Money Tips
See Money for the full breakdown — these are the team-oriented ways to make the most of it.
Stack The Zone For Steady Income
Zone Occupation ($160/cycle Normal, $320 Hot Zone) is the most reliable income on the page, and it only pays out with bodies standing in the zone — more of your squad there means steadier income for everyone, not just whoever wins a fight.
Ferry Teammates For Guaranteed Cash
Transport pays $300–$450 per delivery, plus $500 more if they survive the drop — a Driver or Pilot can earn consistently just by shuttling squadmates, no kills required.
Heal And Revive Instead Of Looting Solo
A bandage heal pays $400, a revive pays $100–$900 — sticking with your squad mid-fight can out-earn wandering off to loot alone.
Build Together, Get Paid Three Times Over
Every hammer hit pays $1, the marked hit pays $6, and completion pays $15 — a squad all swinging hammers on the same structure banks separate payouts per person, not one payout split between them.
The Biggest Payouts Favor Coordinated Play
Kill Confirmed ($1,500–$2,000) and Vehicle Destroyed ($3,000–$4,688) are the largest single payouts on the page — but they're easier to land with a spotter calling targets or a squad focusing a vehicle down together than solo.
The Most Important Section On This Page
Winning Is A Team Score, Not A Kill Count
The Control Zone scores for whichever faction has the most players standing in it — a squad stacking the zone wins points; the same players scattered across the map chasing kills don't. First faction to 100 points wins the match, and that's a faction-wide total, not a personal one.
Hot Zone
2× ScoringWhat Turns Games
Each player standing in the Hot Zone counts as 2 players toward scoring. A coordinated push to disrupt the enemy and take the Hot Zone should be your squad's top priority — it swings control faster than anything else on the map.
Common Mistake
Turtling Never Wins
Turtling doesn't win — even if your FOB happens to sit inside the zone. Sitting back to build and defend instead of actively pushing and contesting the Hot Zone loses more games than it saves, regardless of where your FOB is placed.
The Verdict — Padding your personal kill count while your faction loses the zone doesn't win anything. Play toward the score, not the scoreboard.
Every XP Class Rewards Helping, Not Just Killing
WARDOG Level is the sum of six independent class tracks. Several of them level up almost entirely through helping teammates rather than getting kills yourself.
Medic
Levels from healing and reviving teammates — actions that, by definition, only happen when someone else needed you.
Support
Levels from building and repairing — structures and vehicles your whole faction benefits from, not just you.
Driver / Pilot
Level from transporting other players to the fight — ferrying teammates is the entire job.
Recon
Levels from spot assists — a teammate gets the kill, you get the XP and the payout.
Note — Playing solo and kill-focused only ever develops your Assault class. Medic, Support, Driver, Pilot, and Recon all sit stalled unless you're actively playing for your team.
Squad Up Before You Drop
No Size Limit
Squads can be as large as your whole group of friends — there's no mechanical reason to load in solo when you can bring everyone in together.
Dedicated Squad Radio
Separate from standard proximity voice chat — built specifically so your squad can coordinate over match noise.
Revive, Don't Abandon
The Bleedout Timer Exists For This
A downed player gets a long bleedout window specifically so teammates can revive them. Letting it expire sends them all the way back to HQ — costing your team a player on the field far longer than a revive would.
It Pays, Too
Reviving pays real Medic income — it's never a "wasted" action, even by a purely selfish measure.
The FOB Is A Team Resource
Supplies Are Shared
The FOB's Build, Fuel, Ammo, and Mechanical Supplies aren't "yours" — teammates drawing from them costs you nothing.
Building Pays As A Group
A structure pays out on every hit, the marked hit, and completion — a squad working one structure together earns as a group, not by competing for a single payout. See the full breakdown on Money.
Spot For Kills You Don't Take Yourself
Spot Assist is the one assist type that needs no vehicle. A Recon player can contribute real income and XP just by calling out targets for teammates to kill, without needing to land the kill themselves.