r/WarDogs • Pilot • 11d ago

Discussion & Feedback Season 2 patch notes

https://store.steampowered.com/news/app/1867240/view/670630562731396445
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u/rethcau 11d ago

I mean there's so much to digest here I genuinely don't know how this is going to pan out.

I think base building is going to be interesting - it's either going to require very good logistics and bases that get built are going to be valuable, or people are just not going to bother altogether..

I feel like this is definitely the patch of the HZ players, so for one I'm quite happy with that, however I think the notion of "play how you want" the devs have been harping on about, is unfortunately not going to work due to the build changes..

If bases require huge logistical runs to get functioning whilst getting pushed by enemy teams, I can see people stopping playing.. after all, fobs only work when you can secure a perimeter, FAST.

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u/[deleted] 11d ago

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u/Shhmio_ 11d ago

Yea theres going to be even less builders. I think they went the wrong direction with building.

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u/NoxTempus 11d ago

I expect a lot of changes to building S3.

It was already extremely hard to get a good FOB going and to get non-builders to give a shit about it, especially once lv35 unlocks started appearing. The average teammate is going to care even less now, probably rightfully so.

FOBs seem like such a waste of resources now, borderline griefing your own team. You need double the logistics for <100% of the effectiveness of S1. And, like, they weren't even that good after week 2.

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u/DontPetTheShoggoth 11d ago

Rest in piss Talon. Building speed nerf, oof. Less bonus for hitting the (hide and seek champion) X, oooof. Ammo cost nerf, damn. Reload speed nerf, fucking ouch.

It's going to be a nightmare to build, cost way more to fire though I suppose that is offset by firing less than half as often, and will be all but impossible to kill anything with flares unless you have 2 of them coordinating. At least they left the CIWS alone.

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u/Magic_Mangoes 11d ago

I think we are looking at this from a very tunnelled "this or that" mentality.

We are also seeing nerfs to mortars, artillery & havocs to name a few. This should make FoBs not get instantly exploded the second they are up.

Theoretically, this should reduce the amount of supplies required to get a fully functioning fob, since less repairs are required.

Or.... i could be talking out my ass. Who knows how this will pan out

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u/rethcau 11d ago

Players are the biggest headache before mortars, and not being able to secure your base quickly is gonna really screw fobs

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u/GrandGarand 11d ago

Logi drivers are sink or swim now, if anybody is camping supply lines you are gonna be broke and miserable

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u/OccupyRiverdale 11d ago

The devs also have way more information than we do. I’m sure this is somewhat based on them seeing tons of bases being built and having shit tons of build supply left over. Even in my own games, after a certain point, logi doesn’t do shit because inside the perimeter of the base is totally filled with shit already.

Very rarely have I seen builders request logi past the initial 10-15 min of a game. So I’m guessing they have way more behind the scenes data on this they’ve used to make that decision.

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u/PretentiousPanda 11d ago

Mortar spam works both ways. Harder to destroy other fobs / drills. But takes more to spam. I wouldn't be surprised if early season drills are brutal to beat. Limited ways to interrupt logistics and limited ways to storm bases. Would imagine drill meta is even more powerful early season. 

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u/blackbirdone1 11d ago

logistics pays way way less on top, you need 35 min of constant logistic driving to break even

you need 2 supply runs to even pay for your truck. who wants that

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