Solo vs Squad: The Real Differences#
| Factor | Solo Mode | Squad Mode |
|---|
| Enemies fighting you at once | 1 (usually) | 2-4 (focused fire) |
| RP per win | 50-75 | 75-100 |
| RP per loss | -10 to -20 | -15 to -30 |
| Carry potential | 100% in your control | ~25% in your control |
| Communication needed | None | Essential |
| Queue time | Short (more players) | Medium-Long |
| Throw potential | Only you can throw | Any teammate can throw |
| Best for climbing | Consistent RP gain | Higher peaks, deeper valleys |
Solo Mode Strategy#
The Self-Sufficient Loadout#
In solo mode, you have no one to cover your weaknesses. Every loadout choice must be self-contained.
| Slot | Best Choice | Why |
|---|
| Primary | Heavy Sniper | One-shot kill at any range |
| Secondary | Deagle | 2-tap body shot, finishes sniper body shots |
| Ability | Grapple Hook | Escape, reposition, reach elevated angles |
| Equipment | Frag Grenade | Clear corners without exposing yourself |
Solo Positioning#
In squad mode, you can hold angles with a teammate covering your flank. In solo, every position is exposed.
| Map | Best Solo Position | Why |
|---|
| Rooftops | AC unit corner | Only one approach angle, Grapple escape to opposite building |
| Downtown | Alley dumpster | Multiple escape paths, hard to get flanked |
| Warehouse | High catwalk | Only ladder access, easy to hear enemies approaching |
| Bridge | Under-bridge path | Covered from above, limited sightlines from bridge |
Solo Engagement Rules#
- Never take a fair fight. You want first-shot advantage every time.
- One magazine, one kill. If you don’t kill them in one magazine, disengage — extended fights attract third parties.
- Reposition after every engagement. Your gunshot appears on the minimap. Move immediately.
- Top 5 > 10 kills. Placement RP outweighs kill RP. The player with 3 kills and 1st place gets more RP than the player with 12 kills and 8th place.
Squad Mode Strategy#
Squad Roles#
| Role | Primary Weapon | Ability | Job |
|---|
| Sniper | Heavy Sniper | Grapple Hook | Hold long angles, call enemy positions |
| Entry Fragger | SMG or Shotgun | Wall Run | Push first, create space, trade kills |
| Support | Semi-Auto Sniper or AR | Recon Pulse | Reveal enemies, cover flanks, revive |
| Flex | AR or Semi-Auto Sniper | Adrenaline | Fill gaps, rotate to where team needs help |
Squad Communication Protocol#
| Callout | When to Use | Example |
|---|
| Enemy spotted | You see an enemy | “One at warehouse catwalk, 50 HP” |
| Pushing | You’re engaging | “Pushing catwalk enemy, cover me” |
| Need help | You’re outnumbered | “Two pushing me at docks, need backup” |
| Rotating | Moving as a team | “Rotating to bridge, move together” |
| Dead location | You died | “Died at warehouse entrance, enemy is 30 HP, still there” |
When to Play Each Mode#
| Situation | Play Solo | Play Squad |
|---|
| You’re alone (no friends online) | Yes | No — solo-queuing Squad is RP suicide |
| 1-2 reliable teammates online | Yes (consistent) | Yes (more fun, similar RP) |
| 3+ reliable teammates online | No need | Yes — full squad is optimal |
| You’re tilted | Yes (only your RP at stake) | No — don’t drag teammates down |
| You want to practice mechanics | Yes (more engagements per minute) | No — fewer fights, more strategy |
| You want the highest rank possible | Yes (consistent climbing) | Only with a dedicated team |