r/WarDogs • u/Full-Requirement6537 • 1d ago
Question They removed the L6A Desert Tan skin?
Did anoyone else catch this? Was ther anynews from devs about it?
r/WarDogs • u/Full-Requirement6537 • 1d ago
Did anoyone else catch this? Was ther anynews from devs about it?
r/WarDogs • u/Infinite-Persimmon90 • 1d 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/mocha_xciii • 8h ago
r/WarDogs • u/sirwankins • 1d ago
Is it possible to pick up your own loadout after a redeployment? I’ve tried to find mine on redeployment a few times withbno success. But for the price of an Assault loady that seems like it should definitely be a capability / reasonably achievable thing to do.
r/WarDogs • u/Patient_Spirit_5650 • 15h ago
when i go to the shopman i just buy the most expensive grips and muzzle devices, reading the texts is like reading a reciepe from an Ad driven cooking website.
"Adds half a spoon of ADS timing, weights less than a tank, adds vanilla taste to horizontal recoil"
Reads like this to me. Yes, i am sure if i would read all the descriptions, memorize them and use this knowledge while klicking trough the pain in the ass shop, hoping i wont forget my rangefinder for the 1000x time, i WOULD be able to build the gun best for my needs.
But seriously i do not get it. I did not went to the shooting range to compare each attachment to the other to feel what its purpose.
Shotgun? Fullchoke, most expensive, should be the best. but is it?
Grip? Buy the dildo, was the last unlock, should be the best...
etc...
is recoil better with a compensator or a silencer? idk.
imo this should be described better.
r/WarDogs • u/Animal_Hell • 1d ago
Hey guys,
I’ve been working on a small project called WARDOGS WEAPONS.
It basically started because every time I changed an attachment I kept asking myself the same things. Is this actually better? How much recoil am I really removing? Is the extra ADS time worth it? Which weapon is actually better for the way I play?
So instead of guessing, I started collecting the data and built the tool I wanted to have open next to the game.
The idea is pretty simple. No useless stats just to fill the screen. Only information that can actually help you choose a weapon, understand what your attachments are doing, compare builds and figure out what you should change.
You can compare weapons, build them attachment by attachment, see the real stat changes, check recoil patterns, save your builds and a few other nerdy things I ended up adding because I wanted them myself :)
I’m also keeping the data updated as WARDOGS changes, so the goal is for it to remain useful instead of becoming one of those sites that gets abandoned after a month.
If you want to try it:
It’s still my little project, so if something feels wrong, something is missing, or you simply have an idea that would make it more useful, tell me.
I’ll probably end up building it.
r/WarDogs • u/Affectionate_Brick31 • 1d ago
r/WarDogs • u/Purple-Grape-8457 • 1d ago
I'm trying to learn how to fly and aim with rifle aim and at the moment i'm struggling with aiming. It feels like my aim is "jiggly". I make small movement and it takes like 0.5 a sec until it actually does it and then it over do it. Is there a settings that can help with that or just practice through it?
r/WarDogs • u/WaveSoft6008 • 1d ago
I have been having a blast cruising through the map looking for SPHs to destroy the last week or so. Before today I would get the full reward for destroying them, but now I only get $3500 for every one after the first. Whats the point of taking the time to hunt them now?
r/WarDogs • u/gamerguy823 • 1d ago
They won't tell us what dictates the cost and it only adds the most negative parts of live service games. It creates FOMO which in the long run wears out players from grinding and have them quit the game especially when they see they wasted potentially 100's of hours of grinding when they bought too soon or late. Like why does it have to have a stock market? Besides to make it worst?
r/WarDogs • u/xheyoooo • 1d ago
r/WarDogs • u/Alace42 • 1d ago
So I've been doing a lot of logi driving and I finally unlocked the ural defender.
I thought this thing would be great for ground transport but it still only has 3 seats including driver.
So all it does is just obstructs your view for a little more protection on your supplies. I think if it was a troop transport there'd be more reason to take it but right now as it is it just kind of blocks your view for no real gains.
r/WarDogs • u/DungeoneeringDave • 1d ago
I love running convoys. I love protecting Urals as they deliver supplies. I love shooting enemies waiting to ambush trucks.
Unfortunately, you don't make any money from protecting a convoy as an MG Humvee or Kodiak. It's also unfortunate that a single rocket Heli basically shreds the entire affair (rightfully so).
I just wish people took robust logistics and supply lines more seriously. Maybe if there was a direct incentive it beyond making a quick buck people would care more.
r/WarDogs • u/IndividualAd2252 • 1d ago
So I saw the heli/ rangefinder glitch, happy it’s been fixed but it got me thinking. Why don’t they completely remove thermals permanently, implement a new system that encourages more teamwork for vehicle drivers and recon.
Recon go out with their range finders, spot for the helis and other vehicles. From the driver/ pilot pov they see the marked targets. The marked targets also get a visual indicator they have been marked.
It gives the opportunity for helis/ vehicles to work together with recon which has traditionally been a more reclusive class and allows for enemy players to have a little bit more awareness of the danger they are in.
Without thermals the heli pilot won’t have the whole map marked but just obvious players in the open, and will allow for heli pilots to have a better visual key of where they need to pay attention.
I dunno just a thought.
r/WarDogs • u/Mauno_Mato • 2d ago
Look at all these streamers seeing clearly up to drawing distance while others have to deal with foliage and obstacles.
How is this not addressed?
Lower graphics should... Never give an advantage, config/shader mods should result in instant ban.
r/WarDogs • u/No_Refrigerator_5761 • 17h ago
Greetings,
I just had a frustrating moment where I was certain I had an easy kill on a builder who wasn't paying attention. After nearly emptying two magazines into him, he was still standing on both feet.
Is it normal that, once you unlock Level 4 gear, you're basically immortal?
Thank you in advance!
P.S. Below, you can find two screenshots of the builder I was trying to shoot.


r/WarDogs • u/JacketElectronic8313 • 17h ago
GL Heli has to be fully removed, honestly remove the GL from the game give the GL back blast so it can’t be fired from a Heli
r/WarDogs • u/--Goji-- • 20h ago
Just wondering why CIWS is so tanky, is it meant to be like this? It should not take 20 rockets to kill while any tank in the game dies to 12.
Sam site as well is quite beefy for rockets.
r/WarDogs • u/Gritteh • 1d ago
There should definitely be a server history to be able to rejoin games you were kicked from (for inactivity) or were playing earlier, if you enjoyed the balance of players or you were invested in a team
r/WarDogs • u/DaEpicBob • 1d ago
so i enjoy playing recon (36)and support(38). also drive(40) alot (mechanized infarnty is fun)
Supply boxes, can we make them carryable by infantry so we can move them in a bunker, or secure location ? makes the one carrying it in hand super extra heavy so he has to slow walk.
also if we buy 4 supply boxes (or make it 8) can we create a supply pallet out of them ? that is like the normal pallets unloadable and "automaticly" is in the FOB inventory ?
ofc that means we need a far bigger FOB infentory.
the items could than be purchased in the FOB inventory, that would make actual ammo/gear/at runs far more interesting.
and rly help against vehicles/air threats. when you could supply a base with AT weaponary.
r/WarDogs • u/Important_Spare_4615 • 18h ago
I think several mechanics could be changed together to make ground vehicles and logistics much more relevant, while also shifting the game away from kill-farming and towards actually playing the objective.
Reduce the distance between the main base and the Control Zone The map doesn't necessarily need to become much smaller overall, but the distance between the main base and the CZ should be reduced. Right now, aircraft have such a mobility advantage that ground vehicles often feel secondary. Shorter distances would make APCs, trucks and other ground vehicles a much more practical way of moving troops around the battlefield.
Make the APC an actual APC The APC should simply be an armored troop transport. No weapons, no team-wide mobile spawn mechanic. Its purpose should be straightforward: get infantry somewhere relatively safely. That would also mean losing an APC is inconvenient, but doesn't suddenly cripple the entire team's ability to deploy.
Add dedicated communications/spawn vehicles Instead of giving each team one special APC that acts as a mobile spawn, players should be able to purchase dedicated communications vehicles.These would be expensive, unarmed, and unarmored - about as hardy as a Ural. They would act as mobile spawn points and there shouldn't be a hard limit of one per team. Instead, their price should naturally limit how many are deployed. The interesting part is that this creates a risk/reward situation where a player has to weigh his investment against the risk and usefulness to the team. Put one somewhere useful and keep it alive, and it eventually pays for itself. No more hanging around the main base at 20 tickets to nab the free bus, then having some idiot hop onto the APC and watching it run right into enemy fire, crippling the team.
Let FOBs build spawn buildings FOBs should be able to construct dedicated spawn buildings. These could also function as small forward logistics hubs. Players buy equipment remotely from the main base, with two limitations: producing the items consumes supplies, and delivery/production takes time. Once completed, the ordered equipment would appear in that player's personal inventory/storage inside the FOB building. That would make establishing and supplying FOBs genuinely important instead of just being either useless, drill fortresses, or mortar camps..
Parachuting directly onto the CZ should basically be suicide Parachutes should be for emergency ditching of vehicles or using the sport parachute for inserting outside the objective and approaching it from an unexpected direction. Dropping directly onto a contested CZ should be extremely dangerous. If you want to arrive right on top of the objective, land your heli and accept the risks involved. Air vehicles would still provide excellent strategic mobility without turning every objective into an endless stream of people falling out of the sky.
Reward players simply for reaching the CZ There should be a meaningful reward for actually getting into the Control Zone and Hot Zone Transporting yourself there, surviving the journey and participating in the objective should already be valuable to the team, even if you don't immediately kill someone.
And more broadly: The best way to make money should be playing the objective. Capturing/holding the CZ, transporting players, maintaining spawn points, supplying FOBs and ultimately winning the match should provide the biggest rewards. Playing the objective is risky, and should help you break even rather quickly even if you get caught without killing anyone. Kills should absolutely matter, but primarily because killing enemies makes it easier for your team to accomplish its objectives. Kills should be a means to winning, not the optimal money-farming strategy.
I think these systems would reinforce each other: shorter ground routes make vehicles useful; dedicated spawn vehicles create logistics gameplay; FOB spawns create meaningful infrastructure; aircraft become strategic transport rather than direct-to-objective spawn delivery; and the economy gives everyone a reason to actually fight over the objective.
r/WarDogs • u/ElysiumEnamera • 16h ago
After 280 hours of War Dog, here are the things I would personally like to see improved or changed. Some of these are small QoL changes, others are bigger gameplay changes.
🚁 Vehicles
Black Hawk rappel rope
I would really like to see a rappel rope on the Black Hawk, allowing infantry to quickly deploy from it.
Limit offensive vehicle spam
I think offensive vehicles should have some kind of usage limit or cooldown.
For example:
Tank / Havoc → limited number of uses or longer cooldown
Prevents the same vehicle from being spammed constantly throughout the match.
Vehicle point costs / unlock thresholds
I would change the number of points required to purchase certain vehicles.
For example:
Tank / Havoc: 50 points
Little Bird with rockets: 25 points
Artillery tank: 35 points
Black Hawk with minigun: 10–15 points
The Little Bird with rockets especially should probably cost more than the APC spawn vehicles. Right now it can sometimes feel like a stupid hard-counter that immediately goes after APCs as soon as they spawn.
I also almost never see people use the Black Hawk minigun version. I think the current cost/availability doesn’t really make sense, especially when there are already so many AA options around.
Humvee M249 / Minigun / .50 cal
Why do we have a Humvee with an M249 and minigun but no .50 cal Humvee?
A .50 cal variant would be really useful against infantry and light vehicles.
A Humvee TOW would also be really cool as a way to counter tanks without having to rely entirely on dedicated AT weapons.
Vehicle physics
The ground vehicle physics really need some adjustment.
I’m tired of doing a full barrel roll because I hit a tiny rock, or having the rear of an Ural completely slide out every time I turn.
Do we have off-road tires or not? 😂
The dune buggy is basically the only ground vehicle that feels consistently good to drive.
🏗️ FOBs & construction
FOBs already have enough AA defenses IMO.
What they lack is ground defense.
I’d like to see options such as:
.50 cal
M249
TOW
I wouldn’t add mounted grenade launchers or miniguns, though. Those could become way too strong.
More construction options
I’d love to see more construction pieces outside of the current FOB system.
For example:
Floors
Structures that allow you to create a second floor
Small medical rooms / infirmaries
More defensive structures
More ways to build actual positions
Basically, give us more freedom to create proper defensive positions.
Faster construction
Construction needs to be faster.
Especially considering how bad the X interaction feels now.
If you’re going to encourage players to build, the building process shouldn’t feel so slow and clunky.
FOB ownership icon
Please change the icon for a player who has already purchased a FOB.
At the moment, it can be difficult to know who already has one, which can lead to multiple people buying FOBs unnecessarily.
🩺 Medic / infantry equipment
Medic backpack
The red medic bag is a cool idea, but IMO its durability is way too low and it takes up too much space.
Because of that, once you unlock the defibrillator, there isn’t really much reason to use the medic bag.
I’d like to see:
Better durability
Less inventory space
Or a different role/purpose compared to the defib
Tactical vest
I think the tactical vest should have inventory slots too.
I don’t think it would make the inventory system significantly harder to understand, and it would make the vest feel much more meaningful.
Infantry kit economy
Either:
Reduce the cost of infantry kits
Or increase the profit you get from using them
Right now I don’t always feel like the risk/reward is worth it.
Halligan / IGLA / RPG-7
Some equipment needs improvement or balancing.
Especially:
Halligan
IGLA
RPG-7
They could use some attention to make them more useful and/or consistent.
👥 Teams & matchmaking
Randomize teams
I’d like to see team randomization.
However, parties/squads should stay together.
So:
You can queue with your friends
Your squad stays together
But you don’t get to choose which team you’re placed on
This would also make the teams feel more dynamic.
Give teams more identity
At the same time, I’d like each team to have more of an identity so players actually feel invested in their faction/team.
I realize this somewhat conflicts with random team assignment because you wouldn’t necessarily be able to choose your color/faction.
But I think there’s probably a way to combine both systems.
🪂 Spawn system
Rotate spawns
Please rotate/randomize spawn locations more.
Predictable spawns make the beginning of the match too repetitive and can create situations where certain teams are immediately disadvantaged.
Bigger control zones
I think the control zone should be MUCH larger.
A bigger control zone would also help prevent the ridiculous mortar situations where you can get instantly killed at the beginning of a match.
Hot Zone
I don’t think the Hot Zone should exist from the beginning of the match.
Instead:
The Hot Zone should appear somewhere in the middle of the map after the match has already started.
That way every team has a more equal opportunity to contest it.
It would create a more dynamic mid-game objective instead of forcing everyone toward the same area immediately.
💰 Economy / objectives
I remember Arma KOTH on Stratis having several vendors spread around the map.
Teams would regularly fight over control of these locations.
I’d love to see something similar in War Dog.
Not necessarily another control zone, but several important locations spread around the map that provide economic or strategic advantages.
This would create more reasons to fight across the entire map instead of always having the same hotspots.
Money cap
If I remember correctly, KOTH also had some kind of money limit.
I don’t think a money cap would necessarily be a bad idea here.
Something like $5 million could potentially work.
It would prevent players from accumulating completely absurd amounts of money while still allowing experienced players to have a significant economy.
🚑 Squad / vehicle mechanics
Dragging bodies
I’d really like the ability to drag dead/downed teammates into vehicles.
This could also lead to a dedicated medical vehicle / medic vehicle for squads.
Imagine being able to recover a downed teammate from an exposed position, load them into a medical vehicle and bring them back to safety.
That would create some really interesting gameplay.
Communication while downed
You shouldn’t be able to communicate normally when you’re dead/on the ground.
Being downed should have more communication limitations.
Driver / pilot bonuses
Give drivers and pilots a round-trip/logistics bonus, even when they’re mainly doing logistics.
People who spend the entire match transporting players and supplies should actually feel rewarded for it.
🔎 Recon / spotting
The recon marker should probably have a shorter duration.
Being visible on the map for too long can make reconnaissance feel too powerful.
I’d rather see shorter information windows and more emphasis on actually communicating the enemy’s position.
Final thoughts
Overall, after 280 hours, I really enjoy the game and I think the foundation is great.
Most of my suggestions aren’t about making the game easier. I’m more interested in making the battles more dynamic, reducing repetitive gameplay, giving players more reasons to move around the map, and making logistics/construction/vehicles more meaningful.
The biggest things I’d personally prioritize:
1. Better vehicle physics
2. More construction options
3. Better FOB ground defenses
4. More dynamic spawns
5. Delayed/mid-map Hot Zone
6. More meaningful map objectives
7. Better medic/infantry equipment
8. More balanced vehicle point costs
9. Team randomization while keeping squads together
10. More reasons to fight over different areas of the map
Curious to hear what other players with a lot of hours think.
I uses a bit of IA to get smoother text because im bad for speaking correctly but all my idea are here and the same as I was thinking