In WARDOGS, different budgets lead to very different Assault playstyles. The gap between Budget Kit, Medium Kit, and Expensive Kit is reflected not only in equipment costs but also in net profit, combat performance, and risk.
Assault Progression is another issue worth watching in Wardogs. Even if you get more than 40 kills in a match while also having numerous assists and relatively few deaths, your Assault level can still increase very slowly.

Next, EZG.com will look at the actual investment, net profit, and combat performance of the three Assault Kits to see what different budgets can really provide and why WARDOGS Assault Progression can feel so slow.
Budget Kit
Budget Kit costs around $1,000 and is suitable when you have limited Wardogs cash. With a Budget Kit, you rely more heavily on your teammates. Your weapon and armor have limited combat capability, so it is better suited to close-range and mid-range engagements, while direct fights against enemies leave little room for error.
After the match starts, you can follow your team into Zone. Spotter Scope is the core piece of Budget Kit, helping you find enemy positions and gather battlefield information to make up for its limited combat power. After WARDOGS fights, you can also loot armor, free rifles, and other low-cost weapons and equipment from enemies.
The biggest advantage of Budget Kit is its low death cost. Even if you get fewer kills than deaths in a Wardogs match or eventually lose the match, you will not suffer much economic pressure from losing your equipment. On average, a match can generate more than $68,000 in net profit.
Medium Kit
Medium Kit costs around $5,000-7,000 and has the highest profit among the three Wardogs Kit tiers. At this price point, you can already use higher-level armor, which significantly improves Assault's combat ability and room for error.
You also need to upgrade your WARDOGS rifle, attachments, armor, and vest, while carrying enough ammunition, grenades, and med kits. Spotter Scope is still worth bringing, helping you find suitable gunfights more quickly.
On average, a Medium Kit can generate around $110,000-150,000 in net profit per match, while achieving around 24 kills, 10 deaths, and 40 assists.
Compared with Budget Kit, it provides more reliable weapons, armor, and utility. You can take a more active role in Wardogs combat without taking on the high economic pressure of an expensive loadout.
Expensive Kit
Wardogs expensive kit costs around $15,000-20,000 and is mainly used for battlefield objectives that require you to operate alone. For example, the enemy may be using a Havoc that needs to be destroyed, you may be preparing for an FOB raid, or you may need to find and destroy an enemy-deployed Mobile AA.
These WARDOGS tasks require Assault to have greater self-sufficiency, so you will usually carry more meds, ammunition, and extra magazines, while equipping the highest-level armor, C4, and IED. Successfully completing these objectives can weaken the enemy's operations and help your teammates push the battle forward.
However, carrying a large amount of equipment also reduces movement speed, making it unsuitable for staying in Wardogs Hot Zone and trading damage head-on for long periods.
It is better to move carefully and look for opportunities to complete objectives. If you die before completing the mission, the loss from an expensive kit is also significant, with an average net profit of around $40,282 per match.

Assault Progression
All three Kit tiers can generate positive returns. What really makes players uncomfortable is Assault Progression. Even with a high KD, Assault levels can still increase very slowly. This is because Assault currently earns most of its XP through kills, making its XP sources too limited compared with other Wardogs Classes.
Assault XP could cover more actual battlefield actions in WARDOGS. For example, taking damage while wearing armor or successfully surviving, being affected by suppression yourself or with teammates, or being attacked while in smoke and surviving could all provide XP.
Entering an enemy FOB area should also provide Assault XP and Wardogs cash rewards. Destroying enemy objectives, drills, and FOBs should also provide Assault XP. XP awarded for destroying drills, destroying FOBs, and destroying other enemy objectives should also be increased.
Enemy Body Armor could also become a source of XP. Fully breaking an enemy's Body Armor or dealing significant damage to it could provide Assault XP. If an assault player eliminates an entire enemy squad alone, this could also provide additional assault XP.
Time spent in Hot Zone could also be included in Assault XP, with XP awarded at certain time intervals. These XP sources would cover more of Assault's behavior on Wardogs battlefield instead of focusing only on kills.
WARDOGS is still in the first stage of Early Access, and the wipe cycle is currently short. Players who can invest a lot of time into the game can make up for slow progression through long-term grind, while players with less gaming time will feel the impact of slow leveling more strongly.
If Wardogs Wipe cycle is extended to six months or even a year in the future, the same progression speed could feel different. There are also some Tertiary Systems that have not yet been added to WARDOGS.
WARDOGS development team has previously mentioned Talent, Skill, and other progression systems. Once these systems are added in the future, they could also change the overall pace of progression.
Although the current issues with Wardogs Assault require more data to evaluate, Kit profitability and Assault Progression may also change as the game systems are adjusted. However, the data from the first Early Access season can still reflect the actual situation. The developers need to further observe the actual XP and cash earnings players receive and make reasonable adjustments to Assault.












