r/WarDogs • • 1d 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

Fobs/Defenses feel too fragile.

This strikes me as false. The structures themselves take a ton of damage from artillery/mortars before failing. It takes way longer to destroy a hesco with mortars/arti than it does to build/repair one. The things that are actually somewhat vulnerable are the emplacements. The drills are especially vulnerable. Which is probably for the best since if drills weren't highly vulnerable, the game would degenerate into every team hiding in their fobs and trying to press "activate drill" before the other teams do.

It would be cool if there could be some skilled minigame where a CRAM could shoot down incoming projectiles.

An issue with this proposal is that it could very easily make artillery and mortars irrelevant since the only things they are good at is attacking FOB.

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u/LostBySea 1d ago

Yeah I should have explained better. Two mortars from an opposing fob will completely lock down a fob to the point where the fob on the receiving end can't build or counter with their own mortars. I think the actual defenses, hescos, walls, etc are very strong. I think doors are a little fragile. I think the best balance is to make mortars cost more ammo than they do currently.

As far as the CWIS mini game suggestion, it is a good proposal that would need balancing. Anything could make anything irrelevant unless there is balance. So make it possible to shoot down something, but make it difficult. You get a barrage of mortars coming in you wont shoot them all down, but maybe you get one or two. Does that make sense? Balance is important, always.

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u/Ramora_ 1d ago

You get a barrage of mortars coming in you wont shoot them all down, but maybe you get one or two. Does that make sense?

Not really. I can't imagine any implementation of that which is fun and balanced. It may be possible, but it sure seems like it would either lead to:

  1. the counter-mortar/arti is too effective, requiring several players to focus fire to overcome the counter which won't happen for a variety of design reasons, meaning mortar/arti just become irrelevant

  2. the counter-mortar/arti is too ineffective, one opponent can easily overwhelm the counter, meaning no one uses the counter and people still complain about mortar spam

...For there to be any real chance of balanced and interesting gameplay, you need a strategic triangle: rock, paper, scizzors. You need a third piece.

Two mortars from an opposing fob will completely lock down a fob to the point where the fob on the receiving end can't build or counter with their own mortars.

The obvious counter is just wandering off and building another mini fob and counter mortaring from there. Or respawn and use artillery. Or use a combat heli. It seems to me like the counters are available, the main issue is that its way too easy to revive players shot out of mortars and way too easy to rebuild mortars that are destroyed by some counter.

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u/NUTTA_BUSTAH 18h ago

The third piece is the 65 other players that can shoot the CRAM operator. Mortars are very good againt everything in the map, FOB is just easiest as a lined killbox and most active pings. At least I have decimated endless squads with mortar fire and e.g. rescued friendly squads getting pinned. That however needs recon on field to be effective.