested: SwoleBenji and Wardogs Building Community both treat a defended base with drills pulling the hotzone onto it as the strongest setup (see the drill farming card), which is FOB play that wins. The squad-with-medics shape is the right default when your team has no such base.
Sources5 sources6 sources
Rating noteDemoMan0351 asserts it as his strongest meta claim across all playtests; corroborated in spirit by TheTacticalBrit and TacticalNedDemoMan0351 asserts it as his strongest meta claim across all playtests; corroborated in spirit by TheTacticalBrit and TacticalNed; Silk independently backs the stay-together half post-launch
Why it worksIt stacks three things at once. Bodies in the doubled-value circle, revives that keep those bodies there instead of sending them on a 4-minute trip from HQ, and doubled payouts on the revives themselves. A three- or four-stack at close quarters means anyone who goes down is picked up before bleeding out, and the enemy has to wipe the whole stack instead of trading one for one.It stacks three things at once. Bodies in the doubled-value circle, revives that keep those bodies there instead of sending them on a 4-minute trip from HQ, and doubled payouts on the revives themselves. A three- or four-stack at close quarters means anyone who goes down is picked up before bleeding out, and the enemy has to wipe the whole stack instead of trading one for one. Silk (137K views, 12 Sep) sees the same from the pilot seat: squads that land together and heal each other do better than squads that parachute out one by one.

The two channels, and the one that leaks

Winning & Teamplay

Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartDo not permanently mute proximity. iMaTT's point is that positional audio and local chat are good enough to locate enemies by sound. It is an information source, not just noise.Do not permanently mute proximity. iMaTT's point is that positional audio and local chat are good enough to locate enemies by sound. It is an information source, not just noise. Geck0 gives the same channel rule to beginners: use proximity cautiously because anyone nearby can hear it, and keep anything private on squad chat, which also carries pings only your squad can see.
Sources10 sources11 sources
Rating note5 creators + PC Gamer + WARDOGS Companion6 creators + PC Gamer + WARDOGS Companion

Pings, map marks and the drop-off request

Winning & Teamplay

Geck0 added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources6 sources7 sources
Rating noteCONFIRMED for the drop-off request (2 creators) | SINGLE-SOURCE for ping scope (Gigabeef)CONFIRMED for the drop-off request (2 creators) | LIKELY for ping scope (Gigabeef, Geck0)
Why it worksOnly recon optics tag an enemy for the entire faction; the drop-off request puts a marker directly into the pilot's UI.Only recon optics tag an enemy for the entire faction; the drop-off request puts a marker directly into the pilot's UI. Geck0 independently confirms that squad pings are visible only to your squad.

Signal grenade colour codes

Winning & Teamplay

SwoleBenji (launch-day guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThis is the only account of the colour code in the entire corpus, from one creator, so treat the exact mapping as unconfirmed even though the channel is large and the video is demonstrated on screen.This is the only account of the colour code in the entire corpus, from one creator, so treat the exact mapping as unconfirmed even though the channel is large and the video is demonstrated on screen. From practice: SwoleBenji (launch day) describes smoke as the signal that tells resupply pilots a base needs supplies, and says most players ignore it; asking in chat worked better for him. Throw the smoke and say it in chat.
Sources1 source2 sources
Rating notejackfrags, 228K views, demonstrated on screenjackfrags, 228K views, demonstrated on screen; SwoleBenji confirms smoke is used as a team signal but not the colour code

When voice breaks

Winning & Teamplay

SwoleBenji (launch-day guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartPush-to-talk has been a persistent problem rooted in the developer's third-party VOIP provider, not in the game client, which means it can break again server-side without a patch. Post-Season-1 status is genuinely unknown; dropouts were still being reported at launch.Push-to-talk has been a persistent problem rooted in the developer's third-party VOIP provider, not in the game client, which means it can break again server-side without a patch. Post-Season-1 status is genuinely unknown; dropouts were still being reported at launch. SwoleBenji's launch-day video calls voice breaking a known, frequent problem, though it may have been recorded on the beta build.
Sources7 sources8 sources
StepsOpen the scoreboard and press U twice to mute and unmute yourself. This is the community workaround from the August tests and bugfree.gg's entry for the 7 Sep mid-match mic failure. / Toggle Voice Chat off and on in settings. This was the official workaround for the 4 Sep third-party VOIP provider outage. / Check Windows microphone permissions, and whether you are on push-to-talk or open mic. / Airwingmarine's fallback: ask in global text chat. Other players will know the current workaround.Before your first match: open the settings cog (bottom right), go to Audio, pick the correct input device and run the mic test. SwoleBenji's launch-day advice, because voice still breaks often enough that you end up talking to nobody. / Open the scoreboard and press U twice to mute and unmute yourself. This is the community workaround from the August tests and bugfree.gg's entry for the 7 Sep mid-match mic failure. / Toggle Voice Chat off and on in settings. This was the official workaround for the 4 Sep third-party VOIP provider outage. / Check Windows microphone permissions, and whether you are on push-to-talk or open mic. / Airwingmarine's fallback: ask in global text chat. Other players will know the current workaround.

Learn the map for free in the firing range

Winning & Teamplay

IceManIsaac (settings guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources5 sources6 sources
Why it worksTheTacticalBrit: it is the first place you should go no matter how experienced you are. You can learn terrain and practise interacting with towers in complete safety. Also do your sensitivity tuning here: dial in flight and vehicle sensitivities in the range before you spend money bringing that vehicle to the front. Discovering your sensitivity is wrong while flying a purchased helicopter costs real cash.TheTacticalBrit: it is the first place you should go no matter how experienced you are. You can learn terrain and practise interacting with towers in complete safety. Also do your sensitivity tuning here: dial in flight and vehicle sensitivities in the range before you spend money bringing that vehicle to the front. Discovering your sensitivity is wrong while flying a purchased helicopter costs real cash. IceManIsaac does his graphics tuning there too: change Video settings while standing in the range so each change is visible immediately.

Map-specific notes

Winning & Teamplay

SwoleBenji (launch-day guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources4 sources5 sources
StepsKavcazi (Get Gud with Garen's rendering): the shipping-container / freight train yard sits between the green and blue tower groups and is good star-fort ground. Red's tower is far to one side. / Near Lonestar HQ: two abandoned towers roughly 150 m from the HQ. Take the higher-elevation one to the northeast; the second is 200-300 m directly west of it. With a squadmate, occupy one each for overlapping anti-air coverage. (LiteralWedgeOfCheese, high patch risk, beta.) / The church roof is gone. Any beta guide that recommends it as a build or sniper position is out of date. See the register.Kavcazi (Get Gud with Garen's rendering): the shipping-container / freight train yard sits between the green and blue tower groups and is good star-fort ground. Red's tower is far to one side. SwoleBenji's launch-day footage shows the same shape on a map he does not name: blue's and green's towers face each other and red's is left alone. / Near Lonestar HQ: two abandoned towers roughly 150 m from the HQ. Take the higher-elevation one to the northeast; the second is 200-300 m directly west of it. With a squadmate, occupy one each for overlapping anti-air coverage. (LiteralWedgeOfCheese, high patch risk, beta.) / The church roof is gone. Any beta guide that recommends it as a build or sniper position is out of date. See the register.
Rating noteSINGLE-SOURCE eachSINGLE-SOURCE each, except red's out-of-the-way tower, which SwoleBenji also shows (map unconfirmed)

Graphics: performance and the shadow clamp

Winning & Teamplay

IceManIsaac (settings guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartView distance caps at 1 km. This is both a graphics ceiling and a hard engagement ceiling. Building an anti-air or sniper position more than 1 km from the action means you literally cannot see the targets. AquaFPS's group independently hit the same wall from the other side: helicopters de-render at roughly 1,000 m and a de-rendered target cannot be engaged. Upscaling: both DLSS and FSR are available and both look good; TheTacticalBrit runs DLSS Quality or DLAA (native). Season 1 made DLSS frame generation toggleable without restarting, so test it in-session; opinion is split. Known display gaps: no HUD scale or position option; picture-in-picture scopes have a rendering fault, and the workaround is to disable PIP, which both Overgear and games.gg recommend regardless.View distance caps at 1 km. This is both a graphics ceiling and a hard engagement ceiling. Building an anti-air or sniper position more than 1 km from the action means you literally cannot see the targets. AquaFPS's group independently hit the same wall from the other side: helicopters de-render at roughly 1,000 m and a de-rendered target cannot be engaged. Upscaling: both DLSS and FSR are available and both look good; TheTacticalBrit runs DLSS Quality or DLAA (native). Season 1 made DLSS frame generation toggleable without restarting, so test it in-session; opinion is split. Known display gaps: no HUD scale or position option; picture-in-picture scopes have a rendering fault, and the workaround is to disable PIP, which both Overgear and games.gg recommend regardless. Where the creators disagree: IceManIsaac's Season 1 settings video (11 Sep) agrees on Global Illumination off, Reflections Low, DLSS Quality and PIP scopes off, but disagrees on two of TheTacticalBrit's four. He measured View Distance as cheap and keeps it High, and he runs Shadows on Medium because Low switches between sharp and blocky over a short distance. On a weak GPU follow TheTacticalBrit on shadows; on a mid-range card or better, Medium is the better-looking trade, and the Season 1 clamp may not offer you the lowest tier anyway. See the full graphics profile card.
Sources15 sources19 sources
Rating noteSeason 1 changelog + official wiki + 2 creatorsSeason 1 changelog + official wiki + 3 creators

A2: Potato-shadow visibility

Winning & Teamplay

IceManIsaac (settings guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources3 sources4 sources
Rating noteSeason 1 changelog + 2 creatorsSeason 1 changelog + 3 creators
Why it worksRepro / avoid: shadow quality is now clamped to Low if your hardware benchmarks well. Weak machines can still disable shadows.Repro / avoid: shadow quality is now clamped to Low if your hardware benchmarks well. Weak machines can still disable shadows. IceManIsaac (11 Sep) confirms the beta see-through-foliage Potato advantage is gone on the current build.

B19: PIP (picture-in-picture) scopes render incorrectly

Winning & Teamplay

IceManIsaac (settings guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources1 source2 sources
Why it worksDisable PIP scopes. Both Overgear and games.gg recommend this regardless.Disable PIP scopes. Both Overgear and games.gg recommend this regardless. IceManIsaac adds a second reason: players report 30-50 FPS lost while aiming with PIP on, and the scope ring hides flankers at the edge of your view. He speaks to the cost, not the render fault.

Do drills share a cooldown, and is drill-stacking the strongest win condition in the game?

Winning & Teamplay

Wardogs Building Community added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartBoth sources are beta-era; nobody else in the corpus addresses it.All three sources are beta-era. Two independent creators now back independent cooldowns, one backs a shared timer, and nobody has shown a timer on screen.
Short answerLegacy Gaming says all drills on the map share pull timers regardless of faction. RadioGLHF says multiple oil rigs in one base have independent cooldowns and that his winning match used three. Legacy Gaming separately describes a four-drill rotation to pull continuously, which needs independent timers to work.Legacy Gaming says all drills on the map share pull timers regardless of faction. RadioGLHF says multiple oil rigs in one base have independent cooldowns and that his winning match used three. Legacy Gaming separately describes a four-drill rotation to pull continuously, which needs independent timers to work. Wardogs Building Community (5 Sep beta footage) sides with RadioGLHF: each rig has its own cooldown, and four rigs chained keep the pulls overlapping.
Sources2 sources3 sources

Sources updated (32)

Buy binoculars on every loadout

Money & XP

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources26 sources33 sources

Front-load purchases under Career level 9

Money & XP

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources5 sources8 sources

Fly transport only with a full cabin

Money & XP

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources26 sources33 sources

Hit the yellow X

FOBs & Building

SwoleBenji (Best Start) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources8 sources9 sources
Rating note6+ creators + 2 web sources7+ creators + 2 web sources

Legs are unarmored at every tier

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources3 sources4 sources

FMJ is the default round

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources3 sources5 sources

HP is a season-opening round only

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources3 sources5 sources

Tac vests add hotkey slots, not storage

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources6 sources8 sources

Two mags plus one loose stack

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources9 sources11 sources

Shift to hold breath, Page Up/Down to zero

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources7 sources9 sources

The gun in your hands decides the track

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources6 sources7 sources

Recon: skip the Scout Rifle TD

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources7 sources9 sources

Everything is 50% off under Wardog 9

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources8 sources11 sources

The mapping

Combat & Loadouts

Geck0 reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources6 sources7 sources
Rating note4 creators, one with an in-game verification method4 creators, one with an in-game verification method; Geck0 adds SMG kills feeding Medic and shotgun kills feeding Support

Breath-hold, holster and lean

Combat & Loadouts

Geck0 reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources4 sources5 sources
Rating noteseveral creators, all demonstrated on screenseveral creators, all demonstrated on screen; Geck0 separately confirms you move faster with empty hands

Loot the downed player's own resuscitator

Combat & Loadouts

Geck0 and SwoleBenji reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources5 sources7 sources
Rating note4 creators6 creators (Geck0 and SwoleBenji added)

The spot ladder: spotting tools by level and cost

Combat & Loadouts

SwoleBenji reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources7 sources8 sources
Rating notewiki infoboxes + 2 written sources agreeing exactlywiki infoboxes + 2 written sources agreeing exactly; SwoleBenji confirms binoculars are a default recon unlock at launch

The three axes, in fixed-wing words

Vehicles & Fire Support

StratzFPS (heli tips) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources6 sources7 sources
Rating noteIceManIsaac in depth, corroborated by Overgear and WARDOGS HubIceManIsaac in depth, corroborated by Overgear and WARDOGS Hub; StratzFPS on the collective as throttle

Mouse and keyboard default flight binds

Vehicles & Fire Support

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources16 sources17 sources

Hold your flares until you see smoke

Vehicles & Fire Support

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources11 sources14 sources

Team-killing costs $1,500 per player

Vehicles & Fire Support

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources16 sources17 sources

Mortar range is Pythagoras on map coordinates

Vehicles & Fire Support

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources33 sources35 sources

Press C to cancel the shell cam, R to preload

Vehicles & Fire Support

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources12 sources14 sources

Capture towers and post your code digit

Winning & Teamplay

This quick Card summarises a fuller Card that gained sources in the 13 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources30 sources36 sources

Keybinds you will want on day one

Winning & Teamplay

Geck0 reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources26 sources27 sources
Rating notemultiple creators, demonstrated on screenmultiple creators, demonstrated on screen; Geck0 also shows the rebuy option
13 Sep 2026: 202 Field Manual entries changed | WARDOGS Actual