GETTING STARTED • 7 min read
Ammo, Health & Resource Management for High Difficulty
Turn shared ammo, healing stations and cooldowns into a mission plan that survives long objectives and bad spawns.

Resources belong to the squad
Treat every crate, station and cooldown as a shared budget. Check who is low before taking the last refill, and announce when a resource is reserved for the next holdout. Silent resource use is one of the quickest ways to create a late-mission wipe.
A player at critical health should use healing first, but full-health players should not consume a station simply because it is available.
Reload and refill timing
Reload before a trigger, after a wave and whenever the squad has a safe corner. Avoid entering a door with empty magazines. If one player needs a refill, the others should cover the approach rather than all stopping at the same crate.
- Call “last magazine” before the next escalation.
- Share ammo with the weapon role that has no alternate range.
- Use healing between encounters, never during a panic sprint.
- Keep one control cooldown ready when resources are low.
Economy of a full mission
Think in phases: travel, objective, escalation and extraction. Spend resources according to the phase. Travel should be cheap, objective holds deserve steady ability use and extraction gets whatever you saved after the final refill.
Frequently asked questions
Who should take the last ammo crate?
Give it to the player with the least reserve who has no practical alternate weapon for the next encounter.
Should I save healing?
Save a charge for the next known holdout, but use healing when critical health would turn the next mistake into a down.