Support
Support is the team’s engineer and heavy weapons. They build fortifications and FOBs, repair vehicles, fight with machine guns and shotguns, and destroy vehicles with launchers. It’s the fastest class to level: every hammer swing pays XP.
In short
Section titled “In short”- Building barely pays ($2–15 per hit in Season 1), but it holds the zone and earns ticks. Support makes money by destroying enemy vehicles and bases.
- First buys: the light drill (level 1) for repairs and the RPG-7 (level 6, $1,800) against vehicles. Since Season 2 the PKM unlocks as early as level 15.
- Build only in the zone, and no more than your team can supply: since Season 2 structures cost more, a mortar takes 600 supplies instead of 150.
How to play Support
Section titled “How to play Support”- Build in the zone. Fortifications at a tower or in the Hot Zone help your team hold its points. How to place a FOB and what to build — see Fortifying a tower.
- Place structures for others. If you place a structure and a teammate finishes it, you get paid for every swing they make.
- Repair vehicles with the drill: a friendly tank or APC kept alive is worth more than a new one. Since Season 2 repair XP goes to Driver or Pilot, depending on the vehicle.
- Hunt vehicles. Launchers against tanks, explosives against the spawn APC.
- Lock down approaches with a machine gun. An LMG on its bipod (G) in cover at the zone edge keeps enemies out.
How Support earns
Section titled “How Support earns”| Action | Payout |
|---|---|
| Hammer hit on a structure | +$2…$15 (our data, Season 1) |
| Finishing a structure | +$32 (our data, Season 1) |
| Destroying an enemy spawn APC | around $10,000 (community data, Season 1) |
| Destroying a bought enemy vehicle | each variant has its own reward: Humvee $600, Humvee [Minigun] $5,000, T-72B3 $8,000, L2A6 $11,000 (0.2.0 patch notes) |
| Destroying an enemy FOB | around $2,500 (community data from the beta, Season 1) plus a bonus of up to +$7,500 for the supplies it held (0.2.0 patch notes) |
| Destroying an enemy buildable | mortar $650, Stingray $650, Talon $650, CIWS $1,200 (0.2.0 patch notes) |
Building itself barely pays — it’s for holding the zone. Support’s real money comes from destroying enemy vehicles and bases and from kills. Since Season 2 armed vehicles are worth far more than unarmed ones, so spend your launcher on them. All amounts are in the Season 2 breakdown.
| Item | Level | Unlock | Price | Purpose |
|---|---|---|---|---|
| Small Hammer | start | — | — | Sandbags, wire, hedgehogs, recon tent |
| Light Drill | 1 | $10,000 | $600 | Repairing vehicles |
| Medium Hammer | 3 | $25,000 | $800 | HESCO blocks and walls, doors, gates |
| Large Hammer | 8 | $75,000 | $2,400 | Mortar, anti-air, drill, MG Nest; fastest build speed |
Since Season 2 the medium hammer builds more slowly, and hammers can no longer breach doors or gates: only the Halligan does that. New structures: the Wooden Step (small hammer), the Large Shelter (medium) and the MG Nest with an M2 Browning (large).
| Structure | Supplies in Season 1 | Supplies in Season 2 |
|---|---|---|
| L81 Mortar | 150 | 600 |
| Stingray | 150 | 650 |
| Talon 9K-SAM | 1,000 | 650 |
| Vanguard CIWS | 1,500 | 1,200 |
| Hot Zone Magnet | 2,250 | 2,750 |
Since Season 2 the mortar and the Talon use more supplies to restock, and a drill rig runs for 300 s at most instead of 375. Full list in the Season 2 breakdown.
Weapons and explosives
Section titled “Weapons and explosives”| Weapon | Level | Unlock | Purchase price | Type |
|---|---|---|---|---|
| RPG-7 | 6 | $30,000 | $1,800 | Launcher |
| M500 | 10 | $50,000 | $1,200 | Shotgun |
| 9K333 Verba | 14 | $50,000 | $800 | Anti-air MANPADS |
| PKM | 15 | $100,000 | $4,100 | Machine gun |
| MAAWS | 18 | $100,000 | $2,400 | Launcher |
| M249 SAW | 20 | $150,000 | $3,200 | Light machine gun |
| AT Mine | 25 | $75,000 | $650 | Mine |
| Evo-3 Ultra | 30 | $200,000 | $7,250 | Machine gun, new in Season 2 |
| MGL-40 | 35 | $250,000 | $7,500 | Grenade launcher |
C4 and the detonator unlock on the Assault track at level 4 since Season 2, and C4 and IED XP goes to Assault. Since 0.2.0 machine guns deal the same body damage as assault rifles: their strength is sustained fire and big magazines. The MGL-40 is less accurate, and its grenade flies 25% slower.
What the track unlocks
Section titled “What the track unlocks”Weapons unlocked by levels on this track, from the game database. The unlock fee is paid once; the purchase price every match. Details are on each weapon page.
| Level | Weapon | Type | Unlock fee | Price |
|---|---|---|---|---|
| 6 | RPG-7 | rocket launcher | $30,000 | $1,800 |
| 10 | M500 | pump-action shotgun | $50,000 | $1,200 |
| 14 | 9K333 Verba | mANPADS | $50,000 | $800 |
| 15 | PKM | general-purpose machine gun | $100,000 | $4,100 |
| 18 | MAAWS | anti-tank launcher | $100,000 | $2,400 |
| 20 | M249 SAW | light machine gun | $150,000 | $3,200 |
| 30 | Evo-3 Ultra | light machine gun | $200,000 | $7,250 |
| 35 | MGL-40 | revolver grenade launcher | $250,000 | $7,500 |
Levelling Support
Section titled “Levelling Support”- Building — XP for every swing and more on completion. The fastest and safest way to level.
- Kills with shotguns, machine guns and launchers.
- Destroying enemy vehicles and spawn APCs.
Since Season 2 repair XP goes to Driver and Pilot, artillery XP to Driver, and C4, IED and buildable destruction XP to Assault. Class level 20 now takes 111,500 XP instead of 250,000.
Support also gets paid for kills made by the mortars and anti-air it built. How to fire the mortar — see the mortar guide.
Common mistakes
Section titled “Common mistakes”- Building outside the zone. A wall where nobody fights scores nothing for your team.
- Building more than you can supply. A half-built base is a trap for your own side.
- Wasting rockets on infantry. Launchers are expensive — save them for vehicles.
- Forgetting repairs. Fixing a friendly tank is cheaper than buying a new one.
