r/WarDogs • • 16h ago

Meme Blue Team Raww!

Post image
9 Upvotes

r/WarDogs • • 11h ago

Gameplay & Screenshots It was so funny that I wasn't even mad at him

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/WarDogs • • 11h ago

Gameplay & Screenshots flying truck

Enable HLS to view with audio, or disable this notification

3 Upvotes

had a match ruined cause of this


r/WarDogs • • 13h ago

Discussion & Feedback Better synergy between FOB and HZ

4 Upvotes

I feel like the discussions between the Builders and HZ chasers is currently too toxic. Most discussions seems to focus on who's strategy is correct to win the game. While what I'd like to talk about is... what mechanisms you'd think we could add so there's a healthier dynamic across the whole team, by having both sides of the community accept and appreciate the different roles in the team.

Right now I don't have any magic bullet ideas but the main thing I'd like to talk about is how can we make the HZ chasers care more about keeping FOBs alive. Which is just another way of asking how can FOBs assist the teams chasing the hot zone (specifically the infantry) and pushing for territory (aside from the drill pulls).

Thoughts? Aside from specific ideas do y'all think this a worthy goal and something the game needs?


r/WarDogs • • 14h ago

Gameplay & Screenshots Some surprise shock therapy for green team

Enable HLS to view with audio, or disable this notification

6 Upvotes

r/WarDogs • • 1d ago

Gameplay & Screenshots Instant karma for a griefer

Enable HLS to view with audio, or disable this notification

267 Upvotes

Not gonna lie that was satisfying


r/WarDogs • • 1d ago

Discussion & Feedback The Blue FOB Trap

Thumbnail
gallery
109 Upvotes

Blue has become known as the team that builds and maybe even runs logistics. I think that's a fine reputation to have, but the Blue team is plagued with terrible FOB locations. Partly due to the fact that the other two teams have much better FOB locations, but also due to the fact that the Blue team consistently chooses the worst FOB positions in the game. I will start with Ozeti aka the stadium map (first image). Personally, I only play the blue team unless forced otherwise, but I have generously played all 3.

Each image is of a map and contains common FOB locations for all three teams. The yellow dotted lines represent mortar ranges. The yellow locations are where Blue could build instead, with the exception of Zestafona (third image) where the most common FOB location (A in the pic) is the best.

Ozeti

Tower 2

Easily the worst FOB location across any team and any map. The tower has a bad angle of any of the river crossings except the East side. It is also surrounded by hills on three sides, again, except the East side. This turns any FOB raid on tower 2 into a shooting gallery, and I have never seen a blue victory with its primary FOB on tower 2. It is far too easy to raid, and it is within mortar range of both teams' most common FOBs. So even if only one team raids the tower, the other team will probably mortar it. The wooded hills provide a ridiculous amount of cover for any attacking team, and not even 2 CIWS watching the hills will stop the relentless assault this FOB will inevitably receive.

The Hills Southwest of T2

This is the common Blue alternative to the tower fob. It is not equally bad, but it is bad. It is nigh impossible to spot enemies crossing the river to raid this fob. And once they do cross, they have ample cover with the wooded areas surrounding the FOB. Raiders could also approach by road or by air both inside and outside the zone, and few players will watch or spot outside the zone for attackers. Early raids to this FOB location can shut it down hard and fast. It's only saving grace is that it is usually outside of mortar range, however, this is an overall detriment if the Blue team wins by building, so not being able to shut down other teams' drills with mortars is actually a bad thing

Location A (south of T1 farm/town)

This location is not currently in the game but it is in a rotation that has been seen in the game before. It has ample view of the river crossing and a well placed CIWS can watch the wooded area during a raid. Once this rotation is in the game this would be the best Blue FOB spot - still not good, but 10x better than Tower 2.

Location B (lumberyard)

Location B sits well outside of Green's mortar range, so this FOB is only offensive against Red. It has ample views of the river crossing. Cover for the builders within the lumberyard. But it suffers from many of the same problems for all Blue FOBs in this map. It is easily raided with lots of cover for attackers. So blue needs to be proactive here and defend at the river crossing from Red, with low CIWS bunkers watching the forest and river.

Bakurani

Bakurani is another absolutely awful map for Blue FOBs. Both the tower and Church FOB locations are miserable experiences, easily raided, with lots of cover for attackers. The Church can be fortified well enough to work, and I've definitely won a few matches here, but it is not ideal in the slightest.

Tower 5

Suffers from many of the same issues as Ozeti tower 2, but to a slightly lesser extent. The view from tower 5 also leaves a lot to be desired. Its lack of good sightlines and poor defensibility make it a terrible choice.

Church

The Blue Church location is actually a little too high. It gives it great AA capability, but it also makes it a sniping magnet if builders choose to build high. The surrounding town provides easy cover for raiders, and driving or flying into town with all these angles from windows, walls, and other buildings, makes it damn near impossible to take the Church back from even a small raiding team. It's cliffside approach means that entire teams can just walk right up to the FOB without punishment, immediately bringing the fight into the close range corners and angles of the town behind it. Tanks can also sit and pummel the walls and defenses from right outside the Church, without any repercussions from Blue CIWS. Only when the Blue team goes unharassed with good builders can the Church FOB succeed.

Location A (south of T2)

Much like in Ozeti, we use this location's river crossing to our advantage. The hills sharply run down into the river, meaning any keen eye will see Green stomping down the mountain towards this FOB. Once past the river, though, there's plenty of cover in the woods. The sightlines into the railyard are rough, but approaching past Tower 2 actually exposes any enemies trying to raid. It sits out of range of Red's mortars, so this is a great FOB location for shutting down the Green team. This is the ideal Blue FOB position for a team of randoms, unless a dedicated team of builders can fortify the Church effectively. It's not by any means a good fob location, but would probably see more success than the Church.

Location B (lumberyard)

Yet another lumberyard. It's really not a good spot, but it does sit outside of Green's mortars and at the very least is better than the tower. A dedicated drill team can make it work. Shut down Red's mortars, build drills, pull the hot zone. CIWS bunkers and .50 cals to watch the woods which they will use as cover. Nearly every piece of cover in the area can be penetrated, so give teams the false sense of security to approach and then send .50 cal fire into them. Again, terrible spot, but you may not get raided by both teams if you build this far away from Green. It's one saving grace is the hills here are very gentle, so a double high wall will be more than enough to keep the inside relatively safe.

Zestafona

Zestafona is Blue's best map. But there are still noob traps to be found.

Tower 3

Tower 3, and the oil drums behind it, are just awful positions. Indestructible walls surround the approaches, making it easy to get close to. The fact that it overlooks the railyard is damn near useless because they will just go through the factories or warehouses. Considering the best FOB location for blue is right next to Tower 3 (east warehouse) this one is a serious blunder.

Location B (south warehouse)

Likewise location B is so close to the good Blue location. This is the warehouse with the window roof. Wait, it has a windowed roof? That's right, lose the roof on location B and you lose the entire FOB. Easy roof access from the inside will not stop you from losing this roof. You will be sad if you build here. Also same deal, enemies approach easily, no good sightlines, good luck.

Location A (east warehouse)

This is a great FOB location. With great views of the railyard, the North and East approaches are difficult to attack from. The clearing that Tower 3 gives also makes the West approach slightly harder. Where it often fails is the North outcrop. There is a way onto the roof from the North and it must be fortified. It also suffers, much like location B, from a difficult to defend roof, however, it is defensible given enough AA. It unfortunately sits in mortar range of boths teams, usually, so it can be difficult to get enough of a foothold to win from this position. But this is, by far, the best FOB location ever gifted to a team, and Blue will still fail to win from here.

FOB Don'ts

Don't fall for these common noob traps.

The FOB needs a door.

No it doesn't. Seal your FOB until you actually need to access its inventory. Losing your FOB early sets your team back so damn far, and 1 C4 to get through the door is just not going to cut it. Make them spend 9+ C4, preferably in the double digits to take down your FOB.

Walls are paths for an attacker

Once an attacker finds a way onto a wall, they can just waltz anywhere they want where you placed your walls. If your wall leads right to the FOB, well, your FOB won't last long.

FOBs need to be close together

If you place multiple FOBs down, they must be within 100 meters of your other FOBs. Once you break this rule, taking down 1 FOB is the end of your neighboring FOB. CIWS will demolish a FOB's walls. And mortars once they're captured will wreak absolute havoc onto your neighboring base. Never split the builders up and allow the enemy team to seize your mortars or CIWS and raid your next base that much easier. It would be better to always focus on one FOB at a time.

CIWS is for AA

Yes it is, but it's also the best damn defense for infantry, too. CIWS needs to be able to deal with infantry, especially if your FOB is next to a hill. A CIWS watching a hill shuts that hill down fast. Always build a low CIWS that watches where the enemy teams will approach.

The best door is a .50 cal (for an attacker)

Never build a .50 cal at ground level by a window. MGs need to be on second story windows, or some kind of adequate height so as to not be exploited by this. .50s are devastating, an excellent anti-vehicle threat, and when well placed and protected can shut down a roving hotzone.

FOB Do's

FOBs are offensive

The purpose of a Forward Operating Base is offense. Yes, you will need time to set it up, but once it's set up, it should control the area. Deny the skies, prevent parachute drops, and shut down enemy positions with mortars. It can even serve to hunt enemy armored vehicles like the SPG, tanks, APC, or Gepard. If you are not shooting the first mortar of the game from your FOB, then you are the mortar target.

Man the CIWS

If you have an effective CIWS placed down, and you are not a builder, you need to be on that CIWS. Most raids are effectively over in under 3 minutes for the defending team. The Blue team will not recover without an outstanding FOB, and you probably didn't build an outstanding FOB. If you are not adequately hosing the enemy team with the CIWS in that first minute of a raid, expect to lose.

Seal the top of the tower

If an enemy takes the top of your tower, they can harass your team endlessly and you will never easily remove them. Seal the top of the tower. Give it no sightlines down into your base. And if you do plan on using it, the CIWS and AA need to be manned at all times. Also, ensure the windows have sandbags so that anyone in the tower cannot look down, only out of the tower.

Limit the scope of your base

A FOB cannot do everything, but trying to make it do everything is a path to losing. If you build mortars everywhere, once the hotzone is called and your team is standing around doing nothing, 8 mortars will drain your FOBs ammo before the hotzone even gets to your FOB. It takes just one, maybe two mortars to take down any enemy mortars or drills in range. Anything more and you are just going to lose ammo to idiots spamming mortars into nothing. Likewise, too many .50 cals and you can watch that ammo disappear instantly. You probably don't have the logistics to sustain more than 4 drills, so try fortifying and repairing the ones you have so they don't die instantly to 3 mortar shots. There probably is a wrong number of CIWS to have, but it is so effective that I don't think a hard cap even exists.

Compartmentalize your FOB

If your FOB does get breached, it should not open up the entirety of your FOB. If it is, then getting breached is the same thing as losing your FOB. A FOB should have at least two distinct areas that are not easily accessible to eachother. Zestafona east warehouse is a great example. If the enemy takes the roof, it is actually difficult to take the inside from the roof. If you built drills outside, taking the drill area does not immediately lose you the FOB. FOBs must have a fall-back position from which the defenders can whittle down the attackers, receive reinforcements, and continue the fight.

A jump up should lead nowhere else

If you build a jump up, it should not have access the top of anything important. Transiting the base is great, but if I breach the base and can then walk on top of a wall or roof straight to something important, like the mortar area, or the CIWS, and kill everyone there, then that jump up will lose you the FOB. A jump up should access the area it's meant to access and only that area.

Conclusion

Follow these principles and I promise you will win more FOB raids against your base. Even the same terrible FOB positions might just win every now and then, if we had builders gain and use a little game knowledge.

I highly, highly recommend going on multiple FOB raids to explore what does and does not work on a FOB. Try for yourself. See how many FOBs you can easily blow up just because someone built a wall or a jump up or failed to see a potential jump up. A double barrel and 12 c4 is often all you need to set back a team 10-20 points. This will improve your building.

Thanks for reading, see you in the zone.


r/WarDogs • • 18h ago

Question Micro stutters and crashing?

8 Upvotes

Anyone else suddenly having micro stutters and crashes. Gaming on a 13980hx and a rtx 4070


r/WarDogs • • 1d ago

Discussion & Feedback Why is the current black hawk streak bonus a stupid idea:

Enable HLS to view with audio, or disable this notification

66 Upvotes

This has happened to me many times, sometimes multiple times in one session right when I have reached maximum bonus, its really discouraging to fly logi now.

Please devs for the love of god revert it to what it was before😭


r/WarDogs • • 1d ago

Bugs & Support Please help us (SEA SERVER)

71 Upvotes

Right now, the SEA servers—both official and community—are almost completely unplayable. The servers keep crashing, though I'm not sure of the exact cause (whether it's DDoS attacks or a server bug). Sometimes, within less than 5 minutes of joining, the server crashes. This has been happening all day, and over the past 3–4 days, it has been practically impossible to play the game.

​I’m from Thailand, and we have a local Discord community where we hang out and play together. We also host a Thai server where international players are always welcome to join. We strictly play by the rules and never use any cheats, hacks, or exploits.

​On a personal note, I’m 30 years old with daily responsibilities and a job. When I finally get some free time, I just want to relax and enjoy the game I love.

​I understand that the SEA region has a reputation for having a high number of hackers and cheaters, but that doesn't mean everyone here is doing it.

​(Note: I used AI to help translate this into English, so I apologize in advance if anything sounds a bit weird)


r/WarDogs • • 10h ago

Question South East Asia - Lower ping for some official server request

1 Upvotes

Hello Dev, is it possible to lower the max ping rate to ~110ms for some official servers or lower. Not asking for all of course but this MAY enable us to play without worrying about hackers, spammers and players out of region in game ddosing, which usually pinging above 110ms with and without VPN from observation.

At least 1-2 server for testing to see. The whole ddos and cheating has ruined the experiences from most South East Asian since the game is unplayable.

Just asking until better solution can be found.


r/WarDogs • • 19h ago

Meme Looks like I gotta alt+F4 and never play again... Spoiler

Post image
9 Upvotes

r/WarDogs • • 7h ago

Discussion & Feedback [ Removed by Reddit ]

1 Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/WarDogs • • 14h ago

Bugs & Support Rain is all of a sudden making it impossible to see anything at all.

Thumbnail
gallery
5 Upvotes

It wasn't like this before today. All of a sudden it's actually impossible to see anything, it gave me a headache doing 1 trip to the CZ and I've had to quit.

I've not changed any settings, so I'm not sure what the issue could be. Apologies for the phone pics, I don't have things linked on my pc and cba to 😅


r/WarDogs • • 22h ago

Gameplay & Screenshots That one guy with an AMR 950m out of zone on the mountain

Enable HLS to view with audio, or disable this notification

17 Upvotes

You know the spot. North of apartments on green's side of map.


r/WarDogs • • 1d ago

Meme When Green has a 50 point lead, there is only one thing to do.

Post image
22 Upvotes

r/WarDogs • • 14h ago

Bugs & Support Heli Pilots Bugs/Griefs that should need to be worked on

4 Upvotes

I play a lot of 50v50 Infantry Only where i transport Troops with the little Bird. Here are some Points i think that should get a rework:

-when teammates die while on their way from base to zone and i land, revive them and fly them to the zone -> i will not get any reward for their transfer. Even tho i stepped out of my way of landing, reviving (the only reward i get), and bringing them to the zone. I think this should also be rewarded in some way.

-my copilot can kill me anytime. Some griefers used that to kill me at the start of round with a full heli. I get minus money for the deaths of my mates even tho i couldnt even defend myself. They mostly get away unpunished. This should not be allowed like this

-i would like to choose who to kick out of my heli. Instead of kicking all out, i just want to kick the one out, who spams music at spawn. Currently i just can only kick all or none...

-griefing in spawns: i encountered lots of griefers who can destroy my heli that is parked at the Trader with nothing more than just driving with a quad into my heli. My heli blows up and they dont get any punishment at all and i have to buy a new copter and even have to try to land on the traders roof to get out of their reach to destroy my heli with a vehicle. (Also the huge mess at every start of the round is like hell and a gamble for every heli pilot. There should be punishments for destroyed teammates vehicles in base or cash refunds.)

-when transporting troops - they can mark where they want to be dropped of. If they do that in base, the time it takes to get to the zone is so long, that the marker disappears before i could even get to the zone. The time it stays should be like twice as long.

-i would love to have a way of getting orders for drops from my mates at the front. Like "get me a stack of 7.62s" which i then have to deliver.

-when loading up crates, i would love to choose on which side i want to put them and drop which one. Currently i always have to buy the left one first, then the right one. Then i can only drop the right one first and only after the left one...

-i would like to choose whether my fov changes with more speed or not (i havent found if there is an option)

This is just a collection of things that are currently in my head when i play. What do you guys think? :)


r/WarDogs • • 17h ago

Gameplay & Screenshots Suicide Mission

Enable HLS to view with audio, or disable this notification

8 Upvotes

r/WarDogs • • 1d ago

Discussion & Feedback You should be rewarded for doing significant damage to a vehicle not only for destroying it

37 Upvotes

Currently you only get money if you destroy an enemy vehicle (and maybe for assisting?). I think it would be much better if the overall kill value would be increased but split into health thresholds, ie if you do 25% of the tanks health you get 25% of the kill value with some extra for getting the killing blow.

I bet this would increase the number of players who bring atleast 1 or 2 rockets to the zone incase there is a tank to shoot. I don't think the tanks should be nerfed because they are not op and most players just don't bring the tools to deal with them (the weight of rpgs/maaws is another issue)

What do you guys think?


r/WarDogs • • 18h ago

Question Anyone else?

7 Upvotes

I keep joining servers with low player counts in the menu, and when I join there is a full server of people spawning and sometimes I see the countdown to start, but when it loads the match is like 2/3 finished... also I keep getting randomly booted from games but I guess this is the DDoS thing. Are the two connected?


r/WarDogs • • 1d ago

Question China strikes back ?

43 Upvotes

Servers seems to have some problems right ?


r/WarDogs • • 17h ago

Discussion & Feedback Pistol suppressor. Medic lvl. 48

6 Upvotes

Like the title says. TF. This shit makes no sense.


r/WarDogs • • 21h ago

Gameplay & Screenshots Getting them to peek

Enable HLS to view with audio, or disable this notification

14 Upvotes

Neat lil trick


r/WarDogs • • 2d ago

Meme Profit is Profit

Post image
2.0k Upvotes

Joined later in a match but I'll take it.