Class-Based Military FPS · Strategy · Cosmo Cheats

Warface

Five classes, one squad. Nobody clears a hard room alone.

Welcome to the Cosmo strategy hub for Warface. Crytek Kyiv’s free-to-play military shooter launched in Russia in 2012 and worldwide on 21 October 2013, and has run on CryEngine ever since. What separates it from every other team shooter is the class contract: a Rifleman hands out ammunition, a Medic revives you, an Engineer patches your armor back together, and no squad finishes a hard mission without all three. Everything below is vanilla, mechanics-only knowledge: the combat loop, the five classes, the nine PvP modes, co-op and Special Operations, the enemy roster, movement and teamwork, loadout archetypes, weapons and modifications, the Ranked ladder, ranks and currencies, and the pro tips.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "The Five Classes". A line drops from it and branches to five boxes stacked down the page: "Rifleman", "Medic", "Engineer", "Sniper" and "SED".02The Five ClassesRiflemanMedicEngineerSniperSED
Figure 1. Section 02 of this page is "The Five Classes". These are the first five of the eight entries it lists.

01 · The Combat Loop

Every life runs one exchange: your class covers a gap in the squad, and the squad covers yours.

  • Pick the class the squad lacks Five Snipers lose to a team that brought ammunition, armor repair and a defibrillator. Read the roster before you lock in.
  • The first shot usually settles it Rifle exchanges end in a handful of hits and a headshot ends one outright. The better angle decides more fights than raw aim.
  • Armor is a consumable, not a stat Your vest and helmet absorb damage until they are spent. Only an Engineer restores them, so a won fight leaves you thinner.
  • Ammunition is finite You reload out of a reserve that empties. A Rifleman’s ammo pack is the difference between a push that continues and one that stalls.
  • Going down is not always the end A defibrillator brings you back inside a short window, at half health and with no armor. Wait for the top-up before you move.
  • The slide is part of the gunplay A running slide carries you low around a corner while you keep firing. The quickest way to break an angle without stopping.
  • Height is a two-player problem Several routes open only when you boost a teammate up and they pull you after. The terrain is built for pairs.
  • The objective outscores the kill feed Captures, plants, defuses and mission progress carry the result. Kills contribute; they do not substitute.

02 · The Five Classes

Weapon type, support tool, and one job on the team that nobody else can do for you.

  • Rifleman Assault rifles, grenade launchers and ammunition packs for the squad. Owns mid-range ground and keeps a long mission supplied.
  • Medic Shotguns up close, medkits for healing, and the defibrillator that stands a downed teammate back up. Decisive in any long fight.
  • Engineer Submachine guns, an armor repair tool, directional mines for sealing a route, and the fastest plant and defuse timers in the game.
  • Sniper Sniper rifles and the only class with no support tool. Instant headshots and two-shot bodies are the whole contribution.
  • SED A piloted android with a huge armor pool and a machine gun that never reloads. It climbs unaided, but it is slow and no Medic can heal it.
  • Class is locked in co-op You can switch between lives in most player-versus-player modes. In co-op the class you queued with is yours until the end.
  • Support tools recharge Ammo packs, medkits and repair tools come back on a timer rather than running out. An unused tool is score you declined.
  • Two of each beats five of one A balanced five covers ammunition, healing, armor and one long lane at once. Stacked rosters fail at the first room that needs the missing tool.

03 · PvP Modes

Nine competitive formats, each rewarding a different loadout. Most players only ever build for two.

ModeFormatWhat Decides It
Team DeathmatchTimed, score capStraight elimination to a point target. Rotation and lane control beat any single duel.
Plant the BombRounds, attack and defendOne side arms the charge, the other defuses it. The Engineer’s faster plant and defuse timers swing whole rounds.
StormSequential capture pointsAttackers take points in order while defenders give ground. Momentum and staggered respawns set the pace.
BlitzRounds, defuse onlyA bombing variant where the charge is already in place and one team has to reach and disarm it. Speed beats weight here.
CaptureRetrieve and deliverOne team carries a warhead out of a defended base to its own. Escorting the carrier beats chasing kills.
DestructionCentral objective, called strikesHold the radio at the centre of the map to call bombardments on the enemy base. One room controls the match.
DominationMultiple capture pointsScore ticks for every point you hold. Two held all match beats three held briefly.
Bag and TagConfirmed killsA kill scores only once someone collects what the body drops. Covering a drop is worth as much as the kill.
Free For AllSolo, no teamsEveryone against everyone on a compact map. Reading the spawn flow is most of the skill.

04 · Co-op Missions & Special Operations

Five players, locked classes, and enemies designed specifically to punish anyone playing alone.

  • Five players, four difficulties Daily co-op runs at Practice, Easy, Normal and Hard. Higher settings raise enemy health, armor and damage, and add types that never appear lower down.
  • Special Operations are the long form Anubis, Pripyat, Icebreaker, Mars and the rest run far longer than a daily mission, with scripted set pieces and a boss at the end.
  • Crowns reward doing it well Finishing quickly and with a decent score pays Crowns, the currency behind the strongest equipment. A slow clear pays far less.
  • Checkpoints are the only mercy A wipe returns everyone to the last checkpoint, not the start. Pushing a room with two players standing is how one gets lost.
  • Agree the composition in the lobby There is no swapping once the mission starts. Notice you have no Medic before the loading screen, not at the first locked door.
  • Some walls need two soldiers Boost routes gate whole sections of a mission. Whoever sprints ahead alone ends up waiting at a ledge for everyone else.
  • Wave formats test discipline Wave-based operations run a fixed number of rounds and finish on a heavy target. They punish wasted ammunition harder than poor aim.

05 · The Enemy Roster

Co-op enemies are archetypes with fixed answers. Learn the answer once and the mission stops feeling random.

  • Shieldbearer A ballistic shield that stops direct fire, plus a sidearm it leans out with. Flank it, or take the moment the pistol arm appears.
  • Heavy gunner The armored juggernaut with a machine gun, from Easy upward. Break the plates with sustained fire or explosives; never duel it in the open.
  • Kamikaze A cyborg carrying an explosive charge that closes fast. Kill it at range; all of its damage happens on arrival.
  • Snipers on fixed lines A laser on the wall marks the shot before it lands. Break the line rather than trade, and clear them before crossing open ground.
  • Grenadiers Their entire purpose is moving you out of the position you chose. Relocate on your own terms, to a spot you picked in advance.
  • Blackwood cyborgs Late-mission armored units with weak points rather than plain health bars. Aim where the plating is not and the fight costs a third as much.
  • Waves before a boss Set pieces feed ordinary infantry at you to drain magazines before the real fight. Top up at the last supply point you pass.

06 · Movement & Teamwork

Warface asks two players to solve problems one player cannot. That is the design, not a quirk of it.

  • The running slide Slide at a sprint to cross ground low and fast while firing. Use it to reach cover, not to arrive in the open.
  • Assisted climbing Stand at a boost point, take the leg up, then pull your partner after you. Entire routes exist only for pairs.
  • Ziplines commit you Once you are on the line you cannot shoot and you cannot turn back. Clear the far end before anyone rides it.
  • Go down behind cover If you can choose where you fall, fall where a Medic can reach. A body in the open is a second casualty waiting.
  • Thin cover is a timer Some cover degrades under sustained fire. Treat a wooden crate as a few seconds of protection rather than a wall.
  • Stack the doorway Doorways are the highest-value ground in a co-op room. Two players entering together split the defence; one alone feeds it.
  • Say it out loud Your empty magazine, broken armor and cooldown are invisible to everyone else. Calling them is the cheapest coordination there is.

07 · Loadout Archetypes

Three builds that cover most of what a match asks. Pick for the ground, not the statistics screen.

Point Runner Medic or Engineer, close range
  • Shotgun or submachine gun
  • Light handling, fast on the objective
  • First through doors and stairwells
Bring
A close-range primary, a sidearm you trust, and the support tool the squad is missing.
Take
Objectives, interiors and stairwells, where nothing past ten meters is ever used.

It wins the first three seconds of a room and loses every open lane. Only take it where rooms exist.

Line Holder Rifleman, mid range
  • Assault rifle with low magnification
  • Ammunition packs for the whole team
  • Grenades for flushing held cover
Bring
A balanced rifle, a compensator or grip for the climb, and grenades you actually throw.
Take
The middle ground between objectives, where most of the match is genuinely fought.

Unglamorous and almost never wrong. If you do not know what the squad needs, it needs this.

Long Lane Sniper, long range
  • Bolt-action or semi-automatic rifle
  • No support tool of any kind
  • Instant headshots, two shots to the body
Bring
A rifle you can land on moving targets, and a sidearm for anything that reaches you.
Take
One long sightline at a time, and only while a teammate holds the approach behind you.

The only class that gives the team nothing but kills. Earn the slot or hand it to someone else.

08 · Weapons, Armor & Modifications

Four armor slots, a modification bench and a mastery track. Most of the result is decided before the match loads.

  • Primary, secondary, melee Your class decides the primary; the sidearm and blade are yours. A sidearm you can hit with turns a dry magazine into a won fight.
  • Four armor slots Vest, helmet, gloves and boots. The first two decide how many hits you absorb; the others move handling in smaller steps.
  • Helmets answer headshots A helmet soaks the shot that would otherwise end you outright, which makes it the best slot on any map with long sightlines.
  • Modifications move real numbers Sights, muzzles, grips, magazines and stocks each change how a weapon behaves. Build for the map you queue into, not for a screenshot.
  • Mastery unlocks the parts Attachments are earned by putting rounds through that specific weapon. Spreading your time over six guns leaves six half-finished ones.
  • Match the optic to the ground Low magnification indoors, mid-power between objectives, heavy glass only for a lane you will genuinely hold.
  • Equipment wears and is repaired Condition falls with use and is restored with Warface Dollars. Budget the upkeep before committing to an expensive loadout.
  • Timed and permanent items differ Some equipment is held for a fixed number of days, some kept outright. Know which one you are taking into a long run.

09 · Ranked Matches & Leagues

Seven leagues, rating points, and a promotion series that makes you prove it.

  • Seven leagues in order Bronze, Silver, Gold, Platinum and Diamond, then Master and Grandmaster above them. The climb through those seven is the season.
  • Four divisions per league The lower five leagues split into four divisions of 100 rating points, so a full league is 400 points of sustained results.
  • Promotion is a series Reaching the threshold is not the promotion. You then win three of five matches to be let through.
  • The top two have no divisions Master and Grandmaster are single rating pools. Grandmaster opens once your balance passes roughly 2,300 rating points.
  • Inactivity costs rating at the top In the division-less leagues, days away subtract rating automatically. A placement there is a commitment, not a trophy.
  • Small teams magnify comms Ranked runs on compact sides with no respawn slack. Callouts decide more matches than mechanics at every league.
  • Seasons reset the ladder Each season restarts the climb and pays out on where you finished. Early weeks, while placements are unsettled, are the cheapest rating.

10 · Ranks, Currencies & Upkeep

One hundred ranks, nine hundred prestige levels, and three currencies that do not do the same job.

  • One hundred ranks, then prestige Rank 100 ends the regular track and nine hundred prestige levels sit above it. Prestige progress resets when the season closes.
  • Rank gates access, not power Classes, modes and equipment sit behind rank walls. No amount of currency skips a rank requirement.
  • A box for every rank Each new rank pays a random weapon box. Higher ranks pay better weapons and longer holding periods.
  • Warface Dollars run your loadout Earned from matches and contracts, spent on equipment and repairs. The working currency, and the one never to let hit zero.
  • Kredits are the premium currency The track tied to real money, used for equipment, boosters and instant repairs. Nothing behind it is needed to finish the content.
  • Crowns come from co-op done well Paid for fast, high-scoring mission clears and spent on the strongest gear available. A skill currency, not a time currency.
  • Experience lands at the end Most of a match’s payout arrives on completion. Leaving early forfeits all of it, not a share.

11 · Pro Tips

Small habits that compound across a season.

  • Queue for the gap, not the mood Two minutes reading the roster beats twenty in a mission with no Medic. The hole is always visible before the match starts.
  • Use the support tool on cooldown Ammo packs, medkits and repair tools recharge whether you use them or not. Holding one back costs score and costs teammates.
  • Slide into cover, never into a room The slide is fast and entirely predictable. Use it to reach a wall, not to arrive where three people are already aiming.
  • Finish one weapon before the next Mastery accrues per weapon, so commitment compounds. One fully built rifle beats four promising ones.
  • Learn one operation properly Knowing every set piece in one Special Operation pays better than half-knowing five. Depth first, breadth later.
  • Repair before you queue Worn equipment quietly loses fights you should have won. Upkeep beforehand is cheaper than losing a Ranked match to a spent vest.
  • Stay until the scoreboard Experience and currency arrive on completion. The match you walked out of paid you nothing at all.