• Levels from 1 to 10
  • 10 placement matches
  • Five-stacks only face five-stacks
  • Result and stats read from the official match data
  • Placement players only face each other

Your agent

Pick up to three agents (the first is your main) or just a role. The guide filters itself for what you play.

Duelist

Initiator

Controller

Sentinel

Or only a role

Spike, timings and special rounds - 10.6

Saving or going for it

In one line: Saving your gun or playing out the round is one of the hardest decisions. You decide by looking at five things: numbers, time, position, economy and scoreline. And you decide early: halfway, you lose both the round and the gun.

4Recommended from level 4In game: Silver, Gold Premium5 min read

The dilemma

In many rounds there comes a moment when things get complicated: you are outnumbered, time is short, the spike is down or it is not. At that point there are two choices: go for it, meaning play to win the round with what you have, or save, meaning stop fighting and survive to keep your gun.

It is a hard decision because neither is free: going for it risks gifting the enemy a gun and 200 credits; saving gives up the round. The chapter on saving and recovering explains what a saved gun is worth; here we look at how to decide.

The rest of this chapter is Premium

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Related

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