Know the game
Combat
Health, armour, damage, cover, revives, grenades, supplies and the danger zone.
#Health and armour
- Health
- 150 for every operator; 200 for a verified Chog with no mapped superpower
- Armour
- Each operator starts with its own (0 to 55); capacity 65
- Armour soak
- 60% of each hit, less the weapon's armour pen, until the armour is gone
- Overheal
- Health pickups can take you to +25% over your maximum; armour to 25 over its cap. The extra does not drain.
Example: an auto rifle bullet (18 damage, 20% armour pen) on 55 armour takes 8.6 armour and 9.4 health.
#Damage and range
Bullets travel at a set speed and live for a set time, so long shots arrive late and can be dodged. Damage falls off with distance, down to a floor for each weapon. Hostile bots deal 60% damage.
#Steady aim
Below 0.9 m/s for 0.2 s you are steady: your gun is tight, your light reaches further and your feet are silent. Running adds spread (each weapon has its own amount). Turning hard also adds spread: firing waits until your body is within 40° of where you aim.
#Cover and line of sight
- Walls block movement, sight, bullets and grenade blasts.
- Crates and barriers (half cover) block movement and bullets, never sight. A shooter within 1.25 m of one shoots over it. A crate between you and a grenade halves the blast.
- Rails (railings, track edges) block movement only: sight, bullets and grenades pass.
- Decks are raised floor: a shot fired from a deck clears every crate and barrier below. Stairs are the only way up and slow you to 65% speed.
- No weapon shoots through cover or walls.
#Downed and revive
- When
- At 0 health while a teammate still stands (Vs bots with your AI squad; online 3v3 and 5v5)
- Downed
- A 60-point pool that bleeds out over 10 s; hits drain it faster
- While downed
- Crawl at 25% speed; no shooting, reloading, ability or pickups
- Revive
- A standing teammate within 1.4 m who is not firing, for 3 s; you get up at 30% health with no armour
- Interrupted by
- Any hit on either of you, the rescuer firing, or stepping away (progress restarts)
- No revive
- 1v1, and the last player standing on a side: 0 health eliminates at once
The bleed-out pauses while someone is reviving. AI teammates come to revive you when nothing they can see is close and they have time to reach you.
#Grenades
- Carried
- 3 for everyone; a verified Chog carries more by tier (5 to 13)
- Throw
- 2 to 9 m (PC: to the cursor; touch: 6.5 m along your aim, or drag the button to aim)
- Fuse
- 1.4 s
- Blast
- 70 at the centre to 20 at the 3.2 m edge; 30% ignores armour
- Cover
- A crate or slab in between halves it; a wall blocks it. It is lobbed over crates and bounces off walls.
- Between throws
- 1 s
- Sound
- Throw 4 m, bounce 7 m, blast 22 m
#Supplies and kill loot
| Supply | Gives | Back after |
|---|---|---|
| Health | +40 health | 4 s |
| Armour | +35 armour | 4 s |
| Ammo | 2 magazines into reserve | 4 s |
| Grenade | +1 (up to your capacity) | 4 s |
- Taken on touch, no button. A health or armour pickup is only taken if it would add at least 5.
- Each comes back on another tile of its area, never next to someone standing. Online, the server decides when one is there.
- A downed hostile drops a bag of what it carried plus a +15 health dressing, for 30 s.
#The danger zone
| Stage | Shown for | Closes over | Circle radius | Damage outside |
|---|---|---|---|---|
| 1 | 9.6 s | 18 s | 20 m | 4 a second |
| 2 | 7.2 s | 12 s | 9 m | 8 a second |
| 3 | 6 s | 9.6 s | 3.5 m | 14 a second |
Open play lasts 60 s. The last circle is reached about 122 s in; outside it you take 20 a second. Each location has its own possible final centres (shown in its map guide).
#Hostile bots
- React 0.4 to 0.65 s after they see you, and miss first: their aim settles over 2 s.
- Deal 60% damage. At most 2 shoot at you at once; the rest flank or hold.
- Hear and see by the same rules as you. Being shot tells them a direction, not your spot.
- Each carries 1 grenade. Below half health they break line of sight, reposition or go for health.