Feedback from a Support Main on the Beta Weekend.
I made it to somewhere north of level 30 Support in the Beta, level 70~ Wardog level total.
I spent the vast majority of my time building FOBs and wanted to provide some feedback from the viewpoint of a Red-based Support Main for consideration.
First and foremost, the building mechanics are extremely fun and satisfying as all hell already. Easily one of the, if not THE, best in the industry!
You can build some truly amazing bases with the pieces already in the game and I can't wait to see what the devs are cooking for the future of this.
I'd still like the provide some feedback, however:
• As the very first "bugfix" request: PLEASE, PLEASE, PLEASE stop making barbed wire count for teamkills. I had to stop building them after the first hour or two of going negative 10k in debt, because people kept touching them and I got docked for "Teamkill Assist" or they got stuck and straight up died for a full-on $1800 dollar Teamkill penalty.
This needs to be fixed before release, I beg of you!
• The door/gate issue. As with everyone that cares about building bases, one of the main problems currently in the game is doors/gates .
Players leave them open 24/7, despite your very best efforts to airgap sections of the FOB.
I'm sure there's a certain level of "just gotta wait for players to get better," but I genuinely do not believe that the vast majority will ever give a singular fuck about making sure the doors are properly closed. That's just unfortunately how the "me, me, me" minded players in games like these ruin it for everybody.
It's been seen over years and decades in games sharing similar mechanics, that there will never be a time where the general playerbase advances to a level of care, where this won't be a problem.
Please add some kind of auto-closing feature, say after 10-15~ seconds, or that's blocked by enemy presence (say like a 50-100m radius, you can be generous here).
That would still allow for carelessness to let enemies into the base, as that's something that fundamentally should not be removed as a mechanic in my eyes (it kind of balances the whole defensive/offensive side of things), while providing a bit of a buffer for people just >constantly • The Supply Crate issue. In two parts:
• 1. We need a way to MOVE supply crates, without destroying them/buying them all up.
The amount of times I've had to team-kill supply crates filled with overpriced ammunition (9x19, etc. not the Ammo-Logi), Bandages etc. simply to continue actually building the damn FOB is far too high.
It sucks for everyone involved, the logi runner losing their crate (= no profit), I lose money too (= teamkill logi), and it's just frustrating to do.
Especially because you can't actually >choose Please let us drag them like we drag players, or simply pick them up with an empty hand and move them somewhere else or something.
• 2. We need a "Supply Station", buildable or just baseline for the FOB, that shows all "nearby" supply crates inventories and acts as a buying hub for them. If we could simply "hold F", to put them "into" the Supply Station, like we do for palettes, and they just become available in there, that would work quite nicely with already existing mechanics!
It's currently almost impossible to find the actual supplies you are looking for in a busy FOB.
When there's like 2-dozen supply crates, all with a few handful of items each, but never the items you are actually searching for, you kinda just stop even trying.
This sucks for logi players, as they make no money from dropshipping, but also for FOB builders like myself, because people stop coming to the FOBs regularly to resupply, which means there are less people to defend the FOBs at average.
We need a singular location that can act as a buy-hub for all the nearby supply crates, so that people are both encouraged to provide them (logi players), as well as people are encouraged to use them (ground players).
Would be massive QOL and improve the game feel markedly around these parts.
• Next up, the mortars/artillery issue . And I actually want to talk about two things in regards to them here as well, and also want to emphasize I'm talking about the placeable mortars here primarily, not the Artillery Vehicle.
• 1. Mortars are too cheap/too fast to build. This comes both from an offensive as well as defensive standpoint.
In the rounds where I decided to simply setup a massive number of mortars, enemy FOBs could quite literally do nothing to counter us, because our mortars would destroy any attempt at counter-mortaring before they could do any substantial damage.
In the rounds where the enemy had an artillery vehicle, that could shoot us with impunity (something I'll get back to later), or had more good mortar players than us, defensively, there was nothing that could be done.
We (squad and I) tried several times to take "care of" the mortar nests, which is where the problem I described above became abundantly clear.
The second we destroyed the mortars, after a 15-20 minute grueling infiltration with C4, crowbars and the like, but ultimately got killed... The mortars were already rebuild and online BEFORE WE EVEN RESPAWNED .
Mortars should not be able to be placed that quickly, so that "away-teams" can actually do some measureable countering of mortar stations.
I'd recommend raising the prices of building them, as well as the time it takes to build them, to similar levels of the SAM or the Guardian Anti-Air weaponry.
Those have a very nice balance between "this hurts to build" while still providing the oomph that you build them for nicely.
• 2. There should be buildable hard-cover in the build menu. Now, what I refer to as "hard-cover" is anti-mortar/artillery areas. Something that has a hard roof that does not splash damage through, as both the Bunker and even the Recon tower, consistently do not function as such.
It is especially noticeable as the RED team, as our only real FOB positions besides towers is the church, which provides exactly 0 hard cover aside from the church itself, which notably cannot be fired out of, and has 0 space for vehicles.
Compared to both Green (industrial complex/train yard FOB location) and Blue (Towers 5 and 1), Red has basically no usable hard-cover to build FOBs around (except for Tower 4), unless it's expected that Red simply >has Why the lack of buildable hard cover is an issue:
It heavily limits the amount of "viable" FOB locations to a mere handful of areas (listed above), as without hard cover your FOB will simply get mortar/artillery striked to hell and beyond with 0 recourse.
You also lack the capacity to adequately use the APC spawn vehicle, as it, too, will constantly get blown up with no way to actually protect it.
I'd propose a sort of metal-cover barricade/bunker-roof hard cover, that's large enough to put an APC under it and that can be tiled.
This would provide anti-mortar/artillery capabilities, but come with the downside that you can't build your own, no SAMs, no Guardians, nor can your snipers reliably shoot out from them as they'd be fairly limited in height.
• Buildable Anti-tank weaponry I'm almost certain this is likely already planned, but we really need some kind of buildable anti-tank weaponry.
Something like the "shoot missile, laser-guided rocket" emplacements that you see from games like Battlefield and the like would be perfect for this.
This would also help rein in the rather ludicrous power levels of the tanks currently in the game, as there would be more options to counter them, rather than simply hoping somebody got a Carl Gustav unlocked (or the driver's sleeping at the wheel so you can >somehow • Misc. Buildable Requests Some less important but nice-to-have's would be:
-- Some kind of openable window/shooting slit for walls , to add capabilities to defend from somewhere else that's not "on top of".
-- Those metal walls that spawn around the towers (wide/tall metal walls that do not have barbed wire on top, as basically an inbetween between concrete and 4x tesco).
-- A vehicle resupply station (for ammunition) . I understand why it probably isn't in the game, as it might make tanks and such a bit too powerful if they aren't forced to go back to HQ, but I think this can easily be solved by simply cranking up the logi-costs of the resupply drastically. Like if a stack of rockets costs 500 "ammunition" logi, you'll likely find that the tanks STILL need to go back to HQ regularly or have a massive fleet of people running logi, which would be nice to see.
-- Smoke mortars . Maybe these could be build as "fast/cheaply" as the current ones? They provide less immediately destructive capabilities, acting more as a supporting "we need to get these snipers out of that location/we need to attack this place" role, so they'd probably not be as detrimental to have around effectively 24/7.
-- A bridge piece . Something to add walkways/bridges onto higher-floored stuff, so people can still walk underneath. Could also, at higher cost/tier function as buildable hard-cover. I wanna see some crazy multi-level bases.
u/LunaWolve · r/WARDOGS
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