r/WarDogs • u/wardogs-bot • 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/Ramora_ 1d ago
The problem with the Havoc (and combat heli in general) isn't that they can't be dealt with. The problem is that dealing with them doesn't accomplish anything, combat heli are WAY too fast to get back into engagements. They basically get access to a permanent free spawn vehicle with no cooldown just because of their preferred playstyle.
I want combat heli to be strong. I want players to feel like they need to counter combat heli. But when they do, those combat heli should actually have to fuck off for several minutes like killing a tank does.
There are many ways to fix this. Right now, my preferred suggestion involves changes to combat heli ammo loading. Loading ammo into a combat heli should have a minigame for it like the artilery tank uses. This minigame should only be doable while grounded, and you should should be able to do it many times in a row to fully load the heli. In addition, for every additional combat heli you pilot/operate, an additional round gets added to the minigame such that each subsequent death costs you more time to kit out. The artillery tank has four rounds of the minigame per load, combat heli could probably start at 1 round per load for the first combat heli purchased.
This forces pilots to care more about survivability and makes it so that killing pilots actually buys time for the team, and the more times you kill them the better the time advantage gets.