Why this matters
Points come from holding the Control Zone, not from kills. Winning every gunfight and losing zone presence still loses you the match.
The scoring is a headcount: on a repeating cycle, the faction with the most players inside the zone takes the point, and the first to 100 wins. Two consequences follow, and both are worth more than any gunfight:
- A player in the Hot Zone counts as two. Three of your squad inside it count for six — which is how a smaller force out-scores a bigger one spread across the wider zone. See Chasing the Hot Zone.
- You can choose where the Hot Zone goes. Capturing the drilling towers assembles a code that pulls it onto ground of your choosing. See Drilling Towers.
(How often the point ticks is disputed — published community figures range from every 10–15 seconds to every 30 seconds, and we won't pick one. It doesn't change the tactics: presence is what scores.)
Steps
- Get to the zone before you get into fights. A firefight outside the Control Zone that you win but that costs you time isn't necessarily worth it — presence in the zone is what scores.
- Watch all three factions, not just the one shooting at you. With three teams in play, the faction that isn't currently fighting anyone can often walk into the zone uncontested. Don't fixate on a single enemy.
- Hold defensible ground inside the zone, not the exact center. Standing in the open middle makes you visible and pressured from every direction; an edge position with cover still counts for zone presence.
- Coordinate roles instead of everyone rushing in as Assault. Recon watches approaches and calls threats, Support suppresses key lanes or builds a FOB nearby, Medic keeps people alive, Driver/Pilot keep reinforcements flowing.
- Don't overcommit to the Hot Zone at the expense of losing the wider Control Zone. The Hot Zone pays double, but if chasing it means abandoning the main zone to another faction, you can lose more points than you gain. See Chasing the Hot Zone.
- Keep reinforcements flowing. Because the zone is contested continuously, a squad that can resupply and respawn into the fight faster than the enemy usually wins the war of attrition, even after losing individual fights.
Common mistakes
- Tunnel-visioning on one enemy faction while the third walks in and takes the zone.
- Clustering the whole squad in the open center instead of spreading to defensible positions.
- Sending everyone to chase the Hot Zone and leaving the main Control Zone empty.
- Treating every gunfight as mandatory — sometimes disengaging and repositioning toward the actual zone matters more than winning a fight outside it.
See also: Chasing the Hot Zone, Squadding Up, What Is WARDOGS?.