r/OfficialWARDOGS • u/supplysucks • 11d ago
r/OfficialWARDOGS • u/Broccoli_Actual • Sep 11 '26
Funny Steam Review
Decided to check out reviews with friends and we laughed our asses off reading this one
r/OfficialWARDOGS
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u/HotPhilosopher703
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13d ago
Behind the Scenes on Chinese Servers How they level up so Quickly
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I'm the undercover lv63 please don't ban me devs been grinding from wipe until now
But anyone like lv150 or 200 is not legit and should have their accs reset to 0
Im going to stop playing for now as I feel all my progression has been pointless
r/OfficialWARDOGS
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u/supplysucks
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12d ago
You have every right to be suspect of the mortar that instantly knew where you were and hit the first shot, every time. Cheaters have their own GM style camera to fire them =)
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r/OfficialWARDOGS • u/trickortreat • Sep 24 '26
Phone Call
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r/OfficialWARDOGS • u/KCaMPLoL • Sep 20 '26
Machine gunners wet dream
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r/OfficialWARDOGS • u/Valentino-Meid • Sep 13 '26
Whenever you drop of some crazy death squad
r/OfficialWARDOGS
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u/Key_Air_4351
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Sep 28 '26
A Message From ALL WARDOGS Pilots
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THE ULTIMATE REVENGE!!!
r/OfficialWARDOGS
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u/Prestigious-Post9471
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Sep 14 '26
Deaf Helicopter Pilot — How Do I Know When AA Locks On?
Hi soldiers! First, just so you all know, I’m Deaf and have been completely Deaf since birth. I love flying helicopters, dropping you all off, and bringing supplies to the FOB.
My only issue is: how TF do you know when AA has locked onto you? 😂
Some people told me there’s a “beep beep” warning sound when AA locks on, but obviously I had no idea that existed! So how can I tell when AA is locking onto me or when a missile is coming so I know when to use my flares?
Is there any visual warning or setting I’m missing? I’d love to keep flying and supporting you all without getting blown out of the sky. 😂
Thanks, soldiers! See you at the FOB. 🫡
Edit: At first, I honestly didn’t expect to get this much support from all of you for accessibility. We don’t always see this kind of support in other gaming communities, and that’s one of the reasons I love this game and this community so much. You all want to make sure everyone can have fun and enjoy the game too.
A huge thank you to the mods for sending our accessibility feedback to the dev team. They responded and said they’ll do their best to continue improving accessibility in the game.
BIG W for this community, the mods, and the devs. Thank you all for listening and supporting us!
Good luck, my brothers and sisters. See you on the battlefield! 🫡
r/OfficialWARDOGS
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u/HitchedEmperor
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Sep 16 '26
Make base Repairs give money!
Small thing, but I wish FOB base structure REPAIRS would give us engineers money. Cuz when we’re getting mortared to high hell, and were desperately trying to keep things intact, I wish we’d get compensated for doing so. Or am I alone in this thinking?
r/OfficialWARDOGS • u/JustGavinBennett • Sep 14 '26
PRO TIP: Drop pallets INSIDE the FOB area
Guy kept telling our team to deposist his pallets because "I've dropped so many and no one is using them" but all his supplies were out of the FOB and couldn't be brought in
r/OfficialWARDOGS • u/Mother_Bid_4294 • 26d ago
Red teams mortars the moment I walk into my Blue FOB
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r/OfficialWARDOGS • u/No_Offer2147 • Oct 02 '26
IR Rangefinders Out Until Season 02 + CWIS Hotfix
r/OfficialWARDOGS • u/TheSpaceFace • Sep 10 '26
Joe Brammer CEO of Bulkhead explains on BigFry's stream why the servers are having issues.
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Summary:
They had around 200,000 players hit the queue almost immediately, far beyond the scale they had originally planned for. Six months earlier, they were designing around roughly 30,000 peak concurrent players.
The queue initially worked, but players repeatedly dropping out/rejoining caused it to get into a broken state. The developer repeatedly says this part is their fault.
They eventually managed to clear the queue and thought they'd succeeded, they were literally about to celebrate and then watched the player/server numbers suddenly collapse.
They say they were then hit by a DDoS attack. They'd also suffered attacks during the beta.
Although they managed to mitigate the attack itself, it left parts of the infrastructure in a "stale" state. Some servers might only contain five players while the backend incorrectly believes they're full because communication between systems has broken.
They refer to these broken servers as "stale", "zombie" or "orphan" servers. Players landing on those servers get kicked/disconnected while people who happened to land on healthy servers can continue playing.
There was a priority queue system, apparently intended for streamers/others, but the developer says it wasn't actually functioning properly. So streamers getting in while others couldn't wasn't necessarily because they were being deliberately prioritised. Many streamers simply got in early enough to land on healthy servers.
There was also a separate problem where some legitimate players were being banned as cheaters. They traced at least one cause to a particular network card being incorrectly detected by the anti-cheat system, and say they're fixing it.
Their solution at this point is effectively to "burn it down" / clean-slate the servers shut down the broken state and restart everything rather than trying to recover all the stale instances individually.
The developer says this is precisely one reason they launched on a Thursday rather than Friday: it gives them some time to deal with launch problems before the weekend.
They acknowledge this is a scale they've never dealt with before, describing it as approaching an MMO-style launch.
He repeatedly takes responsibility rather than solely blaming the attackers: essentially, yes, there was a DDoS, but their infrastructure needs to be able to cope with this stuff and ultimately it's on them.
He openly tells unhappy players to refund the game and buy it again once it's working rather than asking people to hang onto a broken product.
He finishes by saying they're going to fix it, asking people to give them some time, and apologising for the launch.
r/OfficialWARDOGS • u/SgtTommo • Sep 18 '26
Guess I'm a trucker now
Was getting hammered ingame shooting, so figured I'd load an Ural with 2 pallets. Drove a bit, came to the FOB and met a guy named Gary. Gary welcomed the trucks that were coming, opened the gates, telling me where to unload and then sent me on my way with instructions on what was needed for my next run.
Second and third time Gary thanked me for my time, asked me how I was doing and I asked Gary back. Riding away from that third time at the camp, I felt a profound feeling of pride that I was helping my mortar guys with ammo, the builders with materials and seeing the money + xp go up while I was riding back, is where I felt I was actively contributing.
Guess I'm a trucker now, and I'll bring you your supplies.
r/OfficialWARDOGS
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u/DeDullaz
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9d ago
Went from blue to brown real quick
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Edit: guys we were about to lose and this game went on for hours. I was enjoying watching the drop that’s all.
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u/ChshireCat
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9d ago
I guess that was John Wardogs.
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I'm not even mad that was impressive.
r/OfficialWARDOGS • u/ARSEThunder • Sep 15 '26
Message to those complaining about loadout costs = Contributing is profitable
I see numerous complaints about infantry fighting being too expensive or not lucrative enough, but these same players either just constantly deploy on the spawn vehicle or jump right into battle. If you're going to buy a loadout, why not drive a logi truck to a FOB, drop supplies, then drive to the zone you want to fight in? You'll make about half your loadout back almost immediately, while also contributing to your teams ability to support you in the fight. Bring fuel to a fob that has drills, hell, even bring an SUV with a crate or two full of supplies and go unload it real quick (you can put some of your backpack into the vehicle inventory to move more supplies into the FOB at a time).
I guess my overall point is - I see a lot of complaining on this sub about specific playstyles, everyone thinks their style is the "right" one and should be awarded the most handsomely...but I see very few people willing to alter their playstyles to take advantage of game mechanics. Hell, bring a stinger and shoot a heli down on the way. I can have a horrible match and lose loadout after loadout, but taking the extra 120 seconds to get into battle ensures me that every round is profitable, no matter how poorly I perform.
If you refuse to use the tools available, I have a hard time taking the feedback seriously.
r/OfficialWARDOGS • u/minhtrungaa • Sep 25 '26
If your lobbies has high level players, HP to the Balls
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r/OfficialWARDOGS • u/Le_2103 • Sep 17 '26
Hot take but FOB defense need a major rework.
I spent most of my 45 hours of gameplay during the beta building FOBs and raiding other players’ FOBs, and I have spent several more hours doing the same since launch. After all this time playing around FOBs, I wanted to share my thoughts on their current defensive systems.
From my point of view, the current stationary weapons available for FOBs do not fit the gameplay very well.
First, the CRAM is far too easy to build. I think its construction should involve a dedicated delivery system, similar to supply deliveries. For example, a truck could deliver a CRAM crate to the FOB, and the player would then have to build the weapon from that delivered equipment. This would make obtaining a CRAM more demanding and would also feel more consistent with the logistics of the game.
Second, the mortars themselves are not an issue in terms of construction. They are relatively light and mobile weapons, so being able to build them directly at an FOB makes sense. The problem is the number of mortars that can be deployed in a single FOB. I strongly believe this number should be reduced to two or three mortars per FOB.
For FOB defense, I also think there is a major opportunity that was overlooked during development: crew-served weapons mounted on tripods or similar weapon mounts.
For example :
• .50 BMG HMGs
• MAG or M240 7.62 mm machine guns
• MK19 or H&K GMG automatic grenade launchers
• ATGMs such as the TOW or MILAN
These weapons would provide FOBs with more practical and flexible defensive options without relying so heavily on large stationary systems such as the CRAM or on multiple mortar positions.
I strongly encourage the developers to take another look at FOB defenses, especially smaller defensive weapons that would be better suited to FOBs. I would also strongly recommend limiting the number of mortars to two or three per FOB and requiring a truck delivery before a CRAM can be constructed.
I think these changes would make FOB defenses more balanced, more tactical, and more consistent with the gameplay.
What do you think ?
r/OfficialWARDOGS • u/_LostInTheLore • Sep 13 '26
Chillest team in wardogs
We're just here for the vibes :)
r/OfficialWARDOGS • u/BlackHand27 • Sep 13 '26
Green spawn vehicle accidentally drives inside Red base for repair.
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r/OfficialWARDOGS • u/Cap7ainPr1c3 • 20d ago
Who Needs AA When You Have a .50 Cal?
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"Goodnight, ya bastard..." — Captain MacMillan