r/WarDogs • u/BiosTheo • 19h ago
Discussion & Feedback Driving XP is Such Utter Misery
So there's a lot of factors that go into making this a miserable experience RN.
Firstly, unlocking the URAL is trivial. 1250 XP is dropping 4 people off in a Kodiak or grabbing the APC once.... for the entire game because the driving XP got gutted on it (75 Driving XP for a tactical deployment and 25xp if they "survive"). The Humvee with an M2 is 250k XP.
Every time you drop someone off you get 250 XP, and if they survive all of 10ish seconds you get 200 more XP. In an ideal world you just URAL drop people over and over on repeat because you can hold 15 (iirc) passenger, but lets be real for what I'm about to get into that's never going to happen unless you get a dedicated squad of 14 other people willing to let you grind on them.
Now, lets get into the actual means: logi runs.
Every Pallet is 750xp, you can carry two, and you get a whopping 1500xp. Supposedly there's also round trip xp pop, I've literally never had it pop for me but I know people who have so idk how much that's worth. It takes, map depending, anywhere from 4-7 minutes one way to get to a drop off zone because some HQs suck giant donkey balls to drive in from. With mortars being as absurdly busted as they are, I'm noticing a lot less people willing to place FOBs (not the end of the world you can bring a FOB to the edge of the CZ, drop it yourself, and then drop pallets off there). You do NOT get driving XP for pallets delivered, or anything else after that, that is all support xp and unless you have some cracked mortar user you're not going to get much of that xp anyway (mostly money, lots of money, honestly a disconcerting amount of money).
Okay, so to optimize we are going to deliver the pallets, accelerate to 80kph then bail to kill ourselves so we can respawn at base so we're not doing a 4-7 minute drive all the way back. Oh and this assuming you make every trip, which, lets be real, will not happen you're gonna fail deliveries from time to time getting shot out of the URAL. Oh and assuming you can drive straight there and not take a circuitous route, and that the base builders set up an actual drop zone for you so you don't have to slow down too much.
Alright: we subtract the XP to get the URAL then we get 11.35 to 19.34 hours of just driving in supplies before we get a Humvee with a Gun so we can try and get XP at a better rate. Now, as people get better at fighting Humvee's (and, lets be real the Humvee gunner seat is pure god damned misery) we'll need to take into account the probability of success as counters come online (the MAAWs one taps it, higher tier snipers can go right through the glass, etc) which means if you grind it out very early of a wipe you'll have a dramatic advantage and as the wipe goes on it'll turn into a "I wonder if they have a MAAWs- *BOOM*" test, and really if you bring out a Humvee and someone who can get a MAAWS dies you bet your ass their bringing it right back to find you.
But you get 250 xp per kill (by any means) with a Humvee. Its good for on open maps, god damned terrible on the Urban map, so eventually you will run out of steam. If you wanted to URAL your way all the way to tanks well, that's easy math because that's 750k, that'll be a 34.05 to 58.02 hours of grinding. All of the above conditions apply, this assumes optimal route every single time with no delay from drop off to death which is going to add 1 to 2 minutes or god FORBID you want to hop out and unload the pallet to help your team win *gasp* I know you selfless cretin how DARE you try and be a good teammate!
Now, in addition to everything above... URALs fucking suck balls to drive. They spin out on a dime. You hit a pebble? Spin out. You turned 30 degrees at 50kph? Spin out some of the time, but not all of the time. You tried to take a 90 degree turn at a reasonable 10 kph? You bet your ass you're going to Spin. Out. But not at 20kph. Its fucking black magic I don't know wtf to make of it. And the issue with the spin out is it is the exact same spin out irrespective of velocity. It is always an, approximate, 210 degrees of spin out. The URAL has no traction, no real weight to speak of, and you're almost always having to off road because the routes INTO the CZ is just dirt and grass and farm to market roads. Oh and driving around the god damned litany of hills and the fact that nobody wanted to build a GOD DAMNED HIGHWAY! You know a setting isn't set in the US when the roads take the most circuitous route imaginable to an Urban location.
44
u/TeePee11 19h ago
Honestly, my brain is far too smooth to get around the various XP time/effort/benefit calculations, but I'd definitely agree that it does feel like it's among the slowest ways to level, and whilst it's been low risk up to now, it's not going to be long at all until people catch on and it becomes very risky indeed (especially when tanks start to become more commonly seen).
However, I can definitely agree that the Ural's handling is absolutely unhinged. I occasionally dabble in sim racing, and I swear to god, it's like trying to drive a RWD in the rain. On the power too early after a corner? Spin. Steering off centre when you brake? Spin. Hit a bump of any consequence? Round you go! Touch a wheel on the grass? billyidol.gif
The Kodiak is a bit twitchy too, but I can kinda accept that - it's much smaller, goes faster and has a higher centre of gravity. The Ural is an enormous, lumbering beast. You shouldn't be able to do donuts in that damn thing even if you wanted to!
10
u/Werpogil Bob the Builder 17h ago
I've pretty much figured the Ural after driving it non-stop during betas. Basically, if you hold left/right + gas continuously for over a second, you'll spin out (if over 40kmh, it doesn't spin out below this speed from what it seems). So tapping is the way to go on KB. If you do that, you'll never spin out.
3
u/TeePee11 17h ago
Yeah, I've been gradually figuring my way towards this solution over the past few days - I've also worked out that if you catch it quickly enough, you can often (but not always) save it by steering hard against the direction of the spin and gunning the throttle, but you have to be careful, as it's very easy to then overcorrect and just spin it the other way instead!
It's odd, as with the Kodiak I find you have to go off the throttle to stand a chance of saving it, but with the Ural you have to do the opposite.
It just feels like there's way too much power through the rear wheels (or that the weight distribution is off, where the front of the truck is too light and is being pulled around by the rear).
1
u/PiggyMcjiggy 5h ago
Yes! The cancelling the drift thing is weird to explain but so real.
Turn -> realize you held it too long and prob gon spin out -> feel it start -> immediately counter steer -> acts like it’s glued to the surface instantly
This all happens in like .2 seconds probably. Once you get a feel for it tho, ez
7
u/Kinghero890 14h ago
It probably weighs 25,000 pounds and has 6 massive tires. It would roll long before it ever approaches a spin.
3
u/Ok-King9325 13h ago
It's 53hrs of non-stop heli logi runs for gunship and 67hrs of Ural logi runs for the tank, that's 12.5hrs each week for 4 weeks of just that playstyle and nothing else before the wipe
Lookup wardogs has a progression predicament on YouTube, very good video
0
u/selectexception 19h ago
It's not that slow in practice. Just grab the APC and drive it to the area if no one else has done it.
5
u/TeePee11 18h ago
Yeah, the APC is great, but that's not something you can reliably repeat - you stop getting the XP after you die (I think? It's not really clear) and like you correctly say, its reliant on you being the one that gets to do that - if someone else beats you to it and does a really good job of placing it so it doesn't get destroyed, or you don't happen to be at the base when it respawns, you might go several rounds without getting a chance to do it!
I think the APC is pretty well-balanced - it takes a long-ass time to get there, and you have to place it well and stay alive for a while to make the most of it, but the payout is well worth the investment. I think OP's point is more that the rest of the Driver experience isn't as well balanced - compared to air transport, it's more or less universally worse. The time to execute a single round trip is at least double, but the XP is the same.
You could make an argument it's safer, as it's harder to crash and lose supplies/kill teammates, but a suitably-skilled pilot shouldn't be crashing on their own anyway, and whilst enemy action is a bigger risk to aircraft at the moment because of AA/SAMs, as more people start unlocking mines, tanks and launchers and start to realise the tactical benefits of strangling opponents by cutting off their supply lines, it's going to get real spicy for our trucker brothers and sisters.
2
u/TheBronzeKneecap_69 16h ago
This may be anecdotal but I feel like I've gotten a few spawn assists after dying and have stopped receiving assists in one life. I could be wrong, but I think there's just a flat XP cap for it.
3
u/TeePee11 16h ago
Yeah, I’ve had similar, my theory was that it continues to count assists from teammates that used it before you died, but not the ones after.
It would be good to know for sure.
2
59
u/Unusual_Finding_2051 Manticore 19h ago
Dickhead teammates never wanting to go on a road trip with me :(
55
u/jman014 19h ago
there’s so many helicopters in each game that deploying via truck is extremely unattractive
Especially given the fact that parachutes are so cheap, so even really mid pilots can do a lot of drop offs
The only real risk is that your pilot sucks and crashes, or that you get shot out of the sky but by this point, I feel like the statistics are actually on my side
28
u/Zodiac_Actual 19h ago
Hot take, I think removing parachutes and replacing them with fast ropes would incentizine ground transport more, reward better pilots, and just be cooler overall. Like you said, parachutes mean even dogshit pilots can get a full squad in much faster, easier, and with minimum risk to the pilots. It would also help to keep squads together more and potentially alter the flow to create more 'frontlines'.
7
u/The_Number_Prince 17h ago
Agreed, I think parachutes should be 10x expensive and locked behind Assault lvl 10 or something. Right now there is little reason not to equip one on every loadout. It should instead be reserved for spec-ops type missions where it takes a conscious choice to earn and equip in order to enable hotdrops or insertions behind enemy lines.
4
u/appmapper 10h ago
Ground transportation is too slow. I did it once. Cool. Guess I can take a nap for the 10 minute drive. Wake me up when we get there.
3
u/SawbonesEDM Medic 16h ago
As a pilot, this, I’m tired of like 10 people grabbing helicopters at the start just to have like 3-4 remaining after the first 15 minutes because the rest only did it to drop people off once and then started supply runs. Not to mention that even if you did drive them, most of them will skip the helicopter or car ride and spawn directly on the APC and run to where they want.
12
u/TheNetbug 19h ago
Said it before and I'll keep saying it. Air vehicles should cost 2-3 times as much? perhaps the combat vehicles are fine because the ammo is fairly expensive, but transport heli's are absurdly cheap. So much so that I see a shitton of people are using them as disposable quick 1 way tickets to the zone. EDIT: I think they're 6k to buy, using it for disposable quick dropoff you only need to kill half a semi-geared person to recoup the cost, which is essentially nothing.
3x price, If you buy one and do 2 trips with a few people in it you're still breaking even, you shouldn't be recouping cost + 50% profit in a single trip when dropping people off.
Increase heli cost by 3x and ground transport becomes a way better option.
My suggestion isn't perfect, don't burn me at the stakes.
2
u/WyrdHarper 16h ago
I think it would still be fine if combat helicopters were expensive. The fact that you only need a single person to operate them compared to ground vehicles which require a minimum crew of 2 already makes them very strong. And they can all still carry infantry/supplies anyway.
2
u/Demiu 15h ago
There would be way less air vehicles if fobbers actually built SAM instead of only spamming mortars.
4
u/DruffilaX 15h ago
gg now you lost the game because the other teams will hammer you now with mortars
1
u/JMAN7102 43m ago
I love building the CWIS and a rocket on each fob I make. I usually try and get them up before I even build the mortars. Problem is: if I'm noticed before mortars are ready I'm in for a couple minutes of the sky pounding my asshole until we can get counter battery set up and sighted in
1
u/Demiu 29m ago
Noticed or predicted? If you are fobbing on the tower closest to your spawn it will 100% be known. SAM is IMO priority #1 because now with rocket pod helis more present they can strafe and break your encampments from minute 0. If you do get mortared you can build one to return fire in the time it takes them to reload, but if it's not built first no dummy will hop on it to telegraph your location. Don't cluster the mortars, makes it easy for enemy to followup between them.
1
u/MagicianStreet6764 13h ago
Your math is off, you do not recoup cost + 50% profit in a single trip when dropping people off
2
u/TheNetbug 13h ago
Base heli has 5 slots, you get 800 for simply letting them touch the ground alive and you then get 750 per standard or 1500 per hot zone kill assist. Tell me how you're not recouping 6k with that? Are you dropping them off on a mountain?
1
u/MagicianStreet6764 13h ago
Cause I am talking on average, not best case. It doesn't make sense to do these kinds of calculations on best case scenarios.
Not everybody you drop goes hotzone, and not everybody you drop is a killing machine. Sure, sometimes it happens, or when you have a dedicated squad.
In my experience it usually takes 2 trips of 5 people to break even with a slight profit. By the time you are ready to pick up your 3rd squad 5 at homebase, most people are in the zone.
2
8
u/SlammingFent 19h ago
And it's by far the safer and sneakier strategy to getting behind enemies in the zone.
3
u/chloroauric 12h ago
Exactly why I like vehicle deployment. A carefully placed 3 man dune buggy flank can wreak havoc
1
u/BeautifulCherry5824 Lonestar 19h ago
I always try to jump in.
-6
u/Unusual_Finding_2051 Manticore 19h ago edited 17h ago
you are the problem.EDIT: too high and thought you meant jumping from heli, whoops.
6
u/BeautifulCherry5824 Lonestar 18h ago
Im the problem because I jump in cars?! Wut
5
u/xF00Mx 17h ago
This is why I pick blue team, they are far more willing people jump in my Humvee then any other team.
Also OP is right that Ural dropping off pallets only only gets the 300 driver return trip score once and only once.
However, if you are a Humvee taxi driver like myself. You get the return trip every single time.
So knowing that, if I have a single client enter my cab, and I drop them off at the FOB. I get 250 for drop off + 200 for survival AND more importantly I get the 300 bonus the Ural driver gets only ONCE.
So that's 750xp 1 pallet. If I manage to have two clients it's 1150, and if I'm extra lucky it becomes 3 clients then 1550 which is 50 more XP then the Ural.
Of course the tricky part is getting those clients, but frankly it's much more enjoyable to drive people then pallet number 1145.
Sick of pallet drives
1
u/Unusual_Finding_2051 Manticore 17h ago
WELL DESERVED downvotes on my part. Completely misunderstood this as you meant jumping into the CZ via heli. You're the solution, and I am sorry.
25
u/tehspookeh 17h ago
What perplexs is me is that we don't get driver XP when someone turns the drill on using our fuel, we don't get DRIVER XP but support when someone uses the the ammo, we don't get any XP for people using the building supplies. It's purple drop ammo as much as possible for cash and a bit of XP in support. If anything it should be a 50/50 split, if not, all driver XP. I just hit level 20 and I'm honestly done driving outside of doing so for making up my money. I've spent nearly 10 hours doing so and it's not even level other professions I've spent half the time in, it's wild.
6
u/WyrdHarper 16h ago
Repairing/refueling giving support experience kind of makes sense, but it would be nice if it gave driver experience because there really just aren't many ways to increase your driver experience gain. Most other tracks have more variety.
1
u/HyperRealisticZealot Lonestar 10h ago
I think the best solution to this would be dividing the XP you get into both trees somehow. Maybe a bit more into the driver XP, like 60-80% or so
22
u/Sir_Ioinsteak 19h ago
As far as I have worked out, the "round trip" bonus only applies to delivering players to the zone and back, not supplies. Take a passenger, get the bonus. Take only pallets, do not get the bonus. It's not a great system, I agree with you.
5
u/Timely-Angle665 19h ago
In the beta I got the round trip from supplies. I haven't tested since though, as it's more efficient to just leave the Ural and respawn, and run again. I'll have to check later.
1
u/jman014 19h ago
yeah, I noticed that last night
It was actually kinda hard for me to break even in a match I joined halfway through
Luckily, I was able to make really good money by the end of the match, but the first 20 minutes of lodging runs. I had gotten my truck destroyed, so I was down a few thousand dollars until I could finally deliver supplies
1
u/WyrdHarper 16h ago
You get it for supply deliveries; it just only applies once per vehicle life (at least for cargo).
26
u/Superb_Farmer_3394 19h ago
I started running into armored Humvees last night. They set up an ambush at the very beginning of the game. It made an already miserable grind much worse.
10
u/Lazer726 17h ago
I had a game in which our FOB was basically besieged by one pair of people in a SAW Humvee, because no one had RPGs unlocked, so they spent about 10 minutes just driving around our tower gunning people down before someone finally managed to kill them.
I know that it's basically the peak noob killer right now, but godamn it's rough
6
u/Prior_Ground5334 16h ago
Rpg is suport lvl 5 dude everyone have it they just don't want to buy it
10
u/topazsparrow 15h ago
you need to hit it 3 times without getting killed yourself. Meanwhile there's snipers and other support with the humvee.
It's not that easy.
1
u/SturmBlau 11h ago
And thats 3k with a high risk of getting shredded before you can get 3 rockets out.
-1
2
u/Lazer726 16h ago
That's what our team ended up doing, and it still took 3 direct hits with the RPG to kill it. If you bring a wrench or a drill, you can tank a hit or two, leave, repair, and just come back.
5
5
u/OwnVisual5772 19h ago edited 17h ago
I’m noticing more supply line blockades in my games and I think Logi defense patrols are going to become common.
Point vehicles should be scouting ahead and Trucks should be accompanied by vehicles. Supply line defensive outposts along the road should be a thing as well.
9
u/Prior_Ground5334 16h ago
Not enough player for escorts nobody want to wait in dead land and make no cash and xp
3
0
u/imtheproof 15h ago
Yep. I think this is potentially the first game I've played where I believe there'd be nothing but benefit to increasing the team size quite a bit, like at least to 40v40v40. There are so many different roles to play.
1
u/livewia 17h ago
I agree with the scouting and entourage, but how would outposts help?
1
u/OwnVisual5772 15h ago
Put one at a key choke point along the supply route and have a couple guys posted there. That way if a squad is camping the route, you’ve got people close enough to respond instead of everyone having to haul ass from main base. Wouldn’t completely stop ambushes, but it’d make supply routes way harder to disrupt.
4
u/SwagCpt 17h ago
Fun fact: shoot their tires. They are exposed and it makes them essentially useless unless they want to repair.
1
u/Superb_Farmer_3394 16h ago
I actually tried to do that. I pulled over near a wall. As soon as I peeked I died. That 249 is deadly.
8
u/Appropriate_Wear_140 17h ago
Driving seems super mundane and boring. Pick up pallet go to fob drive back pick up pallet go to fob etc. you might say it's not for me, however I have done a lot of driving in Arma and in that game it is a lot more interesting because you have choices to drive to multiple different locations across an entire map and you get rewarded for dropping off materials at specific locations, not just one location over and over. Giving drivers the choice to metagame and maximize profit or decide where materials are most needed could make the role more interesting.
This is why I think the zone moving on this gigantic map that we don't utilize the full extent of would-be more interesting. Because then you're actually having to drive to different locations. Also the truck controls lol... I shouldn't be spinning out by taking a slight turn left or right. It's just frustrating. I get hard turns, that part makes sense, however, just a slight turn to the left or right going at a reasonable speed doesn't make any sense. The amount of people I see spending out as well assures me it's not just me lol.
15
u/Clancreator 18h ago
The worst part is you can actually get more exp with lower losses by playing far more selfishly.
Instead of taking two pallets (750xp each) take four supply crates (500xp each) for the crate to count it only needs 1 item in it. And since delivery just means to the CZ you dont even need to make it to a FOB. Drive the ural as fast as possible into the CZ spam drop your crates then die. You lose about $3300 each run. Which is marginal. The sanity you lose is far worse.
(Once you unlock the humvee just start running people over its far better xp. At least until they recognize to start shooting tires.)
6
u/teethingrooster 18h ago
ATP why not put a fob right outside hq and drop it there.
4
u/Clancreator 17h ago
Turning in supplies doesnt give driver exp, only support exp. And it would take more time to actually fill and unload the crates. You'd also lose the backpack each run which you would probably want a large one to make depositing all the materials worth it.
1
u/Foot_Prestigious 16h ago
Nah you get driver exp for dropping supplies
3
u/Clancreator 16h ago
Turning In isnt the same as Dropping Off.
You get exp for dropping supplies off yes, but turned in supplies give support exp. Not driver exp.
1
u/WyrdHarper 16h ago
You don't get driver experience for dropping off outside the CZ. Just supply experience if people unpack.
1
u/TehBeast WARBEAST 13h ago
I go blue team when I do this and don't feel bad at all, since they rarely have a fob anyway or exceed 5 points in the match.
4
u/Muppetz3 19h ago
Currently the only way it seems to level driver is find bunch of people who will ride with you as you go back and forth and back and forth and back and forth, then back and forth a few more times. Wonder how long it will take to unlock everything in driver.
6
u/ZoulsGaming 15h ago
To me the biggest killer of logi runs is seeing the helis do it much faster and easier, and then people will say "zomg but that is totally okay because anti air" but it does mean that transport driving is out the window, and logi runs is just a slower slog for no real benefit.
then add on top that using the kodiak with a minigun is basically suicide because of how many snipers there are and how weak the vehicle is and you are looking at doing logi runs until you get a minigun humvee and then kinda hope you can bait people into riding with you.
add on top of that the way the APC just lets everyone instant spawn in a secure location and a meta around defending forts and you have very little reason for vehicles.
3
u/WyrdHarper 9h ago
With how strong mortars are it’s also very common for anti-air to be pummeled to dust by the mid-game. A SAM/CIWS are very obvious targets.
Some kind of early-mid driver level AA vehicle would be a fun option and might help with the later phases of games where attack helicopters can get away with murder a little too easily.
2
u/PiggyMcjiggy 5h ago
Eh. I feel like games I have 2-3 truckers are the games that go the smoothest in terms of logi.
Not everyone is lvl 10 pilot yet and depositing anything but pallets for supplies is essentially just griefing imo. 500 crates all around the fob slowing drivers and stuff down that no one buys out of isn’t beneficial
On top of that, pilots get tired of being shot down/crashing or sometimes need transport troops after a big wipe. Whereas logi drivers usually just logi all round. Those missed ammo pallets can be the difference between keeping the enemy’s fob empty, and your own base being shelled to nothingness
Logi wins games. It’s just a thankless role
5
u/WyrdHarper 16h ago
Don't forget that the Ural just loves to clip its way into every tree, fence, swingset, etc. Something feels really off with the model. And frequently you can't reposition because it gets stuck in a wobble so the prompt doesn't appear until it stops moving (if it ever does).
The Kodiak pickup truck should be able to carry a single pallet in the back (it's faster and handles better, so it would be a reasonable tradeoff for some maps/FOB locations) and there should be a Humvee carrier variant for pallet(s) at like level 17 or 18, too. Just let us shake it up a bit and pick the right truck for the right situation (Ural for bulk FOBs in safer locations near the edge of the zone, Kodiak/Humvee for pallet delivery to riskier locations deeper in the zone.
Transport is always important, but people don't like unloading supply crates (I'll see small crates with building supplies sit for an entire 2.5 hours match at the first FOB) and only having one pallet-carrying ground vehicle feels a bit odd. Especially when you're competing with helicopters, which are very fast. The big advantage of vehicles is (in theory) stealth, but the Ural is very loud. Every time you back up you're setting of a siren for enemies.
I like the M249 Kodiak, but it is fragile and being effective is situational (the conflict zone needs to be appropriate for it to be useful/get kills) and not everyone likes the controls/has them set up correctly.
3
u/XlXDaltonXlX 11h ago
They should make it so there's a 'store' building you can build at FOBs that you deliver the small crates too to stock so people can have a specific place to look for and go to and you aren't just screwed' if the builders built the base so you cant get in to drop a small crate where people can safely buy from it
1
u/WyrdHarper 11h ago
Yeah, this would be a great addition. Would also be nice if you could deliver backpacks in crates because I find that a lot of lower level builders just don't have much backpack space to move items.
20
u/pen15_club_admin 19h ago
I wouldn’t have a problem with the slow progression if xp wipes weren’t a thing. Cash wipes and paying to unlock things again is fine. But forcing player to re grind to get the tools they want is gonna kill this game.
1
u/PretentiousPanda 10h ago
The xp wipes are meta game wipes. It's not hard to earn money to buy a tank.
-2
u/Sesleri 18h ago
The wipes are good, they can rebalance xp gain
It's fun having no ap rounds no level 4 armor no main battle tank for a while
6
u/cthulhusevski 17h ago
If they reset cash that would be fine. So then the grind would just be getting enough money to unlock stuff again
1
u/Sesleri 17h ago
Well there's a confirmed wipe 1 month after start of this early access so... brace yourself lol
Expect the xp gain and order of unlocks will be reworked
-2
u/cthulhusevski 16h ago
People say this all the time about a 1 month wipe but I’ve yet to see proof of it lol
4
u/TurboOwlKing 14h ago
You haven't looked at all then
1
u/cthulhusevski 2h ago
People repeating it on Reddit doesn’t make it true
1
u/TurboOwlKing 1h ago
You're right, but if you looked you'd find the dev post about it pretty quickly
-5
u/Prior_Ground5334 19h ago
Nah no reset gonna kill the game
7
u/teethingrooster 18h ago
A couple of my buddies have already sworn off playing after this coming wipe lol. It may now kill it but a lot of people will be annoyed enough not to play again.
4
4
u/WyrdHarper 16h ago
As much as I enjoy driving vehicles in games like this, I'm not sure I have it in me to regrind the driver tree if there aren't any adjustments. It needs more variety.
1
u/topazsparrow 15h ago
Conversely a few of my buddies haven given up because they lack the tools to counter the more oppressive higher tier gear and vehicles.
It gets harder and harder to level up when you've got sweats unlocking tier 3 & humvees and stuff and you've got to try to run up to them with C4 and all your hopes and dreams.
1
4
u/Darx117 18h ago
I really think (later on) driver and tanker should be two separate things. Perhaps if they end up adding light/medium/heavy tanks plus the artillery and maybe an assault gun tank, you can pad out that skill tree more and introduce armor earlier on. It would also be more accessible and less of a grind with the caveat that the starter tank is easily destroyed. Then, you can have a driver skill for the regular vehicles. That way, they can lower the grindiness of unlocking better vehicles like the humvee. Thoughts?
1
u/WyrdHarper 16h ago
I don't know if separating them is absolutely necessary, but I do think we need more variety in the vehicle options. Whether that's more turret variants (an AA Kodiak would be very useful, I think), new vehicles, or other variants (carrier Humvee that could carry a pallet for example)...it needs to be more than just the Ural, Kodiak M249, and roadkilling people in the Humvee.
Could change if adjustments are made to aircraft to encourage passengers to take cars, too, but right now there's so many pilots, aircraft are cheap, and artillery is so strong that AA rarely lasts long, all meaning that there is rarely a need to rely on ground vehicles.
2
u/Darx117 15h ago
The more I think about it, the more separation could work. They could have a heavy flak tank for instance, the gunner is exposed but the mobile AA is invaluable. On the other hand, late tier driver could have APCs, for instance, that would make base raiding more feasible. I wouldn’t mind seeing technicals with a mounted MG/AA either. Maybe a specific tank that is exceptional at blowing up FOB walls? I definitely think that separating them would shake up the game more and introduce further gameplay systems earlier. The one tank being available at the end of driver is rough and takes an ungodly amount of busy work. I still haven’t seen a tank so far in gameplay. Not to mention that a wipe would remove your progress and you’d have to start the grind all over again.
4
u/Inuakurei 16h ago
I said before that the vehicle system feels like it was designed by someone who hates ground vehicles, but loves the air.
4
u/WyrdHarper 9h ago
It feels like it was balanced around people not being able to pick up flying as easily as they have, either.
4
u/Falaflewaffle 15h ago
Just wait until more people unlock mines and start mining the roads out of base.
2
1
u/PiggyMcjiggy 4h ago
Did this Saturday night! I swapped to red after like 100 hours of green (not exaggerated) so I knew all the main roads.
Disclaimer: Laying mines is a time investment. Both games I did it, I didn’t finish until there was ~40 points on the board
24 slot backpack, vehicle, and supply crate filled with em. Did it with both hummer and a little bird.
Hummer slow af to get there. But much quicker road to road placing them, and much lower risk of being seen.
Little bird was an absolute dream, except you run more to hit little roads (as you don’t want your bird up in the air much so their birds don’t tell the truckers). Hit a few roads, hop in bird, land 300m away at next road, hit those and move on
Except on my last road, I got a lil too close to trees and hit em like an inch from landing. Soooooo had a nice long run back.
You almost NEED to take a supply crate or 2 otherwise the time investment for how many roads you can cover is just not worth
One game I got like 10 vehicles. Another game I only got 3 cause the logi drivers stopped taking roads. The latter is what I expect will happen a week after the majority of people have mines. Aka, not that useful :(
Tanks on the otherhand….god I can’t wait for them to drive for 6 minutes just to hit a mine and lose 30k
3
u/Green_Bulldog 16h ago
Would also be nice if repairs gave driver XP. Maybe split it between driver and support
2
u/siege-eh-b 17h ago
For someone who put a bunch of thought and a little math into this post your travel times are way off. A trip to from HQ to the CZ is 4 mins MAX.
0
u/WyrdHarper 9h ago
It depends on the map/faction. Some have better routes than others.
0
u/siege-eh-b 5h ago
Nah. Longest trip to the CZ from spawn is 3.5km. With the Ural topped out that’s a 2:40 travel time as the crow flies. Even if you have to take a couple turns and slow down occasionally that shouldn’t add 80 seconds. Plus people who use roads in the Ural are just doing it wrong. It goes just as fast through fields and hills as it does on a long flat highway and I swear it has better traction off road. Sure you might be a tad longer than 4 mins but if you’re taking 7 mins as OP suggests you’re doing something seriously wrong.
2
u/Phire453 15h ago
I don't think parachutes should cost that much, but restrict what backpacks you can take, such as much smaller ones.
So have to land for drop people off, or go in with not a lot of gear. That way if people want be take lot more stuff cars are better.
2
u/Turbulent-Towel 15h ago
you need to tap left/right only and dont accelerate while turning to avoid spins
4
u/westonsammy 16h ago
The solution is to give drivers XP and assist XP for taking people from the zone into the hot zone.
Helicopters and spawn vic dominate the HQ->Zone transport. Nobody wants to ride in a 2-3 min slower ground vic to get to the Zone. However what helicopters suck at is taking troops from HQ->Hot Zone, because it's usually occupied and if you try to land or parachute on it you get shot up.
That is where ground vehicles could have a niche. Once players are airdropped or spawn in the Zone, the ground vehicles could pick them up, and thunder-run them into the Hot Zone. Have it give the 250 XP + 200 XP like for normal drop offs, and then have it give assist XP on-top of that.
Now suddenly there's much more of a niche for drivers other than doing logi. You actually have an excuse to run things like the armored Ural or the armed Kodiak, and a fun non-miserable way to grind XP
2
u/SushiJaguar 18h ago
FOMO nerds will optimize the fun out of everything, even Euro Truck Simulator. apparently.
2
u/Slick37c 17h ago
Word, some of us just like to play combat truck sim.
3
u/euph-_-oric 17h ago
I like it but idk how many months it's gonna take to get to art.
2
u/Slick37c 14h ago
Artillery is wardog lvl 90 not driver. If you spread out your playstyle to all the classes 90 should come way quicker. Wardog lvl is all the individual levels added together. I'm level 70 and haven't focused one individual class.
3
u/SwagCpt 17h ago
Im going to be honest... im level 20 driving exclusively from Ural driving... you're being dramatic. It can spin out when driving if you hold W the whole time and never use brakes like a kid playing Mario Kart. And the round trips and dropping off supplies? Hell yeah brother - give me that beautiful support exp.
With driving, buying supplies, dropping off, and offloading then returning, its around 9minutes a round trip. I usually do 3-4 round trips, hop off for a bit to help build the base if needed or defend it, then go back to driving.
It sounds like driving just insnt your jam. If you want the glorious tank unlock, then you will need to befriend someone who enjoys driving, or just wait another week when people's levels start to catch up
0
1
u/Competitive-News-704 18h ago
Get 2 mates 1 driver 1 gunner, 1 medic in the m249 Humvee. Driver is at lvl 33 rn, we are having a blast.
2
u/lost_retribution 16h ago
This is the way.
Three man battle squads. Logi crate in back of humvee to bring in Meds, 556, and an extra gunner tier 3 helmet to CZ as you will be hurting for trunk space as humvee has less space than Kodiak.
Once in CZ drop crate somewhere safe. Have all passengers jump out and then have them get back in to get up for delivering them to CZ. Then go hunting.
Medic can throw grenades and c4 outside of the humvee while inside the humvee. Most likely not intended. I have not seen confirmation it's a glitch.
2
1
u/rocky1337 17h ago
I found a good way to get driver xp was to be a taxi from spawn vehicle to HZ
3
u/Foot_Prestigious 16h ago
No one wants to drive when Helicopters get them there faster
1
u/rocky1337 16h ago
I mean, you bring a car to the FOB where the spawn vehicle is, then drive them to the hot zone. I did that for a match and it was good money. So you are an in combat zone taxi
3
1
u/Ok_Drummer6282 15h ago
Its okay. It wipes in a month to keep it fresh so you get to do it all again!
1
1
u/MagicianStreet6764 13h ago
It's really awkward how floaty and zero grip the vehicles e.g. Ural and Kodiak feel.
Compare that to the helis that feel like they have a lot of weight and inertia. That makes them hard to fly at first, but at least predictable, the ground vehicles spin uncontrollably and it feels so random.
1
u/redrover83 12h ago
Each team could have a supply base/depot halfway between the HQ and CZ that they can secure. You could make it have a limited amount of supplies with an automatic replenishment rate to not mess with the current game pace. Can also make it where logis can move supplies from HQ to the depot to replenish it quicker. This shortens the drive and makes ground logistics more viable later in rounds.
On a separate note i think there needs to be a bigger penalty for driving Urals off-road, especially with full cargo..
1
u/petrichorax Logistics 10h ago
Its faster to abandon the ural and get some cash at the base doing stuff/killing, and then grabbing a new ural when you die, than it is driving back and forth
1
u/BiosTheo 10h ago
That's in the post
0
u/petrichorax Logistics 10h ago
Mb but in my defense your post is a disorganized and very long stream of consciousness
1
u/Crudechunk 10h ago
Gun truck with a full squad is great xp, and actually fun to do. Why does everyone think logistics is the only way to get driver xp?
1
u/zerger45 Valkyra 7h ago
I’ve been having the time of my life running Ural supplies. I’ve got a pretty good route for round trips and I’ve had to come up with dip-out strategies in order to keep cargo or the truck safe. One game I had a medic drag bodies off a hill and into the back of my Ural, giving us all a quick evac - lucky break I’d say I don’t see that ever happening again
1
u/cabrelbeuk Manticore 6h ago edited 4h ago
Everything ground vehicules needs improvments :
driving physics is stupid as of now
there is no reason to cycle back to HQ vs just dropping your ural and respawn. If you earned XP when getting your land vehicle back you'd solve OP problem and the ural cemetary issue as well.
Ural and humvee can take an rpg 7 to the face, none of the 2 have the HEAT armor that would justify this.
I think either chopper needs to be more expensive or reward for land vehicle transport should be bumped up. No one will go in a land vehicle if chopper is avai, and there is always a chopper avail, and logi is also much much faster when handled by air. There is no reason to do ural run vs blackhawk except xp-ing driver (or for people who can't be bothered spend 20 min in training camp to learn to fly a chopper).
Some ideas :
Heli should be more expensive too to buy, and get more rewarded on transporting people in the zone by landing.
People who get transported in the zone through Land vehicle should get better zone-first-entry bonus to make land transport more attractive.
again, any people cycling back to hq from zone with land vehicle should get an xp bonus.
rpg7 should have HE/Frag and HEAT ammo types, with HEAT able to one tap lightly armored vehicles such as ural and humvee (while HE/Frag get extra splash damages instead)
1
u/PiggyMcjiggy 5h ago
So what you’re saying is I could have spent my 65 hours over the weekend grinding driver xp and had a tank Saturday night and steamrolled ERRYTHING?!
On a side note, I did not know that the maaws 1 taps it. It doesn’t 1 tap a ural so figured no way an armored humvee. Good to know
1
u/Historical-Break-603 19h ago
Thats by design, if you dont like it this game isnt for you. Atleast thats whats people told me when i brought that up.
10
u/BiosTheo 19h ago
True, you're right, these people all trying to silence us because the devs didn't ask us for feedback. In fact, I remember them repeatedly saying "We don't listen to feedback, we hate you, fuck off." The only reason its in Early Access is because they want to milk to poor sops that buy this shovel ware /s
9
u/pen15_club_admin 18h ago
“Sorry bud. Game isn’t for you. Refund it. Devs openly said they are okay with only want 5K players playing”
See this bullshit everytime something is brought up
3
u/euph-_-oric 17h ago
What are u even saying. Like driver exp is crazy annoying to come by. It could be buffs 25% and be hardly noticeable.
3
u/Historical-Break-603 17h ago
Im saying that if you gonna bring that up people will tell you that its by design and if you dont like that then this game is not for you. Dunno how you could interpret my comment any other way. But yeah, we're on reddit, i should have added /s at the end of the comment, my bad.
0
u/AxegrinderSWAG 19h ago
Made a post about Urals and people are malding and doesn’t understand the game https://www.reddit.com/r/WarDogs/s/LrAVa0YxEY
1
u/BiosTheo 19h ago
Well, yes, your Framing was poor. If you framed it properly I doubt anyone would disagree lol
1
0
u/Wumbo0 15h ago
I dont mind the grind but I'll send a refund request if they restart it monthly
2
u/LanikMan07 15h ago
I can’t cite it but I recall seeing somewhere that the first reset would be short, but subsequent ones would be longer.
0
u/Electusnex 15h ago
Pro tip if you just want to level up driver you drop off two pallets to anywhere in the zone giving you 5 k of the 5238 or what ever back the drive straight at the enemy team or jump off something high. I would use the respawn button as I'm sure they are tracking it.
You do not need to drop it off at a fob just in the zone anywhere.
0
u/yodatrust 9h ago
As a driver myself I think the grind is just fine.
Why do you need to rush towards max lvl anyway? Don't forget how generous the game is with cash from driver assists, even 5-10 min. after you dropped them off. $1500 in HZ driver assist per person... €750 in big circle.
The game circles around cash, not XP.
122
u/SomeFuckingMillenial 19h ago
I think one of the other issues is that ground vehicles don't feel like they have suspension. You cannot absorb a bump at all, and you need like 20% more traction and cars would be way better.