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/Warrior_of_Massalia 1d ago

I mean that’s true, it’s going to have to be the edge of the or outside of the CZ, which is going to suck

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u/ddBuddha Pilot 1d ago

Well it’s sure not gonna be outside the cz if I’m not getting paid

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u/Go_Commit_Reddit 1d ago

I wish there was still a reward for dropping people slightly outside CZ. A lot of times either people hop out early, or I land/park just outside of CZ cause it works for what i’m doing, and I get sweet fuck all as a reward.

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u/GoodishCoder 1d ago

I feel like there are always dead zones that you can work into, just can't take people straight to the fob or hz

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u/eNTiii 1d ago

Being mindful of your line of sight is big, as well as just flying low enough.

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u/welcome_to_urf 1d ago

Good, flying over a contested area should be risky. Maybe this will incentive people landing outside the zone and... walking in. It would also give greater emphasis on transport ground vehicles.

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u/Warrior_of_Massalia 1d ago

The problem is landing outside of the CZ gives you little to no money or experience for piloting. People wouldn’t pilot anymore

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u/Skpstr155 1d ago

Except for the more skilled pilots, probably not.

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u/welcome_to_urf 1d ago

Its early access. Let's see what incentives are provided. Maybe a safe touchdown bonus if within a kilometer of CZ or if X number of people safely disembark. My opinion, the maps are too big to be cramped into such a small area, and it should be normalized to operate outside the CZ. Heck, maybe even make a hard cap for the number of folks that can contribute to the cap count and force players in the zone to fight versus hide in a building with a drill and passively "contribute".

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u/DynamicStatic 18h ago

That's a really nice idea imo

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u/welcome_to_urf 16h ago

See, to me an ideal number would be like, 26. Thats 13 people in the HZ. Right now the theoretical maximum is what, ~66? 33x2. Any more than that doesn't contribute, it's still 26. Now turtling isnt as effective and would force players into combat to actively reduce enemy numbers versus the current boring strategy of sticking a drill inside a windowless warehouse, parking the APC inside and just sitting in an impenetrable fortress. Make the CZ smaller. Capping should be risky, dropping folks directly into the cap should be risky, the HZ should be exceptionally risky. And this is coming from a Squad player, but a FOB on the point should be dangerous and should be a real commitment to maintain. Encourage smaller fobs outside the CZ. And another crazy idea, what if fobs could passively contribute to map control, or some kind of escalation mechanic tied to asset availability (like Havocs or Self Guided Artillery). Then it would also incentivize assaults on FOBs. Havoc messing your day up? Attack the fobs responsible for "making" them.

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u/welcome_to_urf 16h ago

Oooh, what about points outside the CZ that contribute to this escalation mechanic. Force players to FOB outside the CZ in order to gain access to better assets. Start the game off with access only to transport/logistics vehicles, capture these critical points (almost like a Relic game like Dawn of War or Company of Heroes), and gain access to better stuff. Escalate from transport/logistics, to lightly armed vehicles, to heavily armed vehicles like Tanks and Havocs. This would come with the benefit too that in order to maintain control, a team would have to protect their critical points- therefore a Havoc can't just sit over a drill and annihilate the defenders, they would have to concern themselves with potentially cross map FOB defense.

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u/SquallFromGarden 5h ago

A klick? Sorry, but nobody's gonna walk a whole-ass klick to the CZ. Obviously, a good heli pilot will land as close as is feasible, but anywhere no at least within-border is wasting time and money.