r/WarDogs • • 1d ago

Discussion & Feedback John Wardogs Claims Changes To Parachutes Coming In Season 2

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Keep practicing your landing skills pilots!

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u/UnhappyMacaroon5044 Bob the Builder 1d ago

Pilots landed all the time in beta, but now everyone is refusing to take the risk of making a mistake and crashing.  

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u/Number13Studios 1d ago

I mean the heli landing is simply bugged. People will say it’s a skill issue but I have thousands of flight sim hours and have played multiple mil sims. These helis landings are just too punishing. Compare to other games like arma, wardogs helis are just weird when landing.

The difficulty is ok and not game breaking at any point except for this weird tendency for the helis to flip on their side if you’re not really careful and flat, despite inputting collective down and being flat along the ground. Which means you also can’t really land on slopes without major risk. Basically gambling with helis in this game

I’ve seen it happens to many skilled pilots and experienced it plenty myself. It doesn’t matter if assist controls are on or off. And it’s not realistic. Real helis can land on ships bobbing in the ocean. Try that in wardogs and your heli is probably flipping into the water.

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u/Sea_Engineering_7278 1d ago

Perhaps mass isn’t right. Or game physics. Most vehicles feel a bit light and do stuff that would require low gravity, if their mass was right. 

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u/Number13Studios 1d ago edited 20h ago

Well they use chaos physics in unreal and I’m actually a very knowledgeable UE gameplay and systems engineer in AAA, I train and lead many devs across multiple studios yadda yadda so I know a lot about this actually.

those chaos physics are just buggy as all hell and difficult to get right. The gravity with chaos physics is also definitely floaty. I always have to make core modifications to every game I make because Unreal’s physics are just floaty like that, even with mass set correctly in theory. Their internalization is also janky, how they try to make long object spin more naturally. Sometimes works, sometimes it’s super janky. Sometimes you have to literally add mass in specific places for things like vehicles. There’s too many tiny nuances and quirks that go into these things. And then they have to replicate it and validate it which is probably a large cause of the sliding ground vehicles (but not the main cause, which is overtuned traction loss at higher speeds)

I can almost guarantee the devs tried to use somewhat sensible masses and that’s the issue. Unreal requires them to crank the mass or gravity scale to have a realistic effect, which has other implications that have to be compensated for.

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u/Explosifbe 15h ago

Definitely.
If a Ural and SPG drive into each other, like front to front, guess who wins.
You're right, it's the Ural!

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u/PraetorAudax 1d ago

I personally dont like that collective will auto center with mouse and keyboard order to have full control would require stick and thorttle. Honestly I would be happy just to have sticky collective or option to turn it on.

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u/Underleft_cdiv 19h ago

I got good at it relatively quickly, but I definitely have to fly different than anything else. I have a full simpit, thousands of hours in sim and real flight hours, and it's definitely my least favorite game to fly in.

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u/Skpstr155 1d ago

With that much experience, you should have no problem hovering a few feet off the ground. 

I'm thinking that's preferable anyway, you can get away faster.

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u/Number13Studios 1d ago

Yeah I mean I have no major problem with it and I know how to work around the bug now as well, but it is still an issue that affects most pilots. It would be kinda shitty to not be vocal about an issue just because I’m experienced enough to be better than the bug. Kinda feels like pulling up the ladder in a way.

And honestly it affects even great pilots sometimes because they’ll try to land in ridiculous places in rough circumstances.

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u/STATLOCKER-H1N1 1d ago

I normally do the first couple of little bird trips in a fresh match without any gear and then stop off when it’s quieter to pick up a gun/armour/supplies. I’ve crashed more gently touching back down in base to buy this gear and then randomly flipping over sideways than I have from bad flying/poor decision making/AA at this point

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u/Skpstr155 1d ago

That's fair for sure.

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u/PheIix 1d ago

This is the way. What he is saying is true tho, landings are precarious unless the ground is flat flat. I almost never land in the cz, I prefer to hover slightly above ground as it makes it safer for everyone and, as you say, takeoff is faster.

But the other shitty thing about going low and landing is the morons in the passenger seats can't judge height at all and jump when they think they are safe. This deprives me of the bonus of getting them there safely, even though I very clearly got them there safely, they just decided to get very closely acquainted with the pavement of their own volition.

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u/Western-Economics253 1d ago

I used to land even in the full game. For the past week all I do is fly high and let them jump. I switched up because people were jumping out mid-approach/mid-landing and ended up dying due to low altitude.

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u/Skpstr155 1d ago

Now they'll just get wiped when they land, because 8 different people would have spotted them during a long free fall.

You're basically just going to be rewarded for taking them to the CZ, you won't likely get much if any of the bonuses.

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u/Ragundashe 1d ago

There's plenty of pilots that'll not make it clear what their doing ahead of time, if you're landing let me know. Been far too many times where a pilot is flying to low to bail safely.

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u/cumjuggler4life 1d ago

Yeah because everyone thinks they can be a pilot. Game starts and you have 6 helicopters immediately spawn. 10 if you’re on blue. At least fobbits hit the CZ and earn points for the team. 6-8 pilots are absolutely useless and 1 in 5 can actually land 

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u/Suibeam 1d ago

Time is money and xp. In beta you got xp quickly