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.

0 m5 m10 m15 m20 m25 m30 m0204060Auto riflePump shotgunMarksman rifleSMGBurst carbineDrum LMGSawn-offdamage per bullet or pellet
Damage per bullet or pellet against distance, from each weapon's numbers.

All weapon numbers.

#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

Far from the crate: you can SEE over it, your bullets STOP on it Within 1.25 m of it: you lean over, the shot goes through 1.25 m sightbullets
Sight passes over a crate; bullets stop on it unless you stand within 1.25 m and shoot over.
  • 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

Supplies
SupplyGivesBack after
Health+40 health4 s
Armour+35 armour4 s
Ammo2 magazines into reserve4 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

0 s122.4 s: last circle, 20/s outsideOpen play: 60 s60 sWarning 1: 9.6 s9.6 sClosing to 20 m (4/s outside): 18 s18 sWarning 2: 7.2 s7.2 sClosing to 9 m (8/s outside): 12 s12 sWarning 3: 6 sClosing to 3.5 m (14/s outside): 9.6 s9.6 s open playnext circle showncircle closing
The danger-zone schedule, from the game's zone settings.
Zone stages
StageShown forCloses overCircle radiusDamage outside
19.6 s18 s20 m4 a second
27.2 s12 s9 m8 a second
36 s9.6 s3.5 m14 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.