TL;DRWARDOGS Season 2 adds four new weapons (TCX-SPR, PP-19 Bizon, Evo-3 Ultra and M14), four new vehicles, the Molotov, three buildables and a rain weather preset. It is also a big balance pass: .308, 7.62x54mmR, 7.62x39mm and .50 Cal rounds lose 16% to 25% base damage, Level 3 and 4 armor protect less, building costs and drill rigs are reined in, and role tracks, cash rewards and vendor prices are reworked. New rules target team switching and team kills, and Lonestar gets a Season 2 cash and XP bonus.
Who this matters to
High-calibre weapon users
Weapons firing .308, 7.62x54mmR, 7.62x39mm or .50 Cal rounds lose 16% to 25% base damage; snipers get higher hit-location damage to compensate, while DMRs get weaker headshots and a new recoil pass.
Builders and FOB players
Most structures cost more build supplies, the medium hammer builds slower, the Talon and Mortar are slower and pricier to keep firing, and drill rigs run for at most 300s per activation.
New and mid-level players
Reaching role level 20 takes less than half the playtime it did in Season 1, and most attachments have moved to earlier levels or new tracks.
Lonestar players
Lonestar gets a cash and XP win bonus and teamplay multipliers for Season 2 only, and all faction spawns on Bakurani have moved.
Logistics and spotting players
Base logistics and spotting payouts are lower, but consecutive delivery streaks now add bonuses for crates, pallets, players and return trips.
All 418 changes
TCX-SPR
New
New assault rifle: the TCX-SPR, chambered in 7.62x39mm.
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TCX-SPR [7.62x39mm] - Assault Rifle.
TCX-SPR + TCX-SPR 28 RND Magazine (LVL 20, $100k)
TCX-SPR $3,200
PP-19 Bizon
New
New SMG: the PP-19 Bizon, chambered in 9x19mm.
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PP-19 Bizon [9x19mm] - SMG.
PP-19 Bizon + PP-19 Bizon 53 RND Magazine now unlocked by default
PP-19 Bizon $1,000
Evo-3 Ultra
New
New LMG: the Evo-3 Ultra, chambered in .308 Win.
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Evo-3 Ultra [.308 Win] - LMG.
Evo-3 Ultra + Evolys 50 RND Box (LVL 30, $200k)
Evo-3 Ultra $7,250
M14
New
New marksman rifle: the M14, chambered in .308 Win.
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M14 [.308 Win] - Marksman Rifle.
M14 + M14 10 RND Magazine (LVL 25, $100k)
M14 $7,400
Attachments
New
A new set of attachments arrives alongside the new weapons: more optics, muzzle devices, magazines and bipods.
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Alongside them, a new set of attachments: additional optics, muzzle devices, magazines, and bipods (listed lower in the patch notes).
Molotov
New
New Molotov: a thrown incendiary (overarm or underarm) that deals impact damage and leaves fire that burns anyone standing in it. It can burn destructible foliage and is affected by rain.
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Molotov - A thrown incendiary that splashes fire on impact and burns anyone caught in it. Throw overarm or underarm. Deals impact damage and the flames will deal damage over time if you're standing in them. Molotovs can also burn destructible foliage and are affected by rain.
Molotov Cocktail (LVL 13, $25k)
Molotov Cocktail $340
Infrared Range Finder
Nerf
The Infrared Range Finder now runs on batteries: one battery lasts around 80s of active use and drains faster if you toggle it on and off quickly.
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Infrared Range Finder Update - Now runs on batteries. A battery lasts around 80s of active use. Drains faster if quickly toggled on and off.
Wolf-110
New
New vehicle: the Wolf-110, a fast, light wheeled transport.
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Wolf-110 - A fast, light wheeled transport.
Wolf-110 (LVL 8, $50k)
Wolf-110 $2,200
Wolf-110 [M2 Browning]
New
New vehicle: the Wolf-110 with a ring-mounted M2 Browning.
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Wolf-110 [M2 Browning] - The Wolf-110 with a ring-mounted M2 Browning.
Wolf-110 [M2 Browning] (LVL 16, $125k)
Wolf-110 [M2 Browning] $7,800
T-72B3
New
New main battle tank: the T-72B3, slower than the L2A6 but cheaper and slightly more fuel-efficient.
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T-72B3 - A main battle tank. Slower than the L2A6, but cheaper and slightly more fuel-efficient.
T-72B3 (LVL 20, $250k)
T-72B3 $16,000
Flakpanzer Gepard
New
New anti-air vehicle: the Flakpanzer Gepard.
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Flakpanzer Gepard - Anti Air Vehicle.
Flakpanzer Gepard (LVL 25, $300k)
Flakpanzer Gepard $14,000
MG Nest
New
New buildable: the MG Nest, a manned M2 Browning emplacement.
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MG Nest - A manned M2 Browning emplacement.
MG Nest added to the large hammer.
MG Nest → 650
Large Shelter
New
New buildable: the Large Shelter, a large metal shelter for covering key assets or keeping the rain off.
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Large Shelter - A large metal shelter for covering key assets or keeping the rain off.
Large Shelter added to the medium hammer and above.
Large Shelter → 250
Wooden Step
New
New buildable: the Wooden Step.
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Wooden Step - A step. Made of wood.
Wooden Step added to the small hammer and above.
Rain weather
New
New rain weather preset: surfaces, vehicles and players get visibly wet, rain sounds change with where you stand, it comes through destroyed roofs, and thunder in heavy rain is loud enough to mask footsteps. Rain also affects spotting range and reduces Molotov fire.
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New rain weather preset.
Surfaces, vehicles and characters visibly wet as rain falls.
Rain sounds different depending on what it is falling on and where you are standing - under cover, indoors, inside a vehicle, or out in the open.
Destroy a roof and the rain starts visually coming through it.
Thunder rolls in during heavier rain, and every player on the server hears the same strike at the same moment from the same direction. It is loud enough to mask footsteps, so use it strategically.
Spotting range is affected by rain.
Molotov fire is reduced by rain.
Wager Vendor
New
New Wager Vendor that lets you bet your own cash on your own performance, with a live wager tracker above the minimap. It is not available at Season 2 launch, opens later in Season 2, and is meant to come and go during a season.
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A new Wager vendor lets you bet your own cash on your own performance.
The Wager Vendor is not available at Season 2 launch. It will open later in Season 2.
A live wager tracker sits above the minimap showing your stake and progress.
The wager vendor is not a permanent addition and is intended to come and go throughout a season. The Wager Vendor is not available at Season 2 launch.
Team switching
New
Once a team is more than 10 points ahead, you cannot switch teams again for 15 minutes after joining one.
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You cannot switch teams again for 15 minutes after joining one.
To stop late switching from deciding matches, once a team is more than 10 points ahead:
New
Once a team is more than 10 points ahead, switching teams or joining a match in progress keeps your map obscured until you first reach the control zone.
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If you switch teams or join a match in progress, your map stays obscured until you reach the control zone for the first time.
To stop late switching from deciding matches, once a team is more than 10 points ahead:
New
Once a team is more than 10 points ahead, players who switch teams or join late cannot use the spawn vehicle until they first reach the control zone.
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You cannot use the spawn vehicle until you reach the control zone for the first time.
To stop late switching from deciding matches, once a team is more than 10 points ahead:
Team-Kill Punish & Forgive System
New
New victim-driven team-kill vote: when a teammate kills you, you choose Forgive or Punish. Punish results add up toward kicks and escalating bans, Forgive removes a potential mark, and respawning and leaving the safe zone without voting forgives automatically.
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Team killing is now handled by a victim-driven vote, to allow for forgiveness but also punish purposeful teamkills.
When a teammate kills you, you are asked to Forgive or Punish.
Punish results accumulate against a teamkiller, leading to kicks and escalating bans for repeat offenders.
Forgive removes a potential mark against the player who teamkilled you.
Note: Respawning and then leaving the safe zone without voting, forgives automatically.
Squad Intent UI
New
Squad leaders can now set a squad intent from a predefined list, which every player sees on the squad list before joining.
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Squad leaders can now set a team visible squad intent from a pre-defined list of entries, which every player can see on their squad list before choosing to join a squad.
Squad invites
Adjust
Squad invites and other timed prompts now queue.
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Squad invites and other timed prompts now queue.
Rebuy Last Loadout
Removed
The old placeholder rebuy UI is removed.
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Old placeholder rebuy UI has been removed
Adjust
Clicking Rebuy Last Loadout now fills the equipment vendor with your last loadout, which you can add to or remove items from before buying.
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When clicking on the 'Rebuy Last Loadout' button, your equipment vendor UI will be populated visually with your last loadout, which you can then add to or remove items from before purchase.
Server seeding
New
Players who join and populate empty servers earn rewards and a vendor discount once the match begins.
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Players who join and populate empty servers earn rewards and a vendor discount once the match begins.
Pre-match entertainment
New
New pre-match entertainment before the match starts: guns lying around with targets, a football and a hidden radio in each spawn.
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Pre-match entertainment now available before the match starts.
Guns lying around with targets, football and a hidden radio in each spawn.
Region-Based Server Ping Limits
New
Official servers now enforce maximum ping limits that differ by region. BULKHEAD says the first values are quite lenient while it settles on the right ones.
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Official Servers will now enforce different maximum ping limits depending on their region.
We've introduced region-based ping limits to improve network reliability and ensure a fairer experience for everyone. Note: These initial values will be quite lenient as we hone in on appropriate values.
New
Players who exceed a server's ping limit over a sustained period are now kicked automatically; server-side lag spikes do not count toward the measurement.
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High Ping Kicks: Players who consistently exceed a server's ping limit over a sustained period will be automatically kicked (this helps protect against temporary spikes)
Server-side lag spikes are also excluded from ping measurements to prevent unfair kicks.
New
Players kicked for high ping cannot rejoin the same server until the next map transition.
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Temporary Rejoin Restriction: Players kicked for high ping will be unable to rejoin the same server until the next map transition.
The server browser now has maximum ping tags and filters.
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Server Browser Improvements: Added maximum ping tags and filters to the server browser, making it easier to find servers with suitable connections.
Community Server
New
Community server admins will be able to set their own ping limits, allowing cross-region play or stricter rules.
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Community Server admins will be able to configure their own ping limits, allowing for cross regional play (or more stringent rules) if desired.
Bakurani
Adjust
All three team spawns on Bakurani have been moved and rebuilt, each with purpose-built routes to the zone, aiming for more balanced matches.
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All three team spawns have been moved and rebuilt, each with purpose-built routes to the zone, which should provide a more balanced match across each team.
New spawns and routes on Bakurani.
Lonestar
New
Season 2 only: Lonestar gets a cash and XP win bonus plus cash and XP multipliers for teamplay actions, as a faction balance experiment.
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Lonestar cash & XP win bonus, Season 2 only.
Lonestar teamplay action cash & XP multipliers, Season 2 only.
Vendor discount
New
New vendor discount for the losing team: 20% off when it is at least 40 points behind second place. It applies to all teams, not just Lonestar.
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New vendor discount for the losing team: 20% off if they're at least 40 points behind second place. Relevant to all teams, not just Lonestar.
Community Server
Adjust
Community server hosts seen exploiting the faction bonus will be punished.
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Community server hosts being seen to exploit the faction bonus will be punished.
Sniper rifles
Adjust
Sniper rifle hit-location damage is increased to offset the calibre base damage cuts, so snipers stay the class for big single-shot damage.
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Sniper rifles remain the category for big single-shot damage, and we've increased their hit-location damage to counter the base damage reduction to keep that sniper fantasy.
.308 Winchester
Nerf
Base damage
Base damage of .308 Winchester rounds drops by 25%, for every weapon that fires them, including vehicle weapons.
-25%
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.308 Winchester -25%
These changes affect every weapon that uses these rounds, including infantry & vehicle weapons.
7.62x54mmR
Nerf
Base damage
Base damage of 7.62x54mmR rounds drops by 20%, for every weapon that fires them, including vehicle weapons.
-20%
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7.62x54mmR -20%
These changes affect every weapon that uses these rounds, including infantry & vehicle weapons.
7.62x39mm
Nerf
Base damage
Base damage of 7.62x39mm rounds drops by 19%, for every weapon that fires them, including vehicle weapons.
-19%
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7.62x39mm -19%
These changes affect every weapon that uses these rounds, including infantry & vehicle weapons.
.50 Cal
Nerf
Base damage
Base damage of .50 Cal rounds drops by 16%, for every weapon that fires them, including vehicle weapons.
-16%
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.50 Cal -16%
These changes affect every weapon that uses these rounds, including infantry & vehicle weapons.
DMRs
Nerf
DMR hit-location damage is retuned for the new calibre values: headshots and upper-body hits are slightly weaker, so DMRs sit between assault rifles and snipers.
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Hit-location damage has been adjusted for the new calibre base damage values. Headshots and upper-body hits are slightly weaker, so DMRs sit between assault rifles and snipers.
Assault Rifles & LMGs
Adjust
Damage to the upper, middle and lower torso is now more even, so body-shot damage is more predictable.
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Damage to the upper, middle and lower torso was too inconsistent before. It's now more even, so body-shot damage is more predictable.
Assault rifles
Nerf
Assault rifle body shots do slightly less damage.
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Assault rifle body shots do slightly less damage.
LMGs
Nerf
LMG body damage now matches assault rifles; LMGs are meant to win through sustained fire and magazine size, not higher damage per shot.
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LMG body damage now matches assault rifles. LMGs win fights through sustained fire and magazine size, not by out-damaging assault rifles on every shot.
Scout Rifle
Buff
Scout Rifle headshots now kill a target with no helmet in one shot; a Level 1 helmet takes two headshots.
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Scout Rifle headshots now one-shot targets with no helmet.
A Level 1 helmet takes two headshots to kill.
Level 3 Armor & Helmets
Nerf
Damage reduction
Level 3 armor and helmet damage reduction is lowered from 55% to 50%.
Damage reduction55%→50%Direction not stated
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Damage reduction lowered 55% → 50%.
Level 4 Armor & Helmets
Nerf
Damage reduction
Level 4 armor and helmet damage reduction is lowered from 65% to 60%.
Damage reduction65%→60%Direction not stated
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Damage reduction lowered 65% → 60%.
Level 4 Helmet
Nerf
The Level 4 Helmet now muffles audio and proximity chat, restricts your field of view and fogs over while you sprint.
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Level 4 Helmet now has muffled audio, muffled proximity chat, a restricted field of view, and will fog over when you're sprinting.
Level 3 and Level 4 helmets
Buff
Level 3 and Level 4 helmets now resist suppression better: Level 3 helmets reduce suppression by 68% and Level 4 helmets by 80%.
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Level 3 and Level 4 helmets also now have increased suppression resistance.
Level 3 helmets reduce suppression by 68%.
Level 4 helmets reduce suppression by 80%.
12 Gauge Slugs
Adjust
Slug damage against armor now scales with armor tier instead of one flat reduction.
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Slug damage against armor now scales with armor tier instead of one flat reduction.
Vehicle Weapons & Turrets
Nerf
The calibre damage cuts also apply to vehicle weapons that fire those rounds, such as the Little Bird AH-6M, Z20 Lakota and Humvee miniguns.
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The calibre reductions above also apply to vehicle weapons that fire those rounds, such as the Little Bird AH-6M Minigun, Z20 Lakota Minigun and Humvee Minigun.
Heavy and Artillery turrets
Nerf
Turrets do less damage to infantry depending on where the shot lands: Heavy and Artillery top machine turrets now use assault rifle and LMG hit-location values instead of the helicopter cannon's.
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We've also reduced how much damage turrets do to infantry depending on where the shot lands.
Heavy and Artillery top machine turrets were using the same hit-location values as the helicopter cannon.
Heavy and Artillery turrets now use the same hit-location values as assault rifles and LMGs.
Suppression
Adjust
Suppression has been rebuilt around shared falloff curves per weapon, so being shot at feels consistent whatever is shooting at you.
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It has been rebuilt around shared falloff curves per weapon, so being shot at feels consistent regardless of what is shooting at you.
Buff
Near-miss suppression from small and medium calibres is considerably stronger.
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Near-miss suppression from small and medium calibres is considerably stronger.
Adjust
Suppression now accounts for rate of fire, so fast-firing small and medium weapons such as SMGs and pistols don't suppress disproportionately.
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Rate of fire is now accounted for, so fast-firing small and medium weapons (such as SMGs and pistols) don't suppress disproportionately.
Adjust
Suppression screen shake is reduced to balance the stronger suppression effects.
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Suppression screen shake has been reduced to account for the increase in suppression effects - it should read clearly without fighting you for control.
Compound Bow
Adjust
Compound Bow arrow trajectory now has a shorter drop-off.
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Arrow trajectory has been updated to have a shorter drop-off.
Buff
The Compound Bow is slightly more effective against lower-tier armor than in Season 1.
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Slightly more effective vs lower tier armor than season 1.
Adjust
Bow damage against armor now scales with armor tier instead of one flat reduction.
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Bow damage against armor now scales with armor tier instead of one flat reduction.
Parachutes
Nerf
Parachutes take longer to fully open and won't open below about 10m; opening below roughly 50m while falling fast means taking fall damage.
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Parachutes now take longer to fully open, and won't open at all below about 10m.
Pulling at the last second is now a real risk. If you're falling fast and open below roughly 50m, you won't slow down in time and will take fall damage.
Medical Bag
Buff
Durability
Medical Bag durability increased from 100 to 150, so one bag lasts longer before it needs replacing.
Durability100→150Direction not stated
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Durability increased 100 → 150, so a single bag goes further before it needs replacing.
MP5
Nerf
Recoil
The MP5 recoil pattern is more horizontal because the gun was too easy to use.
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Recoil pattern updated to have more of a horizontal pattern, as it was too easy to use.
Super-45
Nerf
Damage fall-off
Super-45 damage fall-off increases beyond 50m, its effective range, pushing it firmly into close quarters.
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Damage fall-off increased beyond 50m, its effective range, pushing it firmly into a close-quarters role.
DMRs
Adjust
Recoil
New recoil pass across all DMRs to bring them more in line with their power curve.
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New recoil pass across all DMRs to bring them more in line with their power curve.
MGL-40
Nerf
Muzzle velocity
MGL-40 muzzle velocity is reduced by 25%.
-25%
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Muzzle velocity reduced -25%.
Nerf
The MGL-40's 40mm outer radius now has a stronger damage fall-off.
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40mm outer radius now has a stronger damage fall-off.
Nerf
The MGL-40 gets much more inaccuracy and sway, slower ADS speed, and a reload penalty on the Little Bird bench, to make it less reliable.
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Experiences much more inaccuracy and sway, slower ADS speed, and a reload penalty when sitting on the Little Bird bench, to reduce reliability.
Mosin
New
New PU 91/30 (3.5x) scope for the Mosin.
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New PU 91/30 (3.5x) Scope for the Mosin.
PU 91/30 Scope for the Mosin (LVL 10, $12.5k)
PU 91/30 Scope for the Mosin $780
Removed
The Mosin can no longer use other optic sights, which were not meant to be compatible until future customisation features arrive.
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Mosin no longer has access to other optic sights, as these sights were not intended to be compatible until future planned customisation features become available.
Wood Base
Adjust
Build supply cost
The Wood Base costs 15 build supplies.
15
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Wood Base 15
Bremmer wall
Adjust
Build supply cost
The Bremmer wall build supply cost rises from 15 to 32.
Build supply cost15→32Direction not stated
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Bremmer wall 15 → 32
Door
Adjust
Build supply cost
The Door build supply cost rises from 22 to 80.
Build supply cost22→80Direction not stated
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Door 22 → 80
Gate
Adjust
Build supply cost
The Gate build supply cost rises from 85 to 200.
Build supply cost85→200Direction not stated
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Gate 85 → 200
Air raid shelter, bunker, crow's nest
Adjust
Build supply cost
The build supply cost of the air raid shelter, bunker and crow's nest rises from 100 to 200.
Build supply cost100→200Direction not stated
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Air raid shelter, bunker, crow's nest 100 → 200
L81 Mortar
Adjust
Build supply cost
The L81 Mortar build supply cost rises from 150 to 600.
Build supply cost150→600Direction not stated
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L81 Mortar 150 → 600
Stingray
Adjust
Build supply cost
The Stingray build supply cost rises from 150 to 650.
Build supply cost150→650Direction not stated
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Stingray 150 → 650
Talon 9K-SAM
Adjust
Build supply cost
The Talon 9K-SAM build supply cost drops from 1,000 to 650.
1,000→650
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Talon 9K-SAM 1,000 → 650
Vanguard CIWS
Adjust
Build supply cost
The Vanguard CIWS build supply cost drops from 1,500 to 1,200.
1,500→1,200
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Vanguard CIWS 1,500 → 1,200
Hot Zone Magnet
Adjust
Build supply cost
The Hot Zone Magnet build supply cost rises from 2,250 to 2,750.
Drill Rig max fuel increases from 7,500 to 10,000 to encourage logistics role play.
7,500→10,000
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Max fuel 7,500 → 10,000 to encourage logistics role play.
Nerf
Post-spawn cooldown
The Drill Rig's post-spawn cooldown is substantially longer, so a destroyed rig cannot be replaced right away.
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Post-spawn cooldown substantially increased, so a destroyed rig cannot immediately be replaced.
Talon
Nerf
Reload
Talon reload time increases from 2s to 5s.
Reload2s→5sDirection not stated
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Reload 2s → 5s
Nerf
Restock from munition supplies
Restocking the Talon from munition supplies now costs 200 instead of 50.
Restock from munition supplies50→200Direction not stated
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Restock from munition supplies 50 → 200
The Talon, Mortar and Drill Rig have had their resources and ammo rebalanced to make them slower to build and more expensive to keep active, without removing creative strategies or putting hard limits on player freedom.
Mortar
Nerf
Restock from munition supplies
Restocking the Mortar from munition supplies now costs 150 instead of 75, reducing how many shots one pallet drop-off provides.
Restock from munition supplies75→150Direction not stated
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Restock from munition supplies 75 → 150 to reduce the amount of shots that can be fired per pallet drop-off.
Nerf
New Mortar firing animation: the player drops the shell into the tube as it fires, which lowers the mortar's fire rate.
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New firing animation - The player now drops the shell into the end of the mortar as it fires, to reduce the fire rate of the mortar.
Bremmer walls
Adjust
Barbed wire and sandbags can now be placed on top of Bremmer walls.
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Barbed wire and sandbags can now be placed on top of Bremmer walls.
Barbed Wire
Adjust
Barbed wire no longer gives cash or XP for kills.
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Barbed Wire no longer contributes Cash or XP on kills.
Foundations
Adjust
Foundations now fit properly against slopes, stairs and walls.
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Foundations fit properly against slopes, stairs and walls.
Unfinished buildables
Adjust
Unfinished buildables now collapse as soon as they lose a support instead of floating.
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Unfinished buildables now collapse as soon as they lose a support, instead of floating.
Tank traps
Adjust
Tank traps can only be placed on a defined set of surfaces.
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Tank traps can only be placed on a defined set of surfaces.
Doors and gates
Adjust
Doors and gates can no longer be breached with a hammer.
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Doors and gates can no longer be breached with a hammer.
Halligan bar
Adjust
The Halligan bar can now breach both doors and gates.
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The Halligan bar can now breach both doors and gates.
CIWS cannon damage against structures is retuned: it shreds light cover and struggles against heavy fortifications instead of treating everything the same.
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CIWS cannon damage against structures has been properly tuned - it now shreds light cover and struggles against heavy fortifications, rather than treating everything the same.
Vehicle inventories
Adjust
Inventories of purchased vehicles are now private to the driver and their squad by default; a new setting lets you open yours to everyone once the vehicle is fully unlocked.
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Vehicle inventories of purchased vehicles are now private to the driver and their squad by default. A new setting lets you open yours up to everyone once the vehicle is fully unlocked.
Adjust
Inventories of the free vehicles each team spawns stay open to everyone, whatever that setting says.
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Inventories of vehicles that spawn for free for each team stay open to everyone, regardless of the above setting. Use at your own risk.
Tracked vehicles
Adjust
Tracked vehicles feel weightier: less floaty in the air and less bouncy on landing.
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Tracked vehicles now feel weightier - less floaty when in the air, less bouncy on landing.
Humvee
Adjust
Humvee handling is reworked: less stiff over terrain, slower to reach top speed and better at climbing terrain.
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Humvee handling reworked: less stiff over terrain, slower build to top speed, more effective than previously at climbing terrain.
Destroying a buildable now gives assault XP instead of support XP.
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Destroying a buildable now gives assault XP instead of support.
Artillery
Adjust
Artillery now gives driver XP instead of support XP.
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Artillery now gives driver XP instead of support.
IED/C4
Adjust
IED and C4 now give assault XP instead of support XP.
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IED/C4 now give assault XP instead of support.
Repair XP
Adjust
Repair XP now goes to the driver or pilot track depending on the vehicle repaired, instead of a flat support amount.
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Repair XP now goes into the driver or pilot tracks depending on the vehicle being repaired, instead of a flat support amount.
Logistics
Adjust
Base logistics rewards are lower, but new delivery streaks pay a bonus for every consecutive run to reward return trips.
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Base logistics rewards are lower, but new delivery streaks add a bonus for every consecutive run, so logistics players are rewarded for making return trips instead of abandoning their vehicles.
Delivery streaks
New
New delivery streak for crates: +$100 and +50 XP per crate in a row, up to 10.
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Crates: +$100 / +50 XP per crate in a row, up to 10.
"Update: Original values posted at 17:00 UTC were base design values without a zone multiplier. We have since updated the values to the actual values players will receive when dropped in the Control Zone to better reflect the actual returns that would be seen by players playing logistics."
New
New delivery streak for pallets: +$250 and +100 XP per pallet in a row, up to 10.
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Pallets: +$250 / +100 XP per pallet in a row, up to 10.
New
New delivery streak for players: +$25 and +5 XP per player in a row, up to 25.
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Players: +$25 / +5 XP per player in a row, up to 25.
New
New delivery streak for return trips: +$50 and +25 XP per trip in a row, up to 10.
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Return trips: +$50 / +25 XP per trip in a row, up to 10.
Logistics
Adjust
Player Delivered
Player Delivered reward drops from $150 to $100 and from 50 XP to 25 XP.
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Player Delivered $150 → $100, XP 50 → 25.
Adjust
Player Delivered (ground vehicle)
Player Delivered (ground vehicle) reward drops from $500 to $350.
$500→$350
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Player Delivered (ground vehicle) $500 → $350.
Adjust
Return Trip (ground vehicle)
Return Trip (ground vehicle) reward drops from $250 to $150 and from 100 XP to 50 XP.
Deploy Supply Crate rewards drop: small $500 to $250 and 250 XP to 200 XP, large $1,000 to $500 and 500 XP to 400 XP.
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Deploy Supply Crate: small $500 → $250, large $1,000 → $500; XP small 250 → 200, large 500 → 400.
Adjust
Deploy Supply Crate (air vehicle)
Deploy Supply Crate XP from an air vehicle drops: small 200 to 150, large 400 to 300.
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Deploy Supply Crate (air vehicle) XP: small 200 → 150, large 400 → 300.
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Deploy Supply Pallet
Deploy Supply Pallet reward drops from $2,500 to $1,250, and its XP from 500 to 400 (from 750 to 500 when delivered from a ground vehicle).
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Deploy Supply Pallet $2,500 → $1,250, XP 500 → 400 (750 → 500 from a ground vehicle).
Capture Drill Tower
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Capturing a hostile drill tower now pays $1500 instead of $750, and 300 XP instead of 250.
$750, 250 XP→$1500, 300 XP
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Capturing a hostile drill tower $750 → $1500, XP 250 → 300.
Vehicle Destroyed
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Every vehicle variant now has its own destroy reward, armed variants give 1.5x the XP of the default, and Attack Vehicle rewards grow the more kills they get.
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Every vehicle variant now has its own reward, so armed variants are worth far more than unarmed ones. Armed variants give 1.5x the XP of the default variant. Attack Vehicle rewards also increase the more kills they get, so hunting down an artillery dominating your team will still feel rewarding.
Kodiak
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Destroy reward
Destroying a Kodiak now pays $500 for the default variant, $600 for the Pickup and $3,400 for the M249 variant, instead of a flat $1,250.
Structured by Nerf Radar from the official notes (curated by hand). Curated by hand from the official Steam announcement (WARDOGS is in Early Access); Season 2 went live on October 15 after maintenance. Cosmetics (Gold Market camos and music tapes), repeated summary lines and the Steam Trading Cards notice are left out; prices and unlocks of new items are listed with those items. Source: store.steampowered.com · fetched Oct 19, 2026.