The basic objective

The public game overview describes three teams competing across randomly generated 2x2 km Control Zones. The team with the most players inside the zone receives the score, and the first team to reach 100 points wins.

That gives a new player a useful first frame: understand which zone matters, move with the team and pay attention to the score condition rather than treating every encounter as a separate deathmatch.

Cash, equipment and persistence

Official store material describes a $10,000 starting balance, spending cash on equipment, tools and vehicles by life, team-play rewards and cash carrying over between matches.

Use those facts as the high-level economy model. This page intentionally does not invent exact prices, controls, purchase menus or optimal spending orders.

Vehicles, building, destruction and voice

Official material supports vehicles and aircraft, building or fortifying key locations, large-scale destruction and local voice chat in a tactical team context.

The practical lesson is to treat these as systems that affect a team objective. Specific keybinds, distances, channels, seats, resource costs and destruction thresholds are not asserted without a current source.

  • Learn the zone and score condition.
  • Spend with the current life and team objective in mind.
  • Verify controls in the current build before publishing a keybind guide.