How to play Section 8: Prejudice
The goal of this game, in regards to Conquest, is to beat the other team to 1000 points. In order to do this, you need to capture and hold Control Points (CPs) and complete Dynamic Combat Missions (DCMs).
** Please note, this content for this guide was gathered from two sources; a Steam Forum poster Shrinkshooter, and also the official Section 8 prejudice forums. As I add to it I will continue to credit the original sources of information as I add to it.
Control points
Control points are located in four spots throughout the map. In order to capture them, you need to get to the point and hack it (default “use” key) and wait for it to come under your control. More teammates hacking the CP with you does NOT equate to a faster hack, as most control games do; instead it offers only a layer of redundancy. If you are killed while hacking, but your teammate remains alive and is also hacking, the hacking continues uninterrupted.
Dynamic Combat Missions (DCMs)
DCMs activate based on the team’s points from completing feats (for example, finishing the machine gun killing feat, where you kill a certain amount of enemies without dying using the machine gun, will get you and your team +10 points). When enough of these points have accrued, a DCM, chosen based on the individual preferences of your teammates, will activate. It is then up to your team to complete the mission, which if successfully done will substantially increase your team score. The amount of score points given to your team depends on the DCM. The enemy team can also gain these points by stopping you from completing the missions. The points awarded for completing a mission and the points awarded from stopping the enemy from completing the same exact mission are different. Hit F4 to see how many points you will gain by finishing the mission (active DCMs shown in green) and how much the enemy team will gain by stopping you.
Control point defenses
Every control point has base defenses: usually one anti-personnel minigun, one anti-armor rocket turret, and one AA gun. If the base is neutral (start of the game), the AA gun will fire at anything in the sky within its reach: friendly and enemy players, called-in deployables, and any vehicle drops. The turrets will not shoot at anyone. If under enemy control, the base defenses will fire at anything friendly within range, and vice versa. Each base also has a supply depot where you can heal your armor and switch to a different loadout while on the ground. To circumvent these base defenses, you can use one of any variety of weapons to destroy them from a distance. AA firing range is shown as a red circle on your map before launch from orbit and on your minimap during launch. It is best to launch outside of these circles, and then move in to either hack the point or destroy the AA gun.
NOTE: A jamming beacon will block your presence entirely. If you fire a jamming beacon near you, turrets cannot detect you, allowing you to hack a control point even if completely surrounded by enemy deployable turrets. They will ignore you, and you will also not show up on the enemy’s tacnet (tactical network, sometimes referred to as the radar) even if an enemy spots you hacking.


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