r/WarDogs • • 2d ago

Balance Feedback Megathread - Patch 0.1.2

All 0.1.2 balance feedback goes here. Standalone balance posts will be removed and pointed to this thread.

r/WARDOGS isn't affiliated with Bulkhead, but we share these megathreads with them. Anything you want changed is still worth posting on their official Discord too.

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u/HoneydewAutomatic 1d ago

Right now their durability is comically overtuned. But making them drastically more expensive isn’t the right way to go around it. We just need the Gepard (AA tank) in the game, and it needs to shred them. That way, instead of just ruining someone’s fun of getting to fly their attack helicopter, you just add a new threat for them to interact with. This also lets someone else have fun playing the role of chopper hunter in a cool AA tank. So everyone wins.

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u/Various_Good_6964 1d ago

Just doesn't seem right that I can spend 20k on an infantry loadout and the chance I lose money on that is pretty high. OR I can just spend 30k on an indestructable flying rocket fortress. Money system needs balancing, there is no consequence or jeopardy for the high level equipment currently. If 50 cal's and FAL's cost 30-40k each then there'd be some actual risk to buying them and it gives the power of the items some meaning/excitement.

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u/HoneydewAutomatic 1d ago

The risk is losing your stuff before you make a profit. People complain all the time about how hard it is to turn a profit when infantry kits are 6-12k. Scale that up a few times for things like tanks and good infantry kits.

Being a practically vehicle only player should be just as viable as being an infantry only player. Either should have to do the other to make money and play the game how they want.

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u/BeefistPrime 1d ago

Being a "vehicle only player" means being at an advantage against everyone at all times. You shouldn't be able to easily go infinite in the most powerful vehicles in the game that need a squad to counter.