Pilot
The Pilot is the fastest logistics in the game. A helicopter moves a squad across the whole map in a minute and delivers supply pallets, while attack helicopters support the fight from the air. It’s one of the best-paying roles, and the most expensive in hardware.
Pilot levels only in helicopters. Ground vehicles belong to the Driver.
How to play Pilot
Section titled “How to play Pilot”- Don’t fly empty. Every passenger delivered to the zone is cash and XP. Passengers keep earning for you after they get out, as long as they keep fighting.
- Drop in the zone, not in its centre. Land in cover near the zone edge. Payouts double in the Hot Zone, but that’s also where you’re easiest to shoot down.
- Remind passengers about parachutes. If you drop them from the air, anyone without a parachute in their slot will die. See Getting to the zone.
- Haul pallets. A supply pallet delivery is one of the biggest one-off payouts in the game.
- Watch out for anti-air. The Gepard, MANPADS and FOB anti-air all hunt helicopters. Countermeasures are V — don’t waste them early.
How Pilot earns
Section titled “How Pilot earns”| Action | Payout |
|---|---|
| Building-supplies pallet delivery (Z20 Lakota) | +$2,500 (our data); the pallet costs $400 |
| Unloading the pallet at a FOB (UNLOAD SUPPLIES) | +$1,800 (our data) |
| Supply delivery, small crate (MH-6) | +$500 and 200 XP (our data) |
| Passenger survived — for each one delivered | +$500 and 100 XP (our data), +$1,000 in the Hot Zone (community data) |
| Assist from a dropped player — a fighter you brought in got a kill | +$750 (our data) |
| Round trip to base — per survivor aboard, three at least | +$250 × passengers, at least $750 (community data) |
| Refuelling the helicopter | −$5 (our data) |
“Assist from a dropped player” pays for every kill by a fighter you brought in, even after you’ve flown far from the zone. That’s why a full helicopter pays better than it looks. Payouts double in the Hot Zone, but that’s also where you’re easiest to shoot down.
More in Income by action.
Helicopters and gear by level
Section titled “Helicopters and gear by level”| Level | Unlock | Unlock fee | Purchase price |
|---|---|---|---|
| start | MH-6 (light transport) | — | $6,250 |
| 2 | Small armoured crate | $10,000 | $500 |
| 4 | AH-6M [Miniguns] (attack) | $50,000 | $7,000 |
| 10 | Z20 Lakota (transport) | $35,000 | $7,400 |
| 15 | Large armoured crate | $25,000 | $800 |
| 20 | AH-6R [Rockets] (attack) | $250,000 | $12,500 |
| 25 | Z20 Lakota [Miniguns] | $75,000 | $8,000 |
| 35 | Havoc (attack) | $500,000 | $18,000 |
Levels also unlock music tapes. There are no new helicopters past level 35 — it’s XP only from there.
- The MH-6 is the starter helicopter with no requirements — it’s what you level your first ranks in.
- The Z20 Lakota is the main transport: lots of passengers, and it carries pallets.
- The Havoc tops the track: rockets and a cannon, but $18,000 per sortie.
Levelling Pilot
Section titled “Levelling Pilot”- Flying — XP for time in the air.
- Carrying passengers from base into the Control Zone.
- Supply deliveries: a pallet into the Control Zone is worth about 750 XP, one of the biggest single XP awards in the game.
- Kills with helicopter guns and rockets.
Common mistakes
Section titled “Common mistakes”- Flying empty. An empty helicopter to the zone is lost cash and XP.
- Landing in the middle of the Hot Zone. All three teams shoot wherever a helicopter lands.
- Buying an attack helicopter before you can fly. Learn on the MH-6 first, then spend $12,500–$18,000 per sortie.
- Wasting countermeasures early. Save them for a missile.