What this is about
PvP differs from fighting AI in three ways: the opponent watches you, he learns within one engagement, and he has a plan that is not yours. Everything practical – corners, doors, reloading – stays the same but is punished harder.
Preparation
- Choose equipment honestly. Heavy armour protects and slows you down; against players speed is often worth more (values: armour).
- Bring medical. Against players one hit rarely ends it – healing / medical.
- Count ammunition. There is no resupply in an engagement.
- Know your way out. Without one you fight to the end, even when losing.
Tasks and roles
Role splitting applies in PvP too – and works better here than against AI, because a human opponent looks for the individual. Two people alternating movement and cover almost always have the advantage against a single player, even one who aims better.
Equipment
Against players the combination counts, not the single item: a weapon you handle well, enough ammunition, medpens and something to throw. What exists is in understanding weapons, ammunition and armour.
Against players what counts most is what influences your visibility and your speed: stance, leaning, light, fire mode, throwables.
| Game action | Default keyboard/mouse | Default joystick | Trigger |
|---|---|---|---|
| Move Forward | W | not bound by default | hold |
| Move Backwards | S | not bound by default | hold |
| Move Left | A | not bound by default | hold |
| Move Right | D | not bound by default | hold |
| Sprint | Left Shift | not bound by default | toggle |
| Crouch | C | not bound by default | toggle |
| Prone | Left Ctrl | not bound by default | toggle |
| Lean Left | Q | not bound by default | hold |
| Lean Right | E | not bound by default | hold |
| Firearm - Attack | Mouse left | not bound by default | hold |
| Aim Down Sight | Mouse right | not bound by default | hold |
| Reload | R | not bound by default | single press |
| Change Fire Mode | B | not bound by default | single press |
| Holster Weapon | R | not bound by default | toggle |
| Weapon Select Radial Menu | 1 | not bound by default | hold |
| Throwable Select Radial Menu | G | not bound by default | hold |
| Throw - Overarm & Two-Handed | Mouse left | not bound by default | hold |
| Throw - Underarm | Mouse right | not bound by default | hold |
| Flashlight (Toggle) | T | not bound by default | toggle |
| Helmet (Equip) | Left Alt + H | not bound by default | toggle |
| Wipe Helmet Visor | Left Alt + X | not bound by default | single press |
Game default binding, game version 4.10.0-hotfix (55227). If you rebound it yourself, your binding applies.
HOTAS/HOSAS: the joystick column is the default binding of ONE stick. On two sticks you assign pitch, yaw, roll and lateral strafe yourself – which axis a manoeuvre needs is listed in the HOTAS / HOSAS section.
Sequence
- See first, then move. Whoever is seen first has usually already lost the fight.
- Never the same corner twice. A player remembers where you were last time.
- Reload only in cover – and call it when you are in a group.
- Do not take every fight. An engagement you did not have to seek you can also skip.
- Treat after a hit instead of fighting on. A wounded player loses the next duel.
- Withdrawal is a result. Leaving alive means you still have your equipment.
- Goal
- A duel in pairs over several rounds where after each round one says what he failed at.
- Preparation
- Two players, agreed beforehand, identical equipment, a fixed area. Ten rounds, short breaks between.
- Task
- Ten rounds. After each round the loser says in one sentence what cost him – position, timing, reloading or ammunition. Repeat rounds with the same mistake until it is gone.
- Success criterion
- After ten rounds you can both say the same sentence: what you fail at most often.
- Partner
- required
- Functions needed
- Move Forward
- Move Backwards
- Move Left
- Move Right
- Sprint
- Crouch
Risk and reward
In PvP you lose your equipment, not just the engagement. So before every PvP comes the question: what am I taking, and what can I afford to lose?
On conduct: what we write here is craft, not permission. What counts as fair conduct in the org and where you seek PvP is decided by the org – not by this guide.
Typical mistakes
- Fighting players like AI. AI waits at its position; a player comes from behind.
- Holding the same position. It is known after the first shot.
- Going in without medical. You lose the second encounter otherwise.
- Taking every fight. The most expensive mistake over a whole evening.
Next step
When several teams advance at once, craft becomes planning: coordinated assaults.