Shoot and Destroy

Build Your Battlefield – Engineer Your Assault

Game guide

Perks

The jetpack, sentry gun, revive, landmine and dynamite: how each perk is earned with kills and intel captures, and how to use it.

01Earning perks

Perks exist in next gen capture the flag and in Zombies. You earn points during a life and a perk arrives when you have enough; nothing to buy and nothing to press. In next gen CTF each class earns its own perk.

EventPoints
enemy kill (gun, head shot, spade or grenade)1
picking up the enemy intel1
capturing the intel at your base3

Progress is lost when you die. These are the defaults: a server sets its own.

02The perks

PerkClassCostWhat it does
JetpackRocketeer (always), Zombies survivorsfree / 2 killsfly with jump
Sentry gunRocketeer5an automatic turret you place
ReviveCommando4bring a fallen mate back
LandmineMarksman3a mine that goes off under an enemy
DynamiteMiner4a charge that blows a large crater

03Jetpack

Worn the moment it is earned: hold jump to fly. A full tank gives 3 seconds of thrust and refills in 6 seconds on the ground. The Rocketeer wears one from every spawn.

04Sentry gun

It becomes a fifth slot on your tool bar (5, the wheel or LB/RB). Aim at a floor block within 5 blocks and fire to place it. It turns to the nearest enemy it can see and fires; its kills are yours. It has 200 health and wears out after 60 seconds.

05Revive

Kept until used. Stand by a fallen teammate’s marker for 2.5 seconds and they get up right there with 50 health. Once a life.

06Landmine

Put it on the floor like the sentry. It arms after 1.5 seconds and goes off when an enemy’s feet come within 1.5 blocks: a grenade’s blast and a crater. Two down at once at most; it can be shot.

07Dynamite

Put it down and run: 4 seconds later it blows a 5×5×5 crater with half again a grenade’s blast. One at a time. Shooting it sets it off early.