Game Mechanics
These articles explain the rules of combat and movement in Wardogs: how much damage a hit does, how bullets fly and bounce, how fast players move, and how a downed teammate is revived. Every figure comes from the game’s data, and anything the data does not settle is marked as not yet known.
Articles
| Article | What it covers |
|---|---|
| Health and Damage | Health, body parts, and hits to kill |
| Armor | Vests and helmets, and how ammo changes their protection |
| Ballistics | Bullet speed, gravity, drag and damage falloff with distance |
| Penetration and Ricochet | When bullets bounce or pass through surfaces |
| Spread and Recoil | Where shots land when aiming, moving and firing |
| Movement | Walking, sprinting, stamina, falls and parachutes |
| Downed and Revive | Bleed-out, revives and healing items |
| Spotting | Marking enemies and what spotting pays |
| Status Effects | Downed, bleeding, burning, suppression, medical buffs, falls and movement penalties in one table |
| Hit Registration | When a bullet counts as a hit, in plain terms |
| Artillery | Map coordinates, mils, low and high arcs, the SPH-2 firing table, height and tilt |
| Destruction | Which fences, walls, signs and poles can be knocked down, by which explosives and vehicles |
| Controls and Settings | Default keys by activity, and the aim, field of view and HUD settings with their defaults |
| Aim Assist | The four pull modes, the targets it counts and the weapon with assist switched off |
| Ammo Packing | How long loading, unloading and combining rounds takes, by caliber and magazine |