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.
| Event | Points |
|---|---|
| enemy kill (gun, head shot, spade or grenade) | 1 |
| picking up the enemy intel | 1 |
| capturing the intel at your base | 3 |
Progress is lost when you die. These are the defaults: a server sets its own.
02The perks
| Perk | Class | Cost | What it does |
|---|---|---|---|
| Jetpack | Rocketeer (always), Zombies survivors | free / 2 kills | fly with jump |
| Sentry gun | Rocketeer | 5 | an automatic turret you place |
| Revive | Commando | 4 | bring a fallen mate back |
| Landmine | Marksman | 3 | a mine that goes off under an enemy |
| Dynamite | Miner | 4 | a 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.
