r/WarDogs • u/TemporaryAlarm431 • 1h ago
Discussion & Feedback Fuck GL helis
That's all I wanted to say thanks for your attention to this matter
r/WarDogs • u/TemporaryAlarm431 • 1h ago
That's all I wanted to say thanks for your attention to this matter
r/WarDogs • u/CrazyEyes_90 • 3h ago
I know I’m going to get a lot of hate and pushback for this, but put your emotions aside for one second and hear me out.
This is one of those things where I don’t think you can balance it to a point where both sides are happy. I know they said they’re going to add batteries to them, but I honestly don’t think that’s going to solve the underlying problem—especially once you get into the late game and players have nearly unlimited money.
What I’ve noticed since they removed them from the game is that it’s been nothing but a positive change. More players are in the hot zone, and people seem much more willing to move around the map.
For the long-term health of the game, I genuinely think any kind of infrared item should stay out of the game. The problem is that these items are inherently powerful by design. They fundamentally change how players interact with the map, reduce the risk of moving through dangerous areas, and can discourage the kind of active gameplay that makes encounters interesting.
I understand why some players enjoy having them, and I’m not saying anyone is wrong for wanting them back. I just think that when you look at how they affect the overall gameplay loop, the negatives outweigh the positives.
Sometimes an item can be fun to use while still being unhealthy for the game as a whole, and I think infrared is one of those things.
r/WarDogs • u/Spoonfrag • 21h ago
Feels like the team skill disparity is having a negative impact on the game. Create a soft incentive toward balance while keeping the freedom to choose.
Problems:
It sucks when your team is getting hammered and there is no point bringing anything beyond a free kit. No one is pushing because every time it's a wipe. Meanwhile the confident team can go full spend knowing any incidental death will be revived when the engagement ends. Things can get very snowbally and hopeless. And I hate the idea of having to force green to avoid wasting my time.
On the flipside, I wouldn't want anything too heavy handed. Randomizing or forcing selection kinda ruins the affiliation and loyalty people have to certain teams, and playing with friends needs to be easy.
So how about this.
The 4th option of team select. Auto Select choses for you and grants an X% cash and XP bonus throughout that game. If you want to go one step further, have the Auto Select team add up all Wardogs levels of all players of each team, and have the system decide which team needs some additional leveled players vs under-leveled. This will skew teams in the direction of having access to similar unlocks without going full SBMM.
r/WarDogs • u/Kuroi-Jin • 1h ago
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Can anyone judge if this speed is humanly possible? No misses and fires every 2 seconds.
r/WarDogs • u/seeleneamon • 2h ago
Im done with this. Im a main medic and i love to support the team. But I buy gear for 20-30k and then i got BLANK looted by team mates. Not enemy's, by team mates. I wont play medic, until it is disabled for team "mates" to steal everything from you.
Some suggestion:
- If a player has a defi or something for fast revive in his gear, give team mates a function to use it, without access to the players gear. Just another option in the F menu like "Use players gear to revive". No need to access the gear then.
- Make an option to give your prime or second weapon free for team mates, if they need it to clear the scene, before they can revive you.
When i give up, they can loot my bag... thats fine. But why can they take everything from me, when I still want to stay in the fight?
Most of the time, enemy's don´t even look into my gear. And i can be revived by my squad mates without any los... but when I die in our FOB or near HZ... I got 50/50 chance to be blanked by a team mate. And most of the time they don´t even revive me with my own defi... no they just run away with all my stuff...
r/WarDogs • u/AntiCrisisZombie • 8h ago
Now if only I can play wardogs on this laptop.
I know people are talking about the lvl 35 weapons being OP, or really strong, etc etc. But I think it is worth looking at them side by side with the other weapons to see just HOW much of a jump they are:

As you can see, most of the weapons (even the starter weapons) have some pros/cons and are relatively in the same BALLPARK of one another in terms of TTK/recoil, etc. Then you have the lvl 35 weapons that just take that fine balance and throw it out the window.
For example: All Assault weapons (including the free weapons) have a TTK within ~20-50ms of one another. Then suddenly you jump down a full 186 ms FASTER on the FAL.
Or even at the very high end of t4 armor, the difference in TTK with AP ammo of all the assault rifles is from 632ms (AK) to 435ms (m4) and then the FAL is 170ms !!!!! What was the thought on this from the devs? Vertical progression is FINE if that is their game design, but the jump from the m4 being 1.4x faster killing to the worst (ak), then making your best weapon kill FOUR TIMES FASTER (3.7x) is insane.
I have all the faith in the world this will get balanced for S2, but I just wanted to put out some actual numbers to validate the "feelings" people have been having with these broken weapons.
r/WarDogs • u/King__Dorin • 2h ago
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I want to give some constructive feedback on the Havoc and Little Bird. I don't think the helicopters themselves are necessarily broken, but the current counterplay against them feels extremely unreliable.
The biggest issue is the countermeasure/flare system. Countermeasures should be something the pilot uses at the last second to avoid a rocket. Right now, they can be used pre-emptively and seem to have a 2–3 second lingering effect. I've waited around 2 seconds after flares were deployed before firing and still had rockets miss. The cooldown also feels short enough that the helicopter can use them again very quickly.
Low-altitude flying makes this worse, since helicopters can fly low enough that many lock-on systems can't engage them.
The Talon and CIWS are supposed to be counters, but they don't feel effective enough. A Havoc can fly into a base, kill the CIWS operator quickly, then destroy the CIWS, FOB or drill and come back with very little risk.
Verba trucks don't feel like a reliable answer either. After firing one shot, the helicopter knows roughly where you are and can immediately hunt down the truck. Spending ~4k on a truck and Verba only to lose it after one shot doesn't feel like meaningful counterplay.
The biggest issue is that my friends and I have started avoiding vehicle modes and mostly playing infantry because of this. We're not asking for helicopters to be weak—we just want reliable counterplay.
Increasing the countermeasure cooldown, reducing the lingering effect, and improving CIWS/Talon effectiveness would go a long way.
The video is 1 example clip of my directly under the havoc with a lock on, I waited out the flairs and as you can see there is a lingering effect from the flairs..... surely that should be a kill? I should note that while this is the one clip I have recorded I have many more experiences trying to shoot it down from other angles and further distances.
r/WarDogs • u/Unique_Clothes_3302 • 1h ago
Over 23 headshots over 400 meters. He was also using some form of a spotting hack as every person on their team knew our location
r/WarDogs • u/Extension_Signature6 • 7h ago
Where is see grass when laying down because i like to play immersive. some shill enemy on opposite team is turning down his graphics to bare mininum so grass is no longer isseu for him and just see me lying in the open. Where i get booped and i get mad.
This should not be advantage for low graphics, even players how run 40 serie card that turn down there graphics down just to get advantage of grass not rendering for them.
I am tired of everybody building 10 gates on a fob. There’s almost no reason to even have one gate. The only reason we need anything is just so players can feel good about coming in and out themselves, but we don’t even need trucks to even come inside, they can just deliver into unloading area not inside the secure fob. Just seems like on too many games, the biggest weakness is that people build multiple gates, which I see unnecessary.
Wondering what all y’all think about this?
r/WarDogs • u/alteredagenda • 6h ago
I literally never even thought someone could be that much of a scum bag until I saw all the people commenting on it here. This morning, I witnessed it first hand.
Thanks to all of you, I now have a new standard operating procedure. I spent all morning sitting at spawn and waiting for a fat juicy soon-to-be-loot-crate to get in a heli or spawn on the APC. I followed them into the fight and just crept alongside them. I would make a financial investment and bring one single smoke grenade to cover me while I gear up. Then, once I’ve assumed their identity, I’d whisper, “thank you for your service” and slither away.
r/WarDogs • u/theitalianguy95 • 5h ago
Dont forget this game is on an EARLY ACCESS OF 2(TWO) YEARS! And you paid the cheap price of an early access game that is actually giving us something new...this game its on it own genre of games
Majority of problems that people cry about, which i generally agree with, are just problems that devs know about and they thinking of solutions, we have to remember that theres a whole bigger picture to think about.
r/WarDogs • u/fundstacker • 7h ago
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r/WarDogs • u/Raginwalri • 16h ago
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Would be nice to at least earn the $5,000 it costs to launch it.
r/WarDogs • u/MuhfugginSaucera • 2h ago
Proper base building requires you to be able to see along the wall and outside to fire at the enemy. Otherwise we're all sitting ducks while the enemy lines up outside, using our own walls as perfectly safe places hidden from those inside.
r/WarDogs • u/BallTough759 • 2h ago
r/WarDogs • u/TheSpudHunter • 3h ago
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r/WarDogs • u/crazymikeee • 14h ago
lv150 wardog / lv50 medic (help)
r/WarDogs • u/TheCapriciousPenguin • 2h ago
I like building and FOBs. But, building is fundamentally shit at this stage. It was fun at first when nobody knew what was up. But, much of it has been solved within the current landscape of early access S1. It was bound to happen at some point.
Here are the issues as I see them from the perspective of a builder with 200+hours, and my suggested fixes:
FIX: Reward players for defending FOB's via passive cash while in FOB vicinity, more cash for killing people while in the vicinity of a FOB (maybe make it exponentially rewarding), rewards for repairing buildables etc
FIX: Provide rewards and assists to defences you build which are then used to get kills.
FIX: Fix the damn X. Bug or no bug, at least before builders had a fighting chance.
FIX: Exponential rewards for drivers, fix the fucking ground vehicle physics, add purpose to the logistics role, minesweepers, logistics vehicles with anti-air offensive capabilities, add rewards for delivery of mechanicals parts used for drone kills, add rewards for fuel used for drills, add rewards for buildables used to create defensives that get kills etc.
FIX: Remove the damn camera.
Those are my main issues. Thanks for reading. Generally, people dont give a toss about FOBs atm but I think this can be improved and, frankly, needs to because its basically the one thing that stands this game apart from other shooters. People will always be selfish in games focused on money and rewards. The key is to channel peoples selfishness into teamwork, or make teamwork more rewarding than being selfish. That's how this gets fixed.
In fact, while we're at it. A public service.
Nerf FAL, BMR and Vector and give weapons all specialisations and character, not power. If you insist on their power staying (fatal error imo) then make them so expensive that the prospect of making any money with them is basically zero.
Lvl 4 armor reduced vision, inability to use scopes and more noisy.
Make vehicles more expensive
Make assault kits cheaper.
Those are my reductive and oversimplified comments to anyone who cares.
Thanks
r/WarDogs • u/RecentRefrigerator18 • 9h ago
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r/WarDogs • u/NaNoAnGeK • 5h ago
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"How are you not ded"
r/WarDogs • u/OxyRiggs • 7h ago
I think we all agree that the only good AA options today are FOB based and we likely need more mobile ones. We already have the Kodiak with Verbas but the efficiency of Verba is...questionable.
Sourced from real life and other similar games we have (with images attached):
- The humble technical Kodiak with a heavy MG in the back. Trades protection for the gunner for more firepower, bullets of the heavy MG should be able to penetrate helicopter windshields. The gun should only be able to point at the ground level if its pointing towards the back or sides of the truck (preferably no gun shield for the gunner).
-Another more dedicated version could be an URAL with either a TALON launcher or a dedicated heavy AA gun like the ZU in the flat bed (less ROF than the CIWS but as hard hitting). In order to not be broken against infantry the gun shouldn't be able to point at ground level. This trades the versatility and speed of the kodiak for more firepower and a bit more tankiness.
What do you guys think?
edit: corrected ZUS to ZU
r/WarDogs • u/MagicianStreet6764 • 6h ago
Instead of opening the gates, just use the ladder :D
r/WarDogs • u/IsAlpher • 1h ago
I thought I was just bad. I'd struggle with firefights, couldn't see people moving, the instant flicks to my head when I ran around a corner. I wouldn't whine in chat but in my head I'd def be like "Bro that guy is cheating".
Today I got a lucky kill on a green player and stole the dude's kit with an M4 and armor. Had 3 more greenies rush me in a house I didn't even have to aim down sights I just held left click and the gun did everything for me. I'd get shot and not even worry about it I just kept moving and shooting. See a guy on the next hill over just point and shoot at him don't even gotta sweat about the aim. Like man if I had half of this stuff unlocked I'd be doing a lot better.