In-match leveling guide
Currency earning
At the start of the match, all players get $ 100, if the player joins in the middle of the match, he receives an amount equivalent to the average value of the total value of the player in the opposing team. In the match currency is earned by the following actions:
In the in-match store it is possible to allocate three big groups:

1. Combat skills, which are two branches of your character: attack and defense, leveling these skills you get to improve your combat characteristics, as well as unlock or improve ammunition.

2. Basic skills, inexpensive improvements, buy it or not that everyone chooses for himself. Each class has a basic skill including radar display, a skill that increases health, as well as a skill that gives a bonus to all your allies.
3. Ammunition is divided into 5 groups:
- Armor plates do not affect the total number of armor but affect its bonuses and debuffs

- Ammunition has three varieties for each class of weapon, you can pick the right ammunition in a specific situation — effective against targets without armor or with it, bullets or improved buckshot for shotguns, etc.

- Grenades and mines — each class has the ability to use 6 different grenades and mines, some of them are available to several classes(fragmentation, smoke, thermal, flashbang), and some, only for one(grenade burning armor, poison grenade, EMP grenade, reinforced mines)

- Special equipment— each class has the ability to use 6 types of devices or special equipment, starting with first-aid kits and boxes with improved ammunition, ending with stimulants, drones, motion detectors, active flashbang grenades, and mortar attacks.

The ultimate special weapons — each class has three unique Ultimates:
The stormtrooper can use a thermal imager, as well as cause mortar support and a drone, throwing off non-lethal mines on the area.

The destroyer can use an automatic saiga with a 20 rounds drum mag and a grenade launcher, and even more, he can spawn in IRONCLAD gear, which is giving him a huge supply of health and armor, as well as a powerful machine gun.

The sniper can use the VSSK "Vykhlop" vanishing any enemy except IRONCLAD, call in a drone with EMP strike destroying all enemy electronics on the map, or launch a drone with a semi-automatic gun installed.

Scout can dress up in the enemy gear, misleading the latter, and destroying enemy forces "from the inside", call in a drone with guided missiles or use a bioreagent, for which the enemies will hate you.

Also, some skills from the branches of attack or defense improve purchased special equipment, for example, there is a skill "Saboteur" for the scout, his drone will be equipped with a grenade launcher, and by leveling perk, "Covert penetration". Additionally, your sonars will work as landmines.
At the start of the match, all players get $ 100, if the player joins in the middle of the match, he receives an amount equivalent to the average value of the total value of the player in the opposing team. In the match currency is earned by the following actions:
- Killing opponents
- Series of murders
- Capturing/neutralizing a point in TC mode
- Installation/decontamination of the beacon in TDS mode
- Win/lose a round in TDS mode
- The spot of the enemy with drone/sonar
- Selection of airdrops in TE mode
- Death
- Destroyer with leveled skill FLINT can sell enemy mines, sonars, and weapons of dead operators
In the in-match store it is possible to allocate three big groups:

1. Combat skills, which are two branches of your character: attack and defense, leveling these skills you get to improve your combat characteristics, as well as unlock or improve ammunition.

2. Basic skills, inexpensive improvements, buy it or not that everyone chooses for himself. Each class has a basic skill including radar display, a skill that increases health, as well as a skill that gives a bonus to all your allies.
3. Ammunition is divided into 5 groups:
- Armor plates do not affect the total number of armor but affect its bonuses and debuffs

- Ammunition has three varieties for each class of weapon, you can pick the right ammunition in a specific situation — effective against targets without armor or with it, bullets or improved buckshot for shotguns, etc.

- Grenades and mines — each class has the ability to use 6 different grenades and mines, some of them are available to several classes(fragmentation, smoke, thermal, flashbang), and some, only for one(grenade burning armor, poison grenade, EMP grenade, reinforced mines)

- Special equipment— each class has the ability to use 6 types of devices or special equipment, starting with first-aid kits and boxes with improved ammunition, ending with stimulants, drones, motion detectors, active flashbang grenades, and mortar attacks.

The ultimate special weapons — each class has three unique Ultimates:
The stormtrooper can use a thermal imager, as well as cause mortar support and a drone, throwing off non-lethal mines on the area.

The destroyer can use an automatic saiga with a 20 rounds drum mag and a grenade launcher, and even more, he can spawn in IRONCLAD gear, which is giving him a huge supply of health and armor, as well as a powerful machine gun.

The sniper can use the VSSK "Vykhlop" vanishing any enemy except IRONCLAD, call in a drone with EMP strike destroying all enemy electronics on the map, or launch a drone with a semi-automatic gun installed.

Scout can dress up in the enemy gear, misleading the latter, and destroying enemy forces "from the inside", call in a drone with guided missiles or use a bioreagent, for which the enemies will hate you.

Also, some skills from the branches of attack or defense improve purchased special equipment, for example, there is a skill "Saboteur" for the scout, his drone will be equipped with a grenade launcher, and by leveling perk, "Covert penetration". Additionally, your sonars will work as landmines.