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WARDOGS - Tactical Depth & Teamplay Deep Dive

Luipadre

Gold Member
It was released yesterday. This is an upcoming all out warfare multiplayer shooter. It looks pretty sick imo. "WARDOGS is a TACTICAL ALL OUT WARFARE FPS where one hundred players split across three teams fight over the control zone. "



Im gonna keep an eye on this one
 
I never cared about the killcam so I was suprised to see people make such a big deal about it. However, the idea that you can spend a bunch of money on a ghillie suit to negate the killcam while also making yourself more vulnerable since it takes up the armor slot, is actually pretty clever. This game has a good amount of interesting mechanics and ideas.
 
Very much looking forward to this game. Just wish they'd remove the killcam.
Bruh...

tenor.gif
 
Looks very promising, I just want to see it finished and supported with longevity in mind and I'll throw my money and time at it.

Destiny, PUBG, Apex, BF6, I've moved on from these games due to various reasons. But damn do I miss a good online fps experience on PC.

Something that has that TF2 vanilla or BF4 magic.
 
There was a live stream today, but I can't find the stream or archive. The link they've posted on twitter goes nowhere. I see an archived video thats almost 2 hours long but its just an interactive wallpaper of a scene from the game.
 
Got an invite to the august alpha test. Looks like there is still no controller support which is not good for me, but i can atleast try this game
 
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played a match. Definitely has a learning curve and I don't think I contributed much besides a couple of revives but I do dig what its going for. My teammates weren't very coordinated and were just doing their own thing but I feel like thats normal as everyone is still trying to get a feel for the loop and mechanics of the game.
 
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Played for a couple of hours. Some random thoughts

- Map is huge and the travel time to the objective areas is significant. I don't actually view this as a negative, as it helps reinforce the unforgiving design and how much each life matters

- Guns feel good and the TTK is actually longer than you'd expect for this type of game especially if you're wearing armor. There's some increased survivability compared to games like Squad and ARMA which is nice because its easy to get shot from all over the place. This is especially true here due to the abundance of snipers. Right now they're actually pretty overpowered, especially since they can just stand on top of the many towers and snipe people across the entire control zone. There isn't an efficient way to counter them right now outside of just trying to make it to the towers and climb up them to take them out. Maybe as people unlock the littlebird guns and the attack choppers that will change.

- Progression could use some re-balancing. So many things are gated especially early on, you pretty much have access to almost nothing and need to unlock it all. I wanted to focus on being a medic and reviving people, and then I realized you have to grind the medic role just to unlock the defibrillators. The tanks and other damage dealing vehicles have even more strict requirements, you have to level up the driver role to 30+ before you can even buy them in-game. As a result, the vehicles so far have no real presence or impact on the battles which is a bit of a bummer. Its far more infantry oriented at least initially than I was expecting. And since you don't have these offensive vehicles rolling around causing explosions or mayhem the destruction aspect has been non existent. I don't think I saw any blown up buildings or walls in my playtime. Also, returning to the gated equipment for a moment. There was an instance where an armored vehicle from the other team was literally just driving around a group of like 10 of us for a good 5-10 minutes but since nobody had explosives unlocked yet we literally couldn't do anything about it lol it just freely drove around trying to roadkill us. This was actually funnier than annoying ill admit that.

- The money based economy and how it works is actually brilliant. Almost anything you do earns you money and not only is it basically your score but its also how you permanently unlock things and make them available for purchase outside of matches. Things like transporting teammates into the control zone gets you money, but in addition to that if those same teammates get kills you'll actually get assists for that which grants you even more money. This makes for a pretty rewarding gameplay loop and even if you don't want to spend a lot of money on your loadout when spawning in you can make it an effort to loot dead enemies/teammates instead and get good stuff from them. There is a lot of interesting stuff to the economy that I think i've only scratched the surface of.

- In terms of the core objective, I would like to see some tweaks. I feel like the 'hotzone' in particular, which gets your team the most points when controlled, moves a bit too quickly and also through random places that aren't that interesting to fight in. There are a lot of neat landmarks on the map like an entire village area with small houses, a church with a graveyard, the many towers, etc but the hotzone seems to move through random fields and roads more than anything else. I know there is a whole mechanic where you can pull the hotzone to a tower and hold it there which sounds neat on paper, however that isn't explained in the tutorial and I don't think anyone on my teams has figured out how to do that.

- Graphically, its not much to look at. But given the 100 player count and the size of the map as well as (presumably the destruction) it actually runs better than I expected it to. I have my framerate locked at 120 and it never seems to drop below that even in this alpha state. The most demanding graphical presets are clearly missing, so Im curious to see how different the full release will be. Regardless its still a cut above many other UE5 games in terms of optimization.

So yeah its a pretty good game in its current state, but with a few tweaks and changes it could be something great.
 
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Played for a couple of hours. Some random thoughts

- Map is huge and the travel time to the objective areas is significant. I don't actually view this as a negative, as it helps reinforce the unforgiving design and how much each life matters

- Guns feel good and the TTK is actually longer than you'd expect for this type of game especially if you're wearing armor. There's some increased survivability compared to games like Squad and ARMA which is nice because its easy to get shot from all over the place. This is especially true here due to the abundance of snipers. Right now they're actually pretty overpowered, especially since they can just stand on top of the many towers and snipe people across the entire control zone. There isn't an efficient way to counter them right now outside of just trying to make it to the towers and climb up them to take them out. Maybe as people unlock the littlebird guns and the attack choppers that will change.

- Progression could use some re-balancing. So many things are gated especially early on, you pretty much have access to almost nothing and need to unlock it all. I wanted to focus on being a medic and reviving people, and then I realized you have to grind the medic role just to unlock the defibrillators. The tanks and other damage dealing vehicles have even more strict requirements, you have to level up the driver role to 30+ before you can even buy them in-game. As a result, the vehicles so far have no real presence or impact on the battles which is a bit of a bummer. Its far more infantry oriented at least initially than I was expecting. And since you don't have these offensive vehicles rolling around causing explosions or mayhem the destruction aspect has been non existent. I don't think I saw any blown up buildings or walls in my playtime. Also, returning to the gated equipment for a moment. There was an instance where an armored vehicle from the other team was literally just driving around a group of like 10 of us for a good 5-10 minutes but since nobody had explosives unlocked yet we literally couldn't do anything about it lol it just freely drove around trying to roadkill us. This was actually funnier than annoying ill admit that.

- The money based economy and how it works is actually brilliant. Almost anything you do earns you money and not only is it basically your score but its also how you permanently unlock things and make them available for purchase outside of matches. Things like transporting teammates into the control zone gets you money, but in addition to that if those same teammates get kills you'll actually get assists for that which grants you even more money. This makes for a pretty rewarding gameplay loop and even if you don't want to spend a lot of money on your loadout when spawning in you can make it an effort to loot dead enemies/teammates instead and get good stuff from them. There is a lot of interesting stuff to the economy that I think i've only scratched the surface of.

- In terms of the core objective, I would like to see some tweaks. I feel like the 'hotzone' in particular, which gets your team the most points when controlled, moves a bit too quickly and also through random places that aren't that interesting to fight in. There are a lot of neat landmarks on the map like an entire village area with small houses, a church with a graveyard, the many towers, etc but the hotzone seems to move through random fields and roads more than anything else. I know there is a whole mechanic where you can pull the hotzone to a tower and hold it there which sounds neat on paper, however that isn't explained in the tutorial and I don't think anyone on my teams has figured out how to do that.

- Graphically, its not much to look at. But given the 100 player count and the size of the map as well as (presumably the destruction) it actually runs better than I expected it to. I have my framerate locked at 120 and it never seems to drop below that even in this alpha state. The most demanding graphical presets are clearly missing, so Im curious to see how different the full release will be. Regardless its still a cut above many other UE5 games in terms of optimization.

So yeah its a pretty good game in its current state, but with a few tweaks and changes it could be something great.
Gfx are pretty bad, its basically a super stripped down ue5, but atleast it runs good. I like the gunplay and the audio, the money system is satisfying. The vehicle physics are absolute dogshit tho, they need to work on that a lot. Also why is the map so big when the capture point is always at the center? Whats the point of the big map lol. Doesn't it suppose to change around each mach? Fighting in the same circle are gonna get old real fast. Game will be great in 1.0, its a bit rough right now
 
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Gfx are pretty bad, its basically a super stripped down ue5, but atleast it runs good. I like the gunplay and the audio, the money system is satisfying. The vehicle physics are absolute dogshit tho, they need to work on that a lot. Also why is the map so big when the capture point is always at the center? Whats the point of the big map lol. Doesn't it suppose to change around each mach? Fighting in the same circle are gonna get old real fast. Game will be great in 1.0, its a bit rough right now

Yeah coming from BF6 I simply can't wrap my head around the chopper controls. I expected it to be more challenging because its not as arcadey, but the physics and how they move make no sense to me. Some people are having better luck controlling them with a controller, so Im going to plug one in next time and see if that helps.

And I guess the towers are part of the reason why the control zone can't exactly move around as they're integral to the gameplay. They could implement some system where they spawn in random places around the map to make the fighting locations more varied. Probably easier said than done though.
 
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Yeah coming from BF6 I simply can't wrap my head around the chopper controls. I expected it to be more challenging because its not as arcadey, but the physics and how they move make no sense to me. Some people are having better luck controlling them with a controller, so Im going to plug one in next time and see if that helps.

And I guess the towers are part of the reason why the control zone can't exactly move around as they're integral to the gameplay. They could implement some system where they spawn in random places around the map to make the fighting locations more varied. Probably easier said than done though.
Not just the heli, the ground vehicles are absolutely terrible to control and im on controller. After this test, im gonna wait until 1.0. This needs a lot of work especially after i played the latest HLL vietnam beta. That shit was so good
 
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