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Earning reputation

Updated 29 July 20262 min read

Reputation is the second currency. It cannot be bought or sold: you earn it in combat and spend it on perks.

How a reward is calculated

Every combat payout uses one formula:

base + 50 × streak number + 100 per full 100 metres

The streak resets when you die. AI streaks and player streaks are counted separately.

Killing AI

The base depends on the mission tier:

Tier Base
LEVEL I 50
LEVEL II 100
LEVEL III 150
LEVEL IV 200

Example: your third kill in a row on LEVEL III at 250 metres gives 150 + 150 + 200 = 500 reputation.

Killing a player

The killer takes 5 % of the victim's reputation — exactly what the victim loses. The streak and distance bonuses apply on top.

Example: the victim has 40,000 reputation, your player streak is at 2, distance 320 metres → 2,000 + 100 + 300 = 2,400 reputation.

Destroying vehicles

The base is 0.5 % of the vehicle's shop price, clamped between 200 and 5,000.

Vehicle Price Reputation
UAZ-469 30,000 200
M998 70,000 350
UH-1H 300,000 1,500
BTR-70 500,000 2,500
Mi-8 gunship 850,000 4,250
Patrol helicopter 2,000 (fixed)

Rewards are paid only for mission vehicles, the patrol helicopter and vehicles with a living player inside. An abandoned empty civilian car pays nothing — no farming.

The crew is recorded on every hit and remembered for 15 seconds: if the player bails out, you have 15 seconds to finish the vehicle and still get paid.

Blowing yourself up pays nothing: if you were sitting in that vehicle, there is no reward.

Vehicle kills do not count towards K/D and do not appear in the killfeed — only you see them.

What takes reputation away

Situation Loss
Killed by AI, a fall or a vehicle −5 %
Killed by a player no penalty, but the killer takes 5 %
Any death both streaks reset

Reputation never goes negative.

How much you need

Both perks maxed cost 600,000 reputation — 300,000 each (50,000 + 100,000 + 150,000).

See also