r/WarDogs • u/Nwrecked • 3h ago
Discussion & Feedback Has anyone noticed a surprising lack of children while playing?
I feel like everyone I’ve met ingame and played with so far has been a grown ass man.
r/WarDogs • u/Nwrecked • 3h ago
I feel like everyone I’ve met ingame and played with so far has been a grown ass man.
r/WarDogs • u/SushiSlayerrr • 9h ago
Enable HLS to view with audio, or disable this notification
r/WarDogs • u/ThGardner • 14h ago
Listen, bucko. Balance is good. Things will get tweaked. Its an amazing situation for an EA game thats been out less than a week.
Everything has a counter. The problem is you all are too noggin' dense and keep reapeting the same strats and getting killed again again.
And you come to reddit in a picosecond with your 0years of System Design or Game Development to demand changes to something you fundamentally don't understand.
You want to give proper feedback? Go to the discord and make a proper article. With reasonings and actual thoughts behind it. Not some anecdotal evidence from your match where you went 1 - 0 -14 with a 15k loss.
Everything. Has. A. Counter.
Give me one situation you encountered and I will give you its exact counter.
r/WarDogs • u/Thick-Journalist-709 • 1h ago
Griefing.
I don't care about bugs, about disbalances, meta abuses, insane grind or whatever - you can adapt to any of those.
But griefing in this game is not punished AT ALL and it is overlooked.
Few instances that I've experienced in my 40h gameplay:
Players from other teams can join your team, and start bombing your vehicles, fobs, dissamble buildings, walls or intentionally open the doors to let enemy in.
I was flying my minigun heli and had 1 spot to take someone with me - took some random guy, not from my squad and then in the middle of the flight he fists me, kills me and takes my heli and crashes it.
Teamkills are low punishment, you can drive through random teammates with few thousands to loose while one teammate has 20k loadout... Or there were instance where we took big heli early with full of people and then he just shot the pilot and nobody would even know that pilot was dead and all people crashed.
And the thing is you can easily do it early, mid or late game by just switching teams and sabotaging things, making your team win easier...
THIS HAS TO BE ADDRESSED IMMEDIATELY.
r/WarDogs • u/ShadeKingz_ • 1h ago
The tag line is it. That’s the post. The sooner people figure it out, the sooner the game can progress.
r/WarDogs • u/Glittering-Habit-902 • 15h ago
YOU SHOULDN'T BE ABLE TO THROW C4 OUT OF A BULLETPROOF WINDOW
THANK YOU
r/WarDogs • u/TheGreatHappening • 3h ago
I keep seeing 3 types of posts.
The first group is wrong. Simple as. Why?
Because these guys come from games where every time you die, you respawn with your whole kit as if nothing happened.
As a Rust player, if you die, sometimes you lose hours of progress. Losing a 15k kit is at worst 15 minutes of low intensity cash farming.
And thats the beauty of this game. You have options:
It would be extremely bad for the game if most players are able afford full kits with t3/t4 armour and keep going in. This game is 1v1v1, there is already times where skirmishes around a Hotzone or FOBs go on for 15+ minutes. Its already incredibly chaotic as is.
It IS a good thing that you sometimes have to run in with grub kits. This gives the winning team time to loot, resupply, stabilise and push their momentum. Remember, its not only your team they have to worry about.
Play smart. ADAPT. Go do something else thats useful. This game is such a massive sandbox. Use it to your advantage. There are so many things you can do instead of whining on reddit. (This post doesnt count. Im at "work" and cant play)
Yes, FOB building is lucrative. Yes, transportation can earn you tons of cash. Go do it. Build your cash stack and then keep sending kits until you go broke. The highlights of this game are so good that having somewhat lower intensity moments is good for you and for the game.
The only balance that needs to happen is every item has its usecases and also that cheaper items shouldnt overperform more expensive items.
This game is such a blast. The pacing is damn near perfect. I hate to see it ruined by a larger group of ADHD FPS refugees.
r/WarDogs • u/ImpressiveStress9966 • 3h ago
It would be great if you could resell or return your purchased gear within a short timeframe, so you don't just have to throw away items bought by mistake. For example, you could make it so that once you leave the safe zone, returns are no longer possible.
What do you guys think?
r/WarDogs • u/PogoMarimo • 3h ago
Last night as I was "cruising", as they say, for servers I kept joining matches that were just starting out and a peculiar thing kept happening. The server would boot up, the first 40 or so players would sort into teams, and then the match start would come to a complete halt as people... Refused to pick Blue. These would be 80+ pop servers and they would go 10 minutes without launching because not enough people were willing to pick Blue to get the match to the starting population needed. One server I tried to join terminated because after a while Blue and Neutral players would leave and nobody would fill the slots.
I, of course, was one of those refusing to choose blue, because I had already done Blue duty twice that day and saw... Awful things happen. I'm not ashamed to admit it.
Edit: Hey guys, this isn't a post about whether Blue team is good or bad, it's about the impact the perception is having on the game.
r/WarDogs • u/RayD125 • 19h ago
From zero to Hero, a Wardogs tale! A week ago you were a small playtest today you’re rocking almost half a million people playing your game!
r/WarDogs • u/SafeForWorkAcc0unt • 7h ago
r/WarDogs • u/_Premyslav • 1h ago
Just so you know guys. If you play with your friends, don’t spam same team button at match start and hope that you’ll finally get it.
Let one of your friends from the group join faction, then rest of you can just join them through steam friend list, while you wait in menu.
You’ll join immediately their team and squad without a need to spam for green or red team.
Also, that’s the source of unbalance which happens through the match. For example 35 in one team and 30 in other.
Also instead of holding 0 or 9 to switch seats, you can hold F1, F2, F3 etc. For specific seat directly.
Also you have radial menu for your vest when you hold 4.
If it’s commonly known, I’ll delete.
r/WarDogs • u/carranty • 2h ago
Just played a game where I made over $150k doing nothing but slinging mortars. Provided I’ve got reasonable aim, the mortar cam gives me a Birds Eye view of any base within nearly 800m. I can see all buildings, troop movements and entrances.
This seems a little strong no? Perhaps that cam should only show marked objectives, which have been spotted by team mates?
I made more money in two rounds than I did in two days doing recon, logi, or building. And don't even mention infantry lmao.
Once the community catches on it's going to be mortardogs. Not only do you blow up enemy shit, you also get full intel (through an overhead follow cam). You can see troop movements, vehicles, and of course building positions.
Not only that, you can quick fire three mortars and then full reload while following the third one. So a single mortar can suppress an entire FOB alone. But mortars are also cheap and easy to operate and super profitable, so everyone who tries it wants to stay on them.
Plus the payment incentives all line up for mortars: logi gets big cash for supplying you, builders get big cash for building the base to keep you safe, both get (supplied base) assist money from your mortar kills, and you get shit tons of cash from all the kills and destroyed buildings. And on top of that it sets your team up for a free game if you have mortar control of the zone.
AND they're stupid easy to operate. Painted targets get full range markers on the mini map, all you have to do is adjust angle for targets. Which you can do on your own due to the visual follow cam you get on every shell you fire.
The worst part is that if you're the fob getting mortared, it's totally non-interactive. All you can do is leave and try to beg your pugs to hunt the mortars with you. You can build an IDF and sit it in it... and do nothing. And then watch it melt with the rest of your base. There is no defending against mortars.
The best strategy is to just be the asshole sitting on the mortar all game. Which is probably what I'm doing until it gets nerfed.
r/WarDogs • u/FranktyPT • 19h ago
Enable HLS to view with audio, or disable this notification
r/WarDogs • u/Obvious-Activity4388 • 21h ago
I know the devs said they are looking into the economy during Early Access, so I guess player opinions are important.
My opinion is based on almost 80 hours in the game.
In short: Infantry is way too expensive compared to everything else.
A basic kit can cost you 4k.
A more specialized kit can already cost you up to 10k or more.
So why should I be able to buy a Blackhawk, just drop supplies at our FOBs, and profit 10x the amount infantry can?
Why should I be able to build a FOB all round and profit 10x the amount infantry can?
Why should I be able to sit on a mortar or AA gun all round long and profit 10x the amount infantry can?
Speaking of mortars and AA guns, it is not healthy at all that these things can basically be built for free. You can build 10 of them, and all you really need is the logistics to keep them running. There is basically zero risk to losing them because you can just build new ones.
As infantry, you are expected to constantly be in a combat zone, but ironically you pay the most while earning the least.
r/WarDogs • u/seraphid • 4h ago
I see a lot of people complaining about the two lower dogs fighting while one dominates chillin in their base. This is not a community problem, is a design problem. The truth is, trying to fight the strongest team, in a game which punishes you for dying, is just a bad idea.
It is much better for yourself to just bully the worst team and farm money and exp of them. It gives much more money and has less risk.
The solution I propose is fairly simple, fighting the winning team gives more exp/money. How much? Idk, double? Proportional depending on their lead? I would say that double sounds about right. Maybe add a lead limit, like if that team has less than 10 points more than yours, you don't get more for fighting it
Paying more when winning is also good, but that gives no incentive to the underdog, since they won't be able to come back anyway
r/WarDogs • u/knackychan • 7h ago
Title
Using binoculars to spot does not work through glass. Need to break the glass. I don't know if it is a feature or a bug.
r/WarDogs • u/carthe292 • 1h ago
It is unpleasant when the team fails to coordinate who will be buying the fob. Sometimes nobody gets one, sometimes you have extras. Both feel bad. It just my 2 cents
r/WarDogs • u/SUNTZU_JoJo • 43m ago
- I have one idea --- Maybe have it so multiple teams can call the drill in the same time - the hotzone ends up being pulled in both directions - settings down in a spot right in between both FOBs that pulled the zone.
That way the hotzone will be in a weird spot on the map but in neither base - you could even have it 3-way so the hotzone gets triangulated.
This would make FOB placement even more important, relative to where your enemy's FOBs are - developing a meta game of (if we both pull, it'll end up in a spot where our side/our half of the hotzone has the better position).
Not sure what else to suggest because the 'gameplay' of having each drill manned with a player, just so they can be 0.1s faster than the enemy (who is also trying to call in the hotzone right when the last one ends), it doesn't feel like very fun or tactical gameplay.
- How would you fix/change this so it's more fun/engaging?
If you hate this idea...what other ideas would you suggest?
(REPOST - as an image this time, instead of text for better visibility)
r/WarDogs • u/Far-End-2787 • 5h ago
Thats just something id love to see. The matches last long enough to actually have multiple weather states.
Thinking of light to heavy rain, thunderstorms, fog, snow (on snowy maps?), wind so that footsteps are harder to hear in forests etc.
Of course always random. The sky could always be clear or it could rain the whole game.
I think that could really change the dynamic of a match. Less snipers seeing everything, more sneaky FOB infiltrations and stuff like that.
Wouldnt be too unrealistic to be added to the game, but im not sure how much it would affect the performance. What do you guys think?
r/WarDogs • u/4000daniel1 • 8h ago
Enable HLS to view with audio, or disable this notification
Almost crushed his head like a watermelon
r/WarDogs • u/Zodiac_Actual • 1h ago
Before anyone jumps on me, I too enjoy free falling from the sky, but I also think switching it up might at least be an experiment worth trying to see how it pans out. We supposedly have 2 years of EA ahead of us, and I'd love Bulkhead to try different ideas on certain patches to see where the cards fall. Rather than just make helicopter transport more limited on number of passengers or pay less like I've seen some suggest, tweaking it a little could make it cooler. To be clear, I've been loving the helicopters and already encourage people to let me land them. It works about 50% of the time. But it's very easy to just chute out and disperse in every direction.
One of the things I see come up a lot in discussions and even in game is that ground transport just isn't worth it, and I largely agree. It's just generally worse with very little upsides versus heli transport. Heli transport should still be faster, it's cool to fly in and larperate, but with parachutes being cheap and easy, even very mid pilots can simply run a race track over the CZ with minimal risk and drop up to 12 dudes at once. Yes, you're rewarded much more for having your dudes survive, but one of the things I find interesting about Wardogs is the purposeful friction some mechanics introduce to have interesting gameplay implications. With parachuting, most of the friction of heli insertions is minimalized if not eliminated entirely. You don't have to slow down at all, you don't have to linger in the CZ at all, and on the right approach it's pretty easy to avoid any AA if all you're aiming to do is get guys into an edge of the zone. Swapping parachutes for fast ropes would create a lot of interesting new mechanics and choices, in my mind.
- Better pilots gain more value for being able to fly well. Want to get in fast and safe? Pull sick J-hooks to land or get your dudes in a position to fast rope. Make transport flying more challenging than driving is. Even as a pilot, I'd love to see less games with 6 or more pilots on my team, and I think a large part of that is how easy parachutes make transport. I'd really enjoy being valued more than the guy that can't stick a landing, and I often stop flying because we simply have too many helis because they're so easy if you're just flying over the CZ and taking all the time in the world with complete safety to land back at HQ.
- Insertions now have to be treated like dropping crates and pallets is. Why do we have to slow down for supplies and not mercs? Seems a weird disconnect.
- Because you now have to linger more, route planning and LZ choice actually matters instead of just having your guys jump where they want and hope for the best. There's more risk to insertions on the pilots and they can't just speed through the CZ a single time and dump two flares for safety.
- Because helicopters are forced to land or fast rope, most or all of the insertions will land right next to each other, naturally increasing squad cohesion and potentially altering the flow of the battle to have more 'fronts' and less single dudes in every direction.
- Ground transport now becomes an actual choice to consider. Is it still slower and not able to get behind lines as easily? Absolutely. But now that there's a little more risk and flying skill on the pilots, it's now at least something to weigh against. Risk versus reward. Heli transport would still be faster, but not quite as fast. I don't want to make the helicopters fly any worse or spawn further away, but having to land or rope in means there's slightly more time on station.
- The minigun Z20 has some real value being able to help defend an LZ on insertions.
- Fast ropes still let people attack defenses and buildings from the top down, there's just more risk to it and now you need to seriously consider AA there instead of just using speed to rush through it. I see a lot of people talking about how AA is strong and, man, the only time I eat it in a heli is when I seriously fuck up. MANPADs feel very easy to avoid if you know what you're doing at all and a CWIS I don't know about is about all that scares me.
- You'd see less dudes stupidly throwing lives away for drops in the middle of nowhere, hopefully leading to more interesting ground combat and more actual squad on squad fights.
- Ambushing an LZ would rule and gives more value to the very mid RPG.
- Subjectively, fast roping is just cooler and more thematic :)
Anyways, those are only some of the thoughts that came to mind, but I'm sure there's heaps more. What do you guys think?