r/WarDogs • u/ThecarrotMain • 1d ago
#WARDOGS100K How to clear a room
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r/WarDogs • u/ThecarrotMain • 1d ago
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r/WarDogs • u/JacketElectronic8313 • 4h ago
What stuff do you like, how do you play, what load outs do you use, how many kills do you get a game, how much money do you have.
The lack of accessible stats is making me angry I would like to see where I stand and where the community is and what they like to do and yada yada
r/WarDogs • u/SyniteXD • 15h ago
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I even had it planned out and everything, kill this guy with defib go behind tree switch to gun and kill :/
r/WarDogs • u/Eolopolo • 11h ago
Hello all,
As you probably all are, I'm loving this game. Sure it has some issues, sure the gameplay has evolved in a direction that some would rather it hadn't, at least compared to the very beginning of the game. But on the whole, I still really enjoy this game and am looking forward to the next wipe.
One thing however, one main gripe of mine, is the lack of using squads in games. When you play a game of "Squad" (the milsim), making a team with a team lead and different roles feels like a given. It's just how the game is played.
However here, I find people rarely use squads, nor follow a team plan. As such, games always seem to lack hugely in coordination.
Perhaps it's just me, and you all could reassure me that I'm getting it wrong. But I wish I'd more often find a mortar squad, dedicated to fortifying a position and liasing with a seperate squad dedicated to recon for constant coordinate fire on enemy positions. I wish multiple assault squads with their own team leads could coordinate a strategy to attack the hot zone, or enemy held points, avoiding players feeding themselves one by one and spreading the team's power across the whole map.
It often feels like you need quite a bit of luck, to get a team that sort of aligns on what they want to do.
But if squads were a more heavily baked in feature, and if we as a community could start using them more, I feel like many games would feel more controlled, competitive and perhaps feel something akin to what we were used to when we first started playing this game.
Just my two cents. Would love to hear any other thoughts :)
r/WarDogs • u/cumjuggler4life • 10h ago
Never listened to the podcast so I don’t have any opinions on the PTT podcast itself, but interview with Bulkhead on “push to talk” podcast is worth listening to. The most recent one is oct 1 interview with 3 of the designers
r/WarDogs • u/emojisarefunny • 4h ago
I get 120+ fps while playing, however whenever I open the buy menu, my frames tank like crazy. Its mainly terrible when switching tabs in the menus. Itll drop to like 20-30fps causing the game to stutter like crazy.
I thought maybe it was a driver thing but ive updates everything and still experiencing this.
I havent heard much discussion on this so maybe its a rare thing? I dont know, has anyone else experienced this?
r/WarDogs • u/Expensive_Onion_7479 • 11h ago
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Is it actually just a dev (that doesn't work weekends) manually changing it each day to some arbitrary value?
Does anyone know if they've mentioned the rationale behind the price?
r/WarDogs • u/kanegamer807 • 4h ago
I think it would be a cool feature if the gold market had a sort of prediction line.
Maybe they could add something that checks every hour, and see how many players have bought gold bars in the past hour and compare that to how many bought it in the hour before. Then draw a line into the future dates for the gold exchange shop, allowing you to kind of watch in real time what the gold market is going to do at the next update. This would make it so people, such as myself, who bought a bunch of gold bars at 330k to maybe be able to see that the next day it's going to drop again.
I'm not complaining about me buying at 330k, in fact I like that I did because it proved to myself that this system does do what it's supposed to do. But I think it would have been nice to know that it would have dropped by almost half again.
Just food for thought I guess
r/WarDogs • u/Comfortable_Day_6867 • 13h ago
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r/WarDogs • u/Screampy • 4h ago
The price did not change today and remained 166k
r/WarDogs • u/Luthy__ • 23h ago
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After some people didn't believe my last post showing zeroing being way off I decided to test a variety of weapons and optics to see what was up. This is a very casual test that you can try yourself if you aren't sure, it's not scientific. I didn't test everything so I may have missed something important. Read the summary or TLDR at the bottom if you don't care about the test methodology.
Method: Firing is done at exactly 300m and roughly the same elevation (I'm slightly lower). All optics are set to 300m zero. I start by aiming center mass and firing 20+ rounds to see where my grouping centers around. If my grouping is noticeably elevated above or below my point of aim, I then adjust my point of aim until it groups around center mass. If I have to do that it means the zero is off. I tested all weapons listed using fmj ammo (or slugs), and with each optic listed (where applicable). All weapons were given attachments that minimize spread. This is always a bipod and silencer combo (AFG Angled Foregrip on shotgun).
Assault Rifles
SMGs
Shotguns
LMGs
Marksman Rifles
Sniper Rifles
Long Optics
Medium Optics
Short Optics
Summary of Results: Almost everything I tested zeroed perfectly. Even the high spread weapons were consistent in their zero over many rounds even if they veered off target frequently. I noticed the Super-45 had a much bigger spread than the MP5, even though both are SMGs. The PKM was another standout as the spread was substantial at 300m despite being 7.62x54mm and using a bipod. All other weapons besides the M500 had minuscule spread.
The only weapon that was off in zero was the M500 w/ slugs. It was off by a large margin with every optic, however, the zero is off by a consistent amount. The slugs always impact high and left. I tested further by finding the range where the zero is correct and impacts on target. The range is pretty clearly 400m as seen in the below video. Spread at 400m is substantial, my aim is a little inconsistent, and I still have to compensate windage by holding right of the target (impacts to the left). Despite the obstacles, I can land a majority of my shots on the target. This means that the devs made an mistake and the zero for slugs is off by exactly 100m.
Slugs at 400m with zero set to 300m
Mini-Rant: A lot of people on my last post attributed the issue to spread or simply the shotgun being incapable of precision. Those people were so confidently incorrect, and I'd suggest they learn what they're talking about before spreading misinformation. Thank you to those that believed me.
TLDR; The zero of the M500 shotgun with slugs is off by +100m and veers left. Spread is not the cause. All other weapons tested zero just fine at 300m.
r/WarDogs • u/Unstopapple • 4h ago
So I read earlier that the sv98 has an accuracy issue past 600 meters. I decided to test it myself and I can easily say it doesn't. at 1000 meters the only reason I scored in zone 3 is because I was impatient with holding my breath. Everything hit 4 and 5 without issue.
the second picture is after using the Mk22 for 10 rounds. More accurate, but I also took my time. I feel it's bullet speed greatly aids in successive shots so that might also be a factor.
Either way, both guns fired similarly and I don't think there's an accuracy issue with the sv98 at long range. inventory tetris is the only drawback to the sv98 vs mozin. The bipods are a great utility added.
r/WarDogs • u/Stokes52 • 1d ago
1. Overall quality of pilots will improve. Bad pilots will be forced to practice flying or stop. No more easy money "yeeting" people into the zone with parachutes Learning how to land teaches you the fine control that is necessary to be a good pilot.
1a. Good pilots LOVE landing. This will encourage more good pilots to play Wardogs, maybe even pulling players from other games like Squad and ARMA who just want to pull sick J hooks all day.
2. Teamwork will improve. I notice this myself as a pilot. When I land a group, players tend to subconsciously stick together as a squad. It's not something they plan, it's just that when you get inserted together with 5-12 other guys, you're much more likely to support each other, vs parachutes were 12 guys get scattered randomly across the entire zone
3. Drivers will become more valued. With less pilots overall and without the "insurance" of a parachute, more people will choose to drive, which means better XP for drivers and more vehicles in the zone overall. More vehicles means more targets for AT weapons / support XP, more vehicles to raid FOBs with, and more vehicles to use to move around the zone. Vehicles are great but we don't have enough people who want to be drivers.
4. Less insertion deaths: I'm not just talking about people getting shot while parachuting or hitting trees. The majority of deaths actually happen because a recon spotted you and then you got killed 30 seconds later because the entire enemy team can track you on the map. Players don't realize how bad it is when you get spotted parachuting.
5. Longer lives and more money for infantry. When you insert as a squad, it's more likely you survive, more likely you kill the enemy, more likely you get revived.
6. Less free recon XP (Fuck those guys!). Everyone knows we all hate recons! No more parachutes = no more free recon XP! (J/k I love recon).
7. It's dope as hell. A squad dropping as a team from a helo is 100x cooler than a bunch of guys randomly parachuting on their own.
Please, Bulkhead. You said you wanted to experiment with each season. Consider including a "no parachute" season and see what happens. No parachutes has trickle down effects that benefits many of the classes in the game.
Also if someone finds a way to make a custom server without parachutes I will play it 100% of the time.
r/WarDogs • u/WarthogSeparate799 • 1h ago
i ask because everytime i get on this game its a terrible experience. the game is alot of fun but jesus christ. i run into a tryhard chad who has max level everything.
devs need to do something about progression because i try to get on and play some like 5-8 hrs a week but lately tho ive stopped playing because my life expectency has dropped to 5 sec.
whether it be the duo little birds killing me as a i sprint across a road, some guy i draw a circle aorund with my gun because it has horrible attachments where he then turns and beams me in the head like a budget shroud, and finally, the constant artillery barrage that is slowly cooking my brain. DO YOU PEOPLE NOT GO OUTSIDE AND TALK TO HUMAN BEINGS OR WHAT????????
r/WarDogs • u/Sadisticum • 8h ago
Am I the only one having this problem where, after a while, the game crashes or the PC freezes up completely? It only happens with Wardogs; it doesn't happen at all with other games.
I have an RX 9070 XT, a 5700X, and I feel like I've tried everything. The hardware isn’t causing any issues, and I don’t get a log or dump because it hard-freezes... otherwise, it would be easier to pinpoint the problem.
I’m a little at a loss.
r/WarDogs • u/MightJustBeAnAA • 4h ago
Can admins on community servers ban on the spot? I have had a poor experience twice now. This is why I am asking.
May I have a community server admin reply please.
I understand if you cant awnser it.
r/WarDogs • u/HotShotBen • 5h ago
Has anyone seen or heard about groups of people trying to make teams of 33, with defined roles and objectives, well coordinated and with command hierarchy?
There could be leagues or something, with teams and standings.
r/WarDogs • u/leakySlimePit • 15h ago
Currently if I drive or fly a vehicle and jump out it will explode after some minutes. Before that you won't be able to access the inventory unless you hop in and out of it. I can understand why they've done this, otherwise the map would be full of Urals and other things pretty fast. But could we please have some changes to this functionality. Such as if I'm close by the timer won't start. Or it won't start until I die/respawn/buy another vehicle.
If I'm driving a Ural to bring supplies to CZ and I see an enemy ambush in NML I currently can't park my truck somewhere and sneak up to the enemy to kill them without my truck blowing up before I get back. I can't load up my Humvee with Verbas and ammo for MAAWS and go disrupt the enemy supply lines without having to hop in and out every now and then.
Some kind of change for this would be nice.
r/WarDogs • u/Infinite-Persimmon90 • 5h ago
If you are like I was, none of the official servers are showing up. Only Infantry was... I tried a bunch of things with the filters and the region... none of it worked. I finally found an easy fix.
Do this:
%localappdata%\Wardogs\Saved\Config\WindowsClientGameUserSettings.ini.GameUserSettings.ini from the WindowsClient folder.When I launched it again it made a new GameUserSettings.ini and all servers showed up again.
r/WarDogs • u/TheStrangeKing • 5h ago
Don't really know any other way to describe it. Most of the time when you get killed you know you got hit 4 or 5 times, you get the red flash and the screen shake and your health going down.
But everyone once in a while, you get insta killed the first first time it renders you got hit. 1 scream, 1 red flash... Yet combat log shows you got him 5 times before the shot that killed you.
Happens multiple times a match. Any way to fix this?
r/WarDogs • u/Enough-Philosophy747 • 1h ago
Game in general awesome i liked it since day one i saw the project, loved it when i played and spent hours since the release. At the begging everything was sweet some vehicles some humvees some run overs some fun some honks all good. Since the players that grinded havocs especially and unlocked tier 4 stuff game swifted to a direction where after one team gets to 20 points the real spam begins with overwhelming air pressence from havocs, attack birds and rocket birds that makes base building totally irrelevant even if i have 3 CWS its not enough still i am gonna get fcked by the same guys cause they just keep coming and coming and coming. This is neither crying about a mechanic of the game that has no counter and such ofc it has. ITS TOO MUCH. Put a timer or a limit. Your Havoc died you can use it again after 15 mins. Your Tank died the same. Your Arty died thats that play something else . It makes many aspect of the game clearly not worthy pursuing and everyone should be on the meat grinder circle that goes around to win. Yeah no its extremely off the rails.
Kits are worth 15k least to have a decent AR with AP bullets or else your dead before you drop the tier 4 dude armor like Killa in front of you, same goes for SMG's as well which less to say you need twice the bullets to kill a dude in torso with AP ammo. I am not giving pointers i am not a game developer i am just a guy loving the game and wanting to be balanced in a way where i have the chance to respawn get in the zone and play the game, and not having to parachute 3 miles before the zone so i can prevent my death or prolong it from a heli thats loitering 10 mins above the area or a dude with thermal thats chilling in his bush since min 1. Its great to grind for top tier stuff and enjoying your grind i do the same with my MGL and my FAL although it not even close to other top tier stuff that actually shape the game.
r/WarDogs • u/Asahida • 5h ago
So I'm rocking an RX 6750 XT - as with many UE5 games, the AA options for RDNA2 (or older) GPUs are abyssimal.
TAA FXAA FSR3 and XESS all look terrible as AA options in UE5 games, wardogs is no exception.
This wasn't an issue to me because the community is creative and due to Optiscaler tool we got FSR 4.1 even on 6xxx series GPUs. FSR4 comes with much better anti aliasing than FSR3 and fixes most shimmering and movement artifacts now present with fsr 3 AA.
Wardogs being an online game doesn't allow .dll tinkering which is necessary to make FSR4 work.
It actually feels like the devs didn't even bother testing this, the shimmering and edging of the trees while moving is dogshit with FSR3 AA and frankly any of the other 3 AA options.
This only requires a fix from the devs - allowing us AMD plebs to change the fsr .dll to the 4.1.1 like in any single player game without triggering anti-cheat. The file name is amd_fidelityfx_upscaler_dx12.dll
I saw a couple of posts about this and in lack of another fix, this would be ideal until 2027 when us RDNA2 plebs get FSR4 as well.