The money and the shop
You start with money and earn more for kills, for damage and for destroying what the enemy has built; a teammate who upgraded your turret earns from its kills too. F3 (or !shop) opens the shop: weapons, armour, grenades, perks - and the buildings. "Take" is free; you pay when you place. The money is yours between rounds and map restarts; the buildings are not: they go with your death, and the map restarts every two hours.
Placing
A taken building follows your crosshair as a silhouette: green fits, red does not - not on a slope, not inside a wall, not on another building. E places it, R puts it back. It assembles for a few seconds, shimmering and untouchable. F, looking at your own building, picks it up to move; a knife hit mends it. Everything you built shows its health to whoever shoots it.
What there is
The sentry turret sees, turns and shoots on its own, at people and, if you let it, at enemy buildings; it has three levels - the second is paid by a teammate, the third by the owner - with more damage, range and health each; smoke blinds it, a grenade opens the smoke. The laser tripwire goes on a wall: an enemy crossing the beam dies, your own team walks through. The mine waits underfoot. The wall is plain cover with plenty of health. The dispenser heals the team around it, the money box brings its owner income, the tesla coil mends the buildings near it and knocks enemy grenades out of the air.
A destroyed building goes off with a blast that hurts those around it, its own team included - do not crowd your turret while it burns.
Advice
- The first turret goes where the enemy comes from, the second where the first cannot see - they cover each other.
- Upgrade a teammate's turret: its kills pay you back.
- A tesla among the turrets keeps them alive under grenades; a dispenser keeps the people alive.









