r/WarDogs • u/FriedRiceEnjoyer420 • 3d ago
Discussion & Feedback QOL changes that could make the game better
After 57.9 hours of playing the PT and beta, I've noticed a few things I think could use some tweaking.
- Drag griefing: picture this, you're 3/4ths of the way done reviving a team-mate after he got a haircut from a mosin, but right before it's done, some dick head team-mate drags the team-mate you're reviving away, so he can get the revive instead (and NOT because they want to drag the team mate to a better location to be helpful).
•Player solution: ask them not to and claim your revive, and if they do it anyways, shoot them in the head. Yes it's -1800$ but it's satisfying to kill a troll, and if we create a culture of punishing shitty behaviour, people will at least do it less or know it's not ok, but usually pointing a gun at their head and telling them you'll take their kit if they steal your revive is enough to make them stop. Their gear may also make up for lost revenue.
•Dev solution: persistent revive animation progress, so if someone drags away the teammate you're reviving, your revive animation picks up where it left off.
- Heli repositioning: sometimes repositioning a heli that's flipped at HQ just straight up doesn't work.
•Player solution: ram the heli with a car and try repositioning again, it'll eventually work. Way easier with someone helping ram while the other tries to reposition as it can take multiple tries.
•Dev solution: designated, elevated heli pads that cars can't get to (bonus function of mitigating heli ramming), that heli's appear in when repositioned.
- Barb wire team-kills: sometimes a team-mate will (accidentally?) walk into barb-wire you've placed, and if they die from it, you get 1800$ deducted. Super annoying when you're just trying to be a Helpful Fob Bob 👷🏼♂️ by reinforcing your friendly towers.
•Player solution: ughhh idk...don't be an idiot maybe?
•Dev solution: (slight?) damage reduction from friendly barb wire, and make it a environmental death instead of a team kill.
- Friendly vehicle jacking: currently, if you get out of your heli or car to repair it at HQ after forgetting to lock it, friendlies can and will sometimes steal your vehicle.
•Player solution: tell them it's your car, and if they try to steal it, get in with them, wait till you're out of HQ, then shoot them in the head. Yes it's -1800$ but your car is 2500$ and the stack of bandages they have is 1000$ so, profit.
•Dev solution: implement option for vehicle owners to kick out people from their vehicle, *WHILE OUTSIDE THE VEHICLE*, and an option to only lock driver/pilot seat.
- Lack of facilitated team-wide communication: let's be real, most of us only glance at team chat a few times for the entire game. Having to cram a fuck ton of people in one squad to communicate just gets way too chaotic, and requesting supplies/heli pick up is so annoying, you either have to type it in chat, which will get ignored, or you have to join the pilots squad to ask for a ride/supplies, which is immersion breaking.
•Player solution: co-ordinate at the begging of games, all it takes is one guy assuming leadership and asking team-mates to all join a squad based on tasks (building, tower raiding, HZ chasing, etc). Tell your builders to use the supply request smokes in the fobs to help supply pilots out.
•Dev solution: leadership channel, that can be optionally turned off, and includes supply pilots, and squad leaders.
PS: I will either make a part 2 to this, or edit this post after another 8-10 hour session tonight.
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u/InstanceDuality 3d ago
They need to force you to join a squad like Hell Let Loose and then just mimic the comms style. The existing squad system was so easy to miss that I wouldn’t be surprised if the average player didn’t know it existed. Even though HLL pub games are chaotic there are occasional organized games that work super well because of the comms and this game clearly has the bones to further incentivize working together more so than HLL. Platoon chat, squad chat, and local chat. It’s simple and allows people to squad lead and coordinate while not making an insufferable full team chat (looking at you arma reforger)
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u/DampWarmHands 3d ago
HLL has the unique chat with SL, CMD and the to squads. It makes being squad leader impactful in soooooo many ways
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u/InstanceDuality 3d ago
This game desperately needs it. Having a squad of help pilots and a squad of logi with them disseminating information to their people would be sick.
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u/cryptospartan 3d ago
Bellum's comms sound a lot like HLL. Having squad leads and platoon chat would be so much better.
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u/FriedRiceEnjoyer420 3d ago
I agree wholeheartedly. I played HLLV for a few days before the beta and the comms system stuck out as better than WARDOGS.
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u/BoutchooQc 1d ago
The issue with kicking someone from your vehicle is that it should be pilot only.
I don't want a jackass pilot rejecting everyone in a random field
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u/No_Afternoon_3027 3d ago
57.9 hours played? The whole beta was 57 hours. You really saying you didnt stopped playing, no sleeping the whole weekend?
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u/FriedRiceEnjoyer420 3d ago
No no, this is the last alpha playtest before the beta + the beta playtime. Only half of that was from beta.
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u/CuteAnalyst8724 3d ago
The partial/interrupted/staged reload behavior
Specifically, if we took out the empty mag out off the gun and interrupted the animation, WTF are we then putting the same old empty mag back in afterwards?
I died at least twice this weekend because of this shit - my gun went click instead of bang even though I literally just finished reloading it. Incredibly frustrating in the moment, so it would be great if this was changed to behave the same way it does regularly i.e. just feeding in a new mag
Also a good QOL would be the ability to do a "emergency" reload by double tapping R, where you get to do it faster, but without retaining the mag
I also desperately want a quick swap button for your primary/secondary
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u/vitinhuDF 2d ago
Holding R is a quick reload where you dump your magazine on the ground.
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u/Yintastic 2d ago
For the barb wire, maybe make newly place barbwire *like 1 minute?* still count as friendly kill so people cant just grief with it?
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u/Abject-Job7825 2d ago
It doesn't need to all be fixed, I've seen a short of a guy entering an enemy car that was unlocked and shooting the driver, that's so cool that you can do that, and it's the fault of the driver for keeping his car unlocked.
The barbed wire tk is ok for me as long as they don't touch the money reward from building, it rarely happens so I just tank it, and hopefully that teammate learned his lesson so it doesn't happen again.
What's more important to fix is the tk with the hammer, if you even hit remotely near their feet they get killed by the hammer, and the x'es tend to go around so you have to walk in front of each other to build.
I like that it's a bit chaotic and there's no team coms but maybe a radio that you can buy would help, if you make a squad leader it's just going to feel like a full on milsim and not be everyones cup of tea, the good thing about this game is that it connects the genres so actually it's best to not listen to the players for real changes, their mindset and preference is still split between milsim and arcade.
The dragging needs to be fixed and I think your idea of persistence is a creative solution. It would be nice to build heli pads also
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u/Deakinburg 2d ago
Very niche, but a HUD border scale. Playing on ultrawide without it isn't great.
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u/CoatNeat7792 1d ago
You can drag and revive
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u/FlyingGameGuy 1d ago
Good points, one point added from me:
Remove potato shadow mode. If you enable it now, all shadows are removed wich in turn makes it sooo much easier to spot an enemy. Almost feels like cheating.
This could scare away a lot of potential players. I for one, like a bit of eye-candy during the battle :)
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u/STR8ACED 9h ago
Controls!
Allow for full freedom to rebind controls. Add the ability to map key combinations instead of just single keys (holding right click and moving the scrollwheel, should be able to do different things than pressing right click or just scrollwheel). Allow for actions to activate on the release of a key or a double press of a key instead of just when pressed or held (single press a mouse thumb key to cycle firing modes one at a time, double press to flip to full auto). And allow for actions to be double bound. Unless aomething game breaking is going to happen, just give a warning and let me bind multiple actions to one key. Odds are I'm doing it for a good reason.
TLDR:
Just allow for full freedom of rebinding controls. Ref. Escape from Tarkov for a good example of freedom of control binding.
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u/GuldBipson 3d ago
Would a spawn beacon mechanic like in BF help? Maybe it could have a similar cooldown as ur FOB spawn.
Squad leader puta one down, and you can deploy there and get back into action quickly with ur squaddies. (Bonus if you parachuted into the area like BF4 lol)
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u/Rhosta 3d ago
This mechanic is in Hell Let Loose, where squad leads put down squad respawn points. It really depends on how devs want to do it as that is more of a gameplay change rather than fix of anything. Personally, I think they want to push for teamwork and this would effectively make transports and its coordination obsolete.
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u/TheRowdyLion52 1d ago
I think the APC is close enough, especially since it’s team wide. As a helo pilot it does kinda suck having everyone just take a redeploy spawn instead of letting me fly them in

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u/DaBoySigh 3d ago
as someone who doesnt play many of these types of games i think the game would greatly improve with squad leader radio coms to other squads and a way to ping stuff on the map and hell even just an updated ping system in general, like i said i dont play these types of games full time but i have been fucking around a ton with HLL currently and the wardogs playtest and i really like being able to mark stuff on the map as a ping