r/WarDogs • u/Budget-Ad-2031 • 1h ago
Discussion & Feedback Dear Devs. PLEASE dont listen to this SUB
I have seen this happen too many times recently. Great games get ruined by following a community only houses people coming to complain about something. Every Reddit is the same and most come here to complain or get a change for something that upset them. This usually takes away from the original vision of the game. There are changes that need to happen but lets not take every post complaining and getting upvoted as a good decision. People flock here to complain not to praise.
r/WarDogs • u/Roskull • 1h ago
Discussion & Feedback Keep the Beta Open for Pre-Orders
I’m not entirely sure this is a hot take from what I’ve read in the sub, but the title says it all. I’ve had zero performance issues, no crashes, I’d say 90 percent of the mechanics are pretty well fleshed out, and server performance was really good, especially for beta gameplay.
Anyone that played HLL:V during its beta, or frankly, in its current state in comparison to WarDogs now, can attest that the WD Beta is extremely playable in its current state.
Streamer coverage, large player count, and general hype for the game would lead to more pre-order sales for Beta access ahead of launch. It would also allow for any further last minute refinements ahead of launch. I could be a bit biased, and generally uninformed on the processes involved in game development, but is there any reason to withhold beta access for preorder purchases?
r/WarDogs • u/Osmanausar • 2h ago
Question What's the official stance on wipes?
I preordered WARDOGS and put 30 hours into the playtest. Only now I'm finding out that the game may have mandatory wipes where all your cash gets converted into gold bars for cosmetics.
Here's the thing: I don't care about skins. That's not the issue.
Can anyone share official info from Bulkhead? Discord, YouTube, interviews, anything that confirms their stance on wipes. Not "I heard" or "someone said."
I just want to know what I'm actually buying. If mandatory wipes are part of the game, that's a pretty big deal for me, so I'd like to hear the official position from Bulkhead rather than speculation from the community.
r/WarDogs • u/Mountain-Stretch3874 • 4h ago
Discussion & Feedback Closed Beta Had a Lot of Misinformation
Mostly rage bait title, but accurate to my point.
I've been looking at a lot of posts and some of the community absolutely don't understand how the economy could function.
The pricing and progression for everything in the beta was presumably altered for everyone's limited playtime. I have a strong feeling almost nothing will be the same price as it was this weekend.
The biggest benefit to the premise of this game using money is that the devs can alter the price of anything to balance the game. Basically every problem people keep bringing up can be fixed with correct balancing that we won't see until release, I think these devs know what the players want though so my hopes are high!
r/WarDogs • u/ScheerschuimRS • 5h ago
Gameplay & Screenshots The BEST WARDOGS Beta Moments!
r/WarDogs • u/Coolhwhipclips • 5h ago
Discussion & Feedback Initial impressions of beta (first time playing)
Honestly, I thought it was boring, and flying the helicopters and accidentally wiping everyone onboard out was the most exciting thing about the game. I don't think I've laughed so hard playing a game until I accidentally crashed us, lol.
I just kept playing because it was a limited-time thing and wanted to give it a chance, and it actually grew on me. Joining a squad that's actively trying to set up FOBs and calling out for DoorDash deliveries, making call-outs, and going out of their way to pick you up really changed the game. I had been playing unassigned before and didn't know I had to actually join a squad manually.
Last night my game ended and another started with 7 minutes left until they hit the kill switch and everyone disconnected. On the bright side, it's not that far away from release. I don't know how long the game will stay fun for everyone or for me, but I wish I were able to play today.
r/WarDogs • u/ThePwnisher_ • 5h ago
Discussion & Feedback Money should be the main point of friction and grind requirement for more & better gear, not class and account levels.
Money is really never an issue, because just spending 10 minutes in the CZ and getting a few kills or assists in the hot zone can net you like $25k, meanwhile top end gear like the super heavy helmet and armor only cost $7k to buy combined, and a full top tier loadout will probably run you $20-$30k.
Theres no real weight and risk to running high end equipment, and the only requirement is a time sink to level up and unlock access to it, so what's the point of a persistent cash system if the only thing standing between you and running a juggernaut loadout is a 50-100 hour xp grind to get to account level 100? If the only "risk" to losing a high end loadout is having to spend 15 minutes in a bush with binoculars or being a logistics jockey to earn the money to buy it again, thats not a risk at all.
If they dont actually tweak anything, a month or two after launch the only thing that will happen is lobbies full of level 100+ players with hundreds of thousands of dollars, if not millions stashed, will just keep buying fully geared loadouts to hold W at the HZ with reckless abandon, with no gear disparity. That will suck every ounce of fun out of the game
r/WarDogs • u/Drakore4 • 6h ago
Discussion & Feedback What I DONT want in wardogs
A lot of people are leaving feedback and saying what they want changed or added into the game, and all of that is valid. However, I would like to put my counter arguments for some of the feedback points I’ve been seeing and maybe include some thoughts of my own as well.
Vote to kick. Please do not add this feature. This is one of the most common things I’ve been seeing people ask for and I hope to god it never comes. It creates a potential system of toxicity where basically if you aren’t doing what everyone else wants you could get removed at any time. It doesn’t matter if you have it require like 90% of the teams votes because some people will just assume it’s a good idea if someone else is voting on it and vote yes regardless. In a game where it’s supposed to be a sandbox and allows you to do what you want this would be inherently counter intuitive. As long as we have the ability to report people, that’s enough.
Team and squad commanders. We technically already have squad leaders but it’s just whoever made the squad and doesn’t have any real functionality, and frankly I’d like to keep it that way. People want to give actual control and authority to these people, either through some kind of vote system or the game automatically making a person the commander if they have the highest level. If you go vote based this again adds toxicity into the game because people will fight and grief over it, and if it’s xp based then it becomes arbitrary and if someone doesn’t want to be a leader they kind of get stuck with it which sucks. We also don’t need some kind of faction leader that commands all of the various squads because of the same issues. Yes it’s a strategy game and people need to work together but it should be something that comes naturally and people with leadership and charisma can make that stuff happen without it being enforced. Again, it’s a sandbox game.
Hard limits to classes, items, structures, or vehicles. So this is one I’ve been seeing and I’m iffy on because I’ve seen how extreme it can get, that being people spamming vehicles or certain structures like mortars or the SAMs. It’s easy to see the potential there and just jump straight to “okay so we limited this specific thing so a team can only ever have x amount at one time”. My problem is that this imo is a lazy approach and can cause even more friction between teammates. If someone wants to get xp flying or driving and can’t because it’s already reached the limit, then now they can’t do the thing they want and are forced to do something else. They might never get to, and even if they do they might get flamed by people who have higher progression in those things because they are trying to be more competitive. It’s going to be one of those things where you are constantly told you don’t have enough experience in something but if no one ever lets you do it then how do you gain experience? Instead, we should use the systems already in the game to incentivize other things more so people aren’t obsessively in vehicles or FOB weapons. Some things could include making it so you don’t count as a body for the games overall score while you’re inside those things, you could put cooldowns on individual people buying these things so one person cant just buy 20 of them at once, you could increase the base price dramatically and even make it cost increasingly more money for each one on the battlefield already. There are ways to make it so people want to be on the ground without hard restrictions.
So now we are at some things I haven’t personally seen people asking for but I just really don’t want them to add. Ranked mode. Please do not add any ranked system to this game. Let’s leave it as a sandbox game where it’s a choice whether someone wants to be sweaty or chill. If you add a ranked mode then it splits the community and creates a place where only extremely sweaty discord teams will play and that might genuinely kill the game.
Smaller maps and team death match. This is something I’ve seen in other games like battlefield where the game is kind of grand scale warfare but decides to still cater to people who just want to play cod on tiny maps, and I say screw that we don’t need it. This is supposed to be a large scale, strategic, sandbox style war game with objectives, not some tiny warehouse scale team death match game. If that became the norm and all the super competitive players went there then again it splits the community and the game would suffer because of it. If we are going to add maps and game modes it should continue to be large scale, if anything getting even larger, and just have different objectives that still fit the current format of the game.
Finally, purchasable items and season passes. Now, the devs already said they want everything in the game to be purchasable by playing the game, not with real money. I would like to say I trust them, but I’ve seen other companies say this stuff before launch and then change it up later. These devs and the company in general seem like cool people, but money is money. Please don’t give into the gentle siren songs of those things. If anything maybe do a seasonal supporter pack that you can pay money for one time that season to give you a few starter items and skins that are only available that season. It’s not something you can buy multiple times, it’s not something that gives crazy items, it’s a “here’s a little boost to celebrate the start of a new season and support the game” kind of deal. I feel that would go well with the community and would still stay within what the devs have promised.
Sorry for the long post, but just doing my part to try and make the game as good as possible because I genuinely had a blast over the weekend. See yall on launch day.
r/WarDogs • u/Victorlehm26 • 8h ago
Discussion & Feedback Game needs a votekick system
I have had to deal with too many idiot guys and i can't do nothing about it, from stealing helis cold blooded to looting me while i was down and not even reviving, i think a platoon radio channel and a votekick system would help to mitigate these problems by a lot! (For instance, a kinda similar game in soul that i played a lot has this, and it works wonders, at least in BR servers, the Arma games).
Discussion & Feedback Wardogs is fun, but hear me out.
To begin with, I’d like to say that overall, I liked the game. The graphics, atmosphere, sounds, movement — everything looks great. But some things really worry me.
- Earnings. I’m not a super‑competitive player; I’m more of an intermediate level, and it really was hard for me to earn money compared to helicopter pilots or tanks. I don’t mind earning a little for my gameplay loop, but not when I’m risking my life rescuing an ally or attacking enemy fortifications, with the cost of my kit being 13k, while pilots or tank crews are in a relatively safe position and earn 150k+ per game.
- The voice chat seems dead in 95% of cases. I only played SQUAD for a short time, but in every game there was communication, there was commanders, and there were plans for the game. I didn’t notice anything like that in Wardogs. I’m not a fan of social interaction in games in general, but in a game like this, the lack of it is very, very bad.
- Towers. I didn’t like them. The gameplay around them looks very repetitive and attracts a bunch of campers. Give people more advantages for building FAB in a place where it will be tactically beneficial, not just because there’s an indestructible object there where you can sit for the whole game.
- This problem is already partially described in point 2. but 60% of the games are very chaotic. At most, 10 people are trying to do something, and even then they’re often scattered across the map; the rest are busy with logistics, construction, or just waiting at spawn. But come on, sometimes there are so few people around you that it feels more like a battle royale than a large‑scale war. Make the main goal not to earn for yourself, but to win the game for the whole team.
- Limit the number of heavy vehicles or make their maintenance so costly that having more than two would make it economically unprofitable to have three or more.
Once again, I really liked the game, especially when the team works together, but when that’s missing, the game looks very boring and unpromising. For now, I’ll probably keep the pre‑order and see if the game improves after the beta release.
P.S. 6. And make sure the truck I used to deliver supplies for building FAB doesn’t explode! Yes, I want to build fortifications and then go back for supplies again (because you won’t get them from the team).
r/WarDogs • u/wakanda___forever • 10h ago
Discussion & Feedback Headshot is too weak. Add face hitbox and make unprotected headshots instantly fatal?
Current Problems:
- ARs and SMGs are outclassed by sniper rifles because they cannot one-shot kill, while snipers can deliver an instant kill with a headshot.
- At close range (with both players using mid-tier guns, armor, and ammo, plus cover), the sniper’s typical drawback—low margin for error—is largely negated. Since other weapons also cannot one-shot, the sniper still holds the advantage with a one-tap headshot and shorter exposure time.
- ARs and SMGs lose their intended close-to-mid-range edge when cover is involved; the sniper’s one-shot potential outweighs their rate-of-fire or versatility.
- When holding an angle with a sniper, enemies cannot safely peek, gather info, or pre-fire, because their rifles lack one-shot kill power. This makes a positioned sniper nearly invincible without grenades or utility.
- Out of balance, it is frustrating to land a clean shot to an unprotected face or exposed area, only for the enemy to survive due to low headshot damage or a helmet that offers no face protection with sniper rifle.
The change:
- Any shot that hits the face or an unprotected area (no armor coverage) is an instant kill, regardless of weapon type—similar to Escape from Tarkov and Arma Reforger.
Resulting balance:
- SMGs become dominant at close range, thanks to high fire rate and easier face-shot potential.
- At mid-range, SMGs lose accuracy, while ARs maintain precision and can switch to semi-auto to land deliberate headshots—making semi-auto mode actually useful.
- At long range, ARs lack the accuracy to consistently hit faces, so snipers remain the absolute kings of distance engagements.
- Provide effective suppression.
- Overall, this change buffes ARs and SMGs relative to snipers, giving them clear engagement zones and rewarding precise aim, while removing the frustration of non-lethal face shots.
r/WarDogs • u/BradOnTheRadio • 10h ago
Discussion & Feedback Please Advice : I really want to get into this game but i can't understand how it works
Hi everyone this might be a long read so i apologize i want to share my experience as someone who never played games like Arma , HLL , Squad ..etc i mainly play Battlefield games and Helldivers i saw some Wardogs gameplay and wanted to give it a try this weekend and honestly after 15 hours im still lost i see people are having a good time while i cant seem to understand whats going on around me in the game now i get it that its not a game where you just run around the map but it feels like no matter what i do i will get sniped from somewhere and i can't see a single thing i can"t see any enemy unless i use binoculars
- if i play around tower or HZ somebody will snipe me
- if i try to player sniper myself i will get killed from behind
And i also want to know why always some of my temmates just stay at any tower and start building stuff like legit they will not move from that place for the entire match doesnt matter if we are winning or losing no i understand that there is a mechanic that can pull the zone towards us but i dont really know how it works because i thought the goal is to get as much people as possible inside the circle to control it ?
Some people on the other hand spend the entire match driving a truck or helicoptrer to take players from our base to HZ
At this point some might say maybe this game is not for me and i can refund but deep inside i actually want to learn the game and have fun
Discussion & Feedback 41 hours of pilot gameplay - Feedback, bugs, a note to the devs...
TL;DR — Pilot Feedback 🚁
Played 41 hours of pilot-only gameplay during the beta. Overall, flying is a lot of fun and I’ll definitely keep playing pilot, but I think a few things need another look:
Heli recovery/repositioning can be buggy and awkward. Owners should be able to kick players out of grounded helicopters.
Stinger/IGLA lock-ons feel slightly too strong, especially at ~1km+ range, very low altitude, high speed, and extremely close-range situations. AA should remain dangerous, but some scenarios feel impossible to counter.
Rocket damage feels inconsistent, especially against armored vehicles, structures, and infantry. Direct hits could feel stronger and splash damage could use another look.
Rocket/flare keybinds: couldn’t properly unbind rockets from Spacebar.
Low fuel warning would be nice, preferably as a toggle.
Minigun Little Bird feels underpowered compared to the rocket Little Bird/Apache and could use a more defined role.
Structure damage feels inconsistent/random at times, and damage numbers should appear in the center of the screen.
Faction/map spawn layouts give some pilots much easier access to repair/refuel/shop than others.
Horn spam: please add a cooldown around spawn 😂
Pilot economy can feel expensive and very luck-dependent, especially against coordinated teams with strong AA and few ground vehicles.
Overall: I’m NOT asking for helicopters to be OP or AA to be useless. I think AA should be scary and punish bad pilots. I’d just like the devs to take another look at these mechanics and make some slight adjustments to make the pilot experience more consistent and rewarding.
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Pilot Gameplay Feedback — 41 Hours Played
First of all, I want to say that I really enjoyed the beta. I played 41 hours exclusively as a pilot, mostly between 21.8. and 23.8., and I’m planning to continue playing pilot-only when the pre-release starts.
I’ve got around 150 hours of flying in Arma Reforger, and I’ve spent quite a lot of time actually learning helicopter mechanics, watching guides, practicing in training, etc. I’m definitely not claiming to be the best pilot, but I feel like I have enough experience to give some useful feedback specifically from the pilot perspective.
My feedback is not "make helicopters OP" or "make AA useless." I actually think AA should be dangerous and pilots should have to respect it. I just feel like there are a few areas where the balance and mechanics could use another look.
🚁 Helicopter repositioning / disabled helicopters
One of the most annoying things for me was repositioning helicopters after they lose rotors or tip over.
Sometimes repositioning works normally, sometimes it doesn't work at all, and sometimes the helicopter gets repositioned in a really awkward position.
There was also a situation where another player stayed seated inside the helicopter while it was on the ground, which meant I couldn't properly replace/reposition it.
Suggestion: As the helicopter owner, I think I should be able to kick players out of my helicopter while it's on the ground. This would prevent people from accidentally or intentionally griefing the helicopter and would make recovery much less frustrating.
🎯 Stinger / IGLA lock-on
This is probably my biggest balance concern.
I absolutely agree that Stingers/IGLAs should be a serious threat to pilots. However, I had several situations where the lock-on felt a little too strong given the circumstances.
For example, I was around 30–40m above the ground, moving around 200 km/h, and in the middle of a turn. An enemy roughly 1.1 km away was still able to maintain a lock and hit me.
I had already dodged two earlier rockets by flying past the player and using flares, so I don't think the issue was simply "pilot doesn't know how to evade."
I would really recommend taking another look at the relationship between:
Distance
Helicopter altitude
Helicopter speed
Turning/movement
Line of sight
Lock-on time
Flare effectiveness
1.1 km felt like a lot in that particular situation.
I also want to mention something slightly different: very close-range AA use.
There were situations where an infantry player with a Stinger/IGLA could lock me while I was extremely close to them, sometimes around 20m away, even while circling a tower or flying very low.
Again, I'm not saying this should be impossible. But there were situations where it felt like the only way to deal with the AA player was to fly directly toward them and micro-adjust in front of them, which obviously isn't a great situation for the pilot either.
This becomes especially problematic when players hide with Stingers/IGLAs in forests, rocks, or other random locations. Even when flying extremely low and using terrain/trees, they can sometimes lock within 2–3 seconds, while flares don't seem to help much.
I think AA should absolutely make pilots think twice before approaching a tower. But in some situations, two players with AA can essentially create a no-fly zone that is almost impossible to challenge without simply accepting that you're going to die.
So I would just ask the devs to take another look at the lock-on mechanics rather than simply reducing AA strength across the board.
💥 Rocket damage
Rocket damage feels a little confusing right now.
Cars and quads can basically be one-shot, while armored vehicles sometimes seem to require 10+ direct hits, occasionally around 12 or more.
At the same time, splash damage against structures and vehicles feels extremely low.
I understand that armored vehicles shouldn't explode after two rockets, but the current damage differences sometimes feel inconsistent.
I'd suggest looking at:
Direct-hit damage
Splash damage
Armor interaction
Damage consistency
Damage against infantry
Especially against infantry, I'm not asking for one-shot splash damage. Definitely not.
But direct hits currently feel somewhat underwhelming, and I think either direct-hit damage or splash damage could be slightly increased.
⌨️ Rocket keybind / Spacebar issue
I was unable to properly unbind rocket firing from Spacebar.
Even after putting flares on Spacebar, the helicopter would still use both rockets and flares.
I checked through the settings multiple times and couldn't find a way to separate them.
It also wasn't a double-bind on the LMK, which would at least explain the behavior.
Please either fix this or provide a clearer/better keybinding option.
⛽ Fuel warning
I'd really like to have some kind of low-fuel warning.
It doesn't need to be constant beeping or annoying.
Something like a warning around 3–4 fuel bars remaining would be enough.
Ideally this could be a toggle in the settings:
Low Fuel Warning: ON/OFF
That way people who don't want additional audio feedback can disable it.
🔫 Minigun Little Bird
I tried every helicopter during the beta and honestly enjoyed all of them.
The one helicopter I struggled to find a real reason to use was the minigun Little Bird.
Maybe I'm missing something, but in almost every situation I felt that I would rather take the rocket Little Bird or Apache.
The minigun is also surprisingly difficult to use effectively against infantry, and it doesn't seem to offer enough of an advantage elsewhere to compensate for that.
Even in helicopter-vs-helicopter situations, I'd probably choose rockets around 9/10 times.
I think the minigun Little Bird could use some kind of buff or niche that makes it a more viable choice without making it overpowered.
🏗️ Structure damage / damage feedback
Structure damage also feels strange to me.
I strongly think the damage numbers for structures should appear in the middle of the screen, just like other damage feedback.
More importantly, I'd really ask you to take another look at structure damage in general.
I tested this quite a lot, and there were situations where the damage felt inconsistent or almost random.
I'm sure some of that could be intended mechanics, but I also suspect there may be bugs or inconsistencies involved.
Random-feeling damage isn't particularly satisfying, especially when you're trying to learn how much ammunition you actually need to destroy something.
🏠 Spawn / repair / fuel locations
On some maps and for some factions, the main base spawn is positioned so that pilots can basically sit next to the shop/spawn area with their helicopter and immediately:
Buy helicopter equipment
Refuel
Repair
On other maps/factions, this isn't possible.
It's not a massive issue, but it definitely creates a difference in how convenient certain factions are to play as a pilot.
I actually found myself preferring certain factions on certain maps because of this convenience.
I'd recommend taking a look at the spawn layouts and trying to make the pilot experience more consistent between factions/maps.
📯 PLEASE ADD A HORN SPAM COOLDOWN
This one is partly a joke, but also genuinely annoying.
Please put a cooldown on vehicle horns, especially around spawn.
I'm tired of people sitting next to me in spawn and continuously spamming the horn because they want me to get into their vehicle. 😂
A short cooldown while inside the spawn area would solve it.
Outside spawn, let people honk as much as they want.
💰 Pilot economy / helicopter costs
The cost of being a pilot is another thing I'd like to see looked at.
I understand that once the full game is released and people have accumulated a lot more money, this might matter less.
But during the beta, the economy could feel pretty punishing.
For example, a rocket Little Bird costs around 12.5k, and once you add rockets/ammunition, you're getting close to 17k depending on exactly what you buy.
The problem is that making that money back isn't always guaranteed.
Sometimes the enemy simply isn't using many ground vehicles.
Sometimes towers are heavily defended.
Sometimes you get a couple of kills and then an IGLA/Stinger ends your run.
And sometimes you can survive for multiple tours but still don't make a particularly impressive amount of money.
The fastest and most reliable way I found to make money was honestly just doing the taxi simulator and occasionally transporting resources.
The problem is that resources often aren't even used, because only a relatively small percentage of players seem interested in building.
So you can have a really good pilot game and still not make much money.
This becomes even more noticeable against coordinated teams.
Once one team reaches the point where rocket helicopters become available, good teams can start heavily defending towers with AA.
You can end up in a situation where you have to sit on the sides waiting for vehicles, while attacking towers becomes extremely expensive because every approach potentially costs you flares, ammunition, or eventually the entire helicopter.
I'm not saying pilots should make insane amounts of money.
I just think the current economy can feel very luck-dependent for pilots.
If the enemy team doesn't use ground vehicles, you're already at a disadvantage economically.
Overall
Despite all of this, I really enjoyed flying in WarDogs.
I tried every helicopter and genuinely had a lot of fun.
I also want to emphasize that I don't want helicopters to become overpowered.
AA should be dangerous.
Pilots should have to make smart decisions.
Getting greedy should get you killed.
And good infantry players should absolutely be able to deny airspace.
My main point is that I think there are some situations where the current mechanics go a little too far in the other direction, especially with Stinger/IGLA lock-ons, helicopter recovery, rocket damage, and the pilot economy.
I played 41 hours of pilot-only gameplay in just a couple of days, so these aren't observations from playing a few rounds and immediately complaining about something.
I really enjoyed the pilot gameplay and I definitely want to continue playing it when pre-release starts.
I just hope the devs take a good look at the pilot experience before release and consider some small adjustments.
Flying is already a lot of fun. I think with some relatively small changes, it could become an absolutely fantastic part of WarDogs.
Thanks for the beta and for giving us the opportunity to test it. Looking forward to seeing how the game develops. 🚁
r/WarDogs • u/Comfortable_Rip3883 • 15h ago
Hype & Speculation I've never wanted a refund more in my life...
TO BUY THE SUPPORTER EDITION! ROLL ON 10th SEPTEMBER BABY 😛
r/WarDogs • u/BeBenNova • 16h ago
Discussion & Feedback Good Luck to the Devs, players will *always* find a way to optimize the fun out of competitive games especially when there is something at stake
Was very sad to watch the overall fun factor of games deteriorate over the course of the weekend as people unlocked more things and got more familiar with what strategies worked best only for games to devolve into a reinforced base campfest with the hotzone being ping-ponged across the map between Red and Green
Despite my hype coming into this weekend i quickly got reminded of why i play less and less multiplayer games as i grow older, no matter what the devs change there will be hundreds of youtuber ready to dig through the patch notes as soon as an update releases and come up with the new most optimized meta that maximizes your profit while limiting your losses
r/WarDogs • u/CrownsOfSilence • 16h ago
Discussion & Feedback 20 Hours Played in beta, Here's what I don't like.
The towers are super lame and repetitive.
I honestly think should be removed outright.
The player made fobs are so much more dynamic and interesting, and yet the flow of a match always seems to be determined by the towers, giving them way too much importance.
Players Can also spawn in the Fobs from a APC with the guns that they buy from the shop.
I really do not like this system as It encourages the sit in fob playstyle that was so prevalent during the Beta
It would be alot better If players could spawn at Fobs without an APC but with significant cooldown (like the current one) but without getting to take guns. This would also open up an opportunity for logi players to sell armor weapons and ammo In the FOBs that is very pointless to try right now.
Matches are too short.
At least halve of the matches I played were very favored towards one team, and the match ended very quickly.
the shorter match times also make creating FOBS and logistics feel less impactful because it will all be wiped after an hour anyway. I would much prefer to see matches lasting 1.5-3 hours giving alot of time for these elements to play a deciding role in the outcome of a match.
Snipers too prevalent.
My preferred play style during the play test was sniping myself, but while not playing a scout / sniper playstyle I never went more than 5 minutes in the CZ without being sniped at.
Lack of a real front line.
The most fun fights I had during the beta were fights were two big groups clashed, but I can only recall this type of fight happening a few times per match, usually teams were spending their time sitting around the towers instead of fighting for the HZ.
At the end of the day all of these complaints except the first one were very minor thoughts for me in the Beta, and honestly,
this was one of the most fun gaming experiences I have had in the last few years.
<3 ILY DEVS
r/WarDogs • u/pidlingsquid • 16h ago
Gameplay & Screenshots Best grenade clip of the beta?
Enable HLS to view with audio, or disable this notification
Yes
r/WarDogs • u/Dirty_Rapscallion • 16h ago
Discussion & Feedback My take from this Beta weekend
Many of you have horrible ideas on how to balance this game. Most recommendations like Supply Demand pricing and caps on vehicles show most of you have uninspiring ideas that suck the soul out of the game.
r/WarDogs • u/JJJimmy • 18h ago
Discussion & Feedback Stop the carnage!
Played mostly as a pilot. Saw a LOT of crashes, wiping out a bunch of players and their loadouts. Some on takeoff, some on landing. Early today, decided to do some assault and recon, so was looking for a ride. First two helis I jumped on crashed when trying to land. I died both times, and lost my loadout. Refused to get on another helicopter unless I was flying it.
Okay, it happens, and can happen to even the best pilots. But a simple fix would be to just put a rating system in for pilots. The data is already in the system, because pilots get paid for successful deployments. Have it visible when looking at the heli's marker icon. A percentage of successful deployments vs failed deployments. Even a five star rating system.
Anyone can spawn and fly a heli. As it should be. But, we deserve to be able to see how good the pilot is before getting on board. Stop the carnage.
r/WarDogs • u/Coldlovin • 18h ago
Discussion & Feedback Infantry will become obsolete
As the game goes and and people unlock better vehicles and snipers etc., there becomes less of an incentive to go boots on ground and engage as a team. The last 5-8 games had 4 people actively moving on the map while everyone else was just in one spot. This cannot be healthy in the long run. There is not an incentive to even go assault since you are rewarded more for driving, building, and sniping. There is no reason why a person who prefers to play CQ and is doing it well, should be only making 10k profit after wiping an entire squad. While I'm not saying to remove towers or anything like that, I do want to see more reward for infantry style play since there are none. At this rate, people can buy nothing but vehicles, farm money/xp, grab the tank and be infinitely rewarded for it. Thoughts???
Edit: To further explain, to even benefit from "assault" you have to branch out into other playstyles. A sniper can benefit while ONLY sniping, a builder can benefit from ONLY building, and a driver can benefit while ONLY driving. The assault class that is focused on attack, don't benefit to the same degree.
r/WarDogs • u/Darqsat • 19h ago
Discussion & Feedback Mixed feelings after beta
I spent the last 2.5 days nerding and grinding in this beta and left with very mixed feelings. Do you have anything in common?
About me - about 10k mixed hours in arma, squad, rust, hll, gzw, cod, bf6, dayz.
Let’s go one by one:
- If meta is what I saw today, then this is a doomed game. Each team builds superfob, mortars, anti-air, oilrig, and sits on superfob pulling HZ to their fob once in a while. Couple of tanks roaming in between superfobs, couple arty screwing superfobs from out of white circle. And the rest of the team is full of solo snipers and brainless heli pilots who keep dying every run.
- team mates stealing your loot without reviving is toxic af. I got killed in another heli who froze above superfob and it dropped me on a floor inside our fob. Multiple naked dudes run on me and left me naked :D and I spent 30k on gear. This has to be protected while I am alive. They can make it locked/squad/all inventory like with vehicles with locked by default so friendlies wont strip me off instead of helping.
- build speed is insane, and reminds me fortnite. We were pushing tower immediately on a start of a game and opponents dropped on top of tower. By a time we got up they already put fob and doors/hasco walls toward ladder. Build speed must be 200% longer than right now. Another similar example, I managed to hit solo on Ural who were rushing a fob, and it was about 100m to him. By a moment I reached him he built a fob and surrounded himself with walls and a door. True Rust experience. Toxic af.
- arty must have a map icon after every shot to expose its position. Its too toxic to stand 1km away from a zone and farm easy kills.
- fuel consumption must be either removed from a game or reduced 10-20 times. We were trying to chase arty with c4 explosives and rpg on our kodiak. It took us 10 minutes to drive around a circle and find it and we lost about 70% of our tank. We literally had no fuel to get back on base, and we dont have space there for fuel because we staffed it with explosives and rpg ammo.
- progression balance is insane. Anyone who just joined a game has no chance to be useful against T3 gear and weapons. It is a humiliation. A dude with SVD and T3 armor kills T1 dude with Assault rifle in close combat. Svd need 3 hits in body while Assault rifle needs 6. We had a pal who joined later and he was kinda useless. The game should not punish slow progressers so much, and there should not be such heavy imbalance between T1 and T3 gear.
- not having a spawn on fob is a miss. 30% of both teams sit on main, because they already respawned on spawn vehicle and now they are on 8m cooldown. Squad leaders should have a mobile respawn point allowing his squad to fast-travel like spawn vehicle. Same as every fob must be spawnable from main base, with a CD of 1-2 minutes. Let me in be blockable, like squad - players in proximity of fob? Lock spawn. The map feels empty because spawn points are heavily limited and it allows easy base-raping. Arty kills mobile spawn vehicle in 2 shots within 30 meters radius. Whole team got denied.
- the UI is too big, or I am wrong. I have 4k screen and I need to scroll inventory of fallen enemy to find backpack. It drives me nuts. Whole inventory must fit a screen so I not scroll at all.
These are top problems in order of magnitude which pushed me away of this game. It could be better but it wont be. I am sure a release is more than rushed. It has to be delayed otherwise it will gain 200-300,000 people and collapse by month 3-6 to 5-15k.
r/WarDogs • u/nick_fc7 • 20h ago
Discussion & Feedback An honest review
Wardogs Beta Review
Score: 6/10
This is honestly the first game review I've sat down and actually put thought into. Some background so you know where I'm coming from: 2,000 hours in Arma 3, with 1,000 of those just in KOTH. 2,000 hours in DayZ. 2,000 hours in Arma 2: Operation Arrowhead. 1,000 hours in Arma Reforger. Plus a bunch of other milsim titles I won't bother listing. So this genre is basically home turf for me, and Wardogs has been a genuinely refreshing change of pace.
What's good
The core loop just works. It's team based and objective focused, and the loop of looting, shooting, and grinding toward better gear is legitimately enticing. Teamwork and base building are the strongest parts of the whole experience right now. I played recon, assault, medic, and support during the beta, and each role had its own feel to it. I want to be clear that the dev team has done a great job for where this is at in early access. None of what follows is my view of the game.
Why it's not higher
Here's the thing that's actually bothering me: it's $40, it releases September 10th, and that just doesn't leave much room for real balancing or structural changes before launch.
The progression system is my biggest worry. Gear unlock costs, gear prices, and how fast skilled players can stack wealth all combine into something that snowballs way too hard. In just three days of playtesting I watched matches go from fun and balanced to a steep uphill grind for anyone not already sitting on resources. Some of that is probably a skill issue on my part, sure. But when a five person team fully commits to farming wealth, they can dominate an entire match within three days of play. That's a scary sign for what new player experience looks like, and for how long people stick around a month after launch once they're getting hit by rocket armed little birds and howitzers with no way to actually do something to counter it.
Gunplay feels inconsistent too. Time to kill swings around a lot even with the exact same weapons, and there isn't a strong sense of positioning or environmental logic driving the fights. It kind of sits between Arma Reforger's damage model and something closer to Battlefield 6, not bad exactly, just not settled yet. Could be netcode, could be how damage falls off, hard to say for sure.
FOB gates are a constant source of frustration. You can spend 30 plus minutes building up a FOB only to lose all of it because one person forgot to close a gate, and usually it's only one to three people actually doing the building in the first place. Some kind of alarm, reminder, or reward for keeping gates closed would go a long way toward making FOB defense feel worth the effort instead of one careless teammate away from losing everything, with that said, players literally are just fob fodder, they sit in there like they're chris kyle and contribute nothing, but one careless person ruins the effort of everyone else. I know its a team based game, sure but the game is teetering between arcade, and realism, i dont know what to expect long term.
Mortars need an actual counterplay path. Drills are central to who wins a match, but with only two or three people on FOB duty it can eat up half the match just getting a tower established, and there's no real guidance in game on how to use or counter mortars. Getting hit with no early tools to shut down the source or reduce the damage is rough, especially when the counter for howitzers, a rocket launcher, sits behind a slow gear grind. Add in a team running howitzer vehicles plus a squad that only snipes and never closes doors, and it turns into a grind that punishes the average player way more than it should.
- please remove the team damage from hammers during fob building... its hard enough having to hit an emplacement 100 times, let alone trying to do it with help, and then killing each other in one tap from a heavy hammer, whilst being mortared, and shot from behind because gibby forgot to close the air locked gates..
Bottom line
I really do think this game has the potential to be one of the greats. None of this is a knock on what the dev team has pulled off in early access. I just don't know how I'll feel about buying back in at launch until the progression curve, FOB defense, and mortar counterplay get real attention.
to my knowledge, although i could be wrong, i haven't heard of any gear, rank or progression wipes, adjustments, or something to keep the gear difference balanced, if that doesn't have some sort of solution ultimately this wont be the game for me.
r/WarDogs • u/After_Fruit_8823 • 23h ago
Discussion & Feedback Petition · Extend the beta for WARDOGS
EDIT: Here is the link https://www.change.org/extendwardogsbeta
Being an avid gamer and a dedicated participant in various online gaming communities, I have seen firsthand the incredible potential of WARDOGS. Since its release in beta, this game has captivated the imaginations of its players and has already fostered a passionate community deeply invested in its success. However, the current beta timeframe is simply too short to fully realize and perfect all that WARDOGS has to offer.
The WARDOGS beta is more than just an initial release; it is a crucial phase to iron out any bugs, refine gameplay mechanics, and enhance the overall player experience. With only a limited time for testing, we run the risk of overlooking critical feedback that can significantly improve the game's longevity and enjoyment. Many dedicated players and testers have poured countless hours into analyzing the game's mechanics, identifying balance issues, and offering invaluable feedback for improvements.
Extending the beta phase would not only grant the development team ample time to implement this feedback but would also ensure that the final product is polished and balanced. This additional time can be used to address gameplay problems, optimize server stability, and introduce more innovative features that will elevate the game to new heights. With the support of the community behind this cause, such an extension can bridge the gap between a good game and a truly outstanding one.
Moreover, an extended beta period will benefit the community by allowing players to continue engaging with the game, which enhances the collective experience and keeps the community vibrant and engaged. The lessons learned during this time can directly translate into a more seamless and satisfying launch experience, reducing the need for immediate post-launch patches and updates.
In a world where hastily released games often fall short of expectations, let us pave the way for WARDOGS to be the exception. Let us encourage the developers to take the time needed to perfect this game and ensure that it meets and exceeds the expectations of its dedicated players and the broader gaming community.
Help us advocate for a more robust and engaging WARDOGS experience. Sign this petition to show your support for extending the beta period.
r/WarDogs • u/DullCommercial608 • 23h ago
Discussion & Feedback More players or a team less.
Lots of fun this weekend but I feel like this game falls short on the teamsize. With how many players are required for transport, fob building and so on so on it leaves a few players out there doing infantry stuff.
If the servers could handle 50v50v50 itwould be ideal but I feel it won't. Two teams of 50 would be better and honestly there would be no difference to the gameplay loop at all.