Zone infantry
The most direct payroll: be a body the game can count. You need a cheap kit, a mic and the habit of not dying on the walk-in.
No menu classes — just work
The studio repeats: play how you want. In practice cash punishes the player who wants a solo fantasy but brings the team no bodies, revives or lift.
The most direct payroll: be a body the game can count. You need a cheap kit, a mic and the habit of not dying on the walk-in.
You move people and supply. Publicly this is one of the clean ways to pay yourself without winning duels.
It matters if you cut incoming routes, not if you collect kilometre clips in empty air. The team needs dead reinforcements, not your montage.
FOBs and repair are for a team that already knows where the zone will stay. Building 'just in case' in an empty field burns the clock.
A tank or helicopter is a group wager. One hero at the stick with no gunner and no infantry usually feeds the enemy.
The optional production metagame was described as endgame, not as the first week of EA. Do not bank on it in week one.