Recorded vendor data
| Field | Captured value |
|---|---|
| Vehicle | HUMVEE |
| Category | Transport |
| List price | $3,000 |
| Unlock | Driver Lvl 15 |
| Seats | 4 |
| Top speed | 113.2 |
| Fuel | 65 |
These values come from a third-party Closed Alpha capture. Price is an in-game cash cost, not a real-money purchase. The speed and fuel fields are preserved as displayed because their units and simulation behavior were not independently verified.
What the role implies
HUMVEE belongs to the transport group. Judge it by the team job completed: players moved, a firing lane held, a supply route maintained or an armored threat removed. A vehicle that survives but does not affect the Control Zone can still be a poor purchase.
Before you buy it
- Confirm the crew and passenger plan before spending $3,000.
- Mark a route in and a safer route out; the fastest line is rarely the safest line.
- Keep infantry informed when the vehicle must stop, repair, refuel or change direction.
- Include ammunition and the next useful infantry life in the budget.
Crew and positioning checklist
The driver owns survival and route choice. Gunners should call targets and ammunition state rather than steering the driver through every engagement. Passengers should dismount where they can create pressure without exposing the vehicle at the objective edge.
For air or artillery platforms, add a spotter and a fallback position. For transport, measure success by delivered players and repeatable trips. For armor, avoid isolated pushes that let all three teams see the same target.
What still needs a live-build check
- Current price, unlock and discount state
- Speed units, acceleration, braking and off-road loss
- Fuel consumption, repair rules, armor and component damage
- Seat permissions, weapon arcs, ammunition and countermeasures
Sources
Treat this as dated Alpha inventory data until the current client confirms it.
