Loadout Command is in beta — features may change. Have feedback? contact@wardogs-loadout.com

WARDOGS Beginner Tips

The small mechanics and squad etiquette that don't show up anywhere in the tutorial, pulled from real early-access and beta play.

Weight classes: stay out of Heavy

Your total loadout weight puts you into one of three classes — Light, Medium, or Heavy. Crossing into Heavy disables tactical sprint entirely and slows your ADS speed, which is a real combat downgrade, not just flavor text. Rough item weights from real play: the AMP-9 sits at 1.4kg, the PP-19 at 2.9kg, the AK74 at 3kg, and LMGs run a hefty ~7.5kg. A parachute adds 2.5kg but gets dropped the moment you land, freeing that weight instantly.

Loose ammo is both cheaper and lighter than pre-loaded magazines — press C to auto-pack loose ammo into magazines on demand instead of buying full mags up front. Most experienced players stay deliberately parked right at the Light/Medium boundary and only push into Heavy when a specific fight calls for it — for example running the large defib battery for the Medic loop covered in the economy guide.

Looting and reviving

  • • Use right-click for an instant gear swap instead of dragging items one at a time — it's meaningfully faster mid-fight.
  • • Looted enemy corpses can carry usable ammo, healing items, and occasionally a straight gear upgrade over what you're currently running.
  • • Common squad courtesy: drag a downed teammate behind cover before reviving them, rather than picking them up in the open.
  • • Use the downed teammate's own dropped resuscitator on them when you can, rather than burning one of yours.
  • • Always take the free resuscitator every life regardless of role — it costs nothing and can save a teammate (or you) in a pinch.

Mobile spawns and FOB discipline

APCs act as mobile spawn points with roughly a 10-second respawn delay, saving you the run, drive, or flight back from your home base after dying. Players generally use them two ways: fortified inside a team's FOB (safe, but only useful if that FOB is well-positioned relative to the Control Zone), or pushed aggressively toward the Hot Zone (faster back into the action, but exposed to being wiped by enemy C4 or explosives).

Inside a FOB, close doors and gates behind you — an open gate left unattended is one of the most commonly cited reasons a FOB gets overrun. If a door gets destroyed, replace it with a new door or gate rather than sealing the gap with plain barriers, which locks your own team out as badly as it blocks the enemy.

Comms and practice

  • • Engagement distances are large — callouts land much better with cardinal directions or degrees ("north-east, 300 meters") than vague references ("over there by the hill").
  • • Practice a new role or vehicle in the Firing Range before committing real cash to it. Crashing a helicopter you bought with real money is a real loss; crashing one in the range costs nothing.
  • • The rebuy-last-loadout option repurchases your exact previous kit in two clicks — useful once you've settled on a loadout you like and don't want to reselect everything every life.