WARDOGS Actual
● New sourcesAll changes187 entries

14 Sep 202628 new entry · 25 rating changed · 20 numbers changed · 12 patch label changed · 59 wording changed · 43 sources updated

Ten backlog playlist videos (nine YouTube throttled in the first build, plus one more): 28 new cards and 159 more updated with new sources, tier moves and corrections.

Rating changed (25)

How Career level relates to the sub-tracks

Money & XPLikely → Confirmed

RageGamingVideos (39 tips) and Maplewood added. Rating moved from LIKELY to CONFIRMED: CONFIRMED on the summing rule (Airwingmarine in two videos, counted once; Maplewood and RageGamingVideos' pre-launch video independently, added 14 Sep; MetaForge's Career table consistent); the deep-versus-broad advice is still split.

What moved
FieldBeforeAfter
NumbersCareer 150 is the top of MetaForge's table, which means averaging level 25 across all six roles. "Six shallow tracks reach Wardog 60 faster than one deep track." Six roles at 50 would give Career 300.Career 150 is the top of MetaForge's table, which means averaging level 25 across all six roles. "Six shallow tracks reach Wardog 60 faster than one deep track." Six roles at 50 would give Career 300. Maplewood's own spread: Assault 28, Medic 20 and more, all adding into his overall level [BETA].
Sources7 sources11 sources
StepsThere is no wasted XP. Whatever you play feeds Career, and Career is what gates the gear every build needs (armour, ammo, backpack capacity). This is the single strongest argument against agonising over track choice on day one. / The New Recruit discount window is tiny. Six tracks summing to 10 happens fast. / Broad beats deep for Career specifically. AllThings.how states it plainly: "six shallow tracks reach Wardog 60 faster than one deep track." That is a direct consequence of the summing rule combined with a convex per-track XP curve. Career 150, the top of MetaForge's table, means averaging level 25 across all six. / But deep beats broad for any specific unlock. TheTacticalBrit's RuneScape analogy is right: spreading XP across trees via weapon choice earns you less progress per tree. RageGamingVideos is blunter post-patch - in the betas he could unlock the medic defibrillator, the recon Mosin and the support hammer all on day one; under the Season 1 curve, spreading your play will leave you with none of them. / Resolution and recommendation: run one deep track and let the others accumulate passively. Airwingmarine's four-class hybrid is the concrete build: an assault rifle plus RPGs plus extra medical supplies plus a spotting scope progresses Infantry, Support, Medic and Recon on a single life.There is no wasted XP. Whatever you play feeds Career, and Career is what gates the gear every build needs (armour, ammo, backpack capacity). This is the single strongest argument against agonising over track choice on day one. / The New Recruit discount window is tiny. Six tracks summing to 10 happens fast. / Broad beats deep for Career specifically. AllThings.how states it plainly: "six shallow tracks reach Wardog 60 faster than one deep track." That is a direct consequence of the summing rule combined with a convex per-track XP curve. Career 150, the top of MetaForge's table, means averaging level 25 across all six. / But deep beats broad for any specific unlock. TheTacticalBrit's RuneScape analogy is right: spreading XP across trees via weapon choice earns you less progress per tree. RageGamingVideos is blunter post-patch - in the betas he could unlock the medic defibrillator, the recon Mosin and the support hammer all on day one; under the Season 1 curve, spreading your play will leave you with none of them. His own launch-day tips video leans the other way: with progression nerfed he recommends spreading rather than hyper-focusing, because the overall level built from the spread gates armour and backpacks. / Resolution and recommendation: run one deep track and let the others accumulate passively. Airwingmarine's four-class hybrid is the concrete build: an assault rifle plus RPGs plus extra medical supplies plus a spotting scope progresses Infantry, Support, Medic and Recon on a single life. RageGamingVideos' pre-launch version is the same idea: assault rifle in hand, binoculars in the third slot, about three times the normal bandages plus looted fast revives, spent only on other players, feeding Infantry, Recon and Medic plus spot assists. / Before committing to a grind, hover the unlock and check whether it sits on Career or on a class track. Maplewood warns some unlocks follow the overall level and some only a class level.
RatingLIKELYCONFIRMED
Rating noteLIKELY (Airwingmarine states it in two separate videos, which is NOT independent corroboration; the Career unlock table on MetaForge is consistent with it)CONFIRMED on the summing rule (Airwingmarine in two videos, counted once; Maplewood and RageGamingVideos' pre-launch video independently, added 14 Sep; MetaForge's Career table consistent); the deep-versus-broad advice is still split

Pilot

Money & XPLikely → Confirmed

DemoMan0351 (20 advanced tips), RageGamingVideos (money strategy) and GhostGaming added. Rating moved from LIKELY to CONFIRMED: CONFIRMED (hotzone transport as the pilot levelling engine: DemoMan0351, Airwingmarine, Molixatus and StratzFPS, plus RageGamingVideos and GhostGaming added 14 Sep).

What moved
FieldBeforeAfter
Where it falls apartAir-vehicle player kills were cut 300 to 250 XP [S1] specifically to slow helicopter grinding, so the transport route is now strictly better than the gunship route for levelling.Air-vehicle player kills were cut 300 to 250 XP [S1] specifically to slow helicopter grinding, so the transport route is now strictly better than the gunship route for levelling. GhostGaming disagrees with the kill-XP cut but reaches the same conclusion: ferrying passengers was already far faster pilot XP than minigun kills. DemoMan0351's 7 Sep tips repeat the gunner-seat shortcut: sit in a friend's attack helicopter and take the kills.
NumbersTeam kills and crashes with passengers cost $1,500 per player. MH-6 $6,250, no gate. Armed Little Birds Pilot 4, blueprint doubled to $50,000 [S1]. Z20 Lakota Pilot 10, $35,000 [S1], down from $50,000, thirteen seats. Air-vehicle player kills cut 300 to 250 XP [S1].Team kills and crashes with passengers cost $1,500 per player. MH-6 $6,250, no gate. Armed Little Birds Pilot 4, blueprint doubled to $50,000 [S1]. Z20 Lakota Pilot 10, $35,000 [S1], down from $50,000, thirteen seats. Air-vehicle player kills cut 300 to 250 XP [S1]. RageGamingVideos, 11 Sep launch build: hotzone drops took him from Pilot 1 to nearly Pilot 4 [S1] in one run, at 50 XP per passenger dropped and 200 XP per passenger who survives [S1].
Sources5 sources9 sources
RatingLIKELYCONFIRMED
Rating noteinferredCONFIRMED (hotzone transport as the pilot levelling engine: DemoMan0351, Airwingmarine, Molixatus and StratzFPS, plus RageGamingVideos and GhostGaming added 14 Sep)

Is the end-of-season cash-to-gold conversion at market rate or fixed?

Money & XPUnverified → Single source

Hudi added. Rating moved from UNVERIFIED-BIG-CLAIM to SINGLE-SOURCE: open question, partly answered: Hudi (9 Sep, pre-launch) says market rate; no live wipe observed.

What moved
FieldBeforeAfter
Short answerThe entire "convert early" recommendation depends on this. No source has observed a live wipe.The entire convert-early recommendation depends on this. Hudi says the forced conversion happens at whatever the market rate is at that moment and that exchanges are final; nobody has observed a live wipe.
Sourcesnone2 sources
RatingUNVERIFIED-BIG-CLAIMSINGLE-SOURCE
Rating noteopen question, untestedopen question, partly answered: Hudi (9 Sep, pre-launch) says market rate; no live wipe observed
Why it worksIf the automatic end-of-cycle conversion happens at a fixed rate rather than the market rate, the convert-early argument collapses.If the automatic end-of-cycle conversion happens at a fixed rate rather than the market rate, the convert-early argument collapses. Hudi also says the rate updates daily, so the wipe-day rate decides what leftover cash is worth.

Buying gear from friends at spawn to bypass unlock gates

Money & XPSingle source → Likely

Maplewood and DemoMan0351 (20 advanced tips) added. Rating moved from SINGLE-SOURCE to LIKELY: LIKELY (DemoMan0351 in two videos, counted once, and Maplewood independently).

What moved
FieldBeforeAfter
Where it falls apartIt is exactly the kind of thing that gets an item made untradeable.It is exactly the kind of thing that gets an item made untradeable. Both examples are beta-era; nobody has shown a locked item bought through a crate on the launch build.
Short answerPass equipment you have not unlocked through a friend's ammo box. Unpatched.Players who have not unlocked an item can still buy it out of your crate. Fill a crate with gear you unlocked and sell it at spawn at a markup, or have a friend pass you gear you have not unlocked. Unpatched.
Sources1 source4 sources
RatingSINGLE-SOURCELIKELY
Rating noteDemoMan0351LIKELY (DemoMan0351 in two videos, counted once, and Maplewood independently)
Why it worksThis circumvents a deliberate progression gate rather than exploiting a bug, so it is closer to trading than cheating.This circumvents a deliberate progression gate rather than exploiting a bug, so it is closer to trading than cheating. DemoMan0351's 7 Sep tips repeat it with a .50 cal sold at a markup and say organised competitive teams do it constantly; he also levels Recon off a Mosin a friend buys for him, and Pilot from a friend's attack-helicopter gunner seat. Maplewood's friend rushed the DMR in the last beta, sold it to the whole group and profited heavily while the squad outgunned everyone.

Stay for the end screen: the match-end bonus

Money & XPSingle source → Likely

Hudi added. Rating moved from SINGLE-SOURCE to LIKELY: LIKELY (SwoleBenji and Hudi independently describe a team placement bonus; Hudi, added 14 Sep, gives the only figures, recorded pre-launch; Bulkhead's Patch 0.11 notes independently confirm an end-of-match cash payout exists).

What moved
FieldBeforeAfter
Where it falls apartSwoleBenji gave no numbers, so the size of the gap between first, second and last is unknown. A late swap does nothing if the teams are full, and a lobby of players jumping to the leader is exactly what Bulkhead could stop by weighting the bonus to time spent on a team. Commit to staying every match; swap only when your own team is out of contention. Test: finish one match on a losing team and one after a late swap to the leader, and compare the two end-screen payouts.Hudi's 30/25/20% [BETA] split is pre-launch and hedged, and SwoleBenji gave no numbers, so treat the size of the gap as unconfirmed. On Hudi's figures first beats third by 10 points of match earnings [BETA], which is worth a late swap but not worth throwing a life away for. A late swap does nothing if the teams are full, and a lobby of players jumping to the leader is exactly what Bulkhead could stop by weighting the bonus to time spent on a team. Commit to staying every match; swap only when your own team is out of contention. Test: finish one match on a losing team and one after a late swap to the leader, and compare the two end-screen payouts.
NumbersNo figures given for the placement bonus. Patch 0.11, announced 12 Sep 2026, adds +5% end-of-match cash on community servers for one week [S1], which confirms the end-of-match payout is a real line item.Hudi [BETA]: the team that places first gets a bonus of about 30% of its match earnings, second 25%, third 20%, and he believes it is paid on team placement, not your leaderboard position. Patch 0.11, announced 12 Sep 2026, adds +5% end-of-match cash on community servers for one week [S1], which confirms the end-of-match payout is a real line item.
Sources5 sources6 sources
RatingSINGLE-SOURCELIKELY
Rating noteSwoleBenji only (17K-view channel, launch-day video, beta veteran) on the placement bonus and team swaps; Bulkhead's Patch 0.11 notes independently confirm an end-of-match cash payout existsLIKELY (SwoleBenji and Hudi independently describe a team placement bonus; Hudi, added 14 Sep, gives the only figures, recorded pre-launch; Bulkhead's Patch 0.11 notes independently confirm an end-of-match cash payout exists)

The minimum viable opening

FOBs & BuildingLikely → Confirmed

LiteralWedgeOfCheese (Level Support) and RageGamingVideos (OP Money) added. Rating moved from LIKELY to CONFIRMED: CONFIRMED for the no-Large-Hammer opening (FOB, cheap vehicle, supply, the free medium hammer): Imagine Baggins, Gigabeef, SwoleBenji, Wardogs Building Community, LiteralWedgeOfCheese and RageGamingVideos independently; SirSmoken's Large Hammer list is still one creator.

What moved
FieldBeforeAfter
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. 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.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. LiteralWedgeOfCheese's first-match list is the same route with a cheaper truck: take the free weapon, the larger 2x8 backpack and a FOB, buy an SUV, fill a small crate with build supply for when the FOB's 1,250 runs out, and drive to the tower. Do not buy a hammer; the FOB's medium hammer builds walls, gates and doors. RageGamingVideos (Season 1) picks the tower nearest your own side, which usually stays quiet through the opening.
Sources16 sources19 sources
RatingLIKELYCONFIRMED
Rating noteSirSmoken's shopping list, corroborated in structure by Gigabeef and RadioGLHF; SwoleBenji and Wardogs Building Community add the free-truck and free-FOB shortcutsCONFIRMED for the no-Large-Hammer opening (FOB, cheap vehicle, supply, the free medium hammer): Imagine Baggins, Gigabeef, SwoleBenji, Wardogs Building Community, LiteralWedgeOfCheese and RageGamingVideos independently; SirSmoken's Large Hammer list is still one creator

The core problem

FOBs & BuildingSingle source → Likely

RageGamingVideos (39 Tips) and Blitz Ops added. Rating moved from SINGLE-SOURCE to LIKELY: LIKELY on the principle (dead space; never a wall you cannot shoot along): Get Gud with Garen, Blitz Ops and RageGamingVideos independently; the Omaha clip and boxes-inside-boxes are Garen alone, so the card as a whole stops short of CONFIRMED.

What moved
FieldBeforeAfter
Where it falls apartTwo absolute rules: never build a wall you cannot shoot along the length of - "It's better to not have a wall than to build a box that you die in"; and never place a wall that creates cover for an attacker. The biggest mistake he saw in playtesting: boxes inside boxes. Nesting solid interior structures inside your walls adds dead space and blocks your own fire. It gives you two boxes to die in.Two absolute rules: never build a wall you cannot shoot along the length of - "It's better to not have a wall than to build a box that you die in"; and never place a wall that creates cover for an attacker. The biggest mistake he saw in playtesting: boxes inside boxes. Nesting solid interior structures inside your walls adds dead space and blocks your own fire. It gives you two boxes to die in. Blitz Ops gives the cleanest definition in the corpus: dead space is ground you can neither see nor hit from inside, where an attacker hides, heals and sneaks, and cutting it down is the central job of base design. He walks the camera along one of his own flush walls as the example of what not to do. RageGamingVideos' practical version: throw a square round the FOB anyway because you need cover now, then press V to delete the corners and replace them with bastions.
Sources1 source4 sources
RatingSINGLE-SOURCELIKELY
Rating noteGet Gud with Garen, big channelLIKELY on the principle (dead space; never a wall you cannot shoot along): Get Gud with Garen, Blitz Ops and RageGamingVideos independently; the Omaha clip and boxes-inside-boxes are Garen alone, so the card as a whole stops short of CONFIRMED

Wall height is the whole game

FOBs & BuildingSingle source → Likely

LiteralWedgeOfCheese (Tower FOBs) and RadioGLHF (Portable AA) added. Rating moved from SINGLE-SOURCE to LIKELY: LIKELY for the four-block rule: RadioGLHF and LiteralWedgeOfCheese independently, both citing a vehicle parked at the wall; The Beard Guys and iMaTT back the principle; the stack ceiling is Wardogs Building Community alone.

What moved
FieldBeforeAfter
Where it falls apartnoneLiteralWedgeOfCheese builds outer walls two Hesco walls high so nobody drives up and climbs over off a vehicle roof, and adds the limit: only where the height does not blind your own sniper towers. The extra height also denies enemy snipers an angle into the base. RadioGLHF's portable AA tower video states the cost of skipping it: a truck, a hop over the wall, and the FOB is theirs.
Sources5 sources7 sources
RatingSINGLE-SOURCELIKELY
Rating noteSINGLE-SOURCE for the exact heights (RadioGLHF), but corroborated in principle by The Beard Guys and iMaTT; the stack ceiling is Wardogs Building Community aloneLIKELY for the four-block rule: RadioGLHF and LiteralWedgeOfCheese independently, both citing a vehicle parked at the wall; The Beard Guys and iMaTT back the principle; the stack ceiling is Wardogs Building Community alone

Corner towers and the sniper turret

FOBs & BuildingSingle source → Likely

LiteralWedgeOfCheese (Tower FOBs) added. Rating moved from SINGLE-SOURCE to LIKELY: RadioGLHF, who contradicts himself; LiteralWedgeOfCheese independently backs towers on the outer walls and walling the tower off from outside.

What moved
FieldBeforeAfter
Where it falls apartThree sniper-turret problems, all his: you cannot build blocks too close to the turret's ladder, which forces a short Hesco off to one side and leaves a gap (destroying the ladder clears the restriction, but destroying the ladder also destroys the floor inside the turret and its sandbags - cascading destruction that is almost certainly a bug, and he speculates this is how enemies were getting into his base through the turret corner); sniper turrets have a small pass-through gap inside them that you must block during construction, "or you're giving your enemies a secret little tunnel"; and orientation matters - place the turret backwards and the ladder ends up on the outside of your base (RadioGLHF did exactly this and only noticed six minutes later). Self-contradiction, flagged: later in the same video he reverses and says he would now build a tall Hesco block to completely wall off the sniper turret, because enemies were somehow getting in there and he does not know how. Take the corner-turret design as unresolved. He also wonders aloud whether a bunker can be placed on top of a sniper turret and flags it untested.Three sniper-turret problems, all his: you cannot build blocks too close to the turret's ladder, which forces a short Hesco off to one side and leaves a gap (destroying the ladder clears the restriction, but destroying the ladder also destroys the floor inside the turret and its sandbags - cascading destruction that is almost certainly a bug, and he speculates this is how enemies were getting into his base through the turret corner); sniper turrets have a small pass-through gap inside them that you must block during construction, "or you're giving your enemies a secret little tunnel"; and orientation matters - place the turret backwards and the ladder ends up on the outside of your base (RadioGLHF did exactly this and only noticed six minutes later). Self-contradiction, flagged: later in the same video he reverses and says he would now build a tall Hesco block to completely wall off the sniper turret, because enemies were somehow getting in there and he does not know how. Take the corner-turret design as unresolved. He also wonders aloud whether a bunker can be placed on top of a sniper turret and flags it untested. LiteralWedgeOfCheese settles the direction: put sniper towers on the outer walls so the enemy cannot use your walls as cover (an idea he credits to Get Gud with Garen), and wall off each tower's bottom floor from the outside with Hesco, because open hallways through towers were the most common hole he saw.
Sources2 sources4 sources
RatingSINGLE-SOURCELIKELY
Rating noteRadioGLHF, and he contradicts himselfRadioGLHF, who contradicts himself; LiteralWedgeOfCheese independently backs towers on the outer walls and walling the tower off from outside

Hide the FOB away from the gun

FOBs & BuildingSingle source → Likely

RadioGLHF (Portable AA) added. Rating moved from SINGLE-SOURCE to LIKELY: Gigabeef and RadioGLHF (Portable AA) independently put the module away from the gun, for different reasons.

What moved
FieldBeforeAfter
Where it falls apartnoneOn a small tower build the radius is only a few blocks, so you get the antenna benefit but little concealment.
Sources1 source3 sources
RatingSINGLE-SOURCELIKELY
Rating noteGigabeefGigabeef and RadioGLHF (Portable AA) independently put the module away from the gun, for different reasons
Why it worksnoneTwo reasons point the same way. Gigabeef: an enemy who finds the SAM does not immediately find the terminal. RadioGLHF: the module's antenna sticks up and blocks your own shots, so put it on the side you will not fire over, ideally the side you are walling against snipers.

Mortar superiority is a race

FOBs & BuildingSingle source → Likely

RageGamingVideos (39 Tips) and RageGamingVideos (OP Money) added. Rating moved from SINGLE-SOURCE to LIKELY: RadioGLHF alone for the 600 m ring; SwoleBenji and RageGamingVideos independently on killing the enemy's mortars first.

What moved
FieldBeforeAfter
Sources2 sources4 sources
RatingSINGLE-SOURCELIKELY
Rating noteRadioGLHF, but it is his most emphatic non-geometry claimRadioGLHF alone for the 600 m ring; SwoleBenji and RageGamingVideos independently on killing the enemy's mortars first
Why it worksMortars are the biggest threat to a well-built base, and no amount of walls fixes being mortared. The side that establishes mortar coverage first can suppress the other's base indefinitely. SwoleBenji reaches the same conclusion from the receiving end: "if your base is getting nuked, you have to build one of these bad boys and nuke them back."Mortars are the biggest threat to a well-built base, and no amount of walls fixes being mortared. The side that establishes mortar coverage first can suppress the other's base indefinitely. SwoleBenji reaches the same conclusion from the receiving end: "if your base is getting nuked, you have to build one of these bad boys and nuke them back." RageGamingVideos (Season 1) turns it into a priority order: the moment the enemy starts building mortars, those are your first target, so they never get to return fire.

Park the spawn vehicle inside an Indirect Fire Shelter

FOBs & BuildingSingle source → Confirmed

LiteralWedgeOfCheese (Tower FOBs) and DemoMan0351 (20 Advanced Tips) added. Rating moved from SINGLE-SOURCE to CONFIRMED: Wardogs Building Community, DemoMan0351 and LiteralWedgeOfCheese independently; the roof-spawn behaviour is Wardogs Building Community alone.

What moved
FieldBeforeAfter
Where it falls apartThe roof-spawn behaviour is an observation, not a documented rule, and an unwalled roof spawn is a spawn-camp waiting to happen. Dismantling refunds nothing, so the two carved blocks are lost supply.The roof-spawn behaviour is an observation, not a documented rule, and an unwalled roof spawn is a spawn-camp waiting to happen. Dismantling refunds nothing, so the two carved blocks are lost supply. Nobody films a mortar or drone actually hitting the roof, so the protection is asserted by three creators rather than tested.
Numbers2 inner Hesco blocks removed.2 inner Hesco blocks removed; 2 shelters joined for a full enclosure (LiteralWedgeOfCheese).
Sources2 sources4 sources
StepsBuild an Indirect Fire Shelter (61 build supply, Large Hammer, per the web table). / Dismantle two of the inner Hesco blocks to hollow it out. / Drive the spawn vehicle in. / Optional: enclose the rest of the shelter. Respawning teammates now appear on top of the roof, like an elevator. / If you did step 4, fortify the roof, because every respawn lands there.Build an Indirect Fire Shelter (61 build supply, Large Hammer, per the web table). / Dismantle two of the inner Hesco blocks to hollow it out. / Drive the spawn vehicle in. / Optional: enclose the rest of the shelter. Respawning teammates now appear on top of the roof, like an elevator. / If you did step 4, fortify the roof, because every respawn lands there. / Vehicle still partly exposed? LiteralWedgeOfCheese joins two Indirect Fire Shelters with extra Hesco walls on top to enclose it fully.
RatingSINGLE-SOURCECONFIRMED
Rating noteWardogs Building CommunityWardogs Building Community, DemoMan0351 and LiteralWedgeOfCheese independently; the roof-spawn behaviour is Wardogs Building Community alone
Why it worksThe parked spawn vehicle's antenna and dish are the weak point that ends a forward respawn (Legacy Gaming). A shelter takes it out of marksman and mortar view.The parked spawn vehicle's antenna and dish are the weak point that ends a forward respawn (Legacy Gaming). A shelter takes it out of marksman and mortar view. DemoMan0351 and LiteralWedgeOfCheese both say the roof defeats the two things that normally kill a parked spawn vehicle, mortars and UAV drones.

What to haul, and when

FOBs & BuildingSingle source → Likely

RageGamingVideos (OP Money) added. Rating moved from SINGLE-SOURCE to LIKELY: Loknik, 28K views, a pilot's view of logistics; RageGamingVideos independently puts build supply first for early builders.

What moved
FieldBeforeAfter
Where it falls apartOne pilot's cadence, not a tested rule, and he gives no way to tell the two late-game patterns apart beyond judging each match. It agrees with the resupply-before-empty step in the first-FOB build order.One pilot's cadence, not a tested rule, and he gives no way to tell the two late-game patterns apart beyond judging each match. It agrees with the resupply-before-empty step in the first-FOB build order. RageGamingVideos adds why helicopter crate drops fail: randoms do not see or use crates. Check the target FOB on the map first, mark the crate, and talk to the builders; early on, what they mostly want is build supply.
Sources6 sources7 sources
RatingSINGLE-SOURCELIKELY
Rating noteLoknik, 28K views, a pilot's view of logisticsLoknik, 28K views, a pilot's view of logistics; RageGamingVideos independently puts build supply first for early builders

Backpacks

Combat & LoadoutsLikely → Confirmed

RageGamingVideos "OP Money Strategy", Maplewood and Hudi added. Rating moved from LIKELY to CONFIRMED: 5 creators on the principle (TheTacticalBrit, Soulgrot, Maplewood, RageGamingVideos, Hudi); still no price table in the corpus.

What moved
FieldBeforeAfter
Sources6 sources9 sources
RatingLIKELYCONFIRMED
Rating note2 creators agree on the principle; no price table in the corpus5 creators on the principle (TheTacticalBrit, Soulgrot, Maplewood, RageGamingVideos, Hudi); still no price table in the corpus
Why it worksWhat you actually need to fit: two magazines, one loose ammo stack, bandages, a revive item, and one utility item.What you actually need to fit: two magazines, one loose ammo stack, bandages, a revive item, and one utility item. The smallest pack is free: Hudi's day-one kit runs on the free scout backpack, and RageGamingVideos says the small pack is there only to carry spare magazines. Maplewood sizes the pack by how long you usually survive: stay on the scout pack with one or two reserve magazines, and only buy a bigger pack once you are reliably turning a profit.

Always carry one utility item

Combat & LoadoutsLikely → Confirmed

RageGamingVideos "OP Money Strategy", RageGamingVideos "39 Tips" and Hudi added. Rating moved from LIKELY to CONFIRMED: 4 creators (TacticalNed, DemoMan0351, RageGamingVideos, Hudi); the latter two make binoculars the default utility item.

What moved
FieldBeforeAfter
Sources2 sources5 sources
RatingLIKELYCONFIRMED
Rating note2 creators4 creators (TacticalNed, DemoMan0351, RageGamingVideos, Hudi); the latter two make binoculars the default utility item
Why it worksFirefights have gaps, and without utility your only income during the gaps is the passive zone tick. With it you fill dead time reviving, spotting enemy helicopters and FOBs, or destroying vehicles. TacticalNed's phrasing: going without is "pretty much handicapping yourself on how much money you can be making".Firefights have gaps, and without utility your only income during the gaps is the passive zone tick. With it you fill dead time reviving, spotting enemy helicopters and FOBs, or destroying vehicles. TacticalNed's phrasing: going without is "pretty much handicapping yourself on how much money you can be making". RageGamingVideos and Hudi both make binoculars the default: carry them in every combat kit whatever your class, spot between fights, then swap back to the rifle. If the fight goes badly the spot XP and cash are already banked; if it goes well you earned twice. Hudi's one exception is a life spent purely building. RageGamingVideos adds why range matters: at medium range you have the seconds to pull binoculars mid-fight, up close you do not.

C4 and IEDs in infantry fights

Combat & LoadoutsLikely → Confirmed

Maplewood added. Rating moved from LIKELY to CONFIRMED: CONFIRMED on explosives as the cheap answer to vehicles, doors and walls (RageGamingVideos, Airwingmarine, Maplewood); per-target charge counts are Maplewood's hedged estimates; the plant sequence and the IED-through-revive detail rest on Airwingmarine.

What moved
FieldBeforeAfter
NumbersIED $300, no unlock, single use, specialist tool category alongside the launchers. C4 $250 + Remote Detonator $550 (Support 2, $15,000 unlock) = $800. IED detonation animation: four to five seconds.IED $300, no unlock, single use, specialist tool category alongside the launchers. C4 $250 + Remote Detonator $550 (Support 2, $15,000 unlock) = $800. IED detonation animation: four to five seconds. Charge counts per Maplewood (hedged, pre-launch [BETA]): one IED opens a FOB's blue door, one or two take down a Hesco depending on its size, about two IEDs on a tank's rear or a couple of C4 kill a tank.
Sources5 sources6 sources
RatingLIKELYCONFIRMED
Rating note2 creatorsCONFIRMED on explosives as the cheap answer to vehicles, doors and walls (RageGamingVideos, Airwingmarine, Maplewood); per-target charge counts are Maplewood's hedged estimates; the plant sequence and the IED-through-revive detail rest on Airwingmarine
Why it worksOffensive uses beyond anti-vehicle, per RageGamingVideos: throw C4 over a wall to kill people, or use two charges to blow a door or wall and walk into a FOB. The mechanic almost nobody knows: an IED you planted stays live and detonatable if you get downed and are then revived. So do not give up immediately when knocked. If a teammate picks you up, you may still control a bomb that is now driving around on an enemy vehicle.Offensive uses beyond anti-vehicle, per RageGamingVideos: throw C4 over a wall to kill people, or use two charges to blow a door or wall and walk into a FOB. The mechanic almost nobody knows: an IED you planted stays live and detonatable if you get downed and are then revived. So do not give up immediately when knocked. If a teammate picks you up, you may still control a bomb that is now driving around on an enemy vehicle. Maplewood's role argument: explosives are cheap, and when you have no defibrillator or binoculars to bring, being the teammate with the RPG or IED is one of the strongest things you can carry.

Sidearms

Combat & LoadoutsSingle source → Disputed

Maplewood and Hudi added. Rating moved from SINGLE-SOURCE to DISPUTED: Stodeh builds a GGX 17 into his recon kits; Maplewood says sidearms are not worth the weight or space; Hudi calls the level 1 pistol unlock a trap on a fresh account.

What moved
FieldBeforeAfter
Where it falls apartnoneSettle it by kit. On an assault rifle or SMG, reserve ammo for the primary wins, so skip the sidearm (Maplewood). On a bolt-action or slow marksman rifle the pistol covers the gap Stodeh builds it in for, so carry the GGX 17 once its unlock no longer competes with your armor. Hudi's warning is about timing: the recruit rifle is free every life, so a level 1 pistol unlock buys a new player nothing they need.
Flagsnonebeta-numbers / disputed
NumbersGGX 17: $200, Career 1, $5,000 unlock, 0.63 kg, 0.2 s aim time. Judge revolver: $250 at Career 18 ($15,000 unlock). DemoMan0351's firing-range finding: the revolver does 99 damage to the body in three shots, meaning four to kill.GGX 17: $200 [BETA] vendor, Career 1 [BETA], $5,000 [BETA] unlock (wiki infobox, matched by Hudi before launch; not in the Season 1 changelog), 0.63 kg, 0.2 s aim time. Hudi's framing: that unlock is half of the $10,000 [BETA] starting bankroll. Judge revolver: $250 [BETA] at Career 18 [BETA], $15,000 [BETA] unlock. DemoMan0351's firing-range finding: the revolver does 99 damage to the body in three shots, meaning four to kill.
Short answerNever be the aggressor with a sidearm. Hold your position and let the enemy come to you; hip fire performs surprisingly well at pistol ranges.Skip the pistol on a rifle or SMG kit, and do not spend a fresh account's money on its unlock. Carry one only on a bolt-action or marksman recon kit, and then never be the aggressor with it: hold your position and let hip fire do the work.
Sources3 sources5 sources
RatingSINGLE-SOURCEDISPUTED
Rating noteStodehStodeh builds a GGX 17 into his recon kits; Maplewood says sidearms are not worth the weight or space; Hudi calls the level 1 pistol unlock a trap on a fresh account
Why it worksPistols feed the Infantry track. The GGX 17 is the cheapest way to have a close-range answer on a sniper kit. DemoMan0351's revolver finding is a good illustration of why range testing beats reading a stat card.Pistols feed the Infantry track. The GGX 17 is the cheapest way to give a bolt-action sniper kit a close-range answer, which is why Stodeh carries one. Maplewood's case against: the weight and slots are better spent on loose ammo for your primary, with the G18 automatic pistol as his only exception for extreme close range. DemoMan0351's revolver finding is a good illustration of why range testing beats reading a stat card.

Revive farming: the three income layers

Combat & LoadoutsLikely → Confirmed

Maplewood added. Rating moved from LIKELY to CONFIRMED: CONFIRMED on the three layers: the downstream cut from TheTacticalBrit, TacticalNed and Maplewood, the tip layer from AbneyDude and SwoleBenji; the income benchmarks are TacticalNed's alone and beta.

What moved
FieldBeforeAfter
Sources8 sources9 sources
RatingLIKELYCONFIRMED
Rating note2 creators on the mechanic, 1 with benchmark numbers; SwoleBenji corroborates the tip layerCONFIRMED on the three layers: the downstream cut from TheTacticalBrit, TacticalNed and Maplewood, the tip layer from AbneyDude and SwoleBenji; the income benchmarks are TacticalNed's alone and beta
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. 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 consequence for who you revive: prioritise players who will go on to be productive. A strong player in a good position pays you far beyond the flat revive fee; someone who will walk into the same gunfight and die again pays you the flat fee only. SwoleBenji turns the tip layer into a routine: when a downed player offers cash (his example is $500 [S1]), throw smoke over them first, take their own revive item off their body, revive them with it and keep yours. Geck0 chains the flat layer instead: revive, then heal the same player straight away, and leave bag space for one extra revive item so the chain does not stop. Maplewood states the downstream cut independently: after a revive you get partial credit for what that player does for a period afterwards, and he says selling someone gear works the same way. TheTacticalBrit says the cut lasts the rest of that life; nobody has timed it.

No scope glint

Combat & LoadoutsSingle source → Likely

Maplewood added. Rating moved from SINGLE-SOURCE to LIKELY: Stodeh (146K views, recon specialist) and Maplewood (13.6K views) independently; Twinsticks & Ties qualifies the concealment half.

What moved
FieldBeforeAfter
Sources2 sources3 sources
RatingSINGLE-SOURCELIKELY
Rating noteStodeh, 146K views, recon specialist, three beta tests; Twinsticks & Ties qualifies the concealment halfStodeh (146K views, recon specialist) and Maplewood (13.6K views) independently; Twinsticks & Ties qualifies the concealment half
Why it worksIn almost every other military shooter, scope glint is what makes static sniping punishable. Its absence is why Stodeh says he endorses prone sniping here for the first time in an FPS, and it is the mechanical foundation under "bushes are your best friend in this game".In almost every other military shooter, scope glint is what makes static sniping punishable. Its absence is why Stodeh says he endorses prone sniping here for the first time in an FPS, and it is the mechanical foundation under "bushes are your best friend in this game". Maplewood states the same rule independently and draws the loadout conclusion from it: with no glint to give you away, run the biggest scope you want.

Budget "naked" start, under $500

Combat & LoadoutsLikely → Confirmed

RageGamingVideos "OP Money Strategy", RageGamingVideos "39 Tips" and Hudi added. Rating moved from LIKELY to CONFIRMED: 4 creators describe variants (TheTacticalBrit, Soulgrot, RageGamingVideos, Hudi); SwoleBenji adds the free FOB meds.

What moved
FieldBeforeAfter
Sources5 sources8 sources
RatingLIKELYCONFIRMED
Rating note2 creators describe variants4 creators describe variants (TheTacticalBrit, Soulgrot, RageGamingVideos, Hudi); SwoleBenji adds the free FOB meds
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. 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.The even more extreme version, which TheTacticalBrit calls "the devilish option": bring nothing to the front line, so your death costs zero, and pillage your entire kit off the first body you find. Infinite margin at the cost of being defenceless until you find a corpse. Given that everyone around you is buying armor and medical supplies and dying, and that you can loot all of it, this is genuinely viable when you are broke. Also: the corpus reports "free starter equipment available if balance goes negative" (games.gg). You cannot actually be stranded. SwoleBenji adds a free source that needs no corpse: a placed FOB includes free medical supplies you can take for yourself, so a naked respawn at a friendly FOB still leaves with meds. RageGamingVideos and Hudi build their floor kits on the same free core: the free rifle with its magazine, the free resuscitator, the free scout backpack and a couple of bandages. RageGamingVideos takes the free Bushmaster with one full 20-round magazine into every kit, even a pure driving or flying run, because it is the only free weapon and defending yourself with it still levels Infantry. Hudi adds binoculars every life unless you are only there to build, loose 5.56 and a small tac vest.

Open question: only one weight-class boundary has a number, 27 kg for heavy

Combat & LoadoutsUnverified → Single source

Maplewood added. Rating moved from UNVERIFIED-BIG-CLAIM to SINGLE-SOURCE: one boundary from one creator (Maplewood, pre-launch); the other thresholds are unpublished.

What moved
FieldBeforeAfter
Where it falls apartnoneOne creator on a beta build, stated rather than demonstrated. The vendor test below would confirm 27 kg and fill in the other lines in one sitting.
Flagsintelbeta-numbers / intel
NumbersFive brackets. Weapon and armor weights known to two decimal places; bracket thresholds unknown.Five brackets. Heavy starts above 27 kg per Maplewood (pre-launch). Magazines about 0.5 kg each (Maplewood). Other thresholds unknown.
Short answerWe know there are five brackets and we know weapon and armor weights to two decimal places, but not the kg thresholds between brackets.Maplewood puts the heavy line at 27 kg, where tactical sprint goes. Nobody has published the other bracket thresholds, and nobody has shown the 27 kg figure on a weight readout.
Sourcesnone1 source
RatingUNVERIFIED-BIG-CLAIMSINGLE-SOURCE
Rating noteno kg thresholds publishedone boundary from one creator (Maplewood, pre-launch); the other thresholds are unpublished
TitleOpen question: the weight-class boundaries are numbers nobody hasOpen question: only one weight-class boundary has a number, 27 kg for heavy

Open question: loose ammo stack size, 80 or 100

Combat & LoadoutsDisputed → Likely

Maplewood added. Rating moved from DISPUTED to LIKELY: Maplewood shows 5.56 stacking to 80 on screen and says stack size varies by ammo type, which explains PC Gamer's 100 as another calibre; that calibre is still unnamed.

What moved
FieldBeforeAfter
Flagsdisputed / intelintel
Numbers80 vs 100 rounds per two-slot stack.5.56: 80 rounds per two-slot stack (Maplewood, on screen; five creators say 80). 100 per stack (PC Gamer, calibre unstated).
Short answerLoose ammo stack size: 80 (five creators) or 100 (PC Gamer)? Probably a calibre difference; nobody says so explicitly. Worth checking per calibre at the vendor.Loose ammo stack size: 80 for 5.56, shown on screen by Maplewood, who says stack size varies by ammo type. PC Gamer's 100 is probably a different calibre. Check the vendor for yours.
Sources1 source2 sources
RatingDISPUTEDLIKELY
Rating notefive creators say 80, PC Gamer says 100Maplewood shows 5.56 stacking to 80 on screen and says stack size varies by ammo type, which explains PC Gamer's 100 as another calibre; that calibre is still unnamed

The logistics pilot's loop: passengers first, then read the FOB

Vehicles & Fire SupportSingle source → Likely

RageGamingVideos (best start) added. Rating moved from SINGLE-SOURCE to LIKELY: Loknik (28K views, post-launch) and RageGamingVideos (pre-launch footage) independently on passengers first, then logistics; the read-the-FOB check is Loknik's alone. The never-fly-empty half matches veh-passenger-economics-fines and the one-pallet limit matches veh-logistics-crates-pallets.

What moved
FieldBeforeAfter
Where it falls apartOne creator's routine. The transit times are second-hand and self-described as rough, so use the ratio (helicopter several times faster), not the seconds. The front-line run ends at the fight, so it is the riskier of the two trips once enemy anti-air is up.Two creators agree on the order of jobs, but the FOB check and the transit times are Loknik's alone, and the times are second-hand and self-described as rough, so use the ratio (helicopter several times faster), not the seconds. The front-line run ends at the fight, so it is the riskier of the two trips once enemy anti-air is up.
Sources7 sources9 sources
StepsFirst flight of the match: fill the seats and drop passengers into the zone. Early passengers are your passive cash and XP, and the team needs bodies on the objective fast. / Back at HQ, open the map and check every friendly FOB's supply level before you load anything. / FOB stock getting low: load building or ammo supplies for that FOB. Loknik says feeding FOBs early in a match is where a big team advantage comes from. / FOB stock holding steady: load ammo, meds and supplies for the players already fighting and fly them to the front line, not to the FOB. / Repeat the check at every HQ stop. It is a habit, not a one-time decision.First flight of the match: fill the seats and drop passengers into the zone. Early passengers are your passive cash and XP, and the team needs bodies on the objective fast. RageGamingVideos opens every match the same way, ferrying in a Little Bird until armed helicopters become available. / Back at HQ, open the map and check every friendly FOB's supply level before you load anything. / FOB stock getting low: load building or ammo supplies for that FOB. Loknik says feeding FOBs early in a match is where a big team advantage comes from. / FOB stock holding steady: load ammo, meds and supplies for the players already fighting and fly them to the front line, not to the FOB. / Repeat the check at every HQ stop. It is a habit, not a one-time decision. / Stop ferrying once other pilots are competing for your passengers and you are lifting one player at a time instead of five (RageGamingVideos). That is the signal to switch to logistics or a gunship.
RatingSINGLE-SOURCELIKELY
Rating noteLoknik (28K views, post-launch) lays out the loop; the never-fly-empty half matches the six creators on veh-passenger-economics-fines, and the one-pallet limit matches veh-logistics-crates-palletsLoknik (28K views, post-launch) and RageGamingVideos (pre-launch footage) independently on passengers first, then logistics; the read-the-FOB check is Loknik's alone. The never-fly-empty half matches veh-passenger-economics-fines and the one-pallet limit matches veh-logistics-crates-pallets

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

Vehicles & Fire SupportLikely → Confirmed

RageGamingVideos (OP money strategy), Maplewood (beginner guide), LiteralWedgeOfCheese (level Support) and RageGamingVideos (best start) added. Rating moved from LIKELY to CONFIRMED: SwoleBenji (launch day) on the route; Geck0 (beta), RageGamingVideos (two videos, one channel, pre-launch and Season 1) and Maplewood (beta) independently on the spawn APC and Ural logistics as where driver income is; wiki Updates page on the levels.

What moved
FieldBeforeAfter
Where it falls apartSwoleBenji recorded this on launch day while tanks moving to the Driver track was still a rumour to him; the Season 1 changelog has since confirmed Driver 35 [S1]. With the Ural at Driver 3 [S1], the APC-only phase is short, so in practice this means the APC whenever it spawns and the Ural the rest of the time. TacticalNed and DemoMan0351 both call driving the slowest grind in the game.SwoleBenji recorded this on launch day while tanks moving to the Driver track was still a rumour to him; the Season 1 changelog has since confirmed Driver 35 [S1]. With the Ural at Driver 3 [S1], the APC-only phase is short, so in practice this means the APC whenever it spawns and the Ural the rest of the time. TacticalNed and DemoMan0351 both call driving the slowest grind in the game. The tank move was not a surprise: LiteralWedgeOfCheese recorded a developer saying on camera on 31 Aug that tanks would leave the main track for the Driver role in Early Access. A crate only pays if people actually buy from it, which is the weak point of the pre-Ural phase.
NumbersUral unlock: Driver 3 and $35,000 [S1] (was Driver 4 and $50,000 [BETA]). L2A6: Driver 35 and $500,000 [S1], moved from Career 35 [BETA].Ural unlock: Driver 3 and $35,000 [S1] (was Driver 4 and $50,000 [BETA]). L2A6: Driver 35 and $500,000 [S1], moved from Career 35 [BETA]. RageGamingVideos: the Ural carries 2 pallets per run, and one spawn-APC drive from base to the zone is roughly enough to reach Driver 3 [S1]. A pallet pays driver XP on deposit and pays both you and the player who claims it, at no cost to the claimer, which is why pallets get claimed. Before the Ural, a crate filled with what players want pays driver XP on delivery and more when they buy from it. Maplewood calls the spawn APC the number one way to level Driver.
Sources4 sources10 sources
RatingLIKELYCONFIRMED
Rating noteSwoleBenji (17K views, launch day) on the route; Geck0 (19.9K, beta) independently on Ural logistics paying driver XP and cashSwoleBenji (launch day) on the route; Geck0 (beta), RageGamingVideos (two videos, one channel, pre-launch and Season 1) and Maplewood (beta) independently on the spawn APC and Ural logistics as where driver income is; wiki Updates page on the levels

D9: Linux / Proton unsupported

Winning & TeamplaySingle source → Likely

Hudi (wipe guide) added. Rating moved from SINGLE-SOURCE to LIKELY: WARDOGS Hub errors plus Hudi quoting Bulkhead's own pre-launch statement.

What moved
FieldBeforeAfter
Where it falls apartUnsupported by design. Logged here so it is not mistaken for exploitable behaviour.Unsupported by design, and Hudi files Steam Deck under the same answer. Logged here so it is not mistaken for exploitable behaviour.
Short answerLinux / Proton: auth timeout and anti-cheat module absent. Unsupported by design.Linux / Proton: auth timeout and anti-cheat module absent. Before launch Bulkhead said it does not officially support Linux, could not commit to launch support, and told Linux players to refund.
Sources1 source2 sources
RatingSINGLE-SOURCELIKELY
Rating noteinferredWARDOGS Hub errors plus Hudi quoting Bulkhead's own pre-launch statement

Numbers changed (20)

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

Money & XP

Hudi added. The figures now include what they report.

What moved
FieldBeforeAfter
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. 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.$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. Hudi (9 Sep, pre-launch): everybody starts with $10,000 [BETA]; he does not say whether it repeats.
Sources8 sources9 sources

The New Recruit discount

Money & XP

Hudi added. The figures now include what they report.

What moved
FieldBeforeAfter
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. 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.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. Hudi (9 Sep, pre-launch) also says below level 9 [BETA] and lists weapons, gear, vehicles and ammo as covered, while hedging on whether Bulkhead would keep it for launch; the launch-week sources above show it survived.
Sources8 sources9 sources
Rating noteCONFIRMED (5 creators plus WARDOGS Hub; SwoleBenji and Geck0 added 13 Sep); sources split by one level on the exact thresholdCONFIRMED (6 creators plus WARDOGS Hub; SwoleBenji and Geck0 added 13 Sep, Hudi 14 Sep); sources split by one level on the exact threshold

Spawn-vehicle delivery and guarding

Money & XP

RageGamingVideos (money strategy), LiteralWedgeOfCheese (tower FOBs) and RageGamingVideos (39 tips) added. The figures now include what they report.

What moved
FieldBeforeAfter
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. 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].[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]. RageGamingVideos, 11 Sep [S1]: camped in the hotzone it pays double what the wider combat zone pays, and you get one shot at it per round in launch week.
Sources16 sources20 sources
StepsWatch 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.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, and the strongest version of this method: use the APC as mobile cover. Park it between a downed teammate and the enemy's line of sight, hop out, revive or heal, hop back in and reposition toward the hotzone; hop out again to spot with binoculars. RageGamingVideos runs this to earn driver, medic and recon XP at once and restocks bandages and revives off downed enemies. The APC is effectively a mobile fortress in the first days of a season because almost nobody has explosives unlocked yet. / If your team has a FOB garage near the zone, park the spawn vehicle inside it. LiteralWedgeOfCheese uses a garaged spawn vehicle as a driver XP farm toward the Driver 35 [S1] tank: nobody can grief its placement and it pays driver credit all match.
Rating noteCONFIRMED (8 creators: Soulgrot, jackfrags, RageGamingVideos, motiv8, Gigabeef, Airwingmarine, plus Geck0 and SwoleBenji added 13 Sep); the unlock trigger wording is DISPUTED, see whyCONFIRMED (8 creators: Soulgrot, jackfrags, RageGamingVideos, motiv8, Gigabeef, Airwingmarine, plus Geck0 and SwoleBenji added 13 Sep); RageGamingVideos' two launch-week videos and LiteralWedgeOfCheese added 14 Sep, the first two the same channel as his existing source; the unlock trigger wording is DISPUTED, see why

Helicopter transport

Money & XP

Maplewood and RageGamingVideos (money strategy) added. The figures now include what they report.

What moved
FieldBeforeAfter
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. 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].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. RageGamingVideos' launch-build figures tilt it toward profit: six passengers who all survive a hotzone drop would pay $8,340 [S1] against a $6,250 [S1] Little Bird, but that assumes every passenger lives and rests on one creator's single run. Resolution: assume transport alone roughly breaks even and that your profit is entirely the assist stream until a second launch-build measurement agrees. 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. 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.[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. RageGamingVideos, 11 Sep launch build [S1]: $390 and 50 XP per passenger deployed in the hotzone, $1,000 and 200 XP when that passenger survives, and an assist of $1,500 for each hotzone kill a dropped passenger makes, $750 outside the hotzone. The $750 [S1] matches skycoach's kill bonus per transported player [BETA].
Sources18 sources21 sources
Rating noteCONFIRMED (5 creators plus PC Gamer, skycoach, wardogs.zone; Geck0, StratzFPS and Silk added 13 Sep, WarDoggin on the team-kill fine)CONFIRMED (5 creators plus PC Gamer, skycoach, wardogs.zone; Geck0, StratzFPS and Silk added 13 Sep, WarDoggin on the team-kill fine; Maplewood, and RageGamingVideos' launch-build payouts from a second video of his, added 14 Sep)
Why it worksThree payouts per passenger - the delivery fee, the survival bonus if they live ~15 seconds, and an assist share of whatever they go on to do. Multiply by six or thirteen seats.Three payouts per passenger - the delivery fee, the survival bonus if they live ~15 seconds, and an assist share of whatever they go on to do. Multiply by six or thirteen seats. Maplewood describes the same payout for drivers: the drop-off, then a share of what the passengers do, so a passenger who downs a helicopter pays the driver a large cut.

FOB building and operating emplacements

Money & XP

LiteralWedgeOfCheese (Support levelling) added. The figures now include what they report.

What moved
FieldBeforeAfter
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. 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.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. LiteralWedgeOfCheese [BETA]: almost $100,000 in his first match doing nothing but building, on a beta he says had sped-up progression.
Sources16 sources17 sources
Rating noteCONFIRMED (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 independenceCONFIRMED (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; LiteralWedgeOfCheese's Support-levelling video added 14 Sep

Exactly which actions feed which track

Money & XP

Maplewood and GhostGaming added. The figures now include what they report.

What moved
FieldBeforeAfter
NumbersCareer gates SPH-2 artillery (L90). Infantry: AK74 L3, Galil L10, M4 L20, FAL L35. Medic: Field Resuscitator L2, PP-19 L4, smoke L5, IFAK L9, Defibrillator L11, Stim/Adrenaline Pen L14, MP5 L15, Medical Bag L24, PP-19 drum L29 [S1, was 33], Super-45 L35. Recon: Monocular L2, SKS L5, Rangefinder L8, Mosin L10, LPVO L11, SVD L12, Bow L17, MRAD scope L18, SV98 L19, Claymore L22, Ghillie L24, MK22 L25, BMR-308 L30, IR Rangefinder L32, AMR-50 L35. Support: Light Drill L1, C4 L2, Medium Hammer L3, RPG-7 L5, Large Hammer L8 [S1, was 7], M500 L10, M249 L15, Verba L16, MAAWS L20, AT Mine L25, Heavy Drill L28, PKM L30, MGL-40 L35. Driver: URAL L3 [S1, was 4], Kodiak Assault L6 [S1, was 8], Dune Buggy L8 [S1, was 10], Kodiak Pickup/Flatbed L10 [S1, was 2], Humvee L15, Large Supply Crate L16 [S1, was 20], URAL Defender L18 [S1, was 30], Music Tape H L23 [S1, moved from Pilot 28], URAL Attack L25 [S1, was 40], Humvee minigun L30 [S1, was 35], L2A6 heavy tank L35 [S1, moved from Career]. Pilot: armed Little Birds L4, Z20 Lakota L10, AH-6R rockets L20, Z20 miniguns L25, Havoc L35. Operating FOB emplacements requires a level 3 hammer.Career gates SPH-2 artillery (L90 [S1], was 55) and the Deagle (L85 [S1], was 90); GhostGaming reads the rest of the Career table as moving a level or two at most [S1]. Infantry: AK74 L3, Galil L10, M4 L20, FAL L35. Medic: Field Resuscitator L2, PP-19 L4, smoke L5, IFAK L9, Defibrillator L11, Stim/Adrenaline Pen L14, MP5 L15, Medical Bag L24, PP-19 drum L29 [S1, was 33], Super-45 L35. Recon: Monocular L2, SKS L5, Rangefinder L8, Mosin L10, LPVO L11, SVD L12, Bow L17, MRAD scope L18, SV98 L19, Claymore L22, Ghillie L24, MK22 L25, BMR-308 L30, IR Rangefinder L32, AMR-50 L35. Support: Light Drill L1, C4 L2, Medium Hammer L3, RPG-7 L5, Large Hammer L8 [S1, was 7], M500 L10, M249 L15, Verba L16, MAAWS L20, AT Mine L25, Heavy Drill L28, PKM L30, MGL-40 L35. Driver: URAL L3 [S1, was 4], Kodiak Assault L6 [S1, was 8], Dune Buggy L8 [S1, was 10], Kodiak Pickup/Flatbed L10 [S1, was 2], Humvee L15, Large Supply Crate L16 [S1, was 20], URAL Defender L18 [S1, was 30], Music Tape H L23 [S1, moved from Pilot 28], URAL Attack L25 [S1, was 40], Humvee minigun L30 [S1, was 35], L2A6 heavy tank L35 [S1, moved from Career]. Pilot: armed Little Birds L4, Z20 Lakota L10, AH-6R rockets L20, Z20 miniguns L25, Havoc L35. Operating FOB emplacements requires a level 3 hammer.
Sources14 sources16 sources
StepsCareer (derived): fed by nothing directly; it is the sum of the six role levels. Gates pistols, all armour and helmet tiers, backpacks, tac vests, HP and AP ammo types, optics and foregrips, sport parachute, SPH-2 artillery (L90). / Infantry / Assault: fed by kills and assists with assault rifles; grenades; pistols (contested, see caveat). Damage alone pays nothing - you must convert to at least an assist. Gates AK74 L3, Galil L10, M4 L20, FAL L35, muzzle brakes, foregrips. / Medic: fed by healing other players (never yourself), reviving, SMG kills and assists, plus a permanent assist stream from anyone you revived for the rest of their life. Gates Field Resuscitator L2, PP-19 L4, smoke L5, IFAK L9, Defibrillator L11, Stim/Adrenaline Pen L14, MP5 L15, Medical Bag L24, PP-19 drum L29 [S1, was 33], Super-45 L35. / Recon: fed by completing a spot, refreshing a spot before it expires, kills by anyone on a target you spotted, kills and assists with snipers/DMRs/the bow, claymore kills. Gates Monocular L2, SKS L5, Rangefinder L8, Mosin L10, LPVO L11, SVD L12, Bow L17, MRAD scope L18, SV98 L19, Claymore L22, Ghillie L24, MK22 L25, BMR-308 L30, IR Rangefinder L32, AMR-50 L35. / Support: fed by every hammer swing and every completed structure; repairing bases, vehicles and structures; refuelling vehicles; drill repairs; delivering supplies to a FOB; shotgun and LMG kills; kills and vehicle destruction with IEDs, C4 and RPGs; destroying HVTs (enemy spawn vehicles, helicopters, armoured vehicles, enemy FOBs); operating FOB emplacements once you have a level 3 hammer. Gates Light Drill L1, C4 L2, Medium Hammer L3, RPG-7 L5, Large Hammer L8 [S1, was 7], M500 L10, M249 L15, Verba L16, MAAWS L20, AT Mine L25, Heavy Drill L28, PKM L30, MGL-40 L35. / Driver: fed by delivering passengers into the control zone (more in the hotzone), crate and pallet delivery, roadkills, kills from vehicle-mounted weapons, assist credit from passengers you dropped off, small XP for distance driven. Anyone in a crewed vehicle gets driver XP when anyone in that vehicle gets a kill. Gates URAL L3 [S1, was 4], Kodiak Assault L6 [S1, was 8], Dune Buggy L8 [S1, was 10], Kodiak Pickup/Flatbed L10 [S1, was 2], Humvee L15, Large Supply Crate L16 [S1, was 20], URAL Defender L18 [S1, was 30], Music Tape H L23 [S1, moved from Pilot 28], URAL Attack L25 [S1, was 40], Humvee minigun L30 [S1, was 35], L2A6 heavy tank L35 [S1, moved from Career]. / Pilot: identical structure to Driver but airborne: passenger delivery into the zone (double in the hotzone), crate and pallet delivery, pilot and gunner kills, assists from dropped passengers. Gates armed Little Birds L4, Z20 Lakota L10, AH-6R rockets L20, Z20 miniguns L25, Havoc L35. / Cross-track: hover any item in the vendor or your inventory and it tells you which class XP it rewards. / Cross-track: crate and pallet delivery is dual XP - it pays the vehicle track (driver or pilot) and the support track off the same delivery. / Cross-track: no class restrictions on loadouts. Any unlocked item goes in any loadout, so a sniper rifle plus a defibrillator is a legal build. / Cross-track: gear levels tracks, not just guns. Using bandages levels medic; using a spotting scope levels recon. This is the route around a bad starting weapon, and it matters because the recon starter rifle (Scout Rifle TD) does not even one-shot an unhelmeted head.Career (derived): fed by nothing directly; it is the sum of the six role levels. Gates pistols, all armour and helmet tiers, backpacks, tac vests, HP and AP ammo types, optics and foregrips, sport parachute, SPH-2 artillery (L90). / Infantry / Assault: fed by kills and assists with assault rifles; grenades; pistols (contested, see caveat). Damage alone pays nothing - you must convert to at least an assist. Gates AK74 L3, Galil L10, M4 L20, FAL L35, muzzle brakes, foregrips. / Medic: fed by healing other players (never yourself), reviving, SMG kills and assists, plus a permanent assist stream from anyone you revived for the rest of their life. Gates Field Resuscitator L2, PP-19 L4, smoke L5, IFAK L9, Defibrillator L11, Stim/Adrenaline Pen L14, MP5 L15, Medical Bag L24, PP-19 drum L29 [S1, was 33], Super-45 L35. / Recon: fed by completing a spot, refreshing a spot before it expires, kills by anyone on a target you spotted, kills and assists with snipers/DMRs/the bow, claymore kills. Gates Monocular L2, SKS L5, Rangefinder L8, Mosin L10, LPVO L11, SVD L12, Bow L17, MRAD scope L18, SV98 L19, Claymore L22, Ghillie L24, MK22 L25, BMR-308 L30, IR Rangefinder L32, AMR-50 L35. / Support: fed by every hammer swing and every completed structure; repairing bases, vehicles and structures; refuelling vehicles; drill repairs; delivering supplies to a FOB; shotgun and LMG kills; kills and vehicle destruction with IEDs, C4 and RPGs; destroying HVTs (enemy spawn vehicles, helicopters, armoured vehicles, enemy FOBs); operating FOB emplacements once you have a level 3 hammer. Gates Light Drill L1, C4 L2, Medium Hammer L3, RPG-7 L5, Large Hammer L8 [S1, was 7], M500 L10, M249 L15, Verba L16, MAAWS L20, AT Mine L25, Heavy Drill L28, PKM L30, MGL-40 L35. / Driver: fed by delivering passengers into the control zone (more in the hotzone), crate and pallet delivery, roadkills, kills from vehicle-mounted weapons, assist credit from passengers you dropped off, small XP for distance driven. Anyone in a crewed vehicle gets driver XP when anyone in that vehicle gets a kill. Gates URAL L3 [S1, was 4], Kodiak Assault L6 [S1, was 8], Dune Buggy L8 [S1, was 10], Kodiak Pickup/Flatbed L10 [S1, was 2], Humvee L15, Large Supply Crate L16 [S1, was 20], URAL Defender L18 [S1, was 30], Music Tape H L23 [S1, moved from Pilot 28], URAL Attack L25 [S1, was 40], Humvee minigun L30 [S1, was 35], L2A6 heavy tank L35 [S1, moved from Career]. / Pilot: identical structure to Driver but airborne: passenger delivery into the zone (double in the hotzone), crate and pallet delivery, pilot and gunner kills, assists from dropped passengers. Gates armed Little Birds L4, Z20 Lakota L10, AH-6R rockets L20, Z20 miniguns L25, Havoc L35. / Cross-track: hover any item in the vendor or your inventory and it tells you which class XP it rewards. / Cross-track: crate and pallet delivery is dual XP - it pays the vehicle track (driver or pilot) and the support track off the same delivery. / Cross-track: no class restrictions on loadouts. Any unlocked item goes in any loadout, so a sniper rifle plus a defibrillator is a legal build. / Cross-track: gear levels tracks, not just guns. Using bandages levels medic; using a spotting scope levels recon. This is the route around a bad starting weapon, and it matters because the recon starter rifle (Scout Rifle TD) does not even one-shot an unhelmeted head. / Cross-track: the weapon that lands the kill decides the track, not the one you spawned with. LMGs feed Support, SMGs Medic, assault rifles Infantry, DMRs and sniper rifles Recon, so a weapon you pick up levels its own track (Maplewood).

What wipes and what you keep

Money & XP

Maplewood, Hudi and GhostGaming added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartSeason 1 length is single-source (RageGamingVideos). Treat as a working assumption, not a date to plan around, and watch for the announced date. Bulkhead has also said "each season we will have a different XP curve with different item orders", so the Season 1 unlock ladder will not survive the wipe either. Caveat that should temper every long-term plan in this document: the long-term progression and metagame tied to the cash system are still being built, with the developers aiming to flesh them out before 1.0 (roughly 24 months of Early Access). The endpoint of the cash system does not exist yet. Everything here describes an explicitly incomplete system.Season 1 length is no longer single-source: four creators say one month, one of them relaying a named developer. It is still not an announced date, so plan to it and watch for the official announcement. Bulkhead has also said "each season we will have a different XP curve with different item orders", so the Season 1 unlock ladder will not survive the wipe either. Caveat that should temper every long-term plan in this document: the long-term progression and metagame tied to the cash system are still being built, with the developers aiming to flesh them out before 1.0 (roughly 24 months of Early Access). The endpoint of the cash system does not exist yet. Everything here describes an explicitly incomplete system. Class levels are the soft spot in this card: Hudi reports developer posts saying only the WARDOGS level resets and other communications implying class levels reset too. The panel's "level progression" wording does not settle it. His guess, and this card's, is that everything resets. See Open questions.
NumbersSeason 1 length: RageGamingVideos states Season 1 lasts one month, starting 10 September and therefore ending 10 October 2026. Seasons 2, 3 and 4 have no decided length. Early Access is roughly 24 months.Season 1 length: one month, starting 10 September and therefore ending around 10 October 2026, stated by RageGamingVideos, by Hudi relaying Bulkhead's Brammertron, by Maplewood (who calls it too short) and, hedged, by GhostGaming. Seasons 2, 3 and 4 have no decided length. Early Access is roughly 24 months.
Sources6 sources12 sources
Rating noteCONFIRMED (in-game Gold Exchange panel text, quoted verbatim by WARDOGS Hub; corroborated by two creators and the April 2026 roadmap)CONFIRMED (in-game Gold Exchange panel text, quoted verbatim by WARDOGS Hub and read on camera by Hudi; corroborated by creators and the April 2026 roadmap); whether class levels reset is still open

Gold bars: what they are and when to convert

Money & XP

Hudi, Maplewood and DemoMan0351 (20 advanced tips) added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartNobody in the corpus has actually observed a season wipe in the live game. The entire timing argument rests on beta-era observation of the exchange plus a plausible mechanism. If the automatic end-of-cycle conversion happens at a fixed rate rather than the market rate, the whole "convert early" argument collapses. See Open questions.Nobody in the corpus has actually observed a season wipe in the live game. The entire timing argument rests on beta-era observation of the exchange plus a plausible mechanism. If the automatic end-of-cycle conversion happens at a fixed rate rather than the market rate, the whole "convert early" argument collapses. See Open questions. Hudi states the forced end-of-season conversion happens at the market rate at that moment, which supports the convert-early argument, but he recorded before launch and nobody has watched a wipe.
Flagsdisputedbeta-numbers / disputed
NumbersnoneHudi [BETA]: a black and gold AK skin for Season 1 costs about 30 gold bars, roughly $7,500,000 in cash at beta exchange rates, which works out at about $250,000 per bar [BETA]. Bulkhead's Howard reportedly will not lower that price for the short season, because the skin is meant to mark a heavy Season 1 player. The rate moves daily (Hudi) or week to week (TheTacticalBrit).
Sources7 sources14 sources
Rating noteLIKELY on the mechanic, DISPUTED on what they buyCONFIRMED on the floating one-way rate (four creators since 14 Sep), DISPUTED on what gold buys
Why it worksWhat they buy is DISPUTED. WARDOGS Hub and Legacy Gaming both say cosmetics only, and the developer line quoted by WARDOGS Hub supports it: "No Battlepass. No Pay to Win. No Nikki Minaj Skins. No Bullshit. Earn cosmetics by playing." TheTacticalBrit says gold bars "are traded for in-game usable items and for exclusive cosmetics nobody else will have." TacticalNed refers to "the black market", and the April 2026 roadmap lists a Black Market and a Vault as planned features. Take the cosmetics-only position for now - the dev quote is explicit and a usable-items gold market would be pay-to-win-adjacent in a game whose studio has publicly pledged no monetisation during Early Access. TheTacticalBrit is most likely describing the roadmap's Black Market, which is not shipped. Timing: DemoMan0351 says convert early or mid-season, because gold gets much more expensive toward a wipe when everyone cashes out at once. TheTacticalBrit independently confirms the rate is "reactive to the in-game market" and changes week to week. Two creators, no contradiction, so LIKELY.What they buy is DISPUTED. WARDOGS Hub and Legacy Gaming both say cosmetics only, and the developer line quoted by WARDOGS Hub supports it: "No Battlepass. No Pay to Win. No Nikki Minaj Skins. No Bullshit. Earn cosmetics by playing." TheTacticalBrit says gold bars "are traded for in-game usable items and for exclusive cosmetics nobody else will have." TacticalNed refers to "the black market", and the April 2026 roadmap lists a Black Market and a Vault as planned features. Take the cosmetics-only position for now - the dev quote is explicit and a usable-items gold market would be pay-to-win-adjacent in a game whose studio has publicly pledged no monetisation during Early Access. TheTacticalBrit is most likely describing the roadmap's Black Market. DemoMan0351's 7 Sep tips say a main-menu Black Market with a cooldown was already live in the beta, so it may have shipped in some form, but nobody ties it to gold. Hudi (9 Sep) backs the cosmetics-only side: gold buys skins, emotes and vehicle paints with no gameplay impact, and Bulkhead has said several times it plans never to sell gold or cash for real money, which he flags as unverifiable. Maplewood agrees gold is a skin sink. That is four sources on cosmetics-only against TheTacticalBrit. Timing: DemoMan0351 says convert early or mid-season, because gold gets much more expensive toward a wipe when everyone cashes out at once. TheTacticalBrit independently confirms the rate is "reactive to the in-game market" and changes week to week. Hudi adds that the rate updates daily and that an exchange can never be reversed or refunded; Maplewood says buy when the rate is low because you cannot sell back. Four creators now describe a floating one-way rate, so that mechanic is CONFIRMED; the convert-early timing is still DemoMan0351's argument.

First 60 minutes

Money & XP

Hudi added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartAssumes full 100-player servers with active objectives, which is true in launch week (peak concurrency 300,000-337,157) and may not be true later in the season or on community servers. Every income figure in this document scales with lobby activity, and medic and pilot scale with it hardest.Assumes full 100-player servers with active objectives, which is true in launch week (peak concurrency 300,000-337,157) and may not be true later in the season or on community servers. Every income figure in this document scales with lobby activity, and medic and pilot scale with it hardest. Hudi adds a harder floor: a server with about 45 players pays 80% rates and a 10-player server pays nothing [BETA], so pick a full server before you start the hour.
NumbersBinoculars $75, half price $38. Opening kit total under $1,500. Level 1 Armor + Helmet Career 3, $17,500 full, $8,750 discounted. Field Resuscitator Medic 2, $10,000 full, $5,000 discounted. Spawn APC at 20 points, roughly $3,000 on arrival. Expected: Career 6-8, Recon 3-5, Medic 3-5, and a balance somewhere between $15,000 and $50,000 depending on lobby quality.Binoculars $75, half price $38. Opening kit total under $1,500. Level 1 Armor + Helmet Career 3, $17,500 full, $8,750 discounted. Field Resuscitator Medic 2, $10,000 full, $5,000 discounted. Spawn APC at 20 points, roughly $3,000 on arrival. Expected: Career 6-8, Recon 3-5, Medic 3-5, and a balance somewhere between $15,000 and $50,000 depending on lobby quality. Hudi's stricter budget: under $1,000 a life while the discount lasts [BETA].
Sourcesnone2 sources
StepsBefore you deploy, buy binoculars ($75, half price at $38). Buy the free faction rifle, one magazine, and five bandages. Total under $1,500. Do not buy armour yet, do not buy a FOB, do not buy a vehicle. / Match 1, first life: go to elevation near the edge of the zone, inside it, and spot continuously. Prioritise the enemy spawn vehicle, then helicopters, then armour, then infantry. Re-spot targets as their timers run down. Target: Recon 2 for the Monocular. / First life, second half: move toward the hotzone. Revive and bandage every teammate you pass. Never bandage yourself. Tip any pilot or driver who moves you, and press the tip button more than once. / On your first death: press Rebuy. Do not upgrade the kit yet. / Around 20-30 minutes in, check your Career level. If it is still under 10, spend now: Level 1 Armor + Helmet (Career 3, $17,500 full, $8,750 discounted) and the Field Resuscitator blueprint (Medic 2, $10,000 full, $5,000 discounted) are the two best half-price purchases available to a new account. If your balance will not cover both, take the Field Resuscitator. / When the score hits 20 points, if your team's spawn APC is sitting unclaimed, take it. Drive it into the control zone, park it behind cover, dismount and defend it. Zero cost, roughly $3,000 on arrival, and a royalty for the rest of the match. / Do not buy a helicopter, a FOB, or a hammer in your first hour. All three are net-negative on a $10,000 bankroll under Season 1 prices.Before you deploy, buy binoculars ($75 [S1], half price at $38). Buy the free faction rifle, one magazine, and five bandages. Total under $1,500 [BETA]; Hudi's stricter launch-day target is under $1,000 a life [BETA] while the discount lasts. Do not buy armour yet, do not buy a FOB, do not buy a vehicle. / Match 1, first life: go to elevation near the edge of the zone, inside it, and spot continuously. Prioritise the enemy spawn vehicle, then helicopters, then armour, then infantry. Re-spot targets as their timers run down. Target: Recon 2 for the Monocular. / First life, second half: move toward the hotzone. Revive and bandage every teammate you pass. Never bandage yourself. Tip any pilot or driver who moves you, and press the tip button more than once. / On your first death: press Rebuy. Do not upgrade the kit yet. / Around 20-30 minutes in, check your Career level. If it is still under 10, spend now: Level 1 Armor + Helmet (Career 3, $17,500 full, $8,750 discounted) and the Field Resuscitator blueprint (Medic 2, $10,000 full, $5,000 discounted) are the two best half-price purchases available to a new account. If your balance will not cover both, take the Field Resuscitator. / When the score hits 20 points, if your team's spawn APC is sitting unclaimed, take it. Drive it into the control zone, park it behind cover, dismount and defend it. Zero cost, roughly $3,000 on arrival, and a royalty for the rest of the match. / Do not buy a helicopter, a FOB, or a hammer in your first hour. All three are net-negative on a $10,000 bankroll under Season 1 prices.

Are per-action cash payouts unchanged from the beta?

Money & XP

RageGamingVideos (money strategy) added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartPallets 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.Pallets matched the beta; transport did not, which means either some payout families were retuned without being itemised or the two creators measured different events. 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]. Pallet run on the launch build: $400 per pallet, $2,500 per drop-off, $1,800 per unload [S1], identical to the beta.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. Transport on the launch build (RageGamingVideos, 11 Sep): $390 per hotzone passenger deploy [S1] against the beta $300 [BETA], plus $1,000 per surviving passenger [S1].
Sources1 source2 sources
Rating noteopen question, partly answered: WarDoggin's 11 Sep logistics run matches the beta pallet payouts to the dollaropen question, partly answered: WarDoggin's 11 Sep logistics run matches the beta pallet payouts to the dollar; RageGamingVideos' 11 Sep hotzone drop payouts come out higher than the beta figures

Under-exploited: how large is the downstream assist stream?

Money & XP

RageGamingVideos (money strategy) added. The figures now include what they report.

What moved
FieldBeforeAfter
NumbersTwo minutes of tracking after one revive.Two minutes of tracking after one revive. One measured slice [S1]: RageGamingVideos reports $1,500 per hotzone kill made by a passenger he dropped, $750 outside the hotzone.
Sourcesnone1 source
Rating noteunder-explored, untestedunder-explored; one launch-build figure for the transport slice (RageGamingVideos), the revive slice untested

Spotting economics

Combat & Loadouts

Hudi, DemoMan0351 "20 Advanced Tips" and Maplewood added. The figures now include what they report.

What moved
FieldBeforeAfter
NumbersBinoculars $75. Beta 2 / launch-window figures, two independent written sources: Spot registered ~$100 minimum initially, with diminishing returns on refreshes (~$25 per refresh). Teammate kills your actively marked target: $800. Target dies after the mark has lapsed: $400. Clutchbase's aggregate for infantry: tag + kill assist $500 total, 175 Recon XP. Clutchbase for a spawn vehicle: tag + destruction $5,000 total, 600 Recon XP. Recon weapon kill: 250 XP, rising to 350 at long range. Stodeh reports individual spotted-target kills "sometimes exceeding $2,000".Binoculars $75. Beta 2 / launch-window figures, two independent written sources: Spot registered ~$100 minimum initially, with diminishing returns on refreshes (~$25 per refresh). Teammate kills your actively marked target: $800. Target dies after the mark has lapsed: $400. Clutchbase's aggregate for infantry: tag + kill assist $500 total, 175 Recon XP. Clutchbase for a spawn vehicle: tag + destruction $5,000 total, 600 Recon XP. Recon weapon kill: 250 XP, rising to 350 at long range. Stodeh reports individual spotted-target kills "sometimes exceeding $2,000". Hudi's pre-launch figures agree: binoculars about $75 [BETA], a mark $100 [BETA], a binocular kill assist $800 [BETA] in the zone and $1,600 [BETA] in the hotzone. DemoMan0351: tag an aircraft before a friendly SAM fires and you take about half the kill's XP and money [BETA].
Sources19 sources22 sources
Rating noteCONFIRMED on the mechanic (9 creators) | LIKELY on the exact payouts (2 written sources broadly agreeing)CONFIRMED on the mechanic (10 creators, Maplewood added) | LIKELY on the exact payouts (2 written sources plus Hudi, all pre-launch)
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. 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.How the spot actually works: hold the target in your recon optic. A short timer runs (the rectangle around the reticule fills), and once tagged the enemy appears on the minimap for the whole team. Through the optic you can see all spotter marks; with the naked eye you cannot, and tagged enemies carry no marker above their head in the world. Your teammates have to look at the minimap. Tell them. Priority order for spotting, per Stodeh: hold your gadget on every helicopter you see, then switch to the infantry that drop out of it, because infantry die far faster and it is the death that pays you. Position matters more than safety: set up where enemies are actively fighting and dying, not somewhere safe like a base building. TacticalNed's version: post up overlooking one or two enemy FOBs and your income becomes continuous. Gigabeef's: spotting for ten teammates already in the hotzone is worth far more than being an eleventh rifle in it. The highest-value pairing in the corpus: a spotter with a good mortar team. SwoleBenji describes the lock as holding the reticle on the target for about two beats until a diamond marker appears, and says spotted enemies pay on damage as well as on death. He rates aircraft as the best targets because they are shot down so often, and says players pay less than vehicles; that fits Stodeh's order rather than fighting it: mark the aircraft, then the infantry who leave it. For the mortar pairing, RadioGLHF shows the mechanic that makes it work: hover the cursor over a recon-tagged target and the game shows its exact distance, which the mortar crew dials in without line of sight. Geck0 recommends creeping toward an enemy FOB and marking the traffic in and out, the same continuous-income position TacticalNed describes. Twinsticks & Ties runs the whole role this way: no gun, no armor, just find, mark and let teammates kill. Maplewood adds two practical details: binoculars sit on the 3 key and a circle fills while you hold on the target, and the result is a live map and minimap marker, not a world marker. A mark does not always tell a person from an object, so a spot can turn out to be a mortar. DemoMan0351's pairing for a friend levelling on a SAM site: have nearby players tag the helicopter before the missile launches, because recon XP is the hardest XP to come by.

Flares, lock tones and the flare-baiting trick

Vehicles & Fire Support

DemoMan0351 (20 advanced tips) and RageGamingVideos (best start) added. The figures now include what they report.

What moved
FieldBeforeAfter
Numbers2 flare charges on every helicopter in the game (wiki, all six pages). AquaFPS observed pilots crashing themselves in panic before the missile even arrived. Helicopters de-render at roughly 1,000 m.2 flare charges on every helicopter in the game (wiki, all six pages). AquaFPS observed pilots crashing themselves in panic before the missile even arrived. Helicopters de-render at roughly 1,000 m. DemoMan0351 puts a flare deployment at $700 [BETA] per press, which is what a pre-flare wastes. RageGamingVideos buys more than the starting two charges whenever enemy anti-air is up.
Sources14 sources18 sources
Rating noteIceManIsaac and Silk from the cockpit, AquaFPS, Gigabeef and RadioGLHF from the launcher, DemoMan0351 on the consequenceIceManIsaac and Silk from the cockpit, AquaFPS, Gigabeef and RadioGLHF from the launcher, DemoMan0351 on the consequence (and again in a second DemoMan0351 video, same channel); RageGamingVideos independently on holding the flare until you see or hear the rocket

How it arrives and what it does

Vehicles & Fire Support

RageGamingVideos (OP money strategy), Maplewood (beginner guide) and RageGamingVideos (best start) added. The figures now include 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. 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.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. Maplewood and RageGamingVideos both say points, so points is the better-supported trigger; watch both next match. The drive-it-in rule is RageGamingVideos alone: taking over an APC someone else drove in, even one found abandoned and moved into the hotzone, earns you no spawn income.
NumbersThe hardware: 10 seats, 1,000 HP (the toughest vehicle in the game), top speed 71, fuel 100, smoke with a 90 second cooldown. Not purchasable. Faction variants exist for Lonestar, Manticore and Valkyra. 10 second spawn timer. The personal respawn cooldown on the APC is DISPUTED. Legacy Gaming, Airwingmarine and games.gg say 10 minutes; DemoMan0351 says "near ten-minute"; IceManIsaac believes around 5 minutes. Three sources to one favours 10 minutes. The cooldown is per player and applies to enemies exploiting a captured APC as well as to your own team. Payouts (beta-era): $3,000 instantly to the player who delivers it into the control zone (motiv8, matched by wardogs.zone and Skycoach at ~$3,000), then $100 per teammate spawn (wardogs.zone) or ~$250 per spawn (Skycoach), then a continuing share of what those players do. Soulgrot calls it "beyond broken" and says whoever controls the respawn vehicle will be the richest player in the match.The hardware: 10 seats, 1,000 HP (the toughest vehicle in the game), top speed 71, fuel 100, smoke with a 90 second cooldown. Not purchasable. Faction variants exist for Lonestar, Manticore and Valkyra. 10 second spawn timer. The personal respawn cooldown on the APC is DISPUTED. Legacy Gaming, Airwingmarine and games.gg say 10 minutes; DemoMan0351 says "near ten-minute"; IceManIsaac believes around 5 minutes. Three sources to one favours 10 minutes. The cooldown is per player and applies to enemies exploiting a captured APC as well as to your own team. Payouts [BETA]: $3,000 instantly to the player who delivers it into the control zone (motiv8, matched by wardogs.zone and Skycoach at ~$3,000), then $100 per teammate spawn (wardogs.zone) or ~$250 per spawn (Skycoach), then a continuing share of what those players do. Soulgrot calls it "beyond broken" and says whoever controls the respawn vehicle will be the richest player in the match. After it is destroyed, the next APC takes about 5 minutes to appear according to RageGamingVideos (two videos, one channel) against about 30 seconds according to SwoleBenji; see veh-oq-apc-vehicle-respawn.
Sources27 sources34 sources
StepsWatch 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.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. Maplewood and RageGamingVideos both put the trigger at 20 points, for every team at once. Be there for it: RageGamingVideos says only the player who drives it in earns its spawn income, and a team has one at a time. / 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. Maplewood: teammates see it on the deploy screen but can only spawn once it has stopped, so a driver who keeps repositioning is denying the spawn. / Get out and protect it. Both your payouts and the team's momentum depend on it surviving. / Keep it running: carry a spare fuel can and a wrench in your own inventory or the APC's, and it can stay parked in the hotzone for the rest of the match while few players have explosives (RageGamingVideos, opening days of Season 1). / 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. RageGamingVideos spins the APC on the spot while the smoke deploys, which lays a full ring of smoke before anyone dismounts.

Unlock and whether it is worth it

Vehicles & Fire Support

GhostGaming (day one patch) added. The figures now include what they report.

What moved
FieldBeforeAfter
NumbersCareer 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.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. GhostGaming reads the same rise off the Career column as +$100,000 [S1] and is unsure whether it is the unlock or the spawn price; the changelog settles it as the blueprint, and the spawn stays $8,000 [S1].
Sources12 sources13 sources

The Talon SAM emplacement

Vehicles & Fire Support

RadioGLHF (portable AA tower) added. The figures now include what they report.

What moved
FieldBeforeAfter
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. 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.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. RadioGLHF repeats the pallet figure in his portable AA tower video (same channel): fill a Ural with two ammo pallets for about 70 Talon rockets [BETA], and only switch to large ammo crates, which you unload by hand, if you expect to survive long enough to fire about 150.
Sources39 sources40 sources

Running the SPH-2: from purchase to first shot

Vehicles & Fire Support

RageGamingVideos (best start), DemoMan0351 (20 advanced tips) and LiteralWedgeOfCheese (level Support) added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartStratzFPS's unlock figures (War Dog level 55 and $400,000 [BETA], no Driver requirement) are pre-season; Season 1 moved the unlock to Career 90 and $500,000 [S1]. His parking band is one creator's rule of thumb; check each target's range from the parking spot before you commit to it, and remember the roughly 750 m minimum range means the SPH-2 cannot defend its own position.StratzFPS's unlock figures (War Dog level 55 and $400,000 [BETA], no Driver requirement) are pre-season; Season 1 moved the unlock to Career 90 and $500,000 [S1]. His parking band is one creator's rule of thumb; check each target's range from the parking spot before you commit to it, and remember the roughly 750 m minimum range means the SPH-2 cannot defend its own position. Walls and forest do not stop a patient infantryman. RageGamingVideos calls sneaking up on an artillery tank very easy because the operator is head-down in the camera: three RPG hits to the rear kill it, and the front is armoured. Keep a teammate on the roof gun or check your rear between shots.
NumbersDeployment $8,000 [S1], the same $8,000 [BETA] StratzFPS paid. 3 crew positions: driver, gunner, roof M249; most players crew it alone. StratzFPS puts maximum effective range around 2,700 m. Parking distance 1,600 to 2,000 m from spawn, map dependent.Deployment $8,000 [S1], the same $8,000 [BETA] StratzFPS paid. 3 crew positions: driver, gunner, roof M249; most players crew it alone. StratzFPS puts maximum effective range around 2,700 m. Parking distance 1,600 to 2,000 m from spawn, map dependent. LiteralWedgeOfCheese: a full load of 41 shells costs about $2,000 [BETA] and lasts 10 to 15 minutes of uninterrupted firing.
Sources7 sources10 sources
StepsBuy it at the vehicle vendor. It spawns under one of the awnings on the left or right of your team's spawn, and a horn beep tells you which. / Get in and open the supply menu. Buy as many main-gun shells as it will hold, plus 5.56 ammunition if someone will man the roof M249. / Drive about 1,600 to 2,000 m from your spawn. That keeps most control-zone targets inside its range while making enemy infantry travel a long way to reach it with an RPG. / Park in a forest if the map has one. SwoleBenji says the only realistic way to reach it there is a C4 rush on a Bobcat or a van. / Stop the engine. You hear incoming helicopters and infantry, and you keep the fuel you need to drive back to resupply. / Switch stabilisation on. The HUD reads Unstabilized until you do, and without it the crosshair does not hold position after firing. StratzFPS calls it one of the most important steps. / Fire, then start the reload input sequence straight away.Buy it at the vehicle vendor. It spawns under one of the awnings on the left or right of your team's spawn, and a horn beep tells you which. / Get in and open the supply menu. Buy as many main-gun shells as it will hold, plus 5.56 ammunition if someone will man the roof M249. / Drive about 1,600 to 2,000 m from your spawn. That keeps most control-zone targets inside its range while making enemy infantry travel a long way to reach it with an RPG. / Park in a forest if the map has one. SwoleBenji says the only realistic way to reach it there is a C4 rush on a Bobcat or a van. / Stop the engine. You hear incoming helicopters and infantry, and you keep the fuel you need to drive back to resupply. / If you carry a hammer, build walls around it. DemoMan0351 does this against Stingray drones, which punish a vehicle that sits still while its operator is in the camera. / Switch stabilisation on. The HUD reads Unstabilized until you do, and without it the crosshair does not hold position after firing. StratzFPS calls it one of the most important steps. / Fire, then start the reload input sequence straight away.
Rating noteStratzFPS (109K views, pre-season footage) on the procedure; SwoleBenji (launch day) separately on forest parkingStratzFPS (109K views, pre-season footage) on the procedure; SwoleBenji (launch day) separately on forest parking; LiteralWedgeOfCheese (beta) on shell cost and duration, DemoMan0351 (beta) on walling it in, RageGamingVideos on the rear-RPG threat

The hotzone doubles everything

Winning & Teamplay

Hudi (wipe guide), RageGamingVideos (money strategy) and Maplewood (beginner guide) added. The figures now include what they report.

What moved
FieldBeforeAfter
Where it falls apartThe multiplier cuts both ways. DemoMan0351 says kills outside the operating area are worth substantially less, with artillery tanks as the exception (north of $10,000 wherever you kill them). And the hotzone is where everyone else wants to be, so the doubled payout is priced in by the doubled risk. AbneyDude's counter-case is real: chasing the circle out into open ground and abandoning hard cover is how his team lost its foothold. Hold the strong position on the zone edge rather than standing in its exact centre.The multiplier cuts both ways. DemoMan0351 says kills outside the operating area are worth substantially less, with artillery tanks as the exception (north of $10,000 [BETA] wherever you kill them). And the hotzone is where everyone else wants to be, so the doubled payout is priced in by the doubled risk. AbneyDude's counter-case is real: chasing the circle out into open ground and abandoning hard cover is how his team lost its foothold. Hold the strong position on the zone edge rather than standing in its exact centre. Hudi (9 Sep) calls hotzone play a strong early strategy but expects the edge to fade after the first few days, and RageGamingVideos ranks hotzone combat as the riskiest way to make money: skill-dependent enough that you can go in and come out with nothing. Pair it with a support action, since heals and revives come naturally next to the fighting, rather than relying on kills.
Numbers2x scoring presence; 2x cash; 2x XP. Beta per-tick figures from Wardogs Zone: $160 in the control zone, $320 in the hotzone, on a 22-second cash tick, plus $250 for entering the control zone. Legacy Gaming independently reports "roughly 160 cash every few seconds". Treat the dollar figures as beta values; the 2x multiplier itself is the reliable part. Beta revive payouts scale the same way: $400 in the open, $800 in the control zone, $1,600 in the hotzone.2x scoring presence; 2x cash; 2x XP. Beta per-tick figures from Wardogs Zone: $160 [BETA] in the control zone, $320 [BETA] in the hotzone, on a 22-second cash tick, plus $250 [BETA] for entering the control zone. Legacy Gaming independently reports "roughly 160 cash every few seconds". Beta revive payouts scale the same way: $400 [BETA] in the open, $800 [BETA] in the control zone, $1,600 [BETA] in the hotzone. On the Season 1 build RageGamingVideos (11 Sep) puts a kill at about $1,500 [S1] outside the zone and about $3,000 [S1] inside the hotzone, and reports the same $320 [S1] hotzone presence tick, which suggests the beta tick survived launch. The 2x multiplier itself is the reliable part.
Sources11 sources14 sources
Rating note7 creators plus MetaForge and Overgear7 creators plus MetaForge and Overgear; Hudi, Maplewood and RageGamingVideos (Season 1 build) add three more

Moving the hotzone: tower codes and the drill

Winning & Teamplay

LiteralWedgeOfCheese (tower FOBs), DemoMan0351 (20 Advanced Tips) and RageGamingVideos (money strategy) added. The figures now include what they report.

What moved
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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. 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.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. Fourth caveat: DemoMan0351 expects the multi-drill hold to be nerfed, so treat a match-long pull as a beta-era result until someone repeats it on the Season 1 build. RageGamingVideos (Season 1) describes the drill pull as the next step after a mortar and anti-air farm: once the hotzone arrives, the fight at your own FOB is itself good money.
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. 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.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. DemoMan0351 (20 Advanced Tips, beta) says four drills keep the hotzone on your FOB for the whole match with good fuel logistics and timing; LiteralWedgeOfCheese (tower FOBs, beta) says five would hold it indefinitely. Neither shows a timer.
Sources29 sources32 sources
Rating note9 creators + official wiki Drill Rig description + MetaForge + games.gg11 creators + official wiki Drill Rig description + MetaForge + games.gg

DISPUTED: do drills share a cooldown?

Winning & Teamplay

LiteralWedgeOfCheese (tower FOBs) and DemoMan0351 (20 Advanced Tips) added. The figures now include what they report.

What moved
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Where it falls apartAll 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.All of these 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, Legacy Gaming's own four-drill rotation only works if timers are independent at least within a faction, and DemoMan0351 and LiteralWedgeOfCheese independently say four or five drills keep the hotzone on one FOB for a whole match, which only works if the rigs do not lock each other out. Neither of those two mentions timers directly. 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. Wardogs Building Community runs four rigs at one base.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. DemoMan0351 says four drills hold the hotzone all match; LiteralWedgeOfCheese says five.
Sources3 sources5 sources
Rating notedirect contradiction; 2 creators now back independent cooldowns against Legacy Gamingdirect contradiction; 2 creators back independent cooldowns against Legacy Gaming, and 2 more describe multi-drill holds that imply them

Patch label changed (12)

Logistics and crate reselling (the vendor play)

Money & XP

RageGamingVideos (39 tips), Maplewood, RadioGLHF (portable AA tower), RageGamingVideos (money strategy) and GhostGaming added. Patch labels on the figures were corrected.

What moved
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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]. 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.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]. GhostGaming reads that rescale as a cap on how far cheap items such as building supplies can be marked up. The bounds match the XP event change (25 XP down to 1 XP [S1]), so read it as an XP curve, not a markup cap, and try a high markup on building supplies before trusting either reading. 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.
Sources18 sources26 sources
StepsBuy a truck (Ural, $5,000 spawn) and two pallets. Pallets, not crates, are the meta: players will not pull supplies out of an ammo box by hand but they will use a pallet. / Haul building supplies and ammo to a FOB that is actively being used. "Actively being used" is what makes it pay; a pallet outside the gate does nothing. / Better version: bring the logistics, then pick them back up, buy them yourself, and place them into the FOB. The extra purchase step is what attaches the credit to you. Everyone who consumes that ammo then pays you cash and XP. / For selling: buy an empty crate, purchase items into it, and set the markup percentage shown in the bottom right of the UI. Drop it where fighting is actually happening, not at a dead FOB. / Restocking your own FOB: set the margin to 0% or you charge yourself twice.Buy a truck (Ural, $5,000 [S1] spawn) and two pallets. Pallets, not crates, are the meta: players will not pull supplies out of an ammo box by hand but they will use a pallet. RageGamingVideos gives the reason: a player who collects a pallet is paid money and XP for doing it, while a crate asks them to inspect it and buy. / Haul building supplies and ammo to a FOB that is actively being used. "Actively being used" is what makes it pay; a pallet outside the gate does nothing. Drop and deposit the pallets the moment you arrive, before you start building: the deposit pays you, and RadioGLHF banks it first because a sniper can end the run at any second. / Better version: bring the logistics, then pick them back up, buy them yourself, and place them into the FOB. The extra purchase step is what attaches the credit to you. Everyone who consumes that ammo then pays you cash and XP. RageGamingVideos' pre-launch version: pick the crate the FOB's crews need, such as anti-air or mortar ammo, buy it yourself and put it in the FOB, and every kill made with your supplies pays you XP. / For selling: buy an empty crate, purchase items into it, and set the markup percentage shown in the bottom right of the UI. Drop it where fighting is actually happening, not at a dead FOB. Front-line drops carry the biggest markup: RageGamingVideos flies relevant ammo and medical crates straight to the main fight, and Maplewood runs it as a shop, driving a Kodiak of supplies to a FOB and telling the team where to buy. / Restocking your own FOB: set the margin to 0% or you charge yourself twice.
Rating noteCONFIRMED (5 creators; WarDoggin, SwoleBenji and RadioGLHF added 13 Sep, and WarDoggin's 11 Sep run reproduces the beta pallet payouts on the launch build)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; RageGamingVideos' 11 Sep money video, RadioGLHF's AA tower video, Maplewood and GhostGaming added 14 Sep)
Why it worksOne delivery creates three or four separate income events, and the markup is a lever you control with no cap. TheTacticalBrit reports selling a set of bandages for $2,000 and says "you can mark up the profit margin as much as you humanly want."One delivery creates three or four separate income events, and the markup is a lever you control with no cap. TheTacticalBrit reports selling a set of bandages for $2,000 [BETA] and says "you can mark up the profit margin as much as you humanly want." RageGamingVideos, recording on the launch build on 11 Sep, rates pallet logistics the safest high-return method because you are out of combat almost all the time. He expected weak demand in the opening days while builders lacked the big hammer, then found after one day that large hammers, mortars, anti-air and drills were already creating it.

The Season 1 XP curve

Money & XP

Hudi, LiteralWedgeOfCheese (Support levelling) and GhostGaming added. Patch labels on the figures were corrected.

What moved
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Where it falls apartOne creator's transcript renders the level-6 change as "roughly 57% slower", which does not match the 5.7% in the official table. That is an ASR artifact (the decimal point was lost). The official figure is 5.7%.One creator's transcript renders the level-6 change as "roughly 57% slower", which does not match the 5.7% in the official table. That is an ASR artifact (the decimal point was lost). The official figure is 5.7%. GhostGaming reads the same table on camera as 5.7% slower for L6-10, 40% for L10-15 and 100% for L15-20 [S1]; those are the cumulative figures at L6, L10 and L15 shifted one band, so use the table. Two creators relay developer statements that explain why beta levels meant nothing: LiteralWedgeOfCheese quotes Bulkhead's Joe saying the beta was condensed into a weekend and level 100 in three days [BETA] would not be possible at launch, and Hudi quotes Brammertron on 29 Aug saying the same and adding that the first 20 levels were about right. The 9 Sep changelog then slowed L10-20 by 40-124% [S1], so that 29 Aug remark is superseded, the same mistake as DemoMan0351's.
Sources8 sources15 sources
Rating noteCONFIRMED (official wiki Updates page, Steam changelog, three community mirrors, two creators)CONFIRMED (official wiki Updates page, Steam changelog, three community mirrors, two creators; GhostGaming, Hudi and LiteralWedgeOfCheese added 14 Sep)

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

Money & XP

LiteralWedgeOfCheese (tower FOBs) added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Sources16 sources17 sources
StepsTake the team spawn APC out every time it appears. This is the single highest-value driver action. / Haul pallets. Two pallets per big-truck run to a FOB that is actively being used. / Take passengers to the zone when anyone will ride with you, and aim for the hotzone. / Roadkills count. So do kills from vehicle-mounted weapons. / The shortcut that matters: anyone in a vehicle earns driver XP whenever anyone in that vehicle gets a kill. Crew a friend's tank or gun truck and you bypass most of the grind. DemoMan0351 calls this his best driver advice.Take the team spawn APC out every time it appears. This is the single highest-value driver action. / Haul pallets. Two pallets per big-truck run to a FOB that is actively being used. / Take passengers to the zone when anyone will ride with you, and aim for the hotzone. / Roadkills count. So do kills from vehicle-mounted weapons. / The shortcut that matters: anyone in a vehicle earns driver XP whenever anyone in that vehicle gets a kill. Crew a friend's tank or gun truck and you bypass most of the grind. DemoMan0351 calls this his best driver advice. / Garage the team spawn vehicle inside a FOB near the zone when you can. LiteralWedgeOfCheese calls it an excellent driver XP farm toward the Driver 35 [S1] tank, because nobody can grief its placement and it pays driver credit all match.

Infantry / Assault - do this last

Money & XP

Maplewood added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Where it falls apartHis one exception is midseason, when the playerbase has stacked armour and you want a rifle firing armour-penetrating ammunition - but the AP ammo itself comes from the Career track, not Infantry, so the assault grind is still not the bottleneck.His one exception is midseason, when the playerbase has stacked armour and you want a rifle firing armour-penetrating ammunition - but the AP ammo itself comes from the Career track, not Infantry, so the assault grind is still not the bottleneck. Maplewood breaks from the free-rifle advice: when you are low on money he takes a discounted T-21 over the Bushmaster, but gives no price or threshold. The T-21 is $600 [S1] with no unlock, so a broke player should keep the free rifle until the discount is seen in the vendor.
Sources4 sources5 sources

The armor tier table

Combat & Loadouts

Hudi and Maplewood added. Patch labels on the figures were corrected.

What moved
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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. 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.These figures come from one community source (WARDOGS Hub, flagged "Unconfirmed" on its own page). The official wiki has no armor pages at all, so nothing corroborates the reduction percentages or durability pools directly. What is independently corroborated is the coverage pattern and the price ordering. Treat the percentages as best available, not as verified. Ghillie items are concealment, not armor, and wearing them means going into a fight unplated unless you have another answer. Gates: this table used to say Light had no gate and Super Heavy's gate was unpublished. MetaForge's career table gives Wardog 3 and Wardog 100, and the economy chapter already uses the Wardog 3 figure. SwoleBenji, on launch day, corrected himself on camera from about level 60 to level 100 for Level 4, and says that tier lets you soak about five chest shots from the top assault rifle. Two creators match the gates from pre-launch play: Hudi wears Level 1 armor from level 3 [BETA] onward, and Maplewood names overall level 30 [BETA] for tier 2 armor, which he calls the most-used armor in the game and strong in a one-on-one. His reason to dabble in every class follows from it: the account level, which every class feeds, is what unlocks armor.
Sources6 sources8 sources
Rating noteone 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 SwoleBenjione detailed written source for the percentages; coverage half CONFIRMED by 2 creators; unlock gates from MetaForge's Season 1 career table, matched before launch by Hudi (level 3) and Maplewood (level 30); the Super Heavy gate also from SwoleBenji

The medic weapon ladder

Combat & Loadouts

Maplewood and GhostGaming added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Sources9 sources11 sources
Rating noteCONFIRMED 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 findCONFIRMED on the ladder (wiki + 2 written sources + 4 creators; SwoleBenji matches the Super-45 level at launch; GhostGaming confirms the PP-19 drum move) | DISPUTED on whether the Super-45 is worth rushing, and on which rifle ammo is easy to find
Why it worksThe case for medic as the beginner track: you get a genuinely strong gun at level 4 (PP-19, "manageable recoil and a solid TTK"), whereas the Infantry path waits until level 10 for the Galil. For time-to-power, medic wins, and the medic track also pays you cash the whole way up. The AMP-9 never stops being relevant. Its value is not damage, it is 1.4 kg, which is what lets you carry heavy armor and a heavy specialist item at the same time. Build SMGs for ergonomics, not recoil control: SMG recoil is very low by default, so attachments that raise the gun quicker and smooth handling beat recoil reduction.The case for medic as the beginner track: you get a genuinely strong gun at level 4 (PP-19, "manageable recoil and a solid TTK"), whereas the Infantry path waits until level 10 for the Galil. For time-to-power, medic wins, and the medic track also pays you cash the whole way up. The AMP-9 never stops being relevant. Its value is not damage, it is 1.4 kg, which is what lets you carry heavy armor and a heavy specialist item at the same time. Build SMGs for ergonomics, not recoil control: SMG recoil is very low by default, so attachments that raise the gun quicker and smooth handling beat recoil reduction. Maplewood (hedged, going by what he sees others run) says most medics stay on the AMP-9 until the MP5 and the Super-45. GhostGaming reads the PP-19 drum move from Medic 33 [BETA] to Medic 29 [S1] off the launch patch notes.

Recon is the cheapest role to run

Combat & Loadouts

RageGamingVideos "39 Tips" added. Patch labels on the figures were corrected.

What moved
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Where it falls apartnoneRageGamingVideos says Infantry is the cheapest role to level, because the free Bushmaster makes the kit nearly free and lets you die and go again for volume. The two claims measure different things. Both run on the free rifle; recon adds $75 [BETA] binoculars and earns without landing a kill, while Infantry needs the kills but can afford to throw lives at them. Pick recon if you are not winning gunfights yet, Infantry if you are.
Sourcesnone1 source
Rating noteinferredinferred; RageGamingVideos argues Infantry is cheaper, settled in the caveat

Do not buy the Scout Rifle TD

Combat & Loadouts

RageGamingVideos "OP Money Strategy" and Maplewood added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Where it falls apartWhat to do instead: carry any other weapon (the free faction rifle, or the T-21 at $600) and level recon purely by spotting until the SKS at Recon 5.What to do instead: carry any other weapon (the free faction rifle, or the T-21 at $600) and level recon purely by spotting until the SKS at Recon 5. One conflict on the damage, not the advice: RageGamingVideos, on launch day, says Level 1 armor (Wardog 3 [S1]) is what stops the scout rifle's one-shot and that scout-rifle recon only works for assists once targets wear it, which implies a one-shot on an unarmored player. Stodeh and MetaForge say it cannot even headshot-kill an unhelmeted one. Nobody shows the damage number from the launch build. Skip the gun either way, and wear Level 1 armor either way.
Sources9 sources11 sources
Rating note4 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 performs5 creators, unanimous on the gun (Maplewood added); RageGamingVideos' launch video implies more damage than Stodeh and MetaForge report; Twinsticks & Ties added an unnamed scout rifle to a cheap recon build anyway, for the option to shoot, without claiming it 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." 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.Sniper XP only registers on an assist or the killing blow, and a rifle that cannot close kills produces essentially no XP while also revealing your position every time you fire. Stodeh: "it doesn't even one-shot headshot without a helmet. Forget it exists." The one counter-example is not a defence of the gun: Twinsticks & Ties added a scout rifle to their cheap recon build after a full match of finding targets they could not shoot. That is a wish for any gun, and the T-21 answers it better. Maplewood gives the same order: go pure spotter with a normal weapon and buy no recon rifle until the SKS.

What to buy each life, by bankroll

Combat & Loadouts

Hudi and RageGamingVideos "OP Money Strategy" added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Where it falls apartArmor 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.Armor is not free to own. MetaForge's Season 1 career table puts Level 1 armor plus helmet behind Wardog 3 and a $17,500 [S1] unlock ($10,000 armor plus $7,500 helmet), about $8,750 [S1] under the New Recruit Discount, so a brand-new account cannot buy the $600 [S1] Light set on its first life. Geck0 calls that unlock the single best one available at the start: buy it the moment you can afford it, then wear both pieces every life. Hudi's rule is armor before guns: Level 1 armor on basically every life from level 3 [BETA], unless you genuinely cannot afford it, because it beats the shotguns and early SMGs everyone runs in the opening days. RageGamingVideos says the same on launch day: unlock Level 1 armor as soon as you can and wear it every life, including when you sit in a vehicle.
Sources7 sources9 sources
Rating notesynthesised from several creators' explicit budget advice; Geck0 agrees armor comes firstsynthesised from several creators' explicit budget advice; Geck0, Hudi and RageGamingVideos agree armor comes first

Ground vehicles: price, unlock, seats, HP

Vehicles & Fire Support

GhostGaming (day one patch) added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Where it falls apartThe Gepard price is DISPUTED, $10,000 on the wiki infobox against $8,000 on both wardogs-wiki.com and WARDOGS Hub (the latter is alpha-era). The wiki page lists no unlock requirement at all for the Gepard, which is almost certainly a wiki gap rather than a free vehicle. Also: the Kodiak Flatbed is the only unlock in the patch that got both later and more expensive. Airwingmarine flags the "level two to level 10" line as possibly an audio truncation, but the wiki Updates page says the same thing, so 2 to 10 is real.The Gepard price is DISPUTED, $10,000 on the wiki infobox against $8,000 on both wardogs-wiki.com and WARDOGS Hub (the latter is alpha-era). The wiki page lists no unlock requirement at all for the Gepard, which is almost certainly a wiki gap rather than a free vehicle. Also: the Kodiak Flatbed is the only unlock in the patch that got both later and more expensive. Airwingmarine flags the "level two to level 10" line as possibly an audio truncation, but the wiki Updates page says the same thing, so 2 to 10 is real. Name trap: GhostGaming reads the 30 to 18 move as "the Ural". That line is the Ural Defender (Covered); the plain URAL truck is Driver 3 [S1], so a creator telling you the Ural is at 3 and another telling you 18 are both right.
Sources19 sources22 sources
Rating notewiki item pages plus the Updates page, with Airwingmarine's patch readthrough matching line for linewiki item pages plus the Updates page, with Airwingmarine's and GhostGaming's patch readthroughs matching line for line

Helicopter ramming for cash

Vehicles & Fire Support

DemoMan0351 (20 advanced tips) added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Short answerHelicopter ramming for cash. DemoMan0351 claims over $23,000 in about 30 seconds from ramming enemy helicopters, and is visibly reluctant to publicise it: "I'm not sure that I should be showing you guys this because I don't really want it to become the meta."Helicopter ramming for cash. DemoMan0351 claims over $23,000 [BETA] in about 30 seconds from ramming enemy helicopters, and is visibly reluctant to publicise it: "I'm not sure that I should be showing you guys this because I don't really want it to become the meta." In a second video he explains the method: lower your skids into the enemy rotor, from below, which disables their helicopter without crashing yours, and Z20 transports are especially exposed to Little Birds doing it. He calls ramming lame and says to watch for it until it is fixed.
Sources1 source2 sources
Rating noteDemoMan0351, 146K views, unverified, not patchedDemoMan0351 across two of his own videos (146K and 50K views, one channel, not independent), unverified, not patched

Under-exploited mechanics nobody in the corpus has built a strategy around

Winning & Teamplay

DemoMan0351 (20 Advanced Tips) added. Patch labels on the figures were corrected.

What moved
FieldBeforeAfter
Sources5 sources6 sources
StepsThe minimap/map zoom sync setting, off by default, mentioned by exactly one creator. Trivial to enable and it removes a constant friction from rotation reading. Test: enable it and see whether the big map inherits minimap zoom. / Weapon zeroing on Page Up / Page Down, mentioned by exactly one creator, and never combined with the map's 100 m grid ranging method from a different creator. Test: range a firing-range target by grid count, dial that zero, and check first-round hit rate against an unzeroed shot. / Spotting an enemy for the whole team requires recon optics, but signal grenades appear to plant a teamwide marker for anyone. If true, a $75-tier tactical item duplicates part of the recon role for every class. Test: throw a red signal grenade on an enemy position as a non-recon player and confirm whether non-squad teammates see the marker. / The map hover tooltip shows crate contents. One creator uses this in base; nobody uses it in the field to find the enemy's dropped supplies. Test: hover enemy-side crates and see whether contents are revealed for other factions' drops or only your own. / Positional audio as a targeting tool. iMaTT locates enemies by sound and praises the audio, but no guide builds a listening routine around it. Test: with 3D spatial audio on and proximity unmuted, try clearing a building by sound only and measure how often you correctly call the room. / The firing range's real map. If The Beard Guys is right, the game ships with a free, private, enemy-free copy of a competitive map, and nobody is using it to rehearse tower routes and FOB sites. Test: walk southwest until the terrain matches a live map, then time a tower climb and capture sequence.The minimap/map zoom sync setting, off by default, mentioned by exactly one creator. Trivial to enable and it removes a constant friction from rotation reading. Test: enable it and see whether the big map inherits minimap zoom. / Weapon zeroing on Page Up / Page Down, mentioned by exactly one creator, and never combined with the map's 100 m grid ranging method from a different creator. Test: range a firing-range target by grid count, dial that zero, and check first-round hit rate against an unzeroed shot. / Spotting an enemy for the whole team requires recon optics, but signal grenades appear to plant a teamwide marker for anyone. If true, a $75-tier [BETA] tactical item duplicates part of the recon role for every class. Test: throw a red signal grenade on an enemy position as a non-recon player and confirm whether non-squad teammates see the marker. / The map hover tooltip shows crate contents. One creator uses this in base; nobody uses it in the field to find the enemy's dropped supplies. Test: hover enemy-side crates and see whether contents are revealed for other factions' drops or only your own. / Positional audio as a targeting tool. iMaTT locates enemies by sound and praises the audio, but no guide builds a listening routine around it. Test: with 3D spatial audio on and proximity unmuted, try clearing a building by sound only and measure how often you correctly call the room. / The firing range's real map. The Beard Guys and DemoMan0351 both say the game ships with a free, private, enemy-free copy of a competitive map, and DemoMan0351 recommends rehearsing FOB builds there; nobody has published a rehearsed tower route. Test: walk southwest until the terrain matches a live map, then time a tower climb and capture sequence.
Rating noteeach item is one creator's, and none are combined by anyoneeach item is one creator's except the firing range map (2 creators), and none are combined by anyone

New entry (28)

Be first to a tower top for free high-tier gear

FOBs & Building

New in the 14 Sep 2026 refresh, from DemoMan0351 (20 Advanced Tips).

What moved
FieldBeforeAfter
TitlenoneBe first to a tower top for free high-tier gear
RatingnoneSINGLE-SOURCE

Anti-vehicle mines as a Support levelling route

FOBs & Building

New in the 14 Sep 2026 refresh, from LiteralWedgeOfCheese (Level Support).

What moved
FieldBeforeAfter
TitlenoneAnti-vehicle mines as a Support levelling route
RatingnoneSINGLE-SOURCE

No placement cap found on anti-vehicle mines

FOBs & Building

New in the 14 Sep 2026 refresh, from LiteralWedgeOfCheese (Level Support).

What moved
FieldBeforeAfter
TitlenoneNo placement cap found on anti-vehicle mines
RatingnoneSINGLE-SOURCE

An unbuilt sandbag as a firing step

FOBs & Building

New in the 14 Sep 2026 refresh, from LiteralWedgeOfCheese (Tower FOBs).

What moved
FieldBeforeAfter
TitlenoneAn unbuilt sandbag as a firing step
RatingnoneSINGLE-SOURCE

Open question: how long does a destroyed spawn APC take to come back?

Vehicles & Fire Support

New in the 14 Sep 2026 refresh, from RageGamingVideos (best start), RageGamingVideos (OP money strategy) and SwoleBenji (new player start).

What moved
FieldBeforeAfter
TitlenoneOpen question: how long does a destroyed spawn APC take to come back?
RatingnoneDISPUTED

Wording changed (59)

The ten money methods, ranked

Money & XP

RageGamingVideos (money strategy) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources2 sources3 sources
Why it worksCross-check: TacticalNed's own ranked list from a dedicated money video is hotzone medic (1), piloting (2), FOB emplacements (3), sniping and spotting (4), anti-vehicle (5). games.gg's launch-day money guide independently gives the path Hot Zone Medic, Heli Transport, FOB Support, Recon, Anti-Vehicle, Driving. Two independent sources landing on nearly the same order is the strongest single piece of corroboration in this cluster.Cross-check: TacticalNed's own ranked list from a dedicated money video is hotzone medic (1), piloting (2), FOB emplacements (3), sniping and spotting (4), anti-vehicle (5). games.gg's launch-day money guide independently gives the path Hot Zone Medic, Heli Transport, FOB Support, Recon, Anti-Vehicle, Driving. Two independent sources landing on nearly the same order is the strongest single piece of corroboration in this cluster. RageGamingVideos' 11 Sep money video argues the same weighting from the other end: a safe method repeated beats a high-payout method you fail about half the time, so pick by how much of a skill check you want, not by the headline payout.

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

Money & XP

RageGamingVideos (39 tips) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources15 sources16 sources
Why it worksThe IED is the cheapest item in the game relative to the value of what it destroys, and high-value targets pay both cash and large support XP.The IED is the cheapest item in the game relative to the value of what it destroys, and high-value targets pay both cash and large support XP. RageGamingVideos (10 Sep) adds enemy logistics crates: destroying them pays decent XP and starves the enemy FOB of ammo, which makes enemy FOBs good targets for a gunner helicopter.

Do gold bars buy anything other than cosmetics?

Money & XP

Hudi and Maplewood added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Short answerTheTacticalBrit says usable items; WARDOGS Hub, Legacy Gaming and the developer quote say cosmetics only.TheTacticalBrit says usable items; WARDOGS Hub, Legacy Gaming, Hudi, Maplewood and the developer quote say cosmetics only (skins, emotes, vehicle paints).
Sources3 sources5 sources
Rating noteopen question, sources conflictopen question, sources conflict; four sources against one since 14 Sep

Under-exploited: the buy-your-own-logistics trick

Money & XP

RageGamingVideos (39 tips) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources2 sources3 sources
Why it worksTwo creators (RageGamingVideos, DemoMan0351 on the pilot version) describe it; nobody has quantified it against simply delivering the pallet.Two creators (RageGamingVideos, DemoMan0351 on the pilot version) describe it, and RageGamingVideos repeats it in his 10 Sep tips (same channel, so still two creators): buy the relevant ammo crate after dropping it, deposit it, and the emplacement crews' kills pay you XP; nobody has quantified it against simply delivering the pallet.

Buildable AA missile launcher as an XP and money printer

Money & XP

RadioGLHF (portable AA tower) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources5 sources6 sources
Why it worksCorroborated in spirit by RageGamingVideos (beta anti-air dominance), iMaTT and LiteralWedgeOfCheese, and contradicted in outcome by AquaFPS, whose SAM crew finished the match down money.Corroborated in spirit by RageGamingVideos (beta anti-air dominance), iMaTT and LiteralWedgeOfCheese, and contradicted in outcome by AquaFPS, whose SAM crew finished the match down money. RadioGLHF's portable AA tower video frames the same bet more modestly: kill enough helicopters before they notice you to break even, and everything after that is profit.

Animation-cancel every swing

FOBs & Building

DemoMan0351 (20 Advanced Tips) and LiteralWedgeOfCheese (Tower FOBs) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartAll 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.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. DemoMan0351 says the developers have already confirmed they will fix it; that is his beta-era report of a dev statement, and neither the Season 1 changelog nor Patch 0.11 lists a fix. LiteralWedgeOfCheese, crediting a Reddit find, puts it at almost twice as fast on the heavy hammer and notes it levels Support faster too.
Sources6 sources8 sources
Rating note6 independent creators8 independent creators; DemoMan0351 and LiteralWedgeOfCheese are the seventh and eighth

Anchor the X by standing at maximum reach

FOBs & Building

RadioGLHF (Portable AA) and DemoMan0351 (20 Advanced Tips) 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. 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.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. DemoMan0351 is the independent fifth, as a post-credits tip: back slowly away until the X stops moving, and you hit it every swing. RadioGLHF's portable AA tower video says it barely matters on small pieces and matters most on slow, expensive builds like the Drill Rig and the Talon.
Sources5 sources8 sources
Rating note4 independent creators; RadioGLHF's second video repeats it and does not count twice5 independent creators; RadioGLHF's second and third videos repeat it and do not count twice

Dismantling refunds nothing

FOBs & Building

RageGamingVideos (39 Tips), DemoMan0351 (20 Advanced Tips) and Blitz Ops added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartnoneBlitz Ops, building in the beta firing range, says repeatedly he could not dismantle anything he had placed. RageGamingVideos presses V to delete wall corners and DemoMan0351 removes Hesco blocks from a shelter, so dismantling works in matches; the likeliest reading is a firing-range or older-build limit. If V does nothing, the placement is permanent, which is one more reason to plan it first.
Sources4 sources7 sources
Rating note2 creators2 creators on the zero refund; DemoMan0351 and RageGamingVideos' second video use the remove key in matches; Blitz Ops could not dismantle in the beta firing range

What a bastion actually does

FOBs & Building

RageGamingVideos (39 Tips) and Blitz Ops added. The wording and rating note now reflect what they report; the rating itself is unchanged.

What moved
FieldBeforeAfter
Where it falls apartA ravelin is the same shape but detached, reached by a bridge - your expendable outer work. A firing position that does not protrude past the wall face is a firing wall, not a bastion (Garen corrects himself on camera); without the protrusion it still leaves dead space along the wall. Angled works beat rounded towers: a rounded tower always leaves a pocket behind its curve that the adjacent bastion physically cannot cover, and that pocket is where attackers stage, heal and set explosives.A ravelin is the same shape but detached, reached by a bridge - your expendable outer work. A firing position that does not protrude past the wall face is a firing wall, not a bastion (Garen corrects himself on camera); without the protrusion it still leaves dead space along the wall. Angled works beat rounded towers: a rounded tower always leaves a pocket behind its curve that the adjacent bastion physically cannot cover, and that pocket is where attackers stage, heal and set explosives. Blitz Ops reaches the protrusion rule on his own: a bunker flush with the wall leaves the whole face as dead space, so push it out (Bunkers stick out from the wall and sit one block up). RageGamingVideos swaps a square's corners for bastions so defenders can shoot along the wall line.
Sources2 sources4 sources
Rating noteGet Gud with GarenGet Gud with Garen alone on the card's main rule, firing across to the adjacent bastion; Blitz Ops and RageGamingVideos independently back only the smaller point that a bastion should stick out from the wall

Compartmentalization, wire and funnels

FOBs & Building

RageGamingVideos (39 Tips) and Blitz Ops added. The wording and rating note now reflect what they report; the rating itself is unchanged.

What moved
FieldBeforeAfter
Where it falls apartTerrain overrides all of it. Garen's worked counter-example: a tower on a hillside in the sunflower fields with an open field on the left flank. Most players would wall that flank; he says that is terrible there - walling it hands the enemy dead space to rotate behind and hit your rear. Leave it open, cover it with tank traps, barbed wire and centreline wire runs. "Sometimes not using walls is actually the best thing you can do." Also: you can trap yourself in your own barbed wire by placing it underneath you while standing on a surface. iMaTT has nearly died this way. Place from the side.Terrain overrides all of it. Garen's worked counter-example: a tower on a hillside in the sunflower fields with an open field on the left flank. Most players would wall that flank; he says that is terrible there - walling it hands the enemy dead space to rotate behind and hit your rear. Leave it open, cover it with tank traps, barbed wire and centreline wire runs. "Sometimes not using walls is actually the best thing you can do." Also: you can trap yourself in your own barbed wire by placing it underneath you while standing on a surface. iMaTT has nearly died this way. Place from the side. Blitz Ops and RageGamingVideos land on the same funnel: wire every approach except the one you can cover, so attackers cannot hug the wall and have to walk into your fire. That is Garen's leave-a-gap rule, not a sealed funnel.
Sources4 sources6 sources
Rating noteGaren's doctrine, with RadioGLHF independently reaching the same conclusions on wireGaren's doctrine, with RadioGLHF independently reaching the same conclusions on wire; Blitz Ops and RageGamingVideos independently back the wire funnel, but not the wider compartment layout

Barbed wire: what it does and does not do

FOBs & Building

LiteralWedgeOfCheese (Tower FOBs), Blitz Ops, RageGamingVideos (39 Tips), RadioGLHF (Portable AA) and DemoMan0351 (20 Advanced Tips) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
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. 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.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. The dissent, and how to settle it. DemoMan0351 says wire damages teammates and lets them grief you by walking into it, and advises skipping it unless necessary. Blitz Ops takes the opposite line, that wire alone would fix most bases he sees, and RageGamingVideos wires everything except the entrance funnels. Nobody disputes the friendly damage; they disagree on whether it is worth it. It is, if you place it right: wire the dead space outside the walls and the approaches, never a route your own team walks. RadioGLHF now doubles his lower wall with Hesco instead of wire because wire is easy to punch through, and LiteralWedgeOfCheese treats wire as the cheap stand-in for a second Hesco layer that gives none of the height.
Sources3 sources9 sources
Rating noteCONFIRMED for the doctrine, SINGLE-SOURCE for the specific countersCONFIRMED for the doctrine (Get Gud with Garen, RadioGLHF, Blitz Ops, RageGamingVideos), SINGLE-SOURCE for the specific counters; DemoMan0351 dissents on friendly-fire grounds

Towers, codes and the hotzone

FOBs & Building

Maplewood added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources7 sources8 sources
Rating note5 creators + 3 web sources5 creators + 3 web sources; Maplewood's beginner guide describes the same drill-and-code loop
Why it worksEach tower only carries one digit, so it is a team effort by construction and it fails silently if nobody shares.Each tower only carries one digit, so it is a team effort by construction and it fails silently if nobody shares. Maplewood's beginner guide describes the same loop from the team's side: either build FOBs and pull the zone toward the towers with drills and codes, or build a FOB out in the open and fortify it to protect a drill.

Should you build on a tower? Genuinely disputed

FOBs & Building

LiteralWedgeOfCheese (Tower FOBs) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources5 sources6 sources
Rating noteGigabeef and SwoleBenji against; TacticalNed, TheTacticalBrit, LiteralWedgeOfCheese forGigabeef and SwoleBenji against; TacticalNed, TheTacticalBrit and LiteralWedgeOfCheese for, the last now with a whole video arguing it (one creator, two videos)
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. 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.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. Also for (LiteralWedgeOfCheese, Tower FOBs): a whole video arguing tower FOBs are better than their reputation; his play-test favourite is a full tower build rather than an open-field star fort (Tower FOB with outer walls). Same creator as the roof-FOB guide, so it strengthens his position, not the count.

Explosives

FOBs & Building

RageGamingVideos (39 Tips) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources6 sources7 sources
Rating noteLIKELY for the payout, UNVERIFIED-BIG-CLAIM for the one-IED killLIKELY for the payout, UNVERIFIED-BIG-CLAIM for the one-IED kill; RageGamingVideos adds early C4 runs on enemy FOBs as an XP route, with about four charges on a spawn vehicle as the jackpot
Why it worksIED mechanics: plant it, call the detonation, wait - each stage is delayed and the delay is significant. Gigabeef recommends practising in the firing range. Unlike a passive mine, an IED needs you present. It stays armed if the planter is downed and revived, and it attaches to structures, vehicles and ground. Other routes: your own L81 mortar; the SPH-2 artillery. Destroying a FOB removes the build radius, the stored items and resources, the mortar ammo and the drone mechanical parts. The vehicle raid: Get Gud with Garen's three-man flex team destroyed three enemy bases by driving a machine gun truck in with IEDs aboard and blowing the structures. Base defence collapses the moment the defenders leave.IED mechanics: plant it, call the detonation, wait - each stage is delayed and the delay is significant. Gigabeef recommends practising in the firing range. Unlike a passive mine, an IED needs you present. It stays armed if the planter is downed and revived, and it attaches to structures, vehicles and ground. Other routes: your own L81 mortar; the SPH-2 artillery. Destroying a FOB removes the build radius, the stored items and resources, the mortar ammo and the drone mechanical parts. The vehicle raid: Get Gud with Garen's three-man flex team destroyed three enemy bases by driving a machine gun truck in with IEDs aboard and blowing the structures. Base defence collapses the moment the defenders leave. RageGamingVideos (39 Tips) runs it as an XP route: take early C4 to an enemy FOB, blow the gate or door, and destroy vehicles, players and structures inside. You rarely get near a vehicle with C4, but about four charges on a spawn vehicle is the jackpot.

Climbing, vaulting and roofs

FOBs & Building

Maplewood added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources6 sources7 sources
StepsTwo-block walls are climbable from any clutter; three-block walls are jumpable from a truck roof. / Anything dropped outside a base wall becomes a ladder - crates, vehicles, scenery. Small crates accidentally dropped outside a wall by a helicopter are the classic case. Be careful where logistics drops land. / Do not leave obstacles around the outside of your base that enemies can parkour on. / Roofs are an unguarded doorway that arrives by air. Enemies parachute onto a roof or land a helicopter on it and drop straight down inside. / Doors on every bunker to stop vaulting entry. / Barbed wire on top of a climbable surface denies the route more cheaply than building it closed. / Test your own jumps while building. "If I can make this jump, the enemy can."Two-block walls are climbable from any clutter; three-block walls are jumpable from a truck roof. / Anything dropped outside a base wall becomes a ladder - crates, vehicles, scenery. Small crates accidentally dropped outside a wall by a helicopter are the classic case. Be careful where logistics drops land. / Do not leave obstacles around the outside of your base that enemies can parkour on. / Roofs are an unguarded doorway that arrives by air. Enemies parachute onto a roof or land a helicopter on it and drop straight down inside. / Doors on every bunker to stop vaulting entry. / Barbed wire on top of a climbable surface denies the route more cheaply than building it closed. / Test your own jumps while building. "If I can make this jump, the enemy can." / Attackers try the free way first. Maplewood mantles onto a base's structures before spending explosives and has jumped into bases many times, because builders never check their own walls from outside.
Rating note4 creators4 creators; Maplewood adds that attackers should try mantling before spending explosives, because builders rarely check their walls from outside

Building as a low-risk income and XP route

FOBs & Building

RageGamingVideos (39 Tips) and LiteralWedgeOfCheese (Level Support) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources10 sources14 sources
Rating note8 creators9 creators; LiteralWedgeOfCheese (Level Support) adds the placer-earns and support-weapon routes
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. 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.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. LiteralWedgeOfCheese confirms Geck0's pairing from the other side: whoever places a buildable is paid each time a teammate swings on it and again when it completes, so two builders placing for each other both collect twice. Every support weapon also pays support XP, launchers, shotguns and LMGs as well as the hammer and drill, and he rushes the heavy hammer because only it builds the emplacements whose actions pay the big chunks. RageGamingVideos' progression version (same channel as his other video here): build until every last supply is spent, then find another FOB and do it again.

Open question: is there an object placement limit?

FOBs & Building

LiteralWedgeOfCheese (Level Support) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Short answerGet Gud with Garen has never hit one and recommends blanketing the perimeter in wire on that basis, while hedging the claim himself.Get Gud with Garen has never hit one and recommends blanketing the perimeter in wire on that basis, while hedging the claim himself. LiteralWedgeOfCheese separately found no cap on anti-vehicle mines in beta.
Sources1 source2 sources
Rating notesingle source who hedges it himselftwo creators, each hedged, on different objects

Under-exploited and worth testing

FOBs & Building

DemoMan0351 (20 Advanced Tips) and LiteralWedgeOfCheese (Tower FOBs) 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, 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.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, DemoMan0351 and LiteralWedgeOfCheese now build as a spawn-vehicle garage, but which nobody tests under mortar or drone fire; and the Loudspeaker, which appears on three separate menu pages and is never once explained by anyone.
Sources3 sources5 sources

Hammer animation cancel (~2x build speed)

FOBs & Building

DemoMan0351 (20 Advanced Tips) and LiteralWedgeOfCheese (Tower FOBs) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartPresented 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.Presented as a "trick", and SwoleBenji says he does not think it is intended, so likely patchable. DemoMan0351 reports the developers said in beta they would fix it. Not patched as of Season 1 or Patch 0.11, neither of which lists it. 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, RadioGLHF, Wardogs Building Community and SwoleBenji - six 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, SwoleBenji, DemoMan0351 and LiteralWedgeOfCheese - eight independent creators, so the behaviour is real.
Sources6 sources8 sources
Rating notesix independent creatorseight independent creators

Anchoring the yellow X by standing at maximum reach

FOBs & Building

DemoMan0351 (20 Advanced Tips) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Short answerRadioGLHF, 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.RadioGLHF, The Beard Guys, RageGamingVideos, Wardogs Building Community, DemoMan0351. Exploits a deliberate design rule (the X always spawns within reach), so almost certainly intended-adjacent rather than a bug.
Sources4 sources5 sources
Rating notefour creatorsfive creators

The enclosed Vanguard nest

FOBs & Building

DemoMan0351 (20 Advanced Tips) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartShown as a build, not tested under fire. It is the same idea as LiteralWedgeOfCheese's four-Hesco platform taken further. The door is still one C4, and nothing here stops a pilot diving into the open arc.Shown as a build, not tested under fire. It is the same idea as LiteralWedgeOfCheese's four-Hesco platform taken further. The door is still one C4, and nothing here stops a pilot diving into the open arc. DemoMan0351's lighter version when supply is short: one low Hesco plus one sandbag in front of the CIWS is the right height to fire over while the operator stays covered. He corroborates covering the gunner, not this build, so the tier stays single-source.
Sources1 source2 sources
Rating noteWardogs Building Community, crediting a member of its DiscordWardogs Building Community, crediting a member of its Discord; DemoMan0351 independently covers the gunner with a lighter build, not this one

Solo bases: skip the door, use Hesco

FOBs & Building

RadioGLHF (Portable AA) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThis is solo doctrine and it runs against the team doctrine in this chapter. RadioGLHF's own Advanced Building video, Garen and RageGamingVideos all want doors (airlocks, doors on bunkers, doors where allies arrive) because a team base needs defenders moving in and out. Use doors when teammates rotate through; go doorless when you are the only one inside. RadioGLHF also admits he only doubled up one side, and dismantling refunds nothing, so every open-and-reseal costs a block of supply.This is solo doctrine and it runs against the team doctrine in this chapter. RadioGLHF's own Advanced Building video, Garen and RageGamingVideos all want doors (airlocks, doors on bunkers, doors where allies arrive) because a team base needs defenders moving in and out. Use doors when teammates rotate through; go doorless when you are the only one inside. RadioGLHF also admits he only doubled up one side, and dismantling refunds nothing, so every open-and-reseal costs a block of supply. RadioGLHF's portable AA tower video repeats the no-door, about-four-C4 reasoning for a tower deep behind enemy lines (same channel, so no change in tier).
Sources7 sources8 sources
Rating noteRadioGLHF across two videos, Wardogs Building Community independently; the C4 count is RadioGLHF's guessRadioGLHF across two videos, Wardogs Building Community independently; the C4 count is RadioGLHF's guess; RadioGLHF's portable AA tower video repeats the no-door, about-four-C4 reasoning (same channel)

Armor weight is a real cost, not a rounding error

Combat & Loadouts

Maplewood added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThis is genuinely disputed on emphasis. DemoMan0351 argues tier 3 is "probably the biggest power spike in the game" and that the effect is larger still at tier 4, and plans to play more aggressively on the point as he reaches those tiers. Soulgrot and Airwingmarine argue the weight cost eats the benefit. Both are reasoning from the same mechanics; the difference is playstyle. If you fight from cover and hold ground, take the heavier plate. If you flank and reposition, stay at Medium.This is genuinely disputed on emphasis. DemoMan0351 argues tier 3 is "probably the biggest power spike in the game" and that the effect is larger still at tier 4, and plans to play more aggressively on the point as he reaches those tiers. Soulgrot and Airwingmarine argue the weight cost eats the benefit. Both are reasoning from the same mechanics; the difference is playstyle. If you fight from cover and hold ground, take the heavier plate. If you flank and reposition, stay at Medium. Maplewood reports the combination his group settled on: a Heavy (level 3) helmet with Medium (tier 2) body armor, skipping the heavier chest piece because it makes you too heavy. It buys the helmet tier Stodeh says stops sniper headshots without the body-armor weight.
Sources3 sources4 sources
Rating note3 creators3 creators; Maplewood adds the helmet-3, armor-2 combination

The three ammo types and the measured damage table

Combat & Loadouts

Maplewood added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources5 sources6 sources
Rating noteAirwingmarine'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 earlyAirwingmarine's on-screen practice-range readout + WARDOGS Hub reproducing the same figures + 3 more creators on behaviour (Maplewood added); Geck0 agrees neither HP nor AP is worth unlocking 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. 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.Each round type has its own multiplier against flesh and against armor material, and those multipliers scale in opposite directions across tiers. AP's armor multiplier climbs with each tier while its flesh multiplier stays poor; FMJ and HP fall off. The crossover happens to land between Light and Medium. Geck0 reaches the same verdict without the table: HP falls flat against armor, and AP does more to the plate without meaningfully shortening time-to-kill, so he does not unlock either any time soon. Maplewood gives the same rule from play: always FMJ, and HP only against unarmored targets, which he says realistically means the first minutes of a match, a tighter window than the first days of a season, or if you always shoot legs.

Aim discipline by ammo type

Combat & Loadouts

Maplewood added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources2 sources3 sources
Rating note2 creators + the damage table3 creators + the damage table
Why it worksPractical consequence nobody states explicitly but the numbers imply: as enemy armor tier rises, the exposed flesh area shrinks (Super Heavy takes the pelvis and upper arms away too), so the accuracy demanded by a hollowpoint build rises with the season. Miss two HP rounds into a plate and you lose the trade.Practical consequence nobody states explicitly but the numbers imply: as enemy armor tier rises, the exposed flesh area shrinks (Super Heavy takes the pelvis and upper arms away too), so the accuracy demanded by a hollowpoint build rises with the season. Miss two HP rounds into a plate and you lose the trade. Maplewood's one exception to always-FMJ is a player who always shoots legs, which is the HP rule above from a third creator.

Magazines, loose ammo, and the C key

Combat & Loadouts

RadioGLHF "Portable AA Tower" and Maplewood 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. 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.On the C fill order: IceManIsaac notes an exception with heavily upgraded backpacks that have "wings", where it still prioritises the centre slots. Nobody has mapped this precisely. Geck0 gives a second reason for the two-magazine limit beyond bag space: running out forces you to break off and pack ammo, which keeps you from overextending. Maplewood demonstrates the refill on screen: fire, reload, press C, and the loose 5.56 tops the empty magazines back up. He runs one or two magazines as the baseline, three or four only when rich with a big backpack, and two loose stacks rather than one for a full-auto rifle. RadioGLHF's floor is at least one spare magazine every life, because refilling a magazine from loose rounds in the middle of a firefight is a nightmare.
Sources11 sources13 sources
Rating note5+ creators (Geck0 added)5+ creators (Geck0 added); Maplewood demonstrates the C refill and RadioGLHF adds the always-carry-a-spare rule

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

Combat & Loadouts

Maplewood added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThe slot numbers above are beta readings per WARDOGS Hub's own note, and Airwingmarine demonstrated them on screen in a pre-launch build. The pattern (small/medium/large adds progressively more) is certain; the exact slot indices may have shifted.The slot numbers above are beta readings per WARDOGS Hub's own note, and Airwingmarine demonstrated them on screen in a pre-launch build. The pattern (small/medium/large adds progressively more) is certain; the exact slot indices may have shifted. Maplewood's buying rule fits the pattern: buy at least the small vest, and skip the medium until you carry enough quick-use items to fill its extra slots.
Sources8 sources9 sources
Rating note3 creators + 2 written sources; Geck0 adds a fourth creator3 creators + 2 written sources; Geck0 adds a fourth creator and Maplewood a fifth

Weight classes and the two sprint types

Combat & Loadouts

Maplewood 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. 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.This matters much more later than it does now. IceManIsaac's own note is that in your first hours you cannot afford enough gear to get heavy in the first place. Do not optimise weight before you can afford Medium armor. The IceManIsaac and DemoMan0351 accounts of the top-tier penalty use different vocabulary and are probably the same mechanic. Geck0 adds two refinements. The penalty is a step at the bracket line, not a slope, and your weight falls during a life as you burn grenades, ammo and meds, so a kit that starts just over a line can drop under it mid-fight. His packing rule follows: build the kit to sit just under the next bracket, and respect the medium line in particular, where he finds the speed drop most noticeable. He also says heavy removes tactical sprint outright, which matches IceManIsaac. Maplewood is the only creator in the corpus to put a number on a line: stay under 27 kg, because crossing into heavy costs tactical sprint and, further up, sprint entirely, which matches IceManIsaac's two steps. His arithmetic for why players cross it: magazines weigh about 0.5 kg each, and an unused parachute adds 2.5-3 kg, so after you land without pulling it, press G to drop it. Treat 27 kg as a pre-launch reading from one creator.
Sources8 sources9 sources
Rating noteCONFIRMED on the mechanic (5 creators, Geck0 added) | DISPUTED on the top-tier penaltyCONFIRMED on the mechanic (6 creators, Geck0 and Maplewood added; Maplewood gives the only kg figure, 27 kg for heavy) | DISPUTED on the top-tier penalty

Parachutes

Combat & Loadouts

Maplewood 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 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.Caveat one: the cheap chute cannot be steered, so you must deploy near the end of the fall or you drift into somewhere useless and get shot on the way down. Caveat two: there is a bug where deploying on a short fall of around five metres makes the game treat it as a skydive and kills you outright. Do not reflex-tap the chute key on small drops. Caveat three: at 9 kg the sport chute can single-handedly push you a weight bracket. Consider whether steering is worth your tactical sprint. Caveat four: the chute is for surviving a helicopter that is going down, not a routine way off one. Silk calls a parachuting player the easiest kill on the server, because you barely move and even infantry on the ground can hit you, and he drops every other target the moment he sees one. Maplewood adds the beginner version: always buy the chute, because it is your safety net when someone else's helicopter is going down, and get out before it takes you with it. His deploy cue for the unsteerable chute is to press Space just before the white bar disappears and the bar is fully red, which stops the fall damage without leaving you hanging in the sky as a target. If you landed without using it, press G and drop it: it weighs about 2.5-3 kg.
Sources6 sources7 sources
Rating note3 creators + wiki; Silk adds the bail-out warning3 creators + wiki; Silk adds the bail-out warning; Maplewood adds the deploy cue and the drop-it-after-landing habit

The mapping

Combat & Loadouts

RageGamingVideos "OP Money Strategy" added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources7 sources8 sources
Rating note4 creators, one with an in-game verification method; Geck0 adds SMG kills feeding Medic and shotgun kills feeding Support5 creators, one with an in-game verification method; Geck0 adds SMG kills feeding Medic and shotgun kills feeding Support; RageGamingVideos confirms the mapping at launch
Why it worksHow to check any item without memorising this: hover it in the vendor or your inventory and it tells you which class XP it rewards. jackfrags demonstrates this with the M249 (Support), the pistol (Infantry), the rangefinder (Recon) and bandages (Medic). The cross-training lever: carry an SMG while you build and you accrue Medic XP alongside Support XP from the hammer. Carry a shotgun or LMG as a builder and you double-dip Support. DemoMan0351's standing kit is an SMG or shotgun plus bandages and IEDs precisely because it covers the two highest-value XP streams at once.How to check any item without memorising this: hover it in the vendor or your inventory and it tells you which class XP it rewards. jackfrags demonstrates this with the M249 (Support), the pistol (Infantry), the rangefinder (Recon) and bandages (Medic). The cross-training lever: carry an SMG while you build and you accrue Medic XP alongside Support XP from the hammer. Carry a shotgun or LMG as a builder and you double-dip Support. DemoMan0351's standing kit is an SMG or shotgun plus bandages and IEDs precisely because it covers the two highest-value XP streams at once. RageGamingVideos, on launch day, gives the same short version (assault rifle for Infantry, SMG for Medic, shotgun for Support) and notes that kills, damage and assists all pay the track.

Attachments are universal

Combat & Loadouts

Maplewood added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources2 sources3 sources
Rating note2 creators3 creators (Maplewood added on the TDG grip)
Why it worksThis substantially softens the "picking the wrong class wastes hours" warning: your attachment unlocks are account-wide value even when your weapon unlocks are not. Practical consequence: buying one good optic is an investment across your whole arsenal, and it is the thing to buy during the 50%-off window under Wardog 9.This substantially softens the "picking the wrong class wastes hours" warning: your attachment unlocks are account-wide value even when your weapon unlocks are not. Practical consequence: buying one good optic is an investment across your whole arsenal, and it is the thing to buy during the 50%-off window under Wardog 9. Maplewood's example is the TDG grip: he says it is tied to your overall level rather than to the Infantry track, works across many weapons, and is at its strongest on the M4.

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

Combat & Loadouts

Maplewood added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThe 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.The dispute is real and neither side is measured. TacticalNed's alpha and beta experience was the opposite of Geck0's: he called AK ammo the kind you find everywhere, presumably because AKs were common in those lobbies. Loot follows what the lobby carries, so if the Season 1 lobby piles onto the AK, 5.45 becomes common and this flips back. Watch what calibre the bodies around you drop for a few matches before you spend $10,000 [S1] or $35,000 [S1] on an unlock. Failure mode of the T-21 pick: its zeroing band stops at 300 m, so a player who fights at 150-200 m constantly gets more from the Galil or the AK. Season 1's XP curve makes Infantry 10 much further away than any beta video implies, which favours a level-0 rifle. Maplewood's handling note cuts against the T-21 first: he calls it fantastic but hard-kicking for its fire rate, and rates the AK74 as slightly slower to kill but much easier to control because it fires the lighter 5.45 round. If you cannot hold the T-21 on target at 100 m, the recoil costs more than the calibre saves.
Sources12 sources13 sources
Rating noteTheTacticalBrit (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 handlingTheTacticalBrit (stop at the AK) against Geck0 (skip the AK, stay on 5.56), with the wiki's calibre list backing Geck0; Airwingmarine and Soulgrot favour the Galil on handling; Maplewood rates the T-21's recoil as its weakness
Why it worksThe 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.The case for stopping after one rifle still holds: TheTacticalBrit's claim is that a well-attachmented AK performs comparably to the higher-end rifles and that buying up the rifle tier is a money sink. SwoleBenji rates the level-35 rifle, almost certainly the FAL given the level, as the fastest time-to-kill in the game with heavy recoil to learn; that is the top of the tree, not a reason to climb it early. What changed is which rifle. Geck0 skips the AK because it is the only 5.45 gun and he kept running dry, while the free faction rifles, the T-21, the Galil and the M4 all share 5.56. This chapter's economy runs on looting bodies, and every fresh spawn carrying a free rifle is carrying 5.56. Geck0 buys the T-21 while the New Recruit Discount applies, unlocks its 30-round magazine, and rates the Galil worth its extra cost over the AK for lower recoil and a bigger base magazine. Airwingmarine and Soulgrot also rate the Galil above the AK on handling. Committed recommendation: T-21 first; Galil once your per-life income is comfortably above $30,000 [BETA]; the AK only if you rebuy ammo every life and want its 100-1000 m zeroing band. Do not buy the M4 or the FAL until you are rich. 5.45 AP also arrives ten Wardog levels after 5.56 AP. Attachments: build assault rifles for recoil reduction plus a 2.5x or 3x optic; RageGamingVideos' reasoning is that you can still point-fire at close range while gaining damage at medium range. IceManIsaac carries a red dot alongside the main optic, and notes you can rip a scope off mid-match and use irons. Maplewood agrees on the 2.5x, names the 1.5x as the alternative, and controls the 2.5x's visual recoil with the TDG grip and a muzzle brake. He also says to skip the first scope you unlock, which he never bought, because it is poor value. His rifle notes: the Galil is a better AK with 50-round magazines early on the track, and the M4 is excellent once it carries the TDG grip.

Shotguns and close range

Combat & Loadouts

RageGamingVideos "OP Money Strategy" added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources5 sources6 sources
Rating note3 creators on close-range power against unarmored targets (Airwingmarine, DemoMan0351, Geck0); iMaTT's dissent is about range, which the card concedes4 creators on close-range power against unarmored targets (Airwingmarine, DemoMan0351, Geck0, RageGamingVideos); 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. 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.The case for: early in a season nobody has armor, and shotguns are devastating against unarmored players. Airwingmarine recommends running them "right off the rip" while levelling Support. DemoMan0351 runs a shotgun every life while grinding Support and says the eventual pump-action with slugs is "an absolute monster" midseason. Geck0 is the third creator: he calls the double barrel extremely strong against no armor or Light armor, and its kills feed Support XP. The MP43 is the game's break-action double barrel on the wiki. RageGamingVideos, recording on launch day, calls the double barrel devastating up close against unarmored players and ties that to the opening days, when few players wear plates. He rates SMGs as the medium-to-close option.

Medic needs crowds

Combat & Loadouts

RageGamingVideos "39 Tips" added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sourcesnone1 source
Rating noteinferredinferred from the medic section; RageGamingVideos states it directly
Why it worksMedic earns when teammates are getting wounded and dying around you. Run it attached to the biggest friendly group you can find, never solo or duo.Medic earns when teammates are getting wounded and dying around you. Run it attached to the biggest friendly group you can find, never solo or duo. RageGamingVideos puts it bluntly: the medic goes where the team goes, even if they are fighting 600 m from the hotzone. Nudge them toward the zone, but follow the crowd rather than the objective.

Anyone can revive

Combat & Loadouts

RageGamingVideos "OP Money Strategy" added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources3 sources4 sources
Rating note3 creators + the item mechanics3 creators + the item mechanics; RageGamingVideos adds the pilot case
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. 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.Defibrillators and binoculars can also be picked up off the ground and used by anyone regardless of class level: the gear grants the capability, not the class. This is why "revive every teammate you see go down" is good advice for every player, not just medics. It costs almost nothing, it passively levels medic in the background regardless of your main role, and it unlocks better tools to do the same job. Twinsticks & Ties treats revives as a free second income stream on a recon build: when a teammate drops near your spotting position, pick them up. RageGamingVideos adds the pilot case: if a passenger dies on board, land somewhere safe, drag the body out, revive and heal it, and a dead fare becomes medic income.

Ranging and long-range kill payouts

Combat & Loadouts

RageGamingVideos "39 Tips" added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartGeck0 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.Geck0 gives the same positioning advice from a second channel: once you own a decent sniper, camp high-traffic lanes or overlook enemy FOBs and slow the enemy with steady long-range fire. That corroborates the positioning, not the distance payout, which still rests on Clutchbase and TacticalNed. RageGamingVideos names the easiest targets on an enemy FOB: anti-air gunners and mortar operators sitting on exposed turrets, usually visible from a hill above a tower base. Clearing that anti-air is what keeps your own pilots alive, so it pays the team as well as you. That is his second video, so it adds a target list, not a second creator.
Sources7 sources8 sources

Exploit (nerfed): backpack-stuffing for pilots

Combat & Loadouts

GhostGaming added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources1 source2 sources
Rating notepartially patched at Season 1; Airwingmarine says a reduced version still workspartially patched at Season 1; Airwingmarine says a reduced version still works; GhostGaming and the Season 1 changelog confirm the nerf
Why it worksSeason 1 increased these deployables' loadout space requirement. Airwingmarine says it still works, "just not to the same extent".Season 1 increased these deployables' loadout space requirement. Airwingmarine says it still works, "just not to the same extent". GhostGaming reads the same loadout-space increase for 155 mm and 122 mm shells and flare deployables off the Season 1 notes, and the changelog confirms it.

Unverified: one $300 IED reportedly destroys a $7,500 FOB

Combat & Loadouts

Maplewood added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartBoth community-reported and flagged "unverified" by WARDOGS Hub itself. Unverified. Test before relying on it.Both community-reported and flagged "unverified" by WARDOGS Hub itself. Unverified. Test before relying on it. Maplewood (hedged, pre-launch) counts about two IEDs on a tank's rear, and one IED per FOB blue door or one to two per Hesco, which argues against a single IED deleting a whole tank. Neither account is a range test.
Flagsexploit / unverifieddisputed / exploit / unverified
Sources2 sources3 sources
Rating notecommunity-reported and flagged "unverified" by WARDOGS Hub itselfcommunity-reported and flagged "unverified" by WARDOGS Hub itself; Maplewood's estimate of about two IEDs on a tank's rear contradicts the one-IED tank half

The payout chain

Vehicles & Fire Support

RageGamingVideos (OP money strategy) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources13 sources14 sources
Why it worksTheTacticalBrit's framing is that the payout is not a one-off drop fee, it is an ongoing share of what the people you delivered go on to do. Legacy Gaming says the same for drivers. That is why a drop into a survivable position beats a drop that is merely close.TheTacticalBrit's framing is that the payout is not a one-off drop fee, it is an ongoing share of what the people you delivered go on to do. Legacy Gaming says the same for drivers. That is why a drop into a survivable position beats a drop that is merely close. RageGamingVideos, recording after launch, says pilot transport pays far better than ground transport and the only real risk is the crash, and that a drop near combat the passenger can survive pays most because their kills that life feed you.

Logistics: crates, pallets and dropping them

Vehicles & Fire Support

RageGamingVideos (best start) and RageGamingVideos (OP money strategy) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources20 sources22 sources
Why it worksCrates and pallets have their own armour value and are destroyed if dropped too fast or from too high, wasting the entire run. Pallets get used more because players will not manually pull supplies out of a crate, which DemoMan0351 says he watched happen in beta the moment pallets existed. And it pays twice: supplying a FOB pays when someone loads the supplies in, and pays again as an assist every time that FOB's mortars or SAM sites get a kill. A supply run to a productive FOB is an annuity.Crates and pallets have their own armour value and are destroyed if dropped too fast or from too high, wasting the entire run. Pallets get used more because players will not manually pull supplies out of a crate, which DemoMan0351 says he watched happen in beta the moment pallets existed. And it pays twice: supplying a FOB pays when someone loads the supplies in, and pays again as an assist every time that FOB's mortars or SAM sites get a kill. A supply run to a productive FOB is an annuity. RageGamingVideos, in two more of his own videos (same channel, not independent), says random players claim a pallet dropped from a Z20 (his "Huey") almost every time because the claimer is paid for collecting it, which crates never achieve.

Which gun platform, and how to fly it

Vehicles & Fire Support

RageGamingVideos (best start) and RageGamingVideos (OP money strategy) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThe armed Little Bird earns faster than transport but forgoes the transport payout chain, which is why TacticalNed still tells you to carry passengers or supplies on the way out. Attack helicopter and tank unlocks arrive late in a season. DemoMan0351's shortcut is to crew for a friend who already owns the Havoc; gunning costs nothing to ask for. And RageGamingVideos, who played gunner helicopters in both betas, says he could barely exist by day two because of anti-air tracking him, RPGs from the ground and MANPADS. The Season 1 progression nerf pushes that later, but it arrives.The armed Little Bird earns faster than transport but forgoes the transport payout chain, which is why TacticalNed still tells you to carry passengers or supplies on the way out. Attack helicopter and tank unlocks arrive late in a season. DemoMan0351's shortcut is to crew for a friend who already owns the Havoc; gunning costs nothing to ask for. And RageGamingVideos, who played gunner helicopters in both betas, says he could barely exist by day two because of anti-air tracking him, RPGs from the ground and MANPADS. The Season 1 progression nerf pushes that later, but it arrives. RageGamingVideos adds four points across two more videos (one channel, so one voice): armed helicopters cannot be pulled until a team reaches 20 points, so every pilot opens the match ferrying in a Little Bird; a good gunner run is 10 to 20 kills before restocking, and his best went enemy AA gunner first, then the players who came to replace him, then the crowd around their spawn vehicle; fly the rocket helicopter only at vehicles and expensive builds such as mortars, anti-air and drills, because rockets cost more than any other target pays back; and wear armour even in the gunner seat, plus a cheap wrench so you can land and repair. The armour advice departs from the near-zero transport kit on veh-passenger-economics-fines because a gunner is shot at on purpose.
Sources16 sources21 sources

Roles: what to buy and why

Vehicles & Fire Support

RageGamingVideos (OP money strategy) and RageGamingVideos (best start) added. The wording now reflects 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. 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.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. RageGamingVideos agrees in two more videos: almost nobody gets into a ground vehicle when a helicopter is available, so driving passengers is the lowest-risk money in the game (a crashed car does not explode) and also the worst paid, and it only works when friends ride with you on purpose.
Sources19 sources21 sources

Killing an enemy APC outright

Vehicles & Fire Support

RageGamingVideos (OP money strategy) and RageGamingVideos (best start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartDISPUTED 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.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 (RageGamingVideos says about 5 minutes, twice, so the timer is DISPUTED; see veh-oq-apc-vehicle-respawn), 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.
Sources11 sources13 sources

Hunting SAM sites from the air: only when two are up

Vehicles & Fire Support

RageGamingVideos (best start) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartSingle creator. The rocket count is his estimate, not a range test. Portable AA has no fixed position to route around, so the ignore-one rule does not apply to it.Single creator. The rocket count is his estimate, not a range test. Portable AA has no fixed position to route around, so the ignore-one rule does not apply to it. RageGamingVideos gives the same two options without a threshold: avoid the anti-air and get the team onto it, or hard-focus it yourself by coming in low from an angle the operator does not expect, because the operator sits exposed on the turret. He admits it is easier said than done.
Sources3 sources4 sources
Rating noteSilk (137K views, Season 1); consistent with TacticalNed's advice on veh-when-not-to-fly to get the team onto the AA FOBSilk (137K views, Season 1); consistent with TacticalNed's advice on veh-when-not-to-fly to get the team onto the AA FOB ; RageGamingVideos independently on the two choices (steer clear and have the team focus it, or attack it low from an unexpected angle), but not on the two-launcher threshold

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

Winning & Teamplay

RageGamingVideos (money strategy) and RageGamingVideos (best start guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartTacticalNed says twice that any playstyle profits and that the ranked methods are optimisations rather than requirements. He is right about profit and wrong about winning. CAMIKAZE78 states the limit directly: going Rambo is fully supported and explicitly insufficient for victory, because someone has to run logistics, revive, build and bring the spawn vehicle in. Counter-caveat worth taking seriously: LiteralWedgeOfCheese argues you do not need to profit every match. One player outside the zone with a SAM site, UAV drones or roadside ambushes can stop five to ten enemies from reaching the zone, and under a scoring system that counts bodies in the zone that is a favourable trade even at a personal financial loss. His evidence is one observed match where a single SAM site broke a Lonestar steamroll. That is one match, not a measured effect, but the arithmetic is sound.TacticalNed says twice that any playstyle profits and that the ranked methods are optimisations rather than requirements. He is right about profit and wrong about winning. CAMIKAZE78 states the limit directly: going Rambo is fully supported and explicitly insufficient for victory, because someone has to run logistics, revive, build and bring the spawn vehicle in. Counter-caveat worth taking seriously: LiteralWedgeOfCheese argues you do not need to profit every match. One player outside the zone with a SAM site, UAV drones or roadside ambushes can stop five to ten enemies from reaching the zone, and under a scoring system that counts bodies in the zone that is a favourable trade even at a personal financial loss. His evidence is one observed match where a single SAM site broke a Lonestar steamroll. That is one match, not a measured effect, but the arithmetic is sound. RageGamingVideos states the same rule for every role, that higher value means doing your job in the hotzone, but his Season 1 ranking of money methods by risk puts FOB mortars and anti-air hunting helicopters and big-ticket enemy FOB items first, pilot hotzone drops second, two-pallet Ural logistics third as close to zero risk, and hotzone combat last as the riskiest with the highest ceiling. All four still feed the objective. The practical reading: the objective is where the money is, and the safest way to take it is from a support seat rather than a rifle.
Sources17 sources19 sources
Rating note7 creators, consistent8 creators, consistent; RageGamingVideos adds a risk ranking that puts hotzone combat last

Creating or joining a squad

Winning & Teamplay

Maplewood (beginner guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources6 sources7 sources
Rating note4 creators + AllThings.how5 creators + AllThings.how
Why it worksSquad membership costs nothing, takes four seconds, and converts you from an isolated body into someone with a map and a radio.Squad membership costs nothing, takes four seconds, and converts you from an isolated body into someone with a map and a radio. Maplewood (7 Sep) says join the biggest squad available and found no downside: squad chat is a radio channel the enemy cannot hear, and your revive requests show to squadmates from further away, so you get picked up more often. He also asks players to push their team into squads, because squad uptake makes the whole team more cohesive.

What to say on comms: a script for beginners

Winning & Teamplay

RageGamingVideos (best start guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources10 sources13 sources
StepsOn proximity, to strangers: "Medic on me, I've got a resuscitator in my bag." Stodeh's tip: advertising that you carry a revive tool makes people want to pick you up, because they can use your item on you and keep their own. Say it before you go down if you can. / "Any pilot at spawn, I need a lift to the zone." There is almost always a pilot picking people up. This is faster and cheaper than driving. / "What do you need?" to anyone with a vehicle or a crate. DemoMan0351's whole logistics economy runs on knowing what is in demand, and the only way to know is to ask. Then deliver it and get paid. / "Tower three captured, my digit is seven." The code is split one digit per tower and it is useless until someone collates it. Post yours the moment you capture. / "Contact, two red, north side of the container yard, hundred metres." Direction, count, landmark, range. That is enough. / On squad voice, add: where you are going before you go there, and whether you are pulling the hotzone. Every drill activation brings heat; your squad should know it is coming.On proximity, to strangers: "Medic on me, I've got a resuscitator in my bag." Stodeh's tip: advertising that you carry a revive tool makes people want to pick you up, because they can use your item on you and keep their own. Say it before you go down if you can. If you are the medic, say it the other way round: call out to the teammate you are about to heal, so they do not burn their own bandages and the heal credit stays yours (RageGamingVideos). / "Any pilot at spawn, I need a lift to the zone." There is almost always a pilot picking people up. This is faster and cheaper than driving. / "What do you need?" to anyone with a vehicle or a crate. DemoMan0351's whole logistics economy runs on knowing what is in demand, and the only way to know is to ask. Then deliver it and get paid. RageGamingVideos gives drivers the same rule from the other side: find out in text chat who is building and ask what they need, building supplies or ammo for their anti-air and mortars. If nobody answers, open the map and hover the FOB icon to see which supply is low, and bring that. A delivery someone asked for is far more likely to be bought. / "Tower three captured, my digit is seven." The code is split one digit per tower and it is useless until someone collates it. Post yours the moment you capture. / "Contact, two red, north side of the container yard, hundred metres." Direction, count, landmark, range. That is enough. / On squad voice, add: where you are going before you go there, and whether you are pulling the hotzone. Every drill activation brings heat; your squad should know it is coming.
Why it worksCAMIKAZE78 says he has never seen this level of cooperation among randoms in any shooter, because they are paid for doing it well. So asking works here in a way it does not elsewhere. For organised play, Get Gud with Garen runs two comms layers: in-game squad VOIP for the squad, plus a separate out-of-game command channel on Discord where squad leaders talk to each other. That is standard combined-arms practice imported from Squad, and it is what large community operations use.CAMIKAZE78 says he has never seen this level of cooperation among randoms in any shooter, because they are paid for doing it well. So asking works here in a way it does not elsewhere. For organised play, Get Gud with Garen runs two comms layers: in-game squad VOIP for the squad, plus a separate out-of-game command channel on Discord where squad leaders talk to each other. That is standard combined-arms practice imported from Squad, and it is what large community operations use. Builders can go a step further and recruit their own logistics: RageGamingVideos finds the pilots and truck drivers, talks to them directly and gets them supplying his FOB. Both sides are paid, which is why the arrangement holds.

When voice breaks

Winning & Teamplay

GhostGaming (day one patch) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources8 sources9 sources
Rating noteCONFIRMED fixed for the beta failure modes (Season 1 changelog, official wiki, 2 creators); intermittent problems remainCONFIRMED fixed for the beta failure modes (Season 1 changelog, official wiki, 3 creators); intermittent problems remain
Why it worksMolixatus emphasises this is not a small fix and that anyone who gave up on squad voice in beta should retry it.Molixatus emphasises this is not a small fix and that anyone who gave up on squad voice in beta should retry it. GhostGaming (10 Sep) reads the same fixes off the patch notes and notes voice was unreliable across both betas.

Getting to the zone

Winning & Teamplay

Maplewood (beginner guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources4 sources5 sources
StepsHelicopter. There is almost always a pilot picking people up at spawn. If you distrust their flying, bail out as soon as they are near the zone. / The APC / spawn vehicle, once it exists (20 points) and is parked in the zone. / Ground vehicle. Last resort, and slow. / On foot. Never, from HQ.Helicopter. There is almost always a pilot picking people up at spawn. If you distrust their flying, bail out as soon as they are near the zone. Maplewood's rule for when to jump: watch the minimap and exit the moment you reach the zone, over your own faction's quarter of the map (the side your base is on), which is usually clear of enemies. / The APC / spawn vehicle, once it exists (20 points) and is parked in the zone. / Ground vehicle. Last resort, and slow. / On foot. Never, from HQ.
Rating note3 creators + PC Gamer4 creators + PC Gamer

Reading the map: zoom, grid, coordinates

Winning & Teamplay

Maplewood (beginner guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartSetting worth knowing: there is a separate option, off by default, that syncs the minimap and large map zoom together, so zooming either zooms both. jackfrags is the only source for it and suggests rebinding zoom to N for players coming from Battlefield.Setting worth knowing: there is a separate option, off by default, that syncs the minimap and large map zoom together, so zooming either zooms both. jackfrags is the only source for it and suggests rebinding zoom to N for players coming from Battlefield. Maplewood runs the minimap two N steps out, a sensible default to start from.
Sources9 sources10 sources
Rating noteCONFIRMED for the bindings (3 creators, independently)CONFIRMED for the bindings (4 creators, independently)

Learn the map for free in the firing range

Winning & Teamplay

DemoMan0351 (20 Advanced Tips) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThat is a small channel and a single source, but it is a reproducible, checkable, step-by-step claim, which under this guide's evidence rules beats a large channel's vague assertion. Verify it in ten seconds next time you load the range. Known gap: the firing range does not display item prices or total loadout cost, so you must cost your loadout separately in the buy menu.Two creators now say it independently: The Beard Guys (3.9K views) with a step-by-step route, and DemoMan0351 (20 Advanced Tips, beta), who adds that there is no time limit. It is still a checkable claim, so verify it in ten seconds next time you load the range. Known gap: the firing range does not display item prices or total loadout cost, so you must cost your loadout separately in the buy menu.
Sources6 sources7 sources
Rating noteThe Beard Guys, small channel, demonstrated; firing range itself CONFIRMED by 3 creatorsThe Beard Guys and DemoMan0351 independently say the range contains a real map; firing range itself CONFIRMED by 3 creators
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. IceManIsaac does his graphics tuning there too: change Video settings while standing in the range so each change is visible immediately.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. DemoMan0351's use for the range map: explore it with no time limit to learn peaks and useful positions, and plan and rehearse an exact FOB build before you spend money on it in a real match.

Graphics: performance and the shadow clamp

Winning & Teamplay

Maplewood (beginner guide) and GhostGaming (day one patch) 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. 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.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. Maplewood (7 Sep, beta build) runs mostly Medium and Low, lowers foliage for performance and visibility, turns motion blur off, and only lowers texture detail if you are short of VRAM, which matches IceManIsaac's 8GB threshold. His point that an all-Low setup makes people easier to spot is exactly what the Season 1 shadow clamp targeted, so expect less of that edge now. GhostGaming (10 Sep) reads the clamp the same way as Molixatus: a rig that benchmarks well always casts some shadow, while very old hardware keeps the full Potato option.
Sources19 sources21 sources
Rating noteSeason 1 changelog + official wiki + 3 creatorsSeason 1 changelog + official wiki + 7 creators

Keybinds you will want on day one

Winning & Teamplay

DemoMan0351 (20 Advanced Tips) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Short answerShift then Shift again is combat / tactical sprint (double-tap for the faster burst; duration and availability are set by your carry weight, and overloading removes it entirely). Hold 4 opens a quick-use radial of your tac-rig slots. C auto-repacks magazines with the inventory open, toggles first/third person in a helicopter, and skips the mortar shell follow-cam. Page Up / Page Down adjust weapon zero (most weapons; pistols do not). B in a vehicle at base opens that vehicle's buy menu for ammo, countermeasures and crates. L in a helicopter unlocks the aircraft so non-squad players can board (locked to squad by default). A / D on a mounted weapon is fast traverse, with the mouse for fine adjustment. Escape is the squad menu, team chat and CHANGE TEAM. Tab is inventory and scoreboard. The Rebuy button, bottom left of the vendor, restores your entire previous loadout in one click with an editable popup and a price preview.Shift then Shift again is combat / tactical sprint (double-tap for the faster burst; duration and availability are set by your carry weight, and overloading removes it entirely). Hold 4 opens a quick-use radial of your tac-rig slots. C auto-repacks magazines with the inventory open, toggles first/third person in a helicopter, and skips the mortar shell follow-cam. Page Up / Page Down adjust weapon zero (most weapons; pistols do not). B in a vehicle at base opens that vehicle's buy menu for ammo, countermeasures and crates; hold Shift while buying to take full stacks. L in a helicopter unlocks the aircraft so non-squad players can board (locked to squad by default). A / D on a mounted weapon is fast traverse, with the mouse for fine adjustment. Escape is the squad menu, team chat and CHANGE TEAM. Tab is inventory and scoreboard. The Rebuy button, bottom left of the vendor, restores your entire previous loadout in one click with an editable popup and a price preview.
Sources27 sources28 sources
Rating notemultiple creators, demonstrated on screen; Geck0 also shows the rebuy optionmultiple creators, demonstrated on screen; Geck0 also shows the rebuy option; DemoMan0351 adds Shift for full ammo stacks

Mistake 19: spamming reports

Winning & Teamplay

GhostGaming (day one patch) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources2 sources3 sources
Why it worksSeason 1 added report tracking and weighting.Season 1 added report tracking and weighting. GhostGaming's reading: spam reports against a player you simply dislike now count for less than a report from someone who rarely reports.

D4: EAC problems

Winning & Teamplay

Hudi (wipe guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Sources1 source3 sources
Why it worksWorkaround: sc stop inpoutx64 then sc config inpoutx64 start= disabled; repair or delete the EasyAntiCheat folder and verify files.Workaround: sc stop inpoutx64 then sc config inpoutx64 start= disabled; repair or delete the EasyAntiCheat folder and verify files. Prevention, from Hudi (9 Sep): if you played either beta or a playtest, uninstall it and reboot before installing the release, because stale anti-cheat drivers caused anti-cheat to refuse the game executable in beta 2, and keep at least 50 GB free. He also thinks Secure Boot is probably not required but worth enabling along with TPM 2.0, and expects accounts linked to a cheater to be forced onto Secure Boot; he hedges both.

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

Winning & Teamplay

LiteralWedgeOfCheese (tower FOBs) and DemoMan0351 (20 Advanced Tips) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartAll 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.All sources are beta-era. Two independent creators back independent cooldowns directly, two more (DemoMan0351 with four drills, LiteralWedgeOfCheese with five) describe match-long holds that imply them, one backs a shared timer, and nobody has shown a timer on screen.
Sources3 sources5 sources

What does the "kicked from server" message actually gate now?

Winning & Teamplay

GhostGaming (day one patch) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Short answerSeason 1 changed it so the message only appears for actual bans, and bans are announced in-server when match termination is off. This means the kill feed is now a live anti-cheat telemetry source. Nobody has used it as one.Season 1 changed it so the message only appears for actual bans, and bans are announced in-server when match termination is off. This means the kill feed is now a live anti-cheat telemetry source. Nobody has used it as one. GhostGaming adds the failure it replaces: a dropped connection used to tell you that you had been kicked.
Sources1 source2 sources

Pilots: ferry people early, then switch to supplies once the spawn vehicle is up

Winning & Teamplay

RageGamingVideos (best start guide) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartOne creator, one video, and the phase marker is his personal cue rather than a game event. If your team never gets a spawn vehicle out, passenger demand at HQ never drops and ferrying stays the better job. Match the load to what the map shows, not to this sequence.One creator, one video, and the phase marker is his personal cue rather than a game event. If your team never gets a spawn vehicle out, passenger demand at HQ never drops and ferrying stays the better job. Match the load to what the map shows, not to this sequence. RageGamingVideos (pre-launch footage) backs the logistics half from a different angle: in the opening days there were too many pilots for too few passengers, so pilots wanted a reliable builder to supply. That supports flying supplies when ride demand is thin, not Loknik's match-phase cue, so the tier stays single-source.
Sources7 sources8 sources
Rating noteLoknik (28K views, post-launch 11 Sep); the match-phase timing is his aloneLoknik (28K views, post-launch 11 Sep); the match-phase timing is his alone; RageGamingVideos separately backs flying supplies when passengers are scarce

Helicopter controls: turn on mouse control, then test the assists one at a time

Winning & Teamplay

DemoMan0351 (20 Advanced Tips), Maplewood (beginner guide) and GhostGaming (day one patch) added. The wording now reflects what they report.

What moved
FieldBeforeAfter
Where it falls apartThe pilots disagree on details, and none of this was re-tested after Season 1 added helicopter input damping on all devices. Two bind claims conflict with the vehicles chapter. Pilot Andy thinks the default flare key is X but says he is not sure, while IceManIsaac's default list gives V. StratzFPS's alpha footage shows collective on W and S by default, while IceManIsaac lists Left Shift and Left Ctrl. Check both in your own Controls menu. Full bind tables are in the vehicles chapter.The pilots disagree on details, and none of this was re-tested after Season 1 added helicopter input damping on all devices. Two bind claims conflict with the vehicles chapter. Pilot Andy thinks the default flare key is X but says he is not sure, while IceManIsaac's default list gives V. StratzFPS's alpha footage shows collective on W and S by default, while IceManIsaac lists Left Shift and Left Ctrl. Check both in your own Controls menu. Full bind tables are in the vehicles chapter. GhostGaming (10 Sep) reads the damping change off the patch notes and says he cannot tell what it does in practice; he wonders whether it answers beta reports that a helicopter only felt right with one assist on. DemoMan0351's HOTAS-page safeties and the Envelope Limits assist may be the same control under two names; nobody in the corpus says.
Sources18 sources21 sources
StepsSettings, Controls: enable Rotary Vehicle Mouse Control. StratzFPS calls it one of the most useful settings for flying. / Pick a scheme by what you want. Silk: rifle aim (pitch and roll on the mouse) and dual flight sticks give the most precision, HOTAS with throttle and pedals is smoothest, and default keyboard sits between. He recommends new pilots start on rifle aim because it has the highest skill ceiling. / On mouse and keyboard, Silk's setup: air vehicle sensitivity multiplier 2.0 with a very low pitch and roll multiplier, and every mouse flight control also bound to a key as a backup. / In the firing range, test the four assists one at a time. Stability Assist damps pitch, roll and yaw. Auto Hover holds a steady hover when you let go of the collective keys. Envelope Limits keeps you inside a safer flight envelope but gives way if you force extreme attitudes. Turn Coordination adds yaw in banked turns so you slip less. / Keep the ones that help. Pilot Andy flies with Stability and Auto Hover only; Silk says top pilots run no assists or Auto Hover alone. / If you fly rifle aim and want to circle-strafe, give yaw its own key. Silk puts left yaw on Shift. / Practise in the range before you fly a paid loadout in a match.Settings, Controls: enable Rotary Vehicle Mouse Control. StratzFPS calls it one of the most useful settings for flying. / Pick a scheme by what you want. Silk: rifle aim (pitch and roll on the mouse) and dual flight sticks give the most precision, HOTAS with throttle and pedals is smoothest, and default keyboard sits between. He recommends new pilots start on rifle aim because it has the highest skill ceiling. / On mouse and keyboard, Silk's setup: air vehicle sensitivity multiplier 2.0 with a very low pitch and roll multiplier, and every mouse flight control also bound to a key as a backup. / In the firing range, test the four assists one at a time. Stability Assist damps pitch, roll and yaw. Auto Hover holds a steady hover when you let go of the collective keys. Envelope Limits keeps you inside a safer flight envelope but gives way if you force extreme attitudes. Turn Coordination adds yaw in banked turns so you slip less. / Keep the ones that help. Pilot Andy flies with Stability and Auto Hover only; Silk says top pilots run no assists or Auto Hover alone; Maplewood turns flight assists off entirely and finds they make flying harder. / For the full flight envelope, open the HOTAS settings page even if you do not own a HOTAS, scroll to the bottom and turn off the flight safeties there (DemoMan0351). Flying gets harder at first. Do not enable HOTAS input itself without a stick, because that blocks mouse and keyboard helicopter input (register B11). / If you fly rifle aim and want to circle-strafe, give yaw its own key. Silk puts left yaw on Shift. / Practise in the range before you fly a paid loadout in a match. Maplewood spends a couple of hours in the flying range before a session on take-offs, landings and J-hooks, and warns it is harder than Battlefield.
Rating noteRotary Vehicle Mouse Control recommended independently by Silk, StratzFPS and Pilot Andy; the sensitivity and assist choices differ by pilotRotary Vehicle Mouse Control recommended independently by Silk, StratzFPS and Pilot Andy; assist choices differ by pilot, and Maplewood and DemoMan0351 both fly with assists or safeties off

Sources updated (43)

Buy binoculars on every loadout

Money & XP

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources33 sources36 sources

Front-load purchases under Career level 9

Money & XP

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

What moved
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Sources8 sources9 sources

Fly transport only with a full cabin

Money & XP

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources33 sources36 sources

Season 1 cumulative XP milestones

Money & XP

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources8 sources15 sources

At season end cash and XP wipe

Money & XP

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources6 sources12 sources

Supply-crate cheap-item XP farm

Money & XP

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

What moved
FieldBeforeAfter
Sources2 sources4 sources
Rating noteHigh confidence, official changelogHigh confidence, official changelog; GhostGaming reads the patch line on camera

The FOB itself

FOBs & Building

RageGamingVideos (39 Tips), LiteralWedgeOfCheese (Level Support) and GhostGaming reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources16 sources19 sources
Rating notewiki Updates page + 9 creators; Wardogs Building Community, Geck0 and SwoleBenji independently confirm the free medium hammer insidewiki Updates page + 11 creators; Wardogs Building Community, Geck0 and SwoleBenji independently confirm the free medium hammer inside; GhostGaming reads the same FOB line off the Season 1 patch notes, and LiteralWedgeOfCheese adds the free medium hammer as a reason not to buy a hammer on match one

The three tiers

FOBs & Building

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

What moved
FieldBeforeAfter
Sources23 sources25 sources
Rating notewiki item pages + Season 1 Updates + 5 creatorswiki item pages + Season 1 Updates + 5 creators; GhostGaming reads the same four hammer changes off the Season 1 patch notes

Forward refuel and repair

FOBs & Building

LiteralWedgeOfCheese (Level Support) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources14 sources15 sources
Rating notecreator + wiki + repair-tier detail; WarDoggin adds the carry-your-own-kit runcreator + wiki + repair-tier detail; WarDoggin adds the carry-your-own-kit run; LiteralWedgeOfCheese adds drill repairs on friendly vehicles as a support XP source

What building pays

FOBs & Building

LiteralWedgeOfCheese (Level Support) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources16 sources17 sources
Rating noteDISPUTED on the per-action build figures, LIKELY on the conclusion and on the pallet delivery payout (Skycoach in beta, WarDoggin in Season 1)DISPUTED on the per-action build figures, LIKELY on the conclusion and on the pallet delivery payout (Skycoach in beta, WarDoggin in Season 1); LiteralWedgeOfCheese confirms the structure without figures: every swing pays XP and cash, and completion pays a second, larger chunk

Solo rooftop build: loadout and the first five minutes

FOBs & Building

RadioGLHF (Portable AA) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources7 sources8 sources
Rating noteRadioGLHF, Offensive Building, 99K views, beta footageRadioGLHF, Offensive Building, 99K views, beta footage; His portable AA tower video repeats the same loadout (same channel, not a second source)

Buy armor every single life

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

What moved
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Sources12 sources15 sources

FMJ is the default round

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

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Sources5 sources6 sources

HP is a season-opening round only

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

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Sources5 sources6 sources

Tac vests add hotkey slots, not storage

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

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Sources8 sources9 sources

Two mags plus one loose stack

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

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Sources11 sources13 sources

The gun in your hands decides the track

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

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Sources7 sources8 sources

Recon: skip the Scout Rifle TD

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

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Sources9 sources11 sources

Everything is 50% off under Wardog 9

Combat & Loadouts

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

What moved
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Sources11 sources12 sources

Take the free resuscitator every single life

Combat & Loadouts

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

What moved
FieldBeforeAfter
Sources9 sources10 sources
Rating note5 creators, now 7 with Geck0 and Twinsticks & Ties5 creators, now 8 with Geck0, Twinsticks & Ties and Maplewood

Helicopters: price, unlock, seats, HP

Vehicles & Fire Support

GhostGaming (day one patch) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources14 sources15 sources
Rating noteofficial wiki item pages plus the wiki Updates page, corroborated by wardogs-wiki.com and two creatorsofficial wiki item pages plus the wiki Updates page, corroborated by wardogs-wiki.com and three creators reading the Season 1 notes (Airwingmarine, Molixatus, GhostGaming)

Which helicopter to learn on

Vehicles & Fire Support

GhostGaming (day one patch) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources6 sources7 sources

The antenna: disabling an enemy APC without killing it

Vehicles & Fire Support

Maplewood (beginner guide) and DemoMan0351 (20 advanced tips) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources5 sources7 sources
Rating notemotiv8, jackfrags, Silk and Geck0 independently, plus a community report via WARDOGS Hubmotiv8, jackfrags, Silk, Geck0, Maplewood and DemoMan0351 independently, plus a community report via WARDOGS Hub

Weak points and armour

Vehicles & Fire Support

RageGamingVideos (best start) reported the same thing, so they are now cited.

What moved
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Sources8 sources9 sources

Hold your flares until you see smoke

Vehicles & Fire Support

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

What moved
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Sources14 sources18 sources

Every passenger you drop alive pays three times

Vehicles & Fire Support

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

What moved
FieldBeforeAfter
Sources13 sources14 sources

Shooting the APC roof antenna to disable enemy spawns

Vehicles & Fire Support

Maplewood (beginner guide) and DemoMan0351 (20 advanced tips) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources5 sources7 sources
Rating notemotiv8, jackfrags, Silk and Geck0 independently, plus a community report; not patchedmotiv8, jackfrags, Silk, Geck0, Maplewood and DemoMan0351 independently, plus a community report; not patched

Win condition is 100 points, scored by presence

Winning & Teamplay

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

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Sources10 sources11 sources

Do not run to the zone

Winning & Teamplay

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

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Sources4 sources5 sources

Capture towers and post your code digit

Winning & Teamplay

This quick Card summarises a fuller Card that gained sources in the 14 Sep 2026 refresh, and it now carries them too.

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Sources36 sources40 sources

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

Winning & Teamplay

Maplewood (beginner guide) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources10 sources11 sources
Rating noteofficial Steam FAQ + 6 creators + 3 written sourcesofficial Steam FAQ + 7 creators + 3 written sources

The two channels, and the one that leaks

Winning & Teamplay

Maplewood (beginner guide) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources11 sources12 sources
Rating note6 creators + PC Gamer + WARDOGS Companion7 creators + PC Gamer + WARDOGS Companion

Mistake 12: not joining a squad

Winning & Teamplay

Maplewood (beginner guide) reported the same thing, so they are now cited.

What moved
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Sources2 sources3 sources

A1: Church roof

Winning & Teamplay

GhostGaming (day one patch) reported the same thing, so they are now cited.

What moved
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Sources3 sources4 sources
Rating noteofficial changelog + 2 creatorsofficial changelog + 3 creators

A2: Potato-shadow visibility

Winning & Teamplay

GhostGaming (day one patch) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources4 sources5 sources
Rating noteSeason 1 changelog + 3 creatorsSeason 1 changelog + 4 creators

A9: Voice permanently cutting out after a failed join

Winning & Teamplay

GhostGaming (day one patch) reported the same thing, so they are now cited.

What moved
FieldBeforeAfter
Sources3 sources4 sources
Rating noteSeason 1 changelog + 2 creatorsSeason 1 changelog + 3 creators
14 Sep 2026: 187 Field Manual entries changed | WARDOGS Actual