r/WarDogs 18d ago

Meta Welcome to r/Wardogs

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This megathread serves as a directory to other megathreads/informational posts. This helps us cut down on repeated posts in the community by containing them into specific threads.

Name Description
FAQ Frequently asked questions; posts with these questions will be deleted by moderators.
Performance Megathread For discussing performance and "will it run"-type questions.
Guides & Tools A list of guides and tools for the game, created independently and maintained by community volunteers
Communities Wiki & Megathread Wiki page with a list of communities related to WARDOGS. Megathread for submitting your community.
HOTAS Megathread For discussion around HOTAS support for the game

r/WarDogs 1d ago

Discussion & Feedback Community Feedback, Ideas & Discussion Thread

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Hey guys!

What about making one big community post for our honest feedback on the beta, so we can share ideas, discuss what works, what doesn't, and hopefully help make the game even better than it already is ?

Here are a few things I've noticed, ideas I've had so far :

  • Quad handling off-road The quad can be pretty difficult to drive once you're off the roads. Maybe the handling could be adjusted a little?
  • A LOT of sniper encounters / Artillery (and mortar) domination / Heli etc... I'm seeing a lot of SVDs and snipers at the moment on towers etc.. artillery far behind the lines, heli domination sometimes. Not sure what the perfect way to balance this would be, but maybe we could introduce systems that naturally encourage people to hunt dangerous players, counter artillery/ mortar/ campers that are far away and need to be counters ?

Player bounties
For example: if you get killed, you could spend a minimum amount, maybe $1,000 (or more for vehicles) to place a bounty on the player who killed you. If another player kills them within X minutes, they get the bounty. If the wanted player survives for the full duration, they get the bounty themselves. Could create some pretty fun situations and give players another reason to move around the map.

  • The map is huge, but some areas feel underused Maybe more spawn rotations, different circle positions, objectives or events could help make more parts of the map relevant from game to game.
  • Proximity chat Sometimes I completely lose proximity chat during a game.
  • Bounties / contracts for actions It could also be interesting to let players create contracts for certain actions: FOB / ammo drops, helicopter pickups, supplies, transport, etc. Basically, players could put money on a task and other players could choose to complete it or not.

Those are just a few ideas to start the discussion.

What do you guys think?

What did you like about the beta or not?

What would you change, balance, remove or add?

Drop all your ideas below. Let's discuss them!

LET'SSSSS GOOOO!

UPDATE: Community feedback recap 09/06/26 22h UTC

Thanks for all the feedback guys. There are already a lot of really interesting discussions, so I tried to group the main ideas here instead of adding every single comment individually.

This is not a list of things everyone agrees on. Some suggestions are clearly debated, and that's exactly the point of this thread.

*** PROGRESSION AND BALANCE ***

• Essential counter measures such as basic anti armor should be available relatively early.

• Deeper progression could focus more on better versions and upgrades rather than locking essential counters behind many hours of play.

• Tanks and other powerful vehicles should never appear before most players have at least some realistic way to fight them.

• Some players also feel progression currently takes too long.

• Parachutes may be too accessible and could perhaps become a more deliberate equipment choice.

• Death and repeated revives may need more consequences, although this obviously needs to be balanced carefully with the support gameplay.

*** LOGISTICS AND SUPPLY ***

This is probably one of the biggest categories of feedback.

• Stay on the pallet purchase screen when buying multiple pallets.

• Add Fill Crate or Buy All options.

• Allow saved crate presets.

• Make transferring supplies from crates into FOBs faster and clearer.

• Allow several players to unload a pallet or crate faster together.

• Allow players to move crates around inside FOBs.

• Add a storage building or locker where equipment and supplies can be deposited.

• Make FOB storage easier to understand and reduce the huge piles of crates around bases.

• Improve rewards and XP for truck drivers and return logistics trips.

• Allow logistics players to access useful crate unlocks without forcing them into the pilot progression tree.

• Allow players to sell vehicles when they want to stop doing logistics and return to infantry combat.

** SPAWNING AND MEDICAL SUPPORT

• Medical vehicles capable of supporting multiple wounded players.

• More possibilities for logistics based spawning.

One idea discussed was giving the current support or respawn vehicle an optional paid module with:

• Limited respawn radius

• Long cooldown

• Supply consumption or limited charges

• Possible medical support upgrades

There is also an important counter argument here.

Some players feel additional forward spawning could reduce the penalty of death too much and create heavily fortified spawn camps.

So maybe the goal should not be more spawning everywhere, but making support vehicles more important while still keeping death meaningful.

*** SQUADS, PARTIES AND TEAM COORDINATION ***

Another really common topic.

• Allow squads to be renamed.

• Make joining and finding squads easier for solo players.

• Keep groups together between matches.

• Add proper pre match parties so friends can join the same server and team together.

• Automatically create or join a squad when entering with a party.

• Add better squad and team radio channels.

• Add a commander or coordinator role able to give optional objectives to squads.

• Potentially reward squads for completing team objectives.

• Give commanders better information about FOB resources and logistics needs.

** MAP AND COMMUNICATION TOOLS

A lot of people want the map to become a much more important coordination tool.

• Persistent personal waypoints.

• Squad and team markers.

• Drawing directly on the map.

• Attack, defend, hold and advance markers.

• Allow normal players to suggest enemy positions while Recon provides more accurate live information.

• Make FOB markers easier to see when many icons overlap.

• Add a North indicator to the rotating minimap.

• Improve compass readability.

• Allow players to choose their default minimap zoom.

• Improve the grayscale map so roads and railways are easier to distinguish.

• Optional topographic information would also be useful.

*** MAP USAGE AND OBJECTIVES ***

This reinforces something already mentioned in the original post.

The map is huge, but large sections rarely see combat.

Possible ideas from the discussion:

• More Hot Zone locations.

• Greater Hot Zone movement between matches.

• Temporary secondary objectives around the map.

• Events that create reasons to fight outside the usual locations.

• Experiment with slightly different map sizes.

• Experiment with larger player counts.

• Dedicated experimental servers where the developers could test unusual configurations.

*** DRILLS ***

Drill balance has come up several times.

• Longer cooldowns.

• Higher resource commitment.

• Shared cooldown for drills located close together.

• Minimum distance between drills.

• Prevent teams from chain activating multiple drills to permanently lock the Hot Zone inside a super FOB.

• Rework their appearance so they feel more believable inside the realistic environment.

Some people have also suggested making towers or similar structures buildable inside FOBs instead of relying entirely on existing map structures.

*** VEHICLES ***

Vehicle physics is one of the most repeated complaints.

• URAL and logistics trucks feel too slippery and oversteery.

• ATV handling is especially problematic because the air controls can activate after small bumps.

• General vehicle suspension and bouncing need improvement.

Other vehicle ideas include:

• Faction specific vehicles.

• Heavy transport helicopters capable of moving many players or multiple pallets.

• APC style vehicles.

• Open top vehicle variants.

• Mountable weapons on utility vehicles.

• Better controller and HOTAS customization.

• Better helicopter rendering distance.

• Planes similar to Arma 3 KOTH were also suggested, although their balance and available counters would obviously be important.

*** AUDIO AND VOIP ***

This also came up several times.

• Friendly and enemy footsteps should follow the same audio rules.

• Footstep distance and direction need to be more consistent.

• Sometimes your own footsteps sound like another player.

• Improve VOIP audio quality.

• Fix microphones sometimes not being detected correctly.

• Proximity chat reliability needs improvement.

*** KILLCAM, SPOTTING AND INFORMATION ***

There is an interesting debate around how much information the game should give players.

• Killcams can punish successful flanking and anti logistics gameplay by revealing the attacker.

• Mortar and artillery shell cameras can act almost like free reconnaissance.

• Spotting with binoculars may be too powerful because players can scan vegetation and detect enemies they cannot actually see.

• One suggestion was removing the visible spotting progress indicator so players cannot simply scan vegetation looking for the bar to appear.

Basically, information should probably reward observation and teamwork rather than automatically revealing hidden players.

*** ARTILLERY ***

Several detailed suggestions were made for self propelled artillery.

• Better range measurement tools.

• Precise azimuth and elevation information.

• Small automatic leveling assistance.

• Remove or limit the shell camera.

• Reduce the amount of free battlefield information artillery provides.

• Add some form of counter battery radar.

The general idea is to make artillery easier and more consistent to operate, but also give the enemy more ways to locate and counter it.

*** BUILDING AND FOB QUALITY OF LIFE ***

• Better gate rebuilding and repair behaviour.

• Stairs and ladders.

• Platforms for building on uneven terrain.

• Roofs and camouflage netting.

• More HESCO shapes.

• Passageway structures.

• Storage buildings.

• MG emplacements.

• Possibly allow some basic structures to be placed outside normal FOB restrictions.

• Improve stacking possibilities when designing FOBs.

*** ECONOMY AND REWARDS ***

A few players feel the economy sometimes rewards actions that do not actually help win the match.

Possible direction:

• Reward objective contribution more heavily.

• Reward logistics and transport better.

• Avoid encouraging players to farm money from passive building while ignoring the Hot Zone.

• Consider refunding surviving equipment when a match ends so players do not stop buying equipment during the final minutes.

• Revisit some supply and crate pricing options.

*** GRIEFING, TEAM DAMAGE AND CHEATING ***

Several frustrating situations were reported.

• Pilots being financially punished because a passenger teamkills someone.

• Players being penalized for destroying crates inside a FOB that has already been captured by the enemy.

• Teammates intentionally walking into friendly barbed wire to make the builder lose money.

• Players using vehicles to push helicopters around deployment.

• Smoke spam around vendors in deployment.

• Players switching teams and dismantling friendly structures.

Possible solutions mentioned include:

• Better attribution of team damage penalties.

• Protection against vehicle griefing inside deployment.

• Restrictions or financial consequences for dismantling important friendly structures.

• Notifications when important structures are being dismantled.

• Vote kick tools.

• Stronger anti cheat measures.

*** UI AND ACCESSIBILITY ***

• Movable and scalable HUD elements.

• Better support for ultrawide and multi monitor setups.

• Character stance indicator for crouch and prone.

• Clear indication when prone is blocked.

• Favorites tab in the buy menu.

• Easier removal of large quantities of items from rebuy loadouts.

• Easier key unbinding.

• Separate infantry, vehicle and helicopter bindings.

• Multiple bindings for the same action.

*** TECHNICAL ISSUES ***

• Intel ARC B series stuttering.

• Reported GTX 1080 Ti crashes.

• Graphical pop in.

• Potato graphics mode potentially giving too much visibility advantage.

• General movement can sometimes feel clunky or unresponsive.

*** OTHER GAMEPLAY IDEAS ***

Some more specific suggestions that came up:

• Stronger or more useful IEDs.

• Revisit mine spam.

• Improve tank cannon usability.

• Restrict tank third person visibility.

• Anti materiel rifles.

• Sniper glare was suggested, although this one was definitely debated.

• Improve artillery incoming sound.

• Improve training grounds so players can quickly spawn whatever they want to practice with.

• Allow groups to enter the training area together.

• More building options and eventually more vehicle variations.

This thread has become way bigger than I expected and that's awesome.

Keep posting your ideas, counter arguments and experiences. If you disagree with something in this list, say why.

The goal isn't to create a wishlist where everything must be added.

The goal is to figure out together what works, what doesn't, and what could make WARDOGS Legendary.


r/WarDogs 12h ago

Meme "We're going to win right?"

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r/WarDogs 5h ago

Discussion & Feedback QOL suggestion - Change the "Rebuy last loadout" button into "Apply last loadout" button so we could still edit our previous loadouts

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I couldnt get a screenshot of the UI when you buy the last equipped loadout, but basically its a list that shows what youre buying from your last loadout that you cant edit (but only remove items) without any pictures of the items youre buying, and it goes directly to checkout.

So instead of that, changing the old system to a button that just applies the old loadout you've used onto the MAIN loadout screen so you can still edit the loadout before checking out would help save a lot of time and money.

Its probably subject to change, but if it isnt, i might as well say something about it.


r/WarDogs 4h ago

Meme FOB The Builder vs Frontliner

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r/WarDogs 5h ago

Meme What I look like to my friends ever since the playtest ended.

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r/WarDogs 14h ago

Meme I need it...

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r/WarDogs 9h ago

Discussion & Feedback Do not let a big streamer win the 100k clip contest.

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This isn't some "I hate streamers" post this is a legitimate suggestion for Bulkhead to save them a headache and PR nightmare.

Do not let any big streamers like BurntPeanut or Shroud win the 100k grand prize. It's fine for them to win the 100k in game cash.

But if they win the 100k grand prize I can almost guarantee you people will scream how the competition was rigged and it was always going to go to some big streamer.

The best thing to do is disqualify any big streamer from winning the grand prize because it will not be worth the hell the PR team will be going through if one of them wins.


r/WarDogs 3h ago

Hype & Speculation I thougt it was me

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I thought it was me losing interest in games in general, but no, it’s the games out there that suck
I haven’t had this much fun since I was 16 playing bf1/3/4.
This game made me lose count of the hours I’ve played and I didn’t even care about my scoreboard because there are so many ways to be involved that you can literally spend an entire hour getting zero kills and still have fun.
Fuck Arma, fuck Squad, fuck Tarkov, fuck Battlefield and Call of Duty. This game is dead-on the right spot, and I hope people will play it and treat it like a AAA game, because that’s what it deserves.
I’m in love with War Dogs ❤️❤️❤️


r/WarDogs 1h ago

Meme I'll pay 10 bucks just to go on the firing range, cmon man..

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r/WarDogs 16h ago

#WARDOGS100K Always close the door

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r/WarDogs 13h ago

Meme Day 2 without Wardogs

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r/WarDogs 2h ago

Gameplay & Screenshots Got the rarest screen in the game during the weekend

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r/WarDogs 10h ago

Question what's your plan to make the most amount of money on the 10th?

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r/WarDogs 11h ago

Meme MFW my wife asks why I'm not playing "Dog Wars"

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r/WarDogs 6h ago

Discussion & Feedback Don't sleep on smoke grenades.

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Saw very few other people using smokes during the play tests, and let me tell you, that is probably going to change once people figure the game out more, because they're insanely good in Wardogs.

They last for a really long time and they are insanely cheap, beyond just revives, pushing fobs or the HZ they are invaluable, my buddy and I were winning games simply by covering our team with smokes letting us push fobs and the hz pretty aggressively

They dont make you money on their own, but they definitely give you way more opportunity to make plays which will make you money, even if you're a greedy player it gives you free access to flanks and pushes you otherwise couldn't do

Just posting this cause I haven't heard or seen many people talking about or using smokes. They're boring I guess, but incredibly effective


r/WarDogs 1h ago

Meme I’ve been playing Battlefield 6 today and realised why I was losing so much

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because I’m always playing on the blue team. Damn


r/WarDogs 7h ago

Discussion & Feedback Current State of the in-game Text Chat - QOL Update

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The chat could definitely use some fine-tuning during Early Access. In its current state, it's used for requesting supplies, marking coordinates, and of course, raging at your teammates and the enemy team lol.

I believe adding some form of 'timer' or 'timestamp' to the chat would be a really useful improvement, particularly for teammates running logistics. There were numerous times I found myself dropping off supplies only to realise that message was already 10 minutes old. The same issue came up with enemy callouts. Teammates might spot enemies at a certain location and post it in chat, but by the time you see the message, the information could already be outdated.

Given that the game itself doesn't have a timer, one possible solution could be to introduce a timer that counts upward throughout the match - as the only conclusion to a match is by winning (first team to reach 100 points). The team could then use that timer to show when a message was sent, making it much easier to judge how relevant or recent the information is.

Keen to hear what everyone else thinks or if you’ve noticed any other issues with the chat that you'd like ironed out!

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r/WarDogs 14h ago

Meme Revive Incoming..

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r/WarDogs 16h ago

OFFICIAL CHANNELS Dedicated Servers now available

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Attention, Server Admins 📢

WARDOGS Dedicated Servers are now available to pre-order through our two approved hosting partners, QONZER and BisectHosting.

Ready for Early Access on September 10th.

Direct links to both approved hosting partners:

QONZER:
🔗 https://qonzer.com/game-servers/wardogs

BisectHosting:
🔗 https://www.bisecthosting.com/wardogs-server-hosting


r/WarDogs 1h ago

Meme The debate

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r/WarDogs 14h ago

Meme Recon gameplay be like:

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r/WarDogs 1h ago

Hype & Speculation Feeling like a kid again

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I'm 28 with a full time job, I've always enjoyed gaming but recently nothing really gets my excited this much, I feel like a kid waiting for the game to come out.


r/WarDogs 10h ago

Discussion & Feedback After the first beta I noticed much more people turned off shadows

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Certified Bush camper here, I think ever since turning off shadows got more popular, people started to see me more often in bushes in the second beta.

If I remember correctly, the shadow potato mode got popular right after the first beta. I still think letting people turn off shadows completely is a huge mistake


r/WarDogs 5h ago

Meme Mosin is the first sniper and I will never acknowledge the Scouts existence again

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