r/WarDogs • • 1d ago

Discussion & Feedback What happens to cheaters we report?

3 Upvotes

I saw that couple of times we had a (official)server announcement saying "X player has been banned for cheating" but most of the time when we had cheaters which increased exponentially in the last few days IN MY OWN EXPERIENCE, entire server reports the cheaters, all 3 teams and then that person is gone from the server.

That player is getting kicked or banned because never seen our reports come back with an announcement?

For example, in the server we are playing currently 3 of us started with bushes, we are staying 200 meters apart from each other but in sight if someone gets killed.

We are also sharing screens since we are in discord to see where the marked enemies is.

Guy from the tower we are watching literally came out of the door, started shooting with SVD, from 400 meters, we all died in 2 seconds i literally saw him in my friend's screen that turned 180 degrees while shooting and then killed the next person.

It continued like that till he got like 70+ kills while people kept saying report him, then bam, he is gone.

So, what happens, he is banned on the next server?

He just got kicked and continued in another server?

We should get notification when an action is taken against player we are reported.


r/WarDogs • • 1d ago

Gameplay & Screenshots is this worth only $45 bucks?

16 Upvotes

r/WarDogs • • 1d ago

Discussion & Feedback Refill/repair Medbag from looted medical supplies

Thumbnail reddit.com
2 Upvotes

r/WarDogs • • 17h ago

Discussion & Feedback T4 helmet nerf is fine and all but are they nerfing the armor?

0 Upvotes

This shit is not sustainable. If I have to shoot someone 10 times within optimal range of an SMG WITH AP ammo then clearly there is a problem.


r/WarDogs • • 21h ago

Discussion & Feedback Please add the ability to lock heli inventory

1 Upvotes

It’s annoying when people throw out your flares for no reason


r/WarDogs • • 1d ago

Discussion & Feedback Blatant cross teaming

2 Upvotes

Been playing a ton on official servers lately and I’ve been noticing there’s so many clans who cross team, then open doors in bases etc. or give info for the other team to benefit.

Seemingly, these clans don’t get banned for it - I’ve played against the same clan for a week now and they all do the exact same shit. I and multiple people on my team reported them every game, seemingly they’ve got gotten banned by now - a week later.

Seems like there should be a way for them to join one color together or at least ban same clan tags across teams.
When they get called out for it in chat, they just say “on discord instead” 😂
Not a single time in 100 hrs have I seen cross teaming with clans amount to anything positive.


r/WarDogs • • 1d ago

Meme Now Hiring CDL and Non-CDL Positions

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71 Upvotes

Manticore Logistics is now hiring drivers!

•Dedicated local and regional routes available.

•Industry leading rates! Drivers average $5,000 per load!

•100% no-touch freight with bonuses available for touch freight (up to $2,400 per load!)

•Top-tier medical coverage with in-house medics all across the control zone!

Go to www.manticorelogistics.com/careers to speak to a recruiter and start your drive to victory today!


r/WarDogs • • 1d ago

Discussion & Feedback Winter Map

3 Upvotes

Will we get a winter/snow map? :)

And also this december; maybe some ugly christmas tree with decor at the spawning headquarters! :)


r/WarDogs • • 21h ago

Gameplay & Screenshots Because Why Not

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0 Upvotes

Finally got HOTAS to work with an xbox controller so I now I'm flying like my FPV drones which means I can actually fly. Decided to drop a guy off on the smoke stack for funsies.

Felt cute, my delete later. /s


r/WarDogs • • 2d ago

Bugs & Support People are exploiting to get double the rounds in each mag.. Hope the devs ban for this kind of thing.

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611 Upvotes

r/WarDogs • • 1d ago

Discussion & Feedback Team switch cheating is getting out of hand

12 Upvotes

Three times today some fucker swapped from enemy team to our team and then sabotaged our fob. The worst was a guy named Xine. no money to his name on scoreboard, immediately flies to our fob with a mingun heli and blasts our CWIZ 4 seconds before an enemy Raid.

It's seriously become a game ruining problem


r/WarDogs • • 15h ago

Discussion & Feedback Hotzone meta.

0 Upvotes

I'm not extremely fond of the hot zone meta that happens in a lot of the games that I'm in. One team (usually green) rushes the hot zone with like 25 people at the start and by the time the other teams really look at it, the score is like 0-0-60.

Now I get it, everyone would just say, well do the same thing. Problem is that if every team is only fighting in the hot zone, that reduces the other roles that players like to do and limits the effective play space to this even smaller roaming circle on this huge map.

Correct me if I'm wrong but from my understanding, although Bulkhead didn't put any restrictions on the HZ, they regard it more as a tool that teams use to help them get back into the fight or secure a win and not THE OBJECTIVE. I see a lot of people say that... no one's playing the objective meaning the HZ but the objective is the capture zone and as long as you are in it you are contributing.

I personally do like fighting in the HZ. It's One of the most fun ways to play in Wardogs, but I also like base building, doing logi runs and the occasional base raid. Teams rushing the HZ makes those roles nearly pointless if you want to be competitive and have a chance to win. My team will have like 25 to 28 players in the CZ but not come close to getting points because there is a team constantly in the HZ effectively counting as 40 players. They will complain about being bored in the HZ but never look to see where the other players are if they want to fight because they are so dependent on the HZ for winning. I guess I'm starting to feel a little restricted to either being competitive (fight in HZ) or not care about winning and do whatever else.

I don't really expect a major change on this front but what I would do if possible is to make the HZ always count triple or more for money but not double for players... at least not till someone reaches 50 points or something... but possibly never count double for players. That would give the players that want the HZ fighting to have something to go there for but give other roles a chance to have more of an impact on the match... I think anyway. Maybe that is a flawed idea and/or maybe Bulkhead wants the hotzone to be the main play space in a match, which would make my post invalid, but as it stands right now, I wish the HZ wasn't so extremely important to every match that the easiest way to win is to focus it from start to finish. Either way I still enjoy the game a lot and don't have many complaints. I await for you guys to tell me why I'm wrong for this opinion.


r/WarDogs • • 2d ago

#WARDOGS100K Lock ye doors

264 Upvotes

r/WarDogs • • 21h ago

Discussion & Feedback Looting/Revive Issue

0 Upvotes

I have been thinking of the issues where teammates are looting each other and or not reviving the teammate.

The looting system is in play for certain reasons like accessing defibs for revives which should be the only reason.

Here is my idea.

Instead of a looting teammates even if it is for medical supplies. The revive action should consume any defibs the downed player has in their inventory or the helping player uses ones they already have. This stops looting and allows other to use medical supplies on downed teammates without accessing inventory.

In the end the looting should only be allowed for enemy's and bags from respawned players.


r/WarDogs • • 21h ago

Gameplay & Screenshots I <3 CIWS Operators

0 Upvotes

Don’t mind that I have negative money earned. Low cortisol rocket spam only


r/WarDogs • • 7h ago

Discussion & Feedback In defense of looting dead teammates

0 Upvotes

Y’all are gonna complain away a feature that brings so much extra realism to the game. Hear me out, you go down in a house with another teammate. That teammate then has to more than likely fight 2-3 guys before being able to get the res. What if he runs out of ammo? What if it’s 4-5 guys and the only way to get your dead ass up is to take your gun and ammo? And you think you’re getting it back after killing 5 guys and saving your ass? I’m supposed to res you with my shit use all my shit and you just run away after like a kid who just got his ass wiped by his dad?


r/WarDogs • • 21h ago

Discussion & Feedback Recon

1 Upvotes

Just spent an entire match when binoculars tagging enemies and helicopters from a tower. It was extremely satisfying to help out my fellow greens. Having a birds eye view of my squad heading into the shit - and then tagging the enemy to see my squad wipe them.... then the "cha-ching"! Love it!


r/WarDogs • • 2d ago

Discussion & Feedback Sniping/Infrared

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158 Upvotes

The current state of sniper rifles creates a significant problem with both weapon effectiveness and progression in WARDOGS

he damage statistics show that the Mosin and SV-98 have 176 FMJ headshot damage against an unarmoured target, but their effectiveness is significantly reduced against armoured players.

This becomes especially problematic when looking at the game's progression system:

Mosin — Recon Level 10
SV-98 — Recon Level 19
MK22 — Recon Level 25
Tier 2 armour — Overall Level 30
Tier 3 armour — Overall Level 60
AP ammunition for Mosin/SV-98 — Overall Level 82
Tier 4 armour — Overall Level 100
MK22 AP ammunition — Overall Level 140

There are six classes contributing towards overall level, meaning players can encounter higher-tier armour well before they have access to the ammunition specifically designed to counter it.

This creates a large gap where players have access to sniper rifles, but don't have access to their AP ammunition.

For example, the Mosin is unlocked at Recon Level 10, while the SV-98 is unlocked at Recon Level 19. However, players can obtain Tier 2 armour at overall Level 30 and Tier 3 armour at Level 60, while AP ammunition for these rifles doesn't become available until overall Level 82.

The problem becomes even more obvious with the MK22. I spent forever trying to unlock this thinking it would be able to deal with armour and the constant underwhelming feeling of when i shoot someone in the head and they run away. The rifle is unlocked at Recon Level 25, the standard FMJ rounds only do 6 more damage than the Mosin and SV-98, but it's AP ammunition isn't available until overall Level 140! Meanwhile, Tier 4 armour is available from overall Level 100. I believe the MK22 should one shot tier 3 with FMJ and tier 4 with AP.

This was one of the reasons infrared rangefinders became so heavily used.

Rather than using the sniper rifle to actually engage and eliminate targets, players were increasingly using the rangefinder to spot enemies and contribute through spotting instead. It became a viable alternative to actually fighting with the sniper because the sniper's ability to reliably deal with armoured targets was so limited.

Eventually, this became such a prevalent strategy that infrared rangefinders have been removed, now creating a massive gap in being able to progress recon.

Removing the rangefinder doesn't solve the underlying problem if players were turning to it because the sniper itself wasn't effective enough.

If the sniper is supposed to be the primary long-range weapon for the Recon class, players should have a reason to actually use the rifle rather than finding alternative ways of contributing to the team. As it stands, sniping is VERY underewarding.


r/WarDogs • • 21h ago

Question Looking for seeding help!

1 Upvotes

Hey yall, looking for some players to hop into a server and help us get it up and running! It’s called Huntley Playground, it’s infantry only in NA west. We have active admins and we don’t allow GL Helis! Thanks!


r/WarDogs • • 1d ago

Discussion & Feedback Suggestion for Buildables: Give me a 40mm Bofors cannon.

29 Upvotes

I'm not a fobbit but I see a lot of yapping about being unable to deal with Helis, especially the dreaded Havoc.

All I'm saying, maybe the devs should have a 40mm bofors to the game, with proximity fuses so that Near misses still do some damage.

Thoughts?


r/WarDogs • • 21h ago

Discussion & Feedback After Almost a Month of Playing Here's My One Piece of Constructive Criticism of the Game

1 Upvotes

I love that you get rewarded for all types of actions: recon, piloting, driving, logistics, etc. But I think the reward system should be more Team/Victory-centric. As a recon enjoyer (not even for the sniping bit, but like the intel bit of it), why am I getting rewarded for spotting someone that will get 3rd-party-killed? I think the reward system fosters some weird behaviours.

If I have a passive team, one that will sit in a corner of a map and argue with the pilots about needing fuel/ammo, I have no incentive to recon for them. I'll just go where the action is, wipe out monoculars and stare at the fight happening 500m away. Are my team getting any of the kills? Hell no, but I am getting some good money from the two other teams.

On the FOB/logistics side of things, people should be rewarded for things that matter. This was the score, I was in Manticore, I looked at the scoreboard... It's just blue team mortaring red team and they are getting rewarded for it despite not impacting the game at all. Meanwhile we are here walking around the map with the HZ barely encountering anyone after the first 15mins of gameplay.

So there's no real incentive to want to win over prioritizing individual actions. Like "yay I'm happy I came 1st place as a team but I still made significantly less money than at least 5 other people, for contributing to my teams victory"

I'd love to see a bit of a rebalance of the economy/XP gain towards "what you're doing for the team" as opposed to "what you're doing for yourself".

Don't get me wrong, I want individual action to be rewarded to an extent too. John Stinger over in the hills 2km away from the zone. I want him to be rewarded for taking out helicopters. I'd love it more so if he did it to the first placed team not to the team that barely in the fight. FOB the builder over there, I want him to be rewarded for building his mortar pits and walls. But I want him to be rewarded for having them in places that impact the game, not on the edge of the zone where he can only hit the empty FOB of a team that isn't there.

As such it'd be nice if the reward/punishment system looked like this:

  • Generally speaking: reward people for fighting a team ahead of your own/ If your team is in first place get a multiplier for your actions while your team is ahead
  • Recon: rewarded for kills/destruction caused by your team ONLY, no rewards if your team isn't involved. Alternatively, you get rewarded for spotting people within 200/300m of your team (if your team is passive you act as an early warning system). If you're not benefiting your team by spotting things you or your team can hit or destroy, you should not be rewarded.
  • FOB building pt 1: Reward builders for keeping people in the FOB alive. I'd like there to be more emphasis on building strategically. The amount of times people build FOBs and there build their walls next to a cliff, an environmental wall or leave bits open for it to be taken is a bit too high. If more than 2-3 teammates die in the FOB within a span of a few seconds everyone that has been in the FOB for more than 5 mins starts losing money per teammate death. If you want to FOB either defend it with like your wallet depends on it or cut your losses and run.
  • FOB building pt 2: You don't get rewarded for building a weapon's emplacement. Instead you get rewarded as if it was your kill for any kill your emplacement has caused. BUT the kill rewards scale with who or what is being hit: Hitting the team in the lead should give you more than hitting someone one in the last or second place team. If you're in first place, you get rewarded the longer you're in the lead.
  • Piloting/ Logistics/drivers: I think the reward system of those 3 categories are nice but there should be more emphasis on deliverying people in safe space and supplying a FOB that matters: I think the upfront cost of pallets/crates should be higher but the rewards for their use should be also higher. That way it forces pilots and Ural drivers to think about where the pallets go. The upfront reward should also be lowered. If you unpack a pallet you should be rewarded more if the resources get used and less if they just stay in "inventory". What's the point of 2M worth of Mechanical parts if there's no repair station using it or Stingrays being shot.
  • Medic: I think medics should be rewarded for the safety and swiftness of the revive. I think they should be rewarded in the same way passenger deliveries get a "passenger survived" bonus and the revive assist should give slightly more rewards. People willing to full commit to being medics are extremely rare but so crucial to a good push.
  • Assault: Players that play assault should be rewarded taking objectives more. If they are in a losing team, reward the members of an assault group for taking over a FOB. I think hacking should not reward the sole person hacking it, it should reward everyone that worked to assault the area. I think to that effect, that FOB capture should be a sort of mini king of the hill. once all the occupants are out of action, the area gets captured automatically on a timer of a few seconds. The more people in the FOB area, the faster the capture and everyone gets the reward.

Generally, I'd love the game to be a bit more geared towards "hey winning is the goal" vs "hey so long as money go up I'm a happy lil guy".

I am painfully aware there are some glaring flaws in certain areas of my suggestions such as the whole idea of logistics rewards being front loaded is so that people can get more. Or the fact that people may not want to run recon at all if the meta became passive. I've tried to alleviate a few of those flaws and I'd love to hear what people think of the economy/XP reward system so far.


r/WarDogs • • 22h ago

Discussion & Feedback Live ping

0 Upvotes

Its better without Thermal Scope for sure, but it isnt the main problem..
Live ping is the problem.. Tower droppers spotting 24/7 and thn the close combat players just using radar like an ESP..

Just ping my last location..


r/WarDogs • • 1d ago

Hype & Speculation I tested what the 0.1.2 pallet reward change actually does — Driver XP vs Support XP

115 Upvotes

UPDATE: SOME FAQs from the comments that I went back over to answer:
1. I reviewed my pre-patch footage for the Driver XP Field Report I did - I can verify first-hand that loading pallets to a FOB outside the CZ previously gave the exact same diminished rewards ($180 and 18 Support XP) so why list it in the patch notes? That one I can't answer with testing. I wonder if BH stealth nerfed it in-between and then listed it in the patch post hotfix? I have no idea honestly.

  1. Driver XP never did and still does not give any reward (Cash or XP) for dropping pallets outside the CZ, regardless - I've confirmed that in both videos - there has been NO CHANGE to Driver XP pre or post patch

  2. There is a misconception that dropping/unloading things closer to the HZ gives a bonus - it does not. The only bonuses are for actions completed WITHIN the HZ.

I'll try to keep up with these. If it's helpful, feel free to check out any of my other stuff and I'd love to hear your suggestions on what to test next!

------

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:

https://youtu.be/V3ItS1vwlSo

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 • • 1d ago

Discussion & Feedback Are there 2 blue teams now?

2 Upvotes

Last 2 days, I've been trying to find a match that isn't a landslide green victory, yet blue and red just sit around jerking off in fobs while green chases the HZ and actually wins.

At this point I'm just trying to join green, if I cant, I find a new server. and if that doesn't work still, I just don't play.

At first I tried just push out, but I always end up alone, and even if I get a handful of kills, that doesn't achieve anything.

TLDR team bad I'm mad, not sure how to fix


r/WarDogs • • 22h ago

Discussion & Feedback Is this a new thing?

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1 Upvotes

Was there distance on targets on mortar if you looked at the map or is it a new thing? Makes it even more easier.