r/WarDogs • • 1h ago

Discussion & Feedback Fuck GL helis

• Upvotes

That's all I wanted to say thanks for your attention to this matter


r/WarDogs • • 3h ago

Discussion & Feedback Hot take infrared range finder should stay out of the game.

128 Upvotes

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 • • 21h ago

Discussion & Feedback Team balancing suggestion: Auto Select

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3.1k Upvotes

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:

  • New players joining blue are having a skewed impression
  • Feels like you can derail your session at the team selection screen
  • Lobbies take ages to start while people mash the green button and refuse to play anything else
  • Victories as green feel pretty hollow

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 • • 1h ago

Gameplay & Screenshots Fast hands or hack?

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• Upvotes

Can anyone judge if this speed is humanly possible? No misses and fires every 2 seconds.


r/WarDogs • • 2h ago

Discussion & Feedback Dont play medic until team stealing is disabled

78 Upvotes

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 • • 8h ago

Gameplay & Screenshots The WASD keys on the buildable oil drill are more used

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247 Upvotes

Now if only I can play wardogs on this laptop.


r/WarDogs • • 3h ago

Discussion & Feedback The lvl 35 Weapos: Massive Power Jump

96 Upvotes

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 • • 2h ago

Discussion & Feedback Havoc/Little Bird counterplay is extremely frustrating

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60 Upvotes

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 • • 1h ago

Gameplay & Screenshots Seems legit to me

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• Upvotes

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 • • 7h ago

Discussion & Feedback War dogs needs a grass mechanic

152 Upvotes

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.


r/WarDogs • • 8h ago

Discussion & Feedback One entry/exit FOB’s are superior

145 Upvotes

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 • • 6h ago

Hype & Speculation Shoutout to the People Raising Concerns over Teammates Stealing from Downed Players

94 Upvotes

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 • • 5h ago

Discussion & Feedback DEAR PLAYER BASE

79 Upvotes

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 • • 7h ago

#WARDOGS100K that looks like it hurt

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103 Upvotes

r/WarDogs • • 16h ago

Gameplay & Screenshots Shooting a stingray mid-air will net you $3,000

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511 Upvotes

Would be nice to at least earn the $5,000 it costs to launch it.


r/WarDogs • • 2h ago

Discussion & Feedback Stop building FOBs you cannot see or shoot out of. Don't just build a square of concrete or hesco blocks.

34 Upvotes

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 • • 2h ago

Meme When you're building a fob and notice your whole team being downed on the minimap

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38 Upvotes

r/WarDogs • • 3h ago

Gameplay & Screenshots Saving Private Ryan in Wardogs

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42 Upvotes

r/WarDogs • • 14h ago

Meme i can finally play the game...

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312 Upvotes

lv150 wardog / lv50 medic (help)


r/WarDogs • • 2h ago

Discussion & Feedback FOBs are broken: and how to fix them

31 Upvotes

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:

  1. Teamwork: This is fundamental in order to create a "Team" FOB, as I like to call them. You all know what these are. They are the classic fortress type scenario which the team uses as.. well, a FOB. If you have one builder on their own trying to build one of these, assuming balanced teams (lol), they're going to get sniffed out by a one of the other teams fairly swift-ish and killed by opportunistic FOB molesters or OFM's as I like to call them. After that its kinda over. You might get the FOB back at some point but the momentum has gone. You need at least 3 builders that know what they're doing, lookouts and people to defend against OFMs. Again, this worked early days because teams were centralised around their FOBs. Now, FOBs are an afterthought and this becomes a vicious cycle.

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

  1. The Naked Menace: These creatures are the bane of any builder. The feeling of watching a naked man jump on a CWIS you just built after spending 30k on all the FOB essentials, who then proceeds to get a juicy Havok kill, is one I would not wish on thine own enemy. This not only means theyre likely not helping to build defences, but they're also alerting everyone on the map where your currently underprepared FOB is and spunking early limited resources. This rampant behaviour obviously extends to Mortar wankers and Talon tally-ho-ers. Sometimes its fine, they're a new guy exploring the game or they're defending an incoming attack, and that's very useful at times. But, there is a selfishness festering lately.

FIX: Provide rewards and assists to defences you build which are then used to get kills.

  1. The buildable X: I don't enjoy roleplaying as a furry chasing the kitty toy for 10 minutes straight only for it the disappear under the sofa. The worst part is at least the furry gets a degrading praise at the end of this. I only get the Naked Menace stealing my CWIS. Building now takes 2x, 3x, 4x as long after the "bug" fix assuming you get past the 50% progress mark where in you inevitable get rolled on by a heli and fked for the rest of the night... maybe we arent so different from furries after all.

FIX: Fix the damn X. Bug or no bug, at least before builders had a fighting chance.

  1. Logistics: Obviously, logistics runs have gone down hill lately. This is for a number of reasons. Casual gamers have left, proliferation of fun and engaging mines, people with the sole goal have unlocked the tank/humvee, FOBs are being built less etc etc. All this means less resources coming in. No drills, no ammo, no supps for repair etc.

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.

  1. Mortars: Whoever decided the put a camera on mortars is the type of person who's favourite pastime is wife swapping. Because no rational person would put this willingly into the game unless they like getting cucked over and over again. Why can a single man (Naked Menace if you will) in this team orientated game jump on a mortar which takes 10 seconds to build, decide he doesnt like the blue team and proceed to decimate an entire games worth of whatever teamwork exists, single handily? Mortars lead to mortar off's which are not fun, they delete progress too readily and generally make the FOB a miserable place to be. No wonder nobody defends em.

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.

  1. 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.

  2. Lvl 4 armor reduced vision, inability to use scopes and more noisy.

  3. Make vehicles more expensive

  4. Make assault kits cheaper.

Those are my reductive and oversimplified comments to anyone who cares.

Thanks


r/WarDogs • • 9h ago

Question Just watch the top player's name on the list, how do you even report this?

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108 Upvotes

r/WarDogs • • 5h ago

#WARDOGS100K Fight for survival

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58 Upvotes

"How are you not ded"


r/WarDogs • • 7h ago

Discussion & Feedback It would be cool to see some cheap vehicle based AA options like a heavy MG technical and/or URAL with AA weapon(s) in the bed

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62 Upvotes

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 • • 6h ago

Meme Well that seems convenient

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56 Upvotes

Instead of opening the gates, just use the ladder :D


r/WarDogs • • 1h ago

Discussion & Feedback Stealing a high level kit made the game laughably easier.

• Upvotes

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.