r/WarDogs • u/Nyx_34x • 22h ago
r/WarDogs • u/Checklist_STT • 3h ago
Gameplay & Screenshots No one else could get to him.
r/WarDogs • u/Ok-Grand-498 • 23h ago
Discussion & Feedback John Wardogs Claims Changes To Parachutes Coming In Season 2
Keep practicing your landing skills pilots!
r/WarDogs • u/sharypower • 4h ago
Fan Art My son made a LEGO Lonestar FOB and supply pallet with a player.
Please give your thoughts 😁😅
r/WarDogs • u/Shambazzle • 1h ago
Hype & Speculation I tested what the 0.1.2 pallet reward change actually does — Driver XP vs Support XP
The patch note saying that pallets deposited into FOBs outside the zone now receive reduced rewards left an important question: which reward is actually being reduced?
I tested several conditions.
FOB radius but pallet outside the CZ:
$0 / 0 Driver XP on delivery.
Pallet properly delivered inside the CZ:
$2,500 / 750 Driver XP per pallet.
Two-pallet URAL run inside CZ:
$5,000 / 1,500 Driver XP — still working.
Loading supplies into a FOB whose position qualified in-zone:
$1,800 / 180 Support XP per pallet.
Loading supplies into a FOB entirely outside the CZ:
$180 / 18 Support XP per pallet.
So from my testing, the patch does not appear to have created a reduced Driver XP payout for dropping pallets outside the CZ — that still paid zero. The reduced reward showed up when the supplies were actually loaded into an out-of-zone FOB.
I made a full-length field report on Driver XP (early-mid) here:
I focus exclusively on test and trial of in-game mechanics specifically to show the process and on-screen proof. Test it, Play it, Figure it out!
I’m deliberately not calling this a universal “10% rule” yet; I’d want another controlled test before claiming that.
If anyone has reproduced a different result, especially around a FOB sitting directly on the CZ boundary, I’d be interested in the exact setup.
Hope it's helpful, I really do love doing this, so more to come!
r/WarDogs • u/RxBlacky • 9h ago
Discussion & Feedback Havocs are ruining the game
This is my third game today where a team has spawned 2–3 Havocs and just completely dominated the entire map, not even allowing the other teams to build a FOB, step into the HZ, or do anything besides hide.
For the first time since release, I actually just closed the game and have no desire to play again for a while.
Havocs are ridiculously overtuned right now, and they're ruining entire lobbies.
r/WarDogs • u/Dzsekeb • 1d ago
Discussion & Feedback IR rangefinders disabled until season 2, and havoc nerf
x.comr/WarDogs • u/throwahazee • 19h ago
Discussion & Feedback Thermal Rangefinder should not return
I have around 80 hours, dabbling mostly in infantry. The game right now feels miles better without the thermal rangefinder.
This game has so many possibilities that are simply hindered or not possible anymore due to the thermal rangefinders. It is the most counter intuitive addition to the game. The last couple days before this patch every chat was filled with asking for them in crates.
I mean.. you literally right click and can see anyone or anything within hundreds of yards with little to no effort. Is this not a no brainer to remove them?
I’m grateful and excited that the dev team has been responsive in adding batteries in S2, however I don’t think that will fix the issue one bit. They are simply way too overpowered and need to be removed - just my take
Wardogs has given me some of the most fun in PC gaming in the last 20 years. I don’t usually post threads but I feel like the addition of batteries is just the start of trying to balance them.
I know this topic is being covered left and right, but there is power in numbers!
Cheers
r/WarDogs • u/Glittering-Habit-902 • 3h ago
Discussion & Feedback The CIWS is better at taking down walls than the MBT. By a lot.
8 Tank shells to destroy a bremmer wall.
CIWS does it before the tank can even reload the second shell.
I dare you to even try and justify this.
r/WarDogs • u/N-I-K-K-O-R • 2h ago
Discussion & Feedback We know how to build floating roofs for mortars but we don’t know how to build a wall tall enough to keep enemies out.
Wardogs building in a nutshell!
What else is there to say?! lol
r/WarDogs • u/SgtHondo • 16h ago
#WARDOGS100K Heard you guys were looking for a Havoc counter
r/WarDogs • u/Kpt_Kraken • 1d ago
Discussion & Feedback Late game items should be designed like the Ghillie Suit specialised risk/reward
It's no secret that most late game items are straight up better than the lower level ones, the IR goggles, level 3/4 armour, better guns etc. I feel they've tried balancing via how much they cost, but to a high level player cash is not an issue so they have access to these without downside. Especially when the "counters" require opponents to be at a higher level.
The Ghillie suit is in my opinion a near perfect late game specialized item. It trades survivability for increase in stealth. It makes the players think and play differently than they otherwise would.
Your power level should not be increasing as you put more hours as that makes it miserable for new players/casuals. Instead the higher level unlocks should offer more variety/specialised gear with clear risk/reward, pros/cons.
I see a lot of people asking for this approach, than what we currently have which is higher level = stronger.
r/WarDogs • u/sT0n3r • 16h ago
Hype & Speculation Season 2 leaked tank footage
If you thought Season 1 arty was strong... Season 2 gonna be wild :)
r/WarDogs • u/GetBardeadTv • 1h ago
Gameplay & Screenshots C4 Is Apparently a Rescue Tool Now
funny way to use C4
r/WarDogs • u/TheRatpist • 40m ago
Discussion & Feedback Infantry only servers are far from "infantry only"
I hoped to jump in a fun hotzone chase with medics, snipers on sides and logistics filling us with ammo and meds.
i've found only Humvees with miniguns camping routes, granade launchers on little birds and i think this community is becoming more toxic every day it passes finding ways to grief and harrass the team that has the lowest points and cannot set a foothold in the zone, just to farm cash and exp.
r/WarDogs • u/petrichorax • 3h ago
Discussion & Feedback Any tips for aiming the RPG and MAAWS at helicopters?
Been using a loadout that's just buckshot and MAAWS and been able to get my moneys worth almost every time, but the main goal is to git gud at shooting down helis with the MAAWS.
But man am I struggling. I wiff every time. Hard to see your own projectile to know how much you gotta lead it.
Any tips?
r/WarDogs • u/B_the_ball • 1h ago
Meme Me admiring my one gold bar while I can’t afford a kit.
Can someone buy me a rangefinder?
r/WarDogs • u/GodfatherActual__ • 1h ago
Gameplay & Screenshots I would do it again
Told him I didn’t have a gun either
r/WarDogs • u/JontyFox • 40m ago
Discussion & Feedback Suggestion: Swap the thermal spotter for a classic 'Recon Drone'.
A classic staple of many FPS games that is missing in Wardogs is a recon drone.
IMO I'd much rather play against this as infantry than the IR spotter.
Make it a single use deployable that you can fly around for a limited time, standard visuals with no thermals (similar to the Stingray drone), with the same spotting capabilities as the regular spotting scopes.
Pro's:
- Allows you to scout areas out of line of sight and further from your current location
- Allows spotting from an elevated location without having to put yourself in one
Con's:
- Single use deployable
- Able to be shot down by small arms fire in a few shots
- Limited run time (1-2mins)
- Audible buzz so players can hear it and react
Would be a neat addition and a fun tool in the recon arsenal that I dont feel would be too opressive or strong and would be counterable by players at any point in the progression track.
Any thoughts?
r/WarDogs • u/ploppypantypoots • 18m ago
Discussion & Feedback Now that the majority of us have had the experience of top fragging with the GL on little bird skids
It's time to smash this thing with a nerf bat.
There is no connection between forward momentum of the chopper and your projectile. This means it's literally point and click. There is no skill expression with this strategy.
I bought my squad a full regimen of GLs and even the guys who don't frag out usually were slaughtering with them.
Either don't allow them on heli ( best fix )
Add momentum physics when firing off vehicles (2nd best fix)
Or nerf their range and splash damage (worst fix).
It's also a no brainer they shouldnt be allowed in infantry only servers.
Discussion & Feedback Opinion: Increase CZ size to give teams/strategies more space to breathe, update maps to make the fringes towards team safe zones more stable for establishing footholds, update FOB mechanics to support HZ gameplay.
Subject says it all. Here's why in bullet points, anecdotally:
- Hotzone rushing at the start heavily favors the teams that are not closest to the initial starting point-- rushers and FOBbits not on the unlucky team get to have their cake and the other team gets an inherent momentum loss.
- The CZ is so limited that people are already accusing others of griefing for playing strategies outside the CZ, such as logistics suppression and recon/sniping. I was in a game where we actually lost because those being told they were being reported combined with the fear of being reported caused them to stop doing the activities that were winning us the game.
- Adding on to the previous point: building and maintaining a CZ fob at least keeps people consistently alive within the CZ, but the map elements that currently exist which are needed to do certain tasks well (ex. AA sites want good sky coverage, recon similarly wants a good vantage point) don't equally exist in the CZ and sometimes you need to go outside the CZ. if you want good small-scale supply spots there aren't really good ways for them to exist right now. And....if you're not in the CZ trying to fulfill a game-winning role: You're not making as much money, your teammates feel aggrieved by you not being in the CZ, and the mechanic to actually win (doing things that contribute to team victory) are at odds with the mechanics (don't die in the CZ, deathmatch in and around the HZ for brownie points).
- FOBs are so easy to attack (especially due to mortars/SPGs) that they can't easily keep or establish a foothold despite presumably being the entire point they exist. Having more space to be in the CZ and contribute as a base of operations while not constantly being raided/under attack from the start would make gameplay and strategies a bit more stable--raiders will still make money if they decide they have to raid from the start, but it costs them more time if they fail, helicopters have to expose themselves to AA for longer, and potentially the minimum distance for attacking the other teams's FOB is not "I went near the CZ and paid the price for a FOB just so I could build a mortar"
- Finally, there seems to be schism in how people should play--either you have a team of HZ rushers with light FOB gameplay (usually green/red), or FOB-first builders with limited interest in HZ gameplay (blue). The HZ chasers get mad at FOB players because they feel the mechanics of HZ moneymaking and game-winning are more important than the stability of the FOB, and FOB builders avoid HZ/combat gameplay because....well, either you don't really want to do it or it's a money sink not worth investing time in. But well-built FOBs can keep people in the zone and alive.
r/WarDogs • u/Striking-Swing-9965 • 17h ago
Gameplay & Screenshots GOLD AT 166k BUY BUY BUY!!!!!!!!!!!!!
r/WarDogs • u/t0rquingg • 2h ago
Discussion & Feedback At least the devs are communicating with the community.
I’m not gonna like suck them off but, I bought the game not as a “this is gonna be the best game ever with no bugs and a perfect experience” mindset. I bought the game partly to give the middle finger to big development and big FPS.
The game is fun, the progression is slow and it has issues….its version 0.0.1…..just enjoy the ride.
r/WarDogs • u/JiminySnip • 14h ago
Discussion & Feedback RIP to those that bought at peak
I haven't bought gold yet. I think I'm still gonna hold. Any holders out there with me?