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In [[Armored Warfare]] '''Global Operations''' is one of the three primary game-modes, along with [[PvP]] and [[PvE]]. In GLOPS, players take control of a [[vehicle]] and fight alongside other players against an opposing team, and AI-controlled vehicles in a contest to gain control of various Capture Zones, located on the map. (Capture the Flag)
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'''Global Operations''' (also known as '''GLOPS''') is one of the main game modes in ''[[Armored Warfare]]''. It is related to [[PvP]], where both modes feature battles between two teams up to fifteen players each, but with multiple objectives and respawn available.
   
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==Entering a battle==
Global Operations is presently available for vehicles of Tiers 5-10.
 
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Players can enter a GLOPS matchmaking queue by selecting a vehicle that they own or an active rental vehicle then select Global Operations under the Player vs Player tab on the HQ screen. Alternatively, clicking the "Action!" button on top of any screens will have the same effect if Global Operations was the last game mode played.
   
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Up to three players can join a PvP matchmaking queue in a platoon. When entering a queue with a platoon. The Tier difference across all players' vehicles must not exceed 1. For example, it is permissible to have Tiers 7 and 8 in platoon, but Tiers 6 or 9 in addition to Tiers 7 and 8 are not allowed. Furthermore, Global Operations is only available to Tiers 5 and above.
==Basics==
 
[[File:Tickets-large.png|alt=Tickets at the start|thumb|Reduce the enemy's tickes to zero to win. On Roughneck map, teams start with 2800 Tickets]]
 
Global Operations is a gamemode where teams of up to thirty players (10 or 15 per team) battle one another, for strategic control of the map.
 
   
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==Gameplay==
Each team starts the match with a pool of Tickets. Taking and holding objectives (Capture Zones) referred to as "Capping", or destroying enemy vehicles, causes the enemy Ticket pool to decrease.
 
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When the matchmaking system successfully finds enough players for a game, the map begins to load while a loading screen displays the composition of each team for the upcoming battle. A 30-second countdown will start when eighty percent of all players have successfully loaded the map. When all players are present while the countdown is still active, the timer will switch to 3 seconds before starting the battle.<ref>[https://aw.my.games/en/news/general/second-major-update-apocalypse-season-now-available The second major update of the Apocalypse season is now available! - Armored Warfare Official Website]</ref>
The match ends when one team's Ticket pool reaches zero, or after up to 15 minutes.
 
   
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===Objective===
Vehicles respawn after destruction, in the base areas of each team after a short period of time, and can then rejoin the battle.
 
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[[File:Tickets-large.png|alt=Tickets at the start|thumb|Reduce the enemy's tickets to zero to win. On Roughneck map, teams start with 2800 Tickets]]
Capture Objectives change location, at various times during the match.
 
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Both teams start off with equal amount of points. The goal is to reduce the opposing team's pool of points within the time limit, which can be done by destroying enemy vehicles and, more importantly, by capturing and holding control zones. Whichever team has more points left by the end of the match wins. Alternatively, a match can also be won by reducing the opposing team's points down to zero.
Various Wildcard Objectives can launch drones to spot enemy vehicles, activate missile-firing pillboxes & attack aircraft to damage the enemy directly. GLOPS battles take place on one of several maps, listed below.
 
   
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===Mechanics===
==Differences from standard PvP==
 
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[[File:Capture-states.png|thumb|Blue team have captured Zone 1, Red team are presently capping Zone 2, Zone 3 is still uncaptured]]
* Players respawn in GLOPS
 
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Control zones are marked on the field and on the minimap in diamond shapes with numbers. All control zones first appear as neutral and can be captured by players from either team, and once captured they can be recaptured by players from the other team, therefore it is important for the team that holds the capture zones to defend them.
* Capping, and the points gained from holding Capture Zones, is the decisive factor in who wins the match
 
* The match cannot be won by eliminating all enemy vehicles
 
* Maps are larger, and some maps are GLOPS-only
 
* Wildcard Objectives
 
* Capture objectives & Wildcards change location, in-match
 
* GLOPS has AI-controlled tanks, hostile to both player-teams, on some maps.
 
* Players can repair & rearm their vehicles in-match, in Supply Zones.
 
   
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In Global Operations, objectives change at set intervals over the course of a battle: existing control points are removed from play and new ones are added for both sides to capture. Objective locations are always the same for each phase and do not randomise, therefore it is advisable to get into positions early for upcoming objectives just before a new phase enters.
==Capture Zones==
 
[[File:Capture-states.png|thumb|Blue team have captured Zone 1, Red team are presently capping Zone 2, Zone 3 is still un-captured]]
 
Capture Zones are marked by a white circle on the ground. A team captures a zone by players remaining in the circle, while a timer counts down to zero. When the timer reaches zero, the circle turns blue if captured by the friendly team, and red if captured by the enemy.
 
   
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[[File:Deploy-respawn.png|thumb|Respawn interface]]
Once a team has control of a Cap zone, the enemy's Ticket pool starts to decrease, and the enemy will continue to lose tickets, until enemy vehicles enter the zone, it is captured by the enemy team, or the game ends.
 
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Unlike standard PvP mode, player vehicles that get destroyed in match automatically respawn fully repaired and resupplied after a short delay. While waiting to respawn, players can open a respawn interface to change spawn location (default key "CTRL"). Player vehicles that respawn start off fifteen seconds of invulnerability, but this can end prematurely if they fire a weapon during that time.
   
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===Neutral AI-controlled faction===
Captured Zones remain captured, and friendly forces can leave the circle, and attack other objectives, without penalty. However as soon as the enemy enters the Cap circle, enemy Ticket loss stops, and the enemy starts to Capture it.
 
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Some maps feature neutral AI-controlled enemies that act as obstacles for both teams. These AI-controlled enemies can come in the form of playable vehicles (in [[Desert Crossing]], [[Barren Divide]], and [[Waterway]]) or pillboxes (in Waterway) and will attack player vehicles from either teams on sight. Destroying neutral AI-controlled vehicles decreases the opposing team's points by 10, whereas pillboxes do not do not decrease team points upon destruction. New waves of neutral AI-controlled vehicles spawn whenever a battle enters a new phase. Neutral AI-controlled pillboxes cannot be permanently destroyed, but depleting their hit points will temporarily disable them, and a timer will appear above them showing the remaining time until reactivation.
[[File:Initial-cap-zones.png|thumb|Cap Zones at the beginning of a battle: Roughneck map ]]
 
===Interupting Capture===
 
   
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===Supply zone===
Capturing a zone can be interrupted, by:
 
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[[File:Supply-zones.png|thumb|Blue team's supply zones]]
* Friendly vehicles in the Cap Circle taking damage, the cap timer is then reset.
 
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Supply zones can repair and resupply player vehicles that come within the vicinity. They restore a portion of a vehicle's total hit points, repair all damaged modules, replenish ammunition, and resupply any consumables that have been used in battle. Supply zones, however, do not replenish smokescreen or APS charges.
* Enemy forces also physically entering the Cap Circle, the cap timer then stops until one team remains, see below.
 
   
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Supply zones are team exclusive; player vehicles from one team cannot use supply zones that belong to the opposing team.
===Both Teams in the Capture Zone===
 
If vehicles from both teams are sitting in a cap circle, no team gets the Tickets from the zone, and no team can capture the zone until it is clear of enemy vehicles.
 
   
==Wildcards==
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===Wildcards===
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Wildcards are secondary objectives that can be captured in order to call in friendly AI-controlled military assets on the battlefield. Wildcards must be activated manually after acquisition by opening an interface (default key "Q") and selecting a point for deployment. If a player obtains a wildcard but their vehicle is destroyed before activation, the wildcard is lost and cannot no longer be used.
Wildcard Objectives allow you to place an effect on the map to damage or harass enemy vehicles.
 
   
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*Pillbox - Deploys stationary pillboxes that fire unguided missiles from a selection of predefined locations
Wildcards are activated in the same way as Capture Zones: sitting in a circle drawn on the ground, until the timer counts down to zero. Wildcards are marked on the map by different icons, depending on the type of Wildcard.
 
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<gallery>
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Bunker-zones.png|Pillbox wildcard zones on minimap
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Deploy-pillbox.png|Pillbox activation interface
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Bunker-large.png|An enemy pillbox
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</gallery>
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*Surveillance drones - Deploys an unmanned aerial vehicle from a selection of predefined locations to spot enemies in its vicinity
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<gallery>
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Drone-zone.png|Drone wildcard zone on minimap
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Deploy-drone.png|Drone activation interface
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Drone-large.png|An enemy drone flying
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</gallery>
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*Bomber - Directs a bomber to carpet bomb a location designated by user
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<gallery>
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Bomber-zone.png|Bomber wildcard zone on minimap
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Deploy-bomber.png|Bomber activation interface
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Bomber-large.png|A B-2 bomber performing carpeting bombing
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</gallery>
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*Gunship - Deploys an AC-130 gunship that circles around the map and attacks enemies within its range
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<gallery>
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Ac130-zone.png|AC-130 wildcard zone on minimap
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Deploy-AC-130.png|AC-130 activation interface
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Ac-130-large.png|An AC-130 in flight
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</gallery>
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*Helicopters - Deploys helicopters that can spot and attack enemies in their vicinity
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<gallery>
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Attack-helo-zone.png|Helicopter wildcard zone on minimap
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Attack-helo-large.png|A helicopter in action
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</gallery>
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*Artillery - Capture ammunition then bring it back to home base in order to deploy friendly AI-controlled SPGs
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<gallery>
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Arty-ammo-zone.png|Artillery ammo zone
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Deployed-arty-large.png|Friendly SPGs in action
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</gallery>
   
==== Types of Wildcard ====
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===Rewards===
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When a mission ends, players are presented with a debriefing screen with the battle result. {{Currency|xp}}[[Experience]] and {{Currency|credits}}[[Currency#Credits|Credit]]s are rewarded based on the players' individual performance. The winning team receives higher rewards than the losing team, but players on the losing team who have performed well can also gain substantial rewards.
There are presently 7 types of Wildcard Objectives:
 
* '''Pillbox''': Fires ATGMs at enemy vehicles in range
 
* '''Drone''': Spots enemy vehicles
 
* '''Bomber''': B2 Stealth Bomber / Rockwell B-1 Lancer
 
* '''AC-130''': 'Spooky' ground attack plane
 
* '''Attack Helicopter''': Spots and shoots enemy vehicles
 
* '''Artillery''' (AI Controlled): Fires shells at spotted enemy vehicles
 
* '''Supply Zone''': Repair and re-supply your vehicle
 
   
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==Maps==
==== Depoying Wildcard Effects (Press Q) ====
 
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There are 7 maps available for Global Operations as of July, 2021.
The Wildcard effect: pillboxes, bomber etc. can then be deployed to a player-chosen area, by pressing 'Q', and clicking on a pop-up map.
 
Wildcards are 'used up' when captured, and disappear from the map, with the exception of Supply Zones. You have a fixed time to deploy Wildcard effects, use them as soon as possible, or they disappear.
 
   
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Tiers between 5 and 7 fight are limited to Narrows, Roughneck, or Ghost Fields on 10-vs-10 match-ups.
=== Pillbox ===
 
When deployed, Pillboxes fire ATGMs at vehicles of the opposing team. They remain in-game for a minute or two, or until destroyed. Pillboxes will also spot vehicles that come within range, as well as shooting them. Pillboxes are available on all GLOPS maps. Click on one of the white 'Pillbox' icons on the pop-up map to deploy them (see below).
 
   
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Tiers between 8 and 10 have access to all maps, and may fight on 10-vs-10 or 15-vs-15 match-ups depending on maps.
==== Tips ====
 
Pillboxes can be placed to overlook a weakly defended Cap Zone, block an important approach road, or even behind enemy forces.
 
{|
 
|- valign="top"
 
| [[File:Bunker-zones.png|thumb|Pillbox Activation Zones]]
 
||
 
[[File:Deploy-pillbox.png|thumb|Deploying Pillboxes]]
 
|| [[File:Bunker-large.png|thumb|250px|Pillbox: Careful, those AGTMs hit hard!]]
 
|}
 
   
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* [[Barren Divide]]
===Drone (UAV)===
 
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* [[Desert Crossing]]
When activated, drones circle their deployment point, spotting all enemy vehicles they can see. The drone is a small UAV (Unmanned Aerial Vehicle) with no weapons. Drones can be shot down, sometimes with difficulty, due to their small size, but it is often a good idea to do so. Click on one of the white 'Plane' icons on the pop-up map to deploy it. (see below)
 
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* [[Ghost Field]]
 
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* [[Grindelwald]]
==== Tips ====
 
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* [[Narrows]]
The drone is lethal to light vehicles: camping TDs and AFVs in bushes will be instantly spotted, and will have to retreat to hard cover to avoid being killed by enemy fire. Bushes normally only cover you from the front, not from above, where the drone is.
 
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* [[Roughneck]]
{|
 
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* [[Waterway]]
|- valign="top"
 
|
 
[[File:Drone-zone.png|thumb|Drone Activation Zone]]
 
|| [[File:Deploy-drone.png|thumb|Deploying a Drone]]
 
|| [[File:Drone-large.png|250px|thumb|Drone: spotting everything in a wide area]]
 
|}
 
 
===Bomber (Airstrike)===
 
When activated, a bomber (on Roughneck map the B2 Stealth bomber) flies across the map, dropping a stick of bombs in a player designated area. Friendlies in the path of the bomb-run when it arrives, will also be damaged! A siren sounds, and if you are a friendly vehicle, an on-screen warning is given if you are in the path of a bomb-run.
 
 
To deploy the Bomber: click once, anywhere on the popup-map, then drag the bomb-path indicator out, in the direction you want; clicking again will fix the path & start the bomb-run (See below). Sit back and enjoy the fireworks.
 
 
The Bomber cannot be destroyed, and disappears after delivering its payload.
 
 
==== Tips ====
 
The kill-zone of the bomber is larger than shown on the map, make sure friendlies are safe!
 
 
Damage and kills from the bomber, count towards your final match total.
 
 
{|
 
|- valign="top"
 
| [[File:Bomber-zone.png|thumb|Bomber Activation Zone]]
 
||[[File:Deploy-bomber.png|thumb|Deploying the Bomber]]
 
||[[File:Bomber-large.png|thumb|249x249px|Bomber: the B2 stealth bomber ... bombing]]
 
|}
 
 
===AC-130===
 
When activated, the AC-130 circles the map spotting, and shooting enemy vehicles. Lightly armoured vehicles can easily be destroyed by the AC-130. The AC-130 can be shot down, and is a slow-moving and relatively easy target, but has a large HP total. Click the white 'Plane' icon on the pop-up map to deploy it (see below).
 
The AC-130 is available on Roughneck & Waterway maps.
 
[[https://en.wikipedia.org/wiki/Lockheed_AC-130| Wikipedia entry for the AC-130]]
 
 
==== Tips ====
 
After capping, getting the AC-130 should be the number one priority once the Zone spawns; and shooting it down, should be done as soon as possible, if it is used against you.
 
 
{|
 
|- valign="top"
 
| [[File:Ac130-zone.png|thumb|AC-130 Activation Zone]]
 
| [[File:Deploy-AC-130.png|thumb|Deploying the AC-130]]
 
| [[File:Ac-130-large.png|250px|thumb|AC-130: Just run.]]
 
|}
 
 
===Attack Helicopter===
 
 
When activated, the Attack Helicopter circles the map, spotting and shooting missiles at enemy vehicles, in roughly the same way as the AC-130. The Attack Helicopter can be shot down relatively easily; being a slow-moving target, with a low HP pool. It does however, have a very large spotting radius.
 
 
Click the white 'helicopter' icon on the pop-up map to deploy it.
 
 
The Attack Helicopter is available on the Grindelwald map.
 
{|
 
|- valign="top"
 
|[[File:Attack-helo-zone.png|alt=Attack-helicopter Activation Zone|Attack-helicopter Activation Zone|thumb]]
 
|
 
||[[File:Attack-helo-large.png|thumb|249x249px|Attack helicopter]]
 
|}
 
 
===Artillery===
 
 
The Artillery wildcard is activated by capturing an Ammunition Zone and then carrying the ammunition back to your home base. When this happens, AI-controlled Artillery will appear on the map and begin shelling spotted enemy vehicles. Arty will attack vehicles that are capping, as a first priority.
 
 
Artillery is available on the Grindelwald map.
 
 
{|
 
|- valign="top"
 
|[[File:Arty-ammo-zone.png|thumb|Arty ammo zone]]
 
|
 
||[[File:Deployed-arty-large.png|250px|thumb|Deployed Wildcard Arty.]]
 
|}
 
 
===Supply Zone===
 
[[File:Supply-zones.png|thumb|Supply Zones: free health here.]]
 
After sitting in the Supply Zone until the timer counts down, the player's vehicles is repaired, and fully resupplied with ammo, automatically, at no cost. Supply zones do not need to be deployed like other Wildcards.
 
 
Ammo loadout is the same as loaded at the start of the match.
 
All broken modules are repaired, and most if not all HP regained.
 
Consumables that have been used by the player: e.g. Medical kits and Auto-fire extinguishers, are also replaced, but the player is charged for these at the end of the match, as normal.
 
 
The Blue Supply zones can only be used by the Blue Team, and Red Supply Zones can only be used by the Red Team.
 
 
Supply Zones are available on all GLOPS maps.
 
 
==Match Phases & Changing Objectives==
 
In Global Operation, the map objectives (Cap Zones, Wildcards etc.) change position, number, and type, during the match. This happens at around 5 minutes, and a second time, at around 10 minutes into the match, i.e. Objectives have a total of three locations: start, middle, and end.
 
 
The objectives disappear from their initial position and a new set of objectives appears somewhere else on the map. The number and type of Objectives can also change.
 
 
For example: on Roughneck, the battle starts with 3 Cap Zones, after 5 minutes it changes to 2, and after 10 minutes it changes to 2 in completely different locations. Similarly the Bomber wildcard only appears late in the match. When Capture zones change position, all previously captured Zones are lost, and the new Objectives need to be captured all over again.
 
 
==== Tips ====
 
The locations, change times, and types of Objectives are always the same on any particular map. Knowing when, and where these location change, can assist players in getting into position early, and not spending time Capping an Objective only to find it disappears 15 seconds later.
 
 
==AI-Controlled Forces==
 
==== AI-controlled Vehicles ====
 
On some maps, Capture Zones have AI-controlled vehicles guarding them, that will attack players from either team. AI vehicles will not move far from their starting position and will attack any vehicle that gets too close. AI vehicles spot everyone, and relay their position to both teams.
 
 
AI vehicles do not respawn as players do: when Capture Objectives change position, new AI vehicles are spawned along with them.
 
The AI-controlled vehicles are outlined in yellow, and appear on Barren Divide, and Desert Crossing maps.
 
 
==== AI-controlled Pillboxes ====
 
AI-controlled Pillboxes appear on the Waterway map. They have hit points and when the pillbox takes more damage than its HP, it is disabled for a period of time. A timer appears above the pillbox, counting down to when it will reactivate. An active pillbox will shoot any vehicle it spots, from either team. AI pillboxes cannot be permanently destroyed.
 
 
==== Tips ====
 
AI vehicles in between the enemy and an Objective you have captured should be left, alive and used as additional defensive forces for you.
 
 
==Respawn==
 
[[File:Deploy-respawn.png|thumb|Choose a respawn point]]
 
Player vehicles respawn after being destroyed in GLOPS.
 
 
After being destroyed, players can press CTRL and click on one of several respawn points in the friendly base, to choose where to respawn next. After 25 seconds, the player respawns at that location, with a fully repaired and re-supplied vehicle. The player is immune to damage for the first 15 seconds after respawn. The player can immediately rejoin the action.
 
 
There is no limit to the number of times a player can respawn, and no cost for vehicle repair, but the team loses 25 Tickets every time a player is killed.
 
 
==== Tips ====
 
Choosing a new respawn point (see map) can be a convenient way of getting closer to the action, to different objectives, or to areas that have become unguarded.
 
 
==Maps==
 
Currently, Armored Warfare has 7 [[maps]] for Global Operations battles.
 
   
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==External link==
* [[Barren Divide]] (AI Tanks, Pillbox, Drone, Bomber, Supply Zone)
 
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*[https://aw.my.games/en/about/game-guides/introduction-glops Introduction to GLOPS - Armored Warfare Official Warfare]
* [[Desert Crossing]] (AI Tanks, Pillbox, Drone, Bomber, Supply Zone)
 
* [[Ghost Fields]] (Pillbox, Drone, Bomber, Supply Zone)
 
* [[Grindelwald]] (Pillbox, Drone, Attack Helicopter, Artillery, Supply Zone)
 
* [[Narrows]] (Pillbox, Bomber, Supply Zone)
 
* [[Roughneck]] (Pillbox, AC-130, Bomber, Supply Zone)
 
* [[Waterway]] (AI Pillbox, Drone, Bomber, AC-130, Supply Zone)
 
   
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{{Game modes}}
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{{Reflist}}
 
[[Category:Armored Warfare]]
 
[[Category:Armored Warfare]]

Revision as of 09:17, 9 September 2021

Global Operations (also known as GLOPS) is one of the main game modes in Armored Warfare. It is related to PvP, where both modes feature battles between two teams up to fifteen players each, but with multiple objectives and respawn available.

Entering a battle

Players can enter a GLOPS matchmaking queue by selecting a vehicle that they own or an active rental vehicle then select Global Operations under the Player vs Player tab on the HQ screen. Alternatively, clicking the "Action!" button on top of any screens will have the same effect if Global Operations was the last game mode played.

Up to three players can join a PvP matchmaking queue in a platoon. When entering a queue with a platoon. The Tier difference across all players' vehicles must not exceed 1. For example, it is permissible to have Tiers 7 and 8 in platoon, but Tiers 6 or 9 in addition to Tiers 7 and 8 are not allowed. Furthermore, Global Operations is only available to Tiers 5 and above.

Gameplay

When the matchmaking system successfully finds enough players for a game, the map begins to load while a loading screen displays the composition of each team for the upcoming battle. A 30-second countdown will start when eighty percent of all players have successfully loaded the map. When all players are present while the countdown is still active, the timer will switch to 3 seconds before starting the battle.[1]

Objective

Tickets at the start

Reduce the enemy's tickets to zero to win. On Roughneck map, teams start with 2800 Tickets

Both teams start off with equal amount of points. The goal is to reduce the opposing team's pool of points within the time limit, which can be done by destroying enemy vehicles and, more importantly, by capturing and holding control zones. Whichever team has more points left by the end of the match wins. Alternatively, a match can also be won by reducing the opposing team's points down to zero.

Mechanics

Capture-states

Blue team have captured Zone 1, Red team are presently capping Zone 2, Zone 3 is still uncaptured

Control zones are marked on the field and on the minimap in diamond shapes with numbers. All control zones first appear as neutral and can be captured by players from either team, and once captured they can be recaptured by players from the other team, therefore it is important for the team that holds the capture zones to defend them.

In Global Operations, objectives change at set intervals over the course of a battle: existing control points are removed from play and new ones are added for both sides to capture. Objective locations are always the same for each phase and do not randomise, therefore it is advisable to get into positions early for upcoming objectives just before a new phase enters.

Deploy-respawn

Respawn interface

Unlike standard PvP mode, player vehicles that get destroyed in match automatically respawn fully repaired and resupplied after a short delay. While waiting to respawn, players can open a respawn interface to change spawn location (default key "CTRL"). Player vehicles that respawn start off fifteen seconds of invulnerability, but this can end prematurely if they fire a weapon during that time.

Neutral AI-controlled faction

Some maps feature neutral AI-controlled enemies that act as obstacles for both teams. These AI-controlled enemies can come in the form of playable vehicles (in Desert Crossing, Barren Divide, and Waterway) or pillboxes (in Waterway) and will attack player vehicles from either teams on sight. Destroying neutral AI-controlled vehicles decreases the opposing team's points by 10, whereas pillboxes do not do not decrease team points upon destruction. New waves of neutral AI-controlled vehicles spawn whenever a battle enters a new phase. Neutral AI-controlled pillboxes cannot be permanently destroyed, but depleting their hit points will temporarily disable them, and a timer will appear above them showing the remaining time until reactivation.

Supply zone

Supply-zones

Blue team's supply zones

Supply zones can repair and resupply player vehicles that come within the vicinity. They restore a portion of a vehicle's total hit points, repair all damaged modules, replenish ammunition, and resupply any consumables that have been used in battle. Supply zones, however, do not replenish smokescreen or APS charges.

Supply zones are team exclusive; player vehicles from one team cannot use supply zones that belong to the opposing team.

Wildcards

Wildcards are secondary objectives that can be captured in order to call in friendly AI-controlled military assets on the battlefield. Wildcards must be activated manually after acquisition by opening an interface (default key "Q") and selecting a point for deployment. If a player obtains a wildcard but their vehicle is destroyed before activation, the wildcard is lost and cannot no longer be used.

  • Pillbox - Deploys stationary pillboxes that fire unguided missiles from a selection of predefined locations
  • Surveillance drones - Deploys an unmanned aerial vehicle from a selection of predefined locations to spot enemies in its vicinity
  • Bomber - Directs a bomber to carpet bomb a location designated by user
  • Gunship - Deploys an AC-130 gunship that circles around the map and attacks enemies within its range
  • Helicopters - Deploys helicopters that can spot and attack enemies in their vicinity
  • Artillery - Capture ammunition then bring it back to home base in order to deploy friendly AI-controlled SPGs

Rewards

When a mission ends, players are presented with a debriefing screen with the battle result. Experience Experience and Credits Credits are rewarded based on the players' individual performance. The winning team receives higher rewards than the losing team, but players on the losing team who have performed well can also gain substantial rewards.

Maps

There are 7 maps available for Global Operations as of July, 2021.

Tiers between 5 and 7 fight are limited to Narrows, Roughneck, or Ghost Fields on 10-vs-10 match-ups.

Tiers between 8 and 10 have access to all maps, and may fight on 10-vs-10 or 15-vs-15 match-ups depending on maps.

External link


References