Core problem: Attackers lose Momentum every time a soldier fully dies (1 Momentum = 1 life). The #1 thing players care about is stopping the drain by reviving downed teammates and finishing objectives fast so you actually get Momentum back before you bleed out. Start at 100 Momentum. Each attacker death that isn't revived costs 1.

1How the Momentum Bar Works

Momentum Bar Visual
100 (start)
Drain zone
0 = Foothold
Full Momentum Deaths drain it Foothold overtime
What Drains the Bar
  • Every attacker death that isn't revived costs 1 Momentum.
  • Letting downed players bleed out instead of reviving them.
  • Long runs from main spawn because no forward beacons, leading to more deaths.
  • Enemy beacons and caches left up behind you, farming your Momentum.
What Refills the Bar
  • Reviving downed teammates before they bleed out. Stretcher Bearers exist for this.
  • Hitting the 50-defender kill threshold as a team. Amount depends on how quickly you reach it.
  • First-time capturing an objective gives a small gain.
  • Securing an objective (Build 3 or Detonate) gives a big gain.
  • Taking the Support Objective gives a Momentum top-up plus forward spawn and weapons.
  • Destroying enemy supply caches and beacons.

2Immediate Steps to Stop the Drain and Refill

3When Momentum Hits 0: Foothold Overtime

Foothold starts when Momentum hits 0
You must keep contesting an objective that can still give Momentum or a timer begins. Normal refill actions now only extend the Foothold timer instead of filling the Momentum bar. Stay on the point. If the timer hits zero and no attacker is on an objective for 3 seconds, defenders win. You can still win from Foothold even in the first sector if you keep contesting and then secure.

4Key Decision Points

5Common Mistakes That Empty the Bar

Play the attacker side like a relay: keep people alive, keep spawn points moving forward, finish the actual secure condition, then reset for the next sector.

6Videos: Spawn Points, Revives, and Momentum