Economy
Get paid for the hill
Bulkhead built the wallet around teamplay: moving bodies, dumping pallets, reviving, building, and standing where the capture actually happens. Kills help. Empty-map tourism does not.
EA provisional · verify in-gameEarly Access / Season 1 figures. Treat as a planning aid and verify the vendor and payouts in-game before you spend.
Role
Risk
The Hot Zone is the smaller patch inside the Control Zone. Official framing: you count as two bodies for the score and teamplay actions pay extra. Standing in it is both win condition and wallet.
How · Arrive with cheap kit, stay in cover inside the Hot Zone, and do team actions there — revives, supplies, and holding — instead of hunting kills on the outer map.
Watch · It is a meat grinder. A $2,800 rifle that dies in 40 seconds is worse than a free Bushmaster that stays on the hill.
Bulkhead pays you to move bodies to the objective. A full Bobcat or Little Bird into the zone often out-earns a solo rifle life.
How · Fill seats. Drop in cover, not on the lip. Stay nearby long enough to collect survival and assist ticks if passengers live and fight.
Watch · Empty seats waste the ticket. Crashes and team kills can charge the pilot. AA and rockets own predictable flight lines.
One of the highest per-action payouts. Logistics is not a side activity — it is how the economy is designed.
How · Grab a pallet, run it to a drill site or FOB, and dump it where builders can actually use it. Ural-class trucks carry more than a jeep.
Watch · A pallet sitting in the open is a gift. Deliver into cover and ping it. Do not fight a 3-team skirmish with a truck bed full of supplies.
Healing pays without a kill. Buddy aid pays; self-aid does not. A Field Resuscitator at Medic 2 is often a profit tool, not a charity item.
How · Carry the free emergency resuscitator every life. Bandage other people first. Work the Hot Zone where downed teammates are worth both score and cash.
Watch · Do not stand over a body in a kill lane. Drag or wait for smoke. A dead medic is a wiped squad.
Building is the quiet fast route for Support. A FOB (~$7,500) ships with a hammer. One committed build life can jump several Support levels.
How · Place the FOB at the drill site, then walls, doors, gates, and sandbags. Save mortar work until you have a Large Hammer and spare ammo supplies.
Watch · Building in a live crossfire is how you donate the FOB. Fortify a chokepoint the team can actually hold.
Binoculars are cheap (~$75) and need no level. Recon’s starter rifle is weak; spotting is the real opener.
How · Binoculars in a utility slot, any rifle in your hands, mark players and vehicles until SKS / Mosin unlocks. Stay near the Control Zone so marks get used.
Watch · A ghillie suit hides you. It does not replace plates. Leafy glass cannons still fold when the Hot Zone turns.
Kills pay more where the match is decided. Assault rifles feed Assault XP while you also contest the score.
How · Use a cheap rebuy gun (Bushmaster $0, T-21 $600, AK74 ~$1,600). Win a lane, take space, do not immediately upgrade because one fight felt rich.
Watch · Chasing kills outside the Control Zone is the classic bait. Your team loses the hill while you pad a scoreboard nobody is paying.
Support 5 RPG-7 is the first real answer to a gun Kodiak. Vehicles buy tempo; denying them protects Hot Zone bodies.
How · Unlock C4 early, RPG at Support 5 (~$30k unlock, ~$2,000 life buy). Shoot the vehicle that is dumping infantry into your zone, then get back on the hill.
Watch · A $2,000 rocket into a decoy or a teammate’s taxi is a bank wound. Confirm faction colors. Three teams make friendly fire expensive.
Community-tested: enter cheap, upgrade by stripping bodies. STANAG rifles (Bushmaster, T-21, M4, M249) share 5.56 crates.
How · Win the contact, take space, then loot. Prefer magazines and ammo over fashion rifles you cannot rebuy.
Watch · Looting in an active fight is how you lose both kits. If the third faction is still shooting, the body is bait.