WARDOGS Market | Prepare More Cash and Professional Boosting for Prefect Shooting
This navigation page provides an overview of the game WARDOGS, as well as information on the ample game cash and professional boosting services offered by EZG.com for all players who want to enjoy the game. Specific purchase details can be found on a dedicated page.
Commodity List
- WARDOGS Cash: This is the main currency in the game, which can be used to acquire weapons or other consumables, all of which can quickly improve your character's strength.
- WARDOGS Boosting: Encountering difficulties? Don't worry, EZG's professional players will take over your account and help you complete all tasks successfully and claim all rewards.
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In a first-person shooter like WARDOGS, which emphasizes excitement and tension, the power of your weapon often determines the outcome of the battle, so having a handy and high-damage weapon is absolutely desirable.
In this game, weapons are obtained either randomly through raids or through the in-game store using game cash. The latter is more reliable and efficient. More powerful weapons require more cash, so you might need help from EZG.com.
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As your character level increases and the game progresses, you'll face significantly more challenging content in WARDOGS, which may prove difficult. However, the rewards hidden behind these challenges are incredibly enticing.
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About WARDOGS
WARDOGS is a multiplayer first-person shooter video game played in a raid format. Each raid involves 100 players divided into 3 teams, competing for a 2x2 km area on a 256 square kilometer sandbox map. The team with the most players remaining in the controlled area at the end wins.
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Wardogs Survival Rules: It's Not Your Aim That Kills You, But the Choices You Make before Fight Begins
In Wardogs, many players attribute their deaths to poor aim, but in reality, what often puts you at a disadvantage are the choices made before the fight even begins - such as your positioning and movement routes - which determine whether you survive to secure a profit.
Shift Your Objectives
The core of Wardogs lies in accumulating earnings and upgrading gear, rather than simply racking up the highest kill count.
Therefore, your goal in combat isn't necessarily to win every firefight, but to increase your survival rate so you can consistently earn Wardogs cash and upgrade your equipment.
Furthermore, not every fight is worth taking; a fair gunfight carries immense risk, as either side could easily end up back in the lobby.
A safer approach is to create situations that favor you - such as having cover while the enemy doesn't, or knowing their location while remaining undetected yourself. These are the kinds of engagements worth initiating.
Pick Your Battles Wisely
When you spot an enemy or hear suspicious sounds in Wardogs, you shouldn't reflexively open fire; instead, first assess whether you hold the advantage, check if the opponent has teammates nearby, and identify any available cover.
Once a firefight breaks out, if you fail to eliminate the enemy in the initial exchange, you must quickly consider your retreat options and evaluate the tangible benefits the engagement might yield.
If you are carrying valuable loot but are in poor health or a dangerous position, forcing a fight is usually not worth the risk.
Any firefight could potentially end your entire match; learn to choose your battles carefully rather than letting the combat dictate your actions.
Secure Your Cover
It is well known that firing a weapon in Wardogs essentially reveals your position to the enemy. If you fail to take them down quickly, they will probably retaliate.
Therefore, before pulling the trigger, ensure there are objects nearby - such as rocks, walls, vehicles, or doorframes - that can instantly block the enemy's line of sight.
Especially when crossing open areas, avoid simply rushing straight across just because it's the shortest route; a safer approach is to move from cover to cover, minimizing the time you remain exposed to the enemy.
Don't Repeatedly Peek from the Same Spot
Beyond finding cover beforehand, remember never to repeatedly peek out from the exact same location.
After your first peek, the enemy knows where you'll appear; if you retreat after missing a shot and then peek from that same spot again, they can easily pre-aim and take you down.
The correct approach is to change your angle or elevation, or shift slightly sideways, making it impossible for the enemy to predict where you'll appear next.
In other words, you don't always need to make a wide flanking maneuver; sometimes, moving just a few meters or slightly altering your perspective is enough to disrupt the opponent's aim.
Learn to Gather Information
The amount of information you gather in Wardogs often determines whether you hold the initiative in a firefight.
Gunshots, footsteps, the sound of opening doors, corpses, and disturbed supplies all indicate the presence of players, or that someone has passed through recently.
If you hear a suspicious sound, never ignore it; stop and observe your surroundings before deciding whether to keep moving.
Constant sprinting makes you an easy target; when necessary, switch to walking or stop moving entirely to listen for sounds.
You must learn to utilize the information the game provides, as the more intel you have, the less you'll need to rely solely on luck and reaction speed during combat.
Match Your Gear to Your Playstyle
Everything from armor, ammo, and weapons to tactical tools influences the playstyle you can adopt in the game.
For instance, heavy armor makes you more durable but sacrifices mobility, making it difficult to quickly escape danger in open areas.
Light gear, while allowing for faster movement, offers less protection against damage; it is better suited for situations where you have the advantage of cover and positioning.
No matter which loadout you choose, the key is to align your gear with your combat strategy: don't rush around recklessly when wearing heavy armor, and avoid engaging heavily armored enemies head-on when you're lightly equipped.
Ensure the Area is Safe After a Kill
Another crucial point in Wardogs is that you should never immediately rush to a body to loot it after downing an enemy.
The gunfire you just exchanged likely attracted attention, and the enemy might still have teammates nearby.
Instead, reload your weapon, heal up quickly, and listen carefully to your surroundings; only move in to loot once you've confirmed the area is safe.
Loot quickly and take only what you truly need - such as better weapons, ammunition, or healing items.
Always remember: the longer you linger on a battlefield where a fight just ended, the higher the risk of being ambushed by a third party.
Knowing When to Retreat
As mentioned earlier, not every firefight needs to be fought to the bitter end.
If you take the first hit while in a poor position - and without knowing the enemy's numbers - forcing the fight will usually only result in greater losses.
Breaking line of sight, healing, repositioning, or even retreating entirely are all ways to preserve your gains.
While players who win Wardogs firefights are certainly skilled, the ability to accurately judge when to retreat is often what allows you to survive longer and earn more in the game.
Consistent survival is more important than the occasional Wardogs match victory!
WARDOGS Mortar and Artillery Aiming Guide: Calculating Range for Precision Strikes
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.
WARDOGS Season 2: What Actually Gets Reset After Progression Wipe?
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.
WARDOGS Assault Rifle Upgrade Guide: Which to Choose - AK, Galil, M4, or FAL?
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 Assault Guide: How Much Should You Spend on Kits, What Should You Run, and How Do You Progress?
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.