Skip to content

Earning reputation

Updated 12 September 20263 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

Both bonuses are capped: the streak counts up to the tenth kill in a row (+500 max) and distance up to 500 metres (+500 max). Shooting further is not pointless, but it adds nothing more.

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 200
LEVEL II 250
LEVEL III 300
LEVEL IV 350

Example: your third kill in a row on LEVEL III at 250 metres gives 300 + 150 + 200 = 650 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. A light car pays the minimum; armour and gunships pay several times that. The patrol helicopter is counted separately and always pays exactly 2,000.

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.

Killing a clanmate is punished#

The only case where killing a player costs you instead of paying:

  • minus 10 % of your reputation — twice the penalty for your own death;
  • no reward at all: you do not take the victim's reputation;
  • the victim loses nothing — they keep their 5 %, only the shooter pays;
  • your kill streak does not grow;
  • you get a notification with the exact amount lost.

Clan membership is checked at the moment of the kill. Players outside a clan are never affected — for them everyone is a stranger.

What takes reputation away#

Situation Loss
Killed by AI, a fall or a vehicle −5 %, the reputation is simply burned
Killed by a player the same −5 %, except the killer gets them
Killed by a clanmate you lose nothing — the killer pays
Killing a clanmate −10 % off the killer and no reward
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