WARDOGS Assault Rifle Upgrade Guide: Which to Choose - AK, Galil, M4, or FAL?
Learn how WARDOGS Assault Rifles compare from T-21 and AK to Galil, M4, and FAL, including unlock levels, recoil, ADS, attachments, damage, and when each upgrade is worth your cash.
In WARDOGS, Assault progression path unlocks various assault rifles as you level up, but newer weapons aren't necessarily better. Higher rates of fire and damage often come with harder-to-control recoil, different magazine sizes, or even changes in ADS (Aim Down Sights) speed.
This makes choosing an assault rifle more complex than simply looking at unlock levels. T-21, AK, Galil, M4, and FAL each have distinct handling characteristics; some are better suited for steady progress in the early game, while others require superior recoil control to truly shine.
Below, we break down these assault rifles based on actual unlock progression and gameplay experience, looking at which stage of the game suits each one and when it's worth switching.
T-21: Early-Game Option
T-21 is an assault rifle available early in WARDOGS, with decent single-shot damage and fire rate. The main issue lies in its recoil.
There is significant muzzle climb during sustained fire; even with a 30-round magazine, maintaining stability is difficult, and you're likely to miss shots on mid-range targets as the muzzle constantly drifts upward.
If you don't have other options in the short term, try using a Three-Chamber Brake and TG Vertical Foregrip, paired with a 1.2x or 1.5x sight, to minimize vertical recoil.
If your WARDOGS cash is tight early on, there's no need to invest too heavily in T-21; it's better to save your resources for more practical assault rifles that unlock later.
AK: Reliable Early AR
AK unlocks at Level 3 of Assault path and comes standard with a 30-round magazine. While it still has recoil in its base configuration, it is much more manageable than T-21's. Once you get the hang of controlling the kick, you can handle mid-range targets effectively, even before fully unlocking attachments.
Modding AK is straightforward: prioritize vertical recoil control. A Vertical Foregrip, a muzzle attachment with Vertical Recoil Reduction, and a 1.5x scope can bring its sustained-fire stability to a comfortable level.
It also has a very practical advantage: longevity. Galil, introduced later, does not offer a massive performance advantage over AK; consequently, even as you progress into the mid-game of Wardogs, sticking with AK won't leave you at a significant disadvantage.
Galil: AK Alternative
Galil essentially offers an alternative handling feel to AK within Wardogs. Both weapons share similar fire rates and recoil patterns, but Galil holds the edge with its 35-round magazine and slightly higher muzzle velocity.
Those extra five rounds prove highly practical during sustained close-quarters engagements - particularly when facing two targets in quick succession - as avoiding a reload can often be the deciding factor.
However, exercise caution with Galil's 50-round magazine option. Manual timing indicates that ADS (Aim Down Sights) time is approximately 0.66 seconds for the 35-round configuration, whereas it jumps to nearly 0.96 seconds with the 50-round magazine.
While manual testing may involve slight margins of error, the performance gap between the two configurations remains substantial - and notably, the game interface does not explicitly highlight this trade-off.
If you are looking to save Wardogs cash, players already accustomed to AK can comfortably stick with it without feeling compelled to invest in Galil immediately.
Switching to Galil is best considered if you specifically desire a larger base magazine capacity. The performance difference is marginal, so the final choice largely depends on your magazine preferences and personal recoil control habits.
M4: High-RPM Upgrade
M4 unlocks at Level 20 in Wardogs, with its most significant feature being an 800 RPM fire rate.
This rate is notably higher than that of AK or Galil, allowing for faster damage output during head-to-head firefights at close-to-medium ranges; against Level 2 Armor, M4 also boasts a slightly better TTK than the preceding assault rifles.
However, there is a significant trade-off: higher fire rates make controlling vertical recoil during sustained fire more challenging. M4 demands more effort to control at long ranges compared to AK or Galil; without a solid habit of pulling down to compensate for recoil, that high RPM can easily lead to a lot of wasted shots.
Regarding attachments, you can follow standard assault rifle builds: equip TG Vertical Grip, a Three-Chamber Brake (or Suppressor), and a 1.5x Scope, paired with the 30-round magazine.
Players willing to spend time at the shooting range mastering the recoil will find it easier to capitalize on M4's high fire rate; meanwhile, those who prefer consistent output might stick with AK or Galil.
FAL: Late-Game Upgrade
FAL, unlocked at Level 35 in Wardogs, represents a significant step up from the earlier assault rifles. Although it has a 20-round magazine, its damage per shot to the upper body reaches approximately 30 - far higher than the mainstream assault rifles available previously.
Furthermore, its recoil remains primarily vertical, meaning it doesn't become uncontrollable despite the high damage output.
FAL also serves a unique purpose: it can function as a lightweight DMR. With its high base damage and a 4x scope - combined with a switch to single-fire mode - it is effective in medium-to-long-range engagements.
In testing, SVD deals about 35 damage per shot to the chest, whereas FAL deals around 30; this allows it to offer impressive long-range precision capabilities while retaining the handling characteristics of an assault rifle.
Practical testing shows that FAL offers a substantial performance boost for Assault class at Level 35. While the 20-round magazine does limit sustained fire, the high damage per shot, delayed damage drop-off, and single-fire capability provide greater tactical flexibility.
Tests indicate that FAL's damage drop-off begins at approximately 800 meters, giving it a distinct advantage in medium-to-long-range combat.
Once you reach Level 35, if you intend to continue down Assault path, FAL is a worthy investment for your Wardogs cash. Compared to earlier assault rifles, it offers marked improvements in per-shot damage and versatility across medium and long ranges.
Among these weapons, AK stands out for its stability and early unlock; Galil offers a larger base magazine; M4 emphasizes fire rate; and FAL elevates single-shot damage and long-range performance to a new level.
When choosing a weapon, you shouldn't rely solely on level or price; factors such as your ability to land consistent shots, how well you handle the recoil, and the engagement ranges you encounter most frequently will all directly affect your overall experience.
WARDOGS Season 3 arrives on November 12, 2026, with a new urban map, a seasonal progression reset, Limited Mode and a commitment to roughly three-month seasons. BULKHEAD is also changing how some equipment is unlocked, after admitting that Season 2's faster progression took too much of the journey out of the game.
That last point explains why Season 3 is arriving so soon. Season 2 began on October 15, but its accelerated progression allowed some players to reach powerful equipment far earlier than intended. Once high-tier gear started appearing so quickly, the wipe lost much of its impact. A fresh season no longer felt like much of a fresh start.
BULKHEAD now wants players to spend more time working toward their goals, without forcing them to grind an unrelated role just to unlock one useful item. Whether that balance holds for an entire season will matter more than the new map alone.
Here is what is confirmed for November 12, what happens to WARDOGS Cash, and what players should not assume before the full patch notes arrive.
WARDOGS Season 3: November 12 Wipe, Sabatulo and Changes
WARDOGS Season 3 Release Date and Confirmed Changes
BULKHEAD confirmed the November 12 launch in its November 6 developer update, WARDOGS | Road to Season 3. The announcement names Sabatulo as the new map and outlines longer seasons, progression changes and further action against cheating and exploits.
Season 3 Feature
What Players Can Expect
Release date
November 12, 2026
New map
Sabatulo
Seasonal reset
Level progression and Cash reset under the established wipe rules
Season length
Approximately three months
Progression pace
Closer to the Season 1 approach
Role unlocks
Selected items available on more than one role track
Limited Mode
Restricted ammunition, armor and vehicle selection
Longer-term progression
Intel and broader meta-game development planned for 2027
The full item list and final balance changes were not included in the November 6 announcement. BULKHEAD said a Season 3 patch notes preview would follow early the next week, so exact equipment changes should be checked against that release rather than guessed in advance.
The important news is not simply that another season is starting. The studio is changing the pace and structure of progression because its previous adjustments did not produce the experience it wanted.
Why BULKHEAD Is Wiping Season 2 Early
Season 2's short run is unusual, but the studio has given a fairly direct explanation.
BULKHEAD tried to make progression more accessible after feedback about the earlier experience. The changes went too far. Players advanced through levels quickly, and some reached high-tier armor and vehicles within days. The result was a familiar problem for a game built around seasonal resets: the equipment gap returned before the season had much time to develop.
In its developer update, BULKHEAD acknowledged that it had been too aggressive with the changes. The studio also said the faster progression removed part of the journey that made Season 1 work.
That admission matters because it tells players what the developers are trying to restore. Progression should give people a reason to keep playing, not simply move everyone to the strongest available gear as quickly as possible.
There is a downside to slowing things down. Players who have limited time may enjoy a longer season but still worry about how much effort it takes to unlock the equipment they want. A slower climb only feels rewarding when the route to useful gear is reasonable.
That is why the changes to role unlocks may prove just as important as the reset itself.
What Gets Reset in WARDOGS Season 3?
The wipe is one of the biggest practical concerns before November 12. Players should distinguish between seasonal progression, Cash and the permanent currency and cosmetics that carry over.
WARDOGS' established in-game reset rules state that level progression and Cash reset at the end of a major update cycle. Any Cash left over is automatically exchanged for Gold Bars. Gold Bars and Gold Market cosmetics remain on the account.
Account Resource
Treatment at the Seasonal Reset
Cash
Reset; remaining balance is exchanged for Gold Bars
Level progression
Reset
Gold Bars
Retained
Gold Market cosmetics
Retained
Vault inventory and individual item retention
Complete rules not confirmed
This is an important distinction for anyone searching for WARDOGS wipe information. Cash does not simply vanish when the season ends. Its remaining balance is converted into Gold Bars using the exchange rate active at that time. The rate can change, so an estimate made several days before the reset may not match the final conversion.
The available reset rules also do not justify promising that every individual item in a player's Vault will carry over. Players should wait for an explicit statement before making decisions based on assumptions about specific inventory items.
What Should Players Do With WARDOGS Cash?
The final days of Season 2 give players a choice.
Spending Cash before November 12 means getting more use out of the current season's equipment and loadouts. Keeping an unused balance means it will be converted into Gold Bars when the cycle ends.
The better option depends on what a player wants. Someone who still wants to test different weapons or enjoy a few more matches may prefer to spend. Someone saving toward Gold Market cosmetics may prefer to leave more Cash available for conversion.
There is no reason to assume a fixed Cash-to-Gold conversion value. Check the in-game Gold Exchange close to the reset date, since the rate changes over time.
For players looking up WARDOGS Cash, the key distinction is simple: Cash belongs to the seasonal economy, while Gold Bars and eligible Gold Market cosmetics are designed to survive the reset. Understanding that difference is more useful than relying on an old conversion estimate.
Sabatulo Takes WARDOGS Into Close-Quarters Urban Combat
Sabatulo is the most visible addition to Season 3. BULKHEAD describes it as an urban battlefield built around close-quarters combat, giving the community a new environment to learn together after the wipe.
The developer reveal also highlights the Sabatulo Clinic, a multi-level hospital landmark. Its presence offers a useful indication of the kind of fighting the map is intended to support: engagements around buildings, multiple floors and tighter approaches rather than relying exclusively on long, open sightlines.
That does not mean long-range weapons will become useless. It does mean squads may need to pay more attention to entrances, elevated positions and the routes connecting one building to another.
A team pushing through an urban block has more angles to consider than a team crossing an open area. Players may need to clear rooms, watch windows and coordinate movement between levels instead of depending on a single player to cover a distant approach.
The first days should be interesting for another reason: everyone will be learning the map at roughly the same time. Veterans will still bring their experience with weapons and squad tactics, but nobody will have months of established Sabatulo routes to rely on.
BULKHEAD has not released a complete map layout or a confirmed list of objectives and hotspots. Specific claims about extraction locations, loot rooms or guaranteed weapon advantages should wait until the studio provides those details or players can verify them in-game.
Limited Mode Could Make Lower-Tier Equipment Matter Again
Limited Mode is designed to offer an alternative to matches where high-end equipment creates a large gap between players.
BULKHEAD has outlined several planned restrictions: FMJ-only ammunition as an example, a maximum of Tier 2 armor and a smaller vehicle selection. The Havoc was mentioned as an example of a vehicle that would be excluded.
The final restricted-item list was still being worked out in the developer update. These examples should therefore not be mistaken for a complete set of final rules.
One confirmed design detail is particularly useful: Cash and XP earned in Limited Mode are shared with the standard mode in both directions. Players can try the restricted playlist without abandoning their regular progression.
That makes the mode more than a separate ruleset for people who dislike powerful equipment. It gives players another way to play while continuing to work toward their normal goals.
It may also help keep early- and mid-game equipment relevant for longer. If the standard mode's equipment gap becomes too large, a restricted playlist gives players a place to fight without facing the full range of high-tier gear.
Limited Mode cannot solve every matchmaking or skill difference. A more experienced player will still have an advantage. But restricting equipment gives BULKHEAD another way to address the frustration that comes from progression moving faster than the rest of the player base can follow.
Multi-Track Unlocks Target an Unnecessary Grind
The role progression changes may have a bigger day-to-day effect than their relatively small place in the announcement suggests.
Previously, an item could sit on a single progression track even when it was useful to players using another role. That meant someone could end up leveling a role they did not enjoy just to reach one piece of equipment.
BULKHEAD's example is .308 armor-piercing ammunition. A player who mainly flies the minigun-equipped Little Bird and wants that ammunition will be able to unlock it through the Pilot progression track, rather than having to reach Wardog Level 140.
That is a practical change. Players should be able to make progress toward equipment that supports their preferred role without spending hours on an unrelated track.
It does not mean every item will be available through every role. BULKHEAD has not published the full list of affected equipment, so players should check the patch notes before planning a specific unlock route.
Still, the direction is sensible: progression should reward the way someone chooses to play, not make them complete a long detour for an item that belongs elsewhere.
BULKHEAD's Anti-Cheat Action: 185,000 Accounts
The Season 3 announcement also covers cheating, exploiting and activity that undermines legitimate progression.
BULKHEAD reported an enforcement action involving 185,000 accounts. The studio also said its analysis covered approximately 187 million hours of gameplay and reported that 4.89% of players had used cheating software.
Those numbers need context. The 185,000 figure refers to accounts, not necessarily 185,000 separate people, and it should not be treated as a count of identical offenses.
The studio also discussed action against exploiters, real-money traders and gold-farming networks, including action against some server-hosting operations. That matters to the wider economy because organized farming and exploits can undermine the progression system that ordinary players are expected to use.
A slower progression system will only feel fair if players believe that the rules apply to everyone. Otherwise, legitimate players spend more time earning equipment while others look for ways around the intended process.
The enforcement announcement is significant, but the real test will come after launch. Players will want to see whether suspicious matches become less common and whether BULKHEAD can maintain consistent enforcement throughout the season.
What Comes After Season 3?
BULKHEAD has made clear that the November update is not the final version of its progression plans.
The studio has discussed a larger meta-game system for 2027, including Intel and a more substantial approach to long-term progression. The intention is to give players more meaningful ways to work toward equipment and reduce the gaps that develop between people with very different amounts of playtime.
That system should not be confused with a feature launching on November 12. Season 3's immediate changes are the new map, the seasonal reset, Limited Mode, longer seasons and multi-track unlocks. Intel belongs to the longer-term development roadmap.
For now, three-month seasons give players more time to work toward their goals and give the studio more room to prepare updates. That is a better foundation than repeatedly changing progression in response to problems after a season has already begun.
What WARDOGS Players Should Check Before November 12
Before the reset, a few checks can save confusion:
Check the current Cash-to-Gold exchange rate in-game.
Decide whether to spend remaining Cash or leave it for automatic conversion.
Do not assume level progression will carry into Season 3.
Wait for the full patch notes before relying on a specific item or role unlock route.
Treat the announced Limited Mode restrictions as examples until the final list is published.
Do not assume unconfirmed Vault inventory rules.
Season 3 gives WARDOGS a new map and a new starting point, but the more important change is what BULKHEAD is trying to fix. Season 2 made progression move so quickly that the reset lost its meaning. The next season needs to show that players can make steady progress without reaching the end of the equipment curve almost immediately.
Sabatulo will give squads a new battlefield to learn. Limited Mode may offer a more controlled equipment environment, and multi-track unlocks should make the grind less frustrating for players who stick to one role.
But the real measure of Season 3 will be what the game feels like several weeks after launch: whether high-tier equipment remains an achievement, whether lower-tier gear still has a place, and whether players have enough time to enjoy the progress they make before the next wipe.
In the large-scale battles of WARDOGS, mortars and artillery can strike strongholds, bases, and clustered infantry from afar. However, accuracy depends less on whether the barrel is pointed at the target and more on the player's ability to correctly judge the distance.
Estimating the distance to a target hundreds of meters away based solely on map visuals often leads to significant errors. Even if the direction is correct, a range discrepancy of just a few dozen meters can cause shells to land short of or overshoot the target.
While relying on successive ranging shots to correct your aim eventually works, it wastes ammunition and gives the enemy time to relocate or track down your firing position.
To land your first shot as close to the target as possible, use Mark Coordinates feature on the map to obtain the coordinates for both your firing position and the target. Then, calculate the distance between the two points and adjust the range on your mortar or artillery unit accordingly.
Get Mortar and Target Coordinates
Before calculating the distance on WARDOGS battlefield, you need to record two locations: your current firing position and the target you intend to strike.
Open the map and zoom in on your mortar's location; right-click the spot and select Mark Coordinates.
The coordinates will appear in the chat input area; you can use Ctrl+A to select them all and Ctrl+C to copy them.
Next, move the map to the intended target location and repeat Mark Coordinates process to obtain the target's coordinates.
You can designate the two sets of data as follows:
Mortar: X₁, Y₁
Target: X₂, Y₂
The purpose of this step is to determine the horizontal and vertical differences between the firing position and the target based on map coordinates.
As long as neither position changes, this set of results can be used directly for subsequent distance calculations with no test firing.
Calculate Target Distance
The distance between two points can be calculated using the following formula:
Distance = √[(X₂ − X₁)² + (Y₂ − Y₁)²]
Start by finding the horizontal and vertical gaps between the two coordinate sets. Square both differences, combine the results, and take the square root to get the final distance. For example, if X gap is 3.9 and Y gap is 1.35:
3.9² = 15.21
1.35² ≈ 1.82
15.21 + 1.82 = 17.03
√17.03 ≈ 4.12
Based on the distance conversion used in Wardogs, this result corresponds to approximately 412 meters. Next, simply adjust the weapon's range setting to close to 412m.
The step where errors most frequently occur is the final one. After adding 15.21 and 1.82, you must calculate the square root of 17.03, not square the number again. A mistake at this stage will result in a range setting that is completely off-target.
Players planning to rely on Mortar or Artillery more often may also want to reserve some WARDOGS cash for the necessary equipment and supplies.
Adjust RNG
Once you have the distance, you need to align both the weapon's direction and its range setting.
First, mark the intended target location on Wardogs map. Then, return to the mortar and rotate the barrel to locate the white diamond marker corresponding to the target, keeping it as close to the center of the screen as possible. This establishes the correct direction.
Next, check RNG displayed on the left. Here, RNG refers to Range - the current firing distance. If your calculation yields 412m but the interface only shows values like 385 and 430, adjust the range to a point between them - as close to 412m as possible - before firing.
With both direction and range correctly set, the first shot will usually land closer to the target than one based solely on visual estimation. However, an accurate distance calculation does not guarantee a direct hit.
If there are buildings, towers, hills, or other obstacles between the firing position and the target, the shell may still strike an obstacle prematurely.
Therefore, when selecting a target, you should also check for any significant obstructions in front of the firing position.
Fire Three Mortar Rounds Quickly
With sufficient WARDOGS cash and supplies, Mortar can be used for repeated area bombardment. Beyond precision strikes on single points, it can also fire multiple shells in succession to saturate a specific area.
After firing, the camera switches to track the shell's impact point; you can press C to skip this view if you prefer. Mortars hold up to three shells, allowing for three consecutive shots in quick succession.
For area bombardment, you can fire a shell, press C, slightly adjust the aim, and fire the next one so the shells land in adjacent spots. This tactic is ideal when enemies are scattered across a small area, rather than concentrating all fire on a single, identical impact point.
Additionally, you can reload while tracking the shell's flight or impact. As long as you have enough ammo, this minimizes the downtime between volleys, enabling sustained suppression of a target area.
Frequent bombardment consumes resources rapidly, so maintaining a healthy supply of WARDOGS cash is crucial for prolonged engagements.
Estimate Range Without Math
If the target area is large, you can estimate the distance using WARDOGS map grid.
First, mark the target on the map and adjust the zoom level until 100m grid lines are clearly visible. Estimate the distance based on the number of grid squares between your position and the target, then set RNG to a similar value for a test shot.
For instance, if you estimate the target is 300 - 350m away, you might set the range to 340m. If the first shot lands too far, reduce the range; if it lands too close, increase it before firing again.
This method eliminates the need for coordinate calculations but sacrifices accuracy; it often requires multiple adjustments to zero in on the target. Consequently, it is better suited for bombarding bases or large zones rather than hitting a specific fixed target with the first shot.
In WARDOGS, when attacking individual buildings, fixed targets, or specific map markers, it is best to use Mark Coordinates method combined with the distance formula and RNG settings. Although this adds a step to the calculation process, it reduces the need to rely on trial shots to gauge distance.
If the goal is simply to rapidly saturate a large area, using the 100m map grid for estimation is more straightforward. Once you correlate coordinate distances with RNG, artillery strikes no longer require total reliance on visual estimation.
Since entering Early Access, WARDOGS has seen rapid changes to its equipment and combat pace. When the game first launched, most players were still using starter weapons and basic equipment. After a few weeks, armor, tanks, and more advanced weapons and vehicles started appearing in greater numbers, making actual combat increasingly complex.
Wardogs Season 2 will launch on October 15, and the official Season 2 teaser has already shown some of the new content. Based on the information revealed so far, the update will make changes to existing systems, including Weather, Air Combat, and Progression.
Here is a look at the changes currently revealed for Season 2 and how they could affect WARDOGS combat going forward.
Rain Weather
Season 2 will add rain and stormy weather. WARDOGS already features weather environments such as sunrise or sunset, cloudy conditions, and normal sunny days, but rain could have an impact beyond visual effects.
Wardogs combat currently covers a very wide range of distances. Close-range combat mainly involves SMGs and shotguns, while mid-range fights include ARs, Marksman Rifles, Light Machine Guns, and low-magnification Snipers. Snipers are mainly used at long range, while mortars and artillery can also provide indirect fire.
Once rain appears, long-range gameplay in Wardogs could be significantly restricted. Sniper visibility will decrease, making it harder to spot targets at long distances and giving players who prefer close-range combat more opportunities.
Mortars and artillery can still rely on teammates to spot targets, but the visual interference from rain could also affect bullet time camera that appears when using these weapons, making it harder to adjust the next shot.
As a result, gunfights during rain could become much shorter-range. WARDOGS teams could use the lower visibility to storm bases more aggressively, while making greater use of Humvees and Kodiaks for flanks and rotations. Movement that would normally leave players exposed to long-range fire could have more cover in Rain.
The teaser also features noticeably heavy rain sounds. Under normal weather conditions, you can hear footsteps and distant gunfire, but in rain, these sounds could be covered by the environmental audio. For teams preparing a flank, rain could provide a better opportunity to approach enemies.
Mobile Anti-Air
Another noticeable change in Season 2 teaser is a Blackhawk being hit by anti-air while flying. This type of anti-air currently does not exist in Wardogs.
In Season 1, you could only deal with Little Bird and Blackhawks using fixed-position Sea Whiz systems, or by flying your own Little Bird or Blackhawk to engage enemy helicopters in the air. The biggest problem with Sea Whiz is that its position is fixed, so its coverage is limited by where it is deployed on the map.
Season 2 could give WARDOGS teams a new mobile anti-air option. You could move anti-air around and search for air targets in different areas of the map.
Incendiary Grenade
Another detail in the teaser has caught players' attention. In a stormy rain scene, flames can be seen on the floor inside a building. Wardogs currently does not have this type of environmental fire, leading players to speculate that Season 2 could add Molotovs or incendiary grenades.
An incendiary grenade could become an area denial tool in WARDOGS. You could use fire to prevent enemies from entering a building, block routes when enemies are pushing a position, or force them out of cover.
Progression Wipe
When Wardogs Season 2 begins, Progression content you have unlocked since the start of Early Access, including items, equipment, weapons, vehicles, attachments, and more, will be reset. You will need to go through Unlocks and Progression again.
One important purpose of Progression Wipe is to reduce power disparity between players who joined WARDOGS at different times. As Early Access continues, new players will keep joining, while players who entered the game early may already have large amounts of equipment and high-level items.
Without regular resets, new players would have to face veteran players with extensive unlocks. A wipe can periodically bring Wardogs levels and equipment back to zero, allowing players to start again from a similar point.
A Progression Wipe also gives the development team an opportunity to adjust Unlock Path of Progression System. This could include rearranging where items are unlocked, changing XP required for upgrades, modifying the conditions needed to reach certain levels, and adjusting how much Wardogs cash is earned from different gameplay actions.
Characteristics of weapons and vehicles could also be adjusted. WARDOGS Season 1 has already revealed some noticeable issues.
For example, Little Bird can cost less than an Infantry Loadout, while Unlock Cost of Artillery is high, but the cost of obtaining it again in the next life is relatively low. These actual usage and economy data points will provide references for future adjustments to progression and cost.
After Progression Wipe, your existing Wardogs cash will not lose its value. Instead, it will be converted into Gold Bars that can be used in Main Menu Store to exchange for Endgame Cosmetics.
More To Come
The currently revealed teaser does not represent all the content coming with WARDOGS Season 2. During the first few weeks after Early Access launched, the official team has continued communicating with players through social media and collecting feedback on the game's systems. The development team is also preparing new vlogs to explain the changes coming to Season 2 in more detail.
More long-term systems that could have a major impact on Wardogs are already in development. Player Skill Tree, Loadouts, Investments, and Mission Structure are all being worked on, although these systems may not launch alongside Season 2.
Loadouts could solve the need to repeatedly prepare everything after dying and starting a new life, making the process of returning to combat more direct. Investments allow you to use WARDOGS cash to obtain Items, but these Items will not immediately enter your Stash and will instead need to finish construction before you can claim them.
Mission Structure could affect how Faction War is played. Some players currently have little incentive to invest in Blue Team, and faction objectives often are not enough to change their own actions. If clearer missions are added later, players could have more reasons to act around faction objectives.
Wager System has also appeared on the development roadmap, but Wardogs is still in the early stages of Early Access. These larger systems that could change the overall Meta will require more testing and adjustments.
Season 1 established the basic gameplay of WARDOGS, while Season 2 and future updates will continue adjusting these core systems. As Early Access progresses, more new systems will be added, and Wardogs still has plenty of content to come.
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.
In WARDOGS, Recon class can unlock Thermal Binoculars and .50 Cal Sniper in the late game; combining these two high-tier items creates a highly efficient long-range support playstyle.
Thermal Binoculars handle the rapid searching and spotting of concealed targets, while .50 Cal utilizes that location data to secure long-range kills.
For Recon players who prefer defending FOBs, controlling the perimeter of Hot Zones, or supporting the front line from high ground, this combination significantly cuts down the time spent hunting for targets.
Thermal Binoculars Strengths
Thermal Binoculars offer thermal vision and 8x zoom while still allowing you to spot enemies normally. They excel at scanning through forests, bushes, and complex backgrounds - environments where standard optics often struggle.
If you frequently find it difficult to visually confirm targets during a WARDOGS match, switching to thermal vision allows you to instantly reveal enemy silhouettes.
Infantry in distant woods, snipers hiding near foliage, and even enemy Recons in ghillie suits find it much harder to conceal their positions through visual camouflage alone.
They also remain effective in smoke-filled environments. Whether enemies are using smoke to cross roads, reposition, or perform rescues, thermal vision provides reliable visibility.
This scanning efficiency means Recon doesn't need to painstakingly check distant windows, thickets, or building edges one by one through a sniper scope; instead, a quick sweep of a large area determines exactly where to focus next.
Thermal + .50 Cal Synergy
The operational loop for this WARDOGS combo is simple: Scan → Spot → Switch Weapon → Kill.
Recon first locates and spots the target using Thermal Binoculars, then switches to .50 Cal to take the shot.
Since the enemy's location is already confirmed, there is no need to waste time searching again while aiming the sniper rifle. Continuously spotting and helping teammates deal with targets also allows Recon to steadily earn WARDOGS cash while providing long-range support.
This is particularly effective around Hot Zones. Enemy reinforcements often traverse the same roads, walls, woods, or gaps between buildings; by covering these areas, a Recon can consistently detect targets approaching the front line.
.50 Cal is perfectly suited for this gameplay loop. It boasts formidable long-range lethality, posing a significant threat to enemies on rooftops, in windows, along tree lines, and in open areas.
Players wearing Ghillie Suits are also significantly affected. Thermal imaging increases the likelihood of spotting these targets; furthermore, since Ghillie gear cannot offer the same level of protection as high-tier Body Armor, a revealed position makes them especially vulnerable to .50 Cal.
Best Recon Positions
Towers, high-rise rooftops, and flanking positions overlooking Hot Zones are ideal for this playstyle. The wider the field of view, the more movement routes the Thermal Binoculars can monitor.
The area surrounding FOB is another excellent choice. A Recon player can stay near the base to monitor the perimeter, continuously spotting enemy infantry, vehicles, or snipers for teammates on the front lines, while simultaneously eliminating enemies attempting to approach the base or occupy long-range firing positions.
Even without personally securing every kill, this playstyle - which consistently provides target intelligence - allows Recon player to accumulate Wardogs cash.
The value of this playstyle to the team is also evident. A Recon player doesn't need to personally kill every spotted target; simply spotting multiple enemies moving toward a Hot Zone helps frontline teammates anticipate the direction of the enemy's advance.
However, steady observation doesn't mean remaining stationary indefinitely. You can maintain a favorable firing angle as long as your position isn't compromised or targeted; however, once the enemy initiates counter-sniping, mortar suppression, or a helicopter assault, you should relocate immediately.
Thermal Balance Concerns
Based on this match, the most notable balance issue with Thermal Binoculars is the apparent lack of a significant cost for prolonged use.
Wardogs players can utilize Thermal Vision for extended periods, maintaining clear long-range visibility and even spotting targets through smoke. Consequently, the concealment typically provided by forests, undergrowth, and Ghillie Suits is significantly compromised.
Some in the community have suggested limiting Thermal Vision via battery constraints or usage time limits. However, it remains to be seen whether such restrictions would be truly effective if players could simply carry large quantities of spare batteries.
While it is impossible to determine whether adjustments are needed based on just a single match, this gear setup undeniably grants high-level Recons highly reliable long-range scouting capabilities.
For Recons aiming to consistently earn Wardogs cash, this stable information advantage means they do not need to frequently venture into Hot Zone to hunt for targets.
Counters and Weaknesses
In Wardogs, while high ground offers excellent visibility, it also easily exposes Recon's position. After firing repeatedly from the same tower or rooftop, enemy Snipers will likely soon start looking for angles to counter-attack.
Mortar strikes pose a more immediate threat to stationary positions, forcing Recons to temporarily abandon their rooftops. Helicopters and Rocket Pods can also rapidly suppress high-ground positions that lack cover; consequently, players using this strategy must adjust their positioning in response to enemy actions.
Limited .50 Cal ammunition is another constraint. When engaging moving targets at long range, taking low-probability shots too frequently can easily lead to ammo shortages during the latter stages of the match.
The strength of Thermal Binoculars and .50 Cal combination lies in creating a seamless loop between long-range scouting and elimination: Thermal Vision allows for the rapid detection and spotting of concealed targets, while .50 Cal is then used to neutralize high-threat enemies once exposed.
For Wardogs Recons who have unlocked this gear, the setup is ideal for FOB defense and providing support from Hot Zone's periphery; however, lingering too long in a fixed high-ground position will quickly draw counter-fire from Snipers, Mortars, and aerial assets.
WARDOGS has been live for less than two weeks, but its popularity has already far exceeded the development team's original expectations. The developers initially expected the game to reach a peak concurrent player count of around 40,000 to 50,000 during launch, but the peak on Sunday after launch directly reached 428,000 players.
This launch has also made upcoming WARDOGS Early Access updates a major focus. Progression Wipe, Trait System, Black Market, Wager System, and other features will gradually enter the development plan.
How WARDOGS will be updated next and which systems could change the current meta are the parts of Early Access that are really worth watching.
Update Schedule
WARDOGS is currently in Early Access Season 1, which has been confirmed to last only one month. Season 2 will arrive soon. After that, Season 2, Season 3, and Season 4 will not follow a fixed schedule. Their length will depend on development progress and when new features are ready.
Season system in WARDOGS is also different from the fixed-season model used by traditional FPS games. The development team is more focused on whether new systems and features are complete and whether they can change the way the game is played.
If WARDOGS is preparing to add an important new system, the current season may end earlier, and some of your progress may be reset.
During Early Access, WARDOGS development team will not maintain the high-frequency content update schedule seen in other major FPS games. The core gameplay and performance are already relatively stable. Aside from the server issues on launch day, the overall performance has already reached a fairly mature state.
For the next period, WARDOGS will focus on core systems, balance, bug fixes, and improving meta game, while also adding smaller content updates. After 1.0 officially launches, the game will gradually move toward a more stable content update model.
Progression Wipe
After a season ends, WARDOGS will conduct a progression wipe. Your current level and role progression will be cleared, while some weapons, attachments, vehicles, and other content will be locked again. All players will need to start over.
However, not everything will be reset. WARDOGS development team has confirmed that some content will remain persistent and be saved directly to your account. Some necessary items will remain unlocked and can be obtained using WARDOGS cash earned in the new season.
The main purpose of Progression Wipe is to allow WARDOGS development team to adjust progression order for each season, place new weapons, vehicles, and other equipment at different levels, and temporarily remove some older content from the progression system.
This means Progression itself can change based on actual player data. Which equipment is being used heavily and which parts of the unlock order have problems could all affect the next season's setup.
For example, the current unlock timing for Armor and Armor Penetration Rounds in WARDOGS is already a relatively obvious issue. You can currently obtain Level 3 and Level 4 armor fairly early, while the corresponding armor penetration rounds are unlocked much later.
This can easily lead to situations where large numbers of players have high-level armor but do not have enough ammunition with sufficient penetration. If the development team adjusts the unlock positions of the two, the current WARDOGS meta could change as well.
Trait System
WARDOGS is preparing to introduce Trait System, which can also be understood as a Skill Point Tree. You will earn Skill Points through XP and invest them into different skill trees. The current system is still in development, so the names and effects may continue to change.
Based on the content currently shown, different roles have their own trait trees. Skill points can be assigned according to different playstyles, with options focused on weapon switching, focus, movement, and stamina, creating greater differences between playstyles.
WARDOGS Recon Tree already includes options such as Weapon Switch Speed, Focus Time, Vertical Recoil, Horizontal Recoil, Enemy Spot Duration, Melee Damage, Reload Speed, Time to ADS, and ADS Movement Speed.
WARDOGS Infantry Tree includes skills such as SMG Weapon Switch Speed, Tactical Sprint Stamina Cost, Weight Movement Penalty, and Sprint Stamina Regeneration.
If the system is eventually added to WARDOGS in its current form, each Season's Progression Wipe will also affect Trait System. Starting over at the end of a season can allow new players and players with a large amount of accumulated experience to return to a relatively similar starting point.
Meta Features
Besides Trait System, WARDOGS is also testing other meta features. One system already shown is related to lockpicking. A future trait may allow players to directly pick open enemy buildable doors.
Currently, opening these doors usually requires a crowbar, or you can use C4 to blow them open. Lockpicking could reduce the amount of noise generated, giving players another way to enter enemy areas while staying stealthy.
Stash System will also continue to expand, while Black Market is also in development. You will invest WARDOGS cash into investing and crafting equipment, then bring it into the next match.
Another particularly interesting system is Wager System. You can place a wager on a specific objective in a match, and successfully completing that action will reward you. This system will give regular WARDOGS matches new objectives and could also create more unexpected situations during an ongoing fight.
WARDOGS has already developed several popular meta strategies, such as heavily using machine gun Humvees and deploying multiple Drills at the base to control Hot Zones. After Season 2 adds new progression, Trait System, and meta features, the equipment unlock order and existing meta could change, and these popular strategies may change with them.
WARDOGS 1.0 is still a long way away, while console support is not expected until 2028. At this stage, Early Access is more like an ongoing development process where the game environment will continue to change through season transitions, progression wipes, and balance changes.
For players who have already joined, every upcoming season could bring a new set of strategies and a different pace of play.