Most new players lose kits to habits, not to better aim. These are the ones that show up again and again, what they cost, and the replacement habit. The beginner guide covers the systems behind them; this page is only the mistakes.
1. Bringing gear you cannot afford to lose
The most expensive habit. Dying with a 30,000-Koen kit is a lesson; dying with a 300,000-Koen kit is a week of progress. Until you can reach two exits on a map without opening the map screen, your kit should be cheap: a shotgun or SMG, class 3 armour, a mid-size bag, meds. The difficulty guide exists so you know what a Lockdown loadout floor actually is before you bring one into Normal.
Instead: learn each map in Hostile Sector, where death penalties are reduced, and keep normal-raid kits under what you make in two clean runs.
2. Looting with no route out
Extraction is the only score. Every raid, before the first container, know which exits are open for you and which way you will go. The extraction lists show that many exits are time-gated — active 15 or 25 minutes in — and that some need a switch, dog tags or a vehicle call. Players who discover this at minute thirty-two with a full bag are the ones who lose the bag.
Instead: read how extraction works once, then pick the exit before the loot every raid.
3. Fighting when you could leave
The game rewards the player who leaves. A fight you win costs ammo, meds and durability; a fight you lose costs the kit. If a squad is between you and your exit and another exit is open, take the other exit. If you are carrying a safe's worth of loot, the fight is theirs to want, not yours.
Instead: fight for objectives — a mission, a boss you came for, an exit you need — not for the kill.
4. Ignoring the clock
The raid clock hitting zero is the same as dying. New players treat the last ten minutes as looting time; experienced players treat them as walking time. Exits that open "in the final 10 minutes" exist, but they are far apart and everyone who knows them is heading there too.
Instead: set a personal turnaround time per map — on Farm, around fifteen minutes before the end — and start moving then regardless of the bag.
5. Skipping the secure case
The secure case is the only thing that survives a death. The Reinforced Case is free and holds two slots; players leave it empty or fill it with the wrong things. High-pen ammo stacks, a surgical kit and painkillers are the standard load; a cheap swap item you can drop for a found valuable is the pro habit.
Instead: fill the case before every raid, and do the Titanium Case missions when the season offers them — nine slots, no Bonds.
6. Running the wrong ammo
The gun matters less than the round in it. A weapon loaded with a class-2 round against class-4 armour is a noise-maker. Every weapon page here has a best-ammo page built from its caliber ladder, and the armour-class pages list every round that beats a given plate.
Instead: check the round's penetration class against the armour you expect at your tier — and remember the Season 7 caps (T4 in Normal, T5 in Lockdown) will decide the ceiling for you.
7. Healing wrong
Bleeding first, then fractures, then pain — the health system tracks seven body parts and a chest or head at zero is death. Players bandage a leg while bleeding out from the abdomen, or use a surgical kit mid-fight and get shot during the animation.
Instead: stop the bleed, break contact, then do the long treatments behind cover.
8. Skipping missions
Trader missions are the early economy: Koen, XP, standing, unlocked stock and barters. New players ignore them because they are busy losing kits. The Evita chain that starts with a medical-supplies search is low risk and unlocks the medical barters; the missions database has every contract with its map, so you can stack two or three on the same raid.
Instead: queue every raid with at least one active mission on that map.
9. Learning maps in normal raids
Farm has twelve extractions and the densest loot on any map we have positioned; you cannot learn that with a squad hunting you. The PvE modes were added for this and Morefun's own advice is to try Solo Infiltration in a group first.
Instead: Hostile Sector until the exits are memory, then Normal, then — much later — Lockdown.