Challenges
| Challenges | |
|---|---|
| Kinds | In-match action challenges, achievements, passive missions, wagers, tips |
| In-match action challenges | 60 for King of the Hill, plus buildable, spotting, Hot Zone Magnet, crowbar and Team Offence challenges |
| Achievements | 10 |
| Passive missions | 15 (earn cash, earn role XP, time played) |
| Wagers | 4 (get kills, drop off people, revive teammates, destroy occupied vehicles) |
| Internal name | Challenges (game feature) |
A challenge is a small rule that waits for one thing to happen in a match, then pays out or counts progress toward a goal. Most challenges run during a match and pay cash and role XP for the action itself. Others, such as passive missions and achievements, track longer goals across play.
Overview
The sources list 108 challenge definitions in nine tables. Each table is one category, and each category has its own article, listed under Categories below. Most are in-match action challenges that run automatically as the match goes on.
How it works
- Action challenges. Each one waits for an event, such as a player kill, a revive, or a vehicle destroyed. The reward is then calculated from the action, with the multipliers described on Cash and Rewards.
- Assist versions. Most action challenges have assist versions. A player who helped with a kill, a revive or a vehicle kill gets credit under the assist version, with its own split.
- Tips. A tip is a reward for passing help to a teammate, such as sending or receiving a tip for healing or delivering a player. Pre-tips are a separate challenge.
- Passive missions. These track a total over time. They do not depend on one event.
- Wagers. A wager is a goal taken on with a stake. The four wager goals and their numbers are described on the Wagers article.
Categories
- Achievements: 10 one-time goals
- Passive Missions: 15 tiered totals (cash earned, role XP earned, time played)
- Wagers: 4 goals taken on with a stake
- King of the Hill Challenges: 60 event rewards, including assist versions
- Buildable Challenges: 11 rewards for buildables and FOBs
- Crowbar Challenges: 1 reward for forcing a door open
- Spotting Challenges: 2 rewards for spotting and for destroying a spotted target
- Team Offence Challenges: 2 rewards for punishing a kill and voting on a teamkill
- Hot Zone Magnet Challenges: 3 rewards for magnet and tower events
Tips
Tips are a reward for teamwork. The data lists tip tiers for five actions, and a pre-tip bonus:
| Tip for | Tier 1 | Tier 2 | Tier 3 | Tier 4 |
|---|---|---|---|---|
| Heal | 5 | 10 | 15 | 20 |
| Revive | 10 | 15 | 20 | 25 |
| Player delivered | 15 | 20 | 25 | 30 |
| Repair | 5 | 10 | 15 | 20 |
| Refuel | 5 | 10 | 15 | 20 |
A pre-tip pays 50 cash for each tip, capped at 500. The unit for the tier values is not stated in the data, apart from the pre-tip bonus, which is cash.
Numbers
Base values for in-match actions are on Cash and Rewards. The King of the Hill action list covers, among others:
- Player kill, with crew, logistics, revive, FOB-supplied and supply-crate assist versions.
- Revive player and heal player, each with assist versions.
- Destroy vehicle, destroy vehicle section, and their assist versions.
- Zone entry, safe zone entered after a logistics run, and survived trip.
- Deploy on vehicle, deploy a supply crate, supply pallet dropped, repair vehicle, refuel vehicle, purchase from a supply crate, and destroy a supply crate.
- Target spotted and spotted target destroyed.
- Hot Zone Magnet events: magnet activated, magnet deactivated, and tower captured.
Season 2 changes
- The King of the Hill challenge table went from no rows to 60.
- Vehicle destroyed rewards split by variant, for example Kodiak now has Default, Machine Gun and Pickup versions.
- Four challenges were added for wagers: passengers delivered, rewarded kills, rewarded revives and rewarded vehicles destroyed.
- Team Offence adds a punish challenge and a teamkill voter challenge. See Team Offence.