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Wardogs adalah satu-satunya FPS di mana saya benar-benar berharap akan dihidupkan kembali

📰 PC Gamer✍️ Morgan Park📅 1 jam lalu👁 3 views
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Wardogs adalah satu-satunya FPS di mana saya benar-benar berharap akan dihidupkan kembali

There exists in classed-based military shooters an understanding: Never count on a random medic to care about you.

You'd think in games where players have to opt into the support role, it'd be as simple as "There's a medic nearby, they'll try to get me," but any Battlefield player will tell you how often trained doctors trample over their corpse, more hungry to end a life than save one. So you learn to assume that you're on your own, and when a real medic does go out of their way to help you, they're the exception that proves the rule.

Wardogs is different. Help is so abundant in this 100-player, three-team milsim that, when I die, I can be confident a second, third, or even a fourth chance is coming. It's the only FPS I've played where multiple medics will actually race to give me first-aid, drag my body to safety, or pop a smoke grenade to cover a revive.

I've also played shooters where support play is taken more seriously than in Battlefield—Squad, Hell Let Loose, Isonzo, Arma, and other games on the "milsim" spectrum come to mind—but Bulkhead has successfully crafted a medic role so accessible and appealing that damn near everyone in Wardogs wants to help. Official stats from Wardogs' first weekend reveal that players earned 123 million kills and 61 million revives for an overall resurrection rate of nearly 50%. As a lifelong medic main, that's astounding.

How does Wardogs do it? I think a lot of factors contribute:

Wardogs medic

(Image credit: Bulkhead)

Money, obviously

The big one is Wardogs' unique, cash-infused incentive structure. Unlike an extraction shooter, where money is earned primarily through kills and selling valuable loot, Wardogs will make you rich just for doing useful, nonviolent things for the team: killing, capturing, transporting, spotting, building, and healing.

On top of the fuzzy feelings I get for helping out, Medic is a very profitable playstyle in Wardogs. A single revive pays almost as much as a kill, and that's before you factor in tips from grateful patients and automatic assist payouts when those patients go on to get more kills. If I go the extra mile of buying spare bandages to heal folks back to 100, I get even more cash and tips.

Battlefield 6 also showers dedicated medics with XP, and really good ones end up near the top of the scoreboard, but Wardogs' cash prizes feel more impactful because it's the currency that fuels everything you do. Going on a 50k profit run in a single life can mean I've taken a big step toward unlocking an expensive upgrade, or it can mean that I get to splurge on my next loadout with a bigger backpack or vehicle. It's smart stuff.

Wardogs

(Image credit: Bulkhead)

Anyone can revive

You don't have to invest in medic gear to lend a hand. Anyone can drag bodies and revive friendlies, and the vendor gives away a single-use quick-revive tool once per life. There's a world where this design choice could've been controversial in Wardogs, because if anyone can revive, what do you need proper medics for? But Bulkhead has threaded the needle perfectly by making manual "hand" revives—where your soldier literally rubs their hands together for ~20 seconds like they're charging defibrillators paddles—extremely slow.

Teammates can and will try to save you this way, but the speed and efficiency of upgrading to proper defibrillators (unlocked at medic level 11) is dramatic. A kitted-up medic can have a full squad back on its feet in the same time as a single hand revive. And even though there are no enforced classes in Wardogs, defibs are expensive and take up your one "specialist" tool slot that could hold an RPG or binoculars instead. This ensures that anyone can heal, but not everyone can be a proper medic.

WARDOGS

(Image credit: Team17)

It's not that dangerous to be a medic

I have found that going for a revive in Wardogs is not as risky as in similar games. Often (but not always) when I sprint toward a dead body out in the open, I'm able to drag them behind cover without drama.

I suspect this has to do with how spread out the action is in Wardogs: a three-team structure means there's no singular front where all of the death happens, which also means there's not a single pile of dead bodies that enemies are staring at, waiting for medics to make a move. No, most of my Wardogs skirmishes have been smaller in scale—confrontations with two or three clustered enemies or a showdown with a single sniper I can't even see.

It's a stark contrast to Battlefield 6, where some maps are so congested (and the time-to-kill so short) that the three seconds it takes to equip defibs and use them is enough for someone to sprint around a corner and shoot you in the face. Wardogs' pace is far better suited for support play.

Wardogs beginner tips

(Image credit: Bulkhead)

Bribing is fun, but not as important as I thought

The bribes help. As Sean highlighted last week the ability to bribe nearby medics up to $500 to pick you up can grease the wheels in desperate scenarios. For the first few days of Wardogs, I'd max out my bribe every time because it was cheaper than losing a whole loadout, but I've noticed lately that many players will attempt a revive regardless because, as we've covered, the base pay for a revive is incentive enough.

Wardogs

(Image credit: Bulkhead)

Dead players don't give up, because dying costs time and money

Wardogs is unique in its commitment to death costing time. There are no Battlefield-like squad spawns, no rally points, and not even FOBs themselves are respawn beacons. There are only two ways to get back in the action: Use your team's one APC (a mobile respawn vehicle with a long cooldown after use) or hitch a ride for the 3km journey from HQ.

Both options are more expensive, and often significantly slower, than just waiting for a revive. I can't overemphasize how important that is, because it means that dead players choose to be patient and give medics a chance. There's nothing I hate more as a support player than folks giving up on me as I'm trying to stick my neck out for them, but so far in Wardogs, this has happened exactly once.

It's still really early days for Wardogs, and the game itself keeps changing as players unlock increasingly elaborate tools, but I'm impressed with how well its rules, scale, gadgets, and incentives coalesce around cooperation. The medic role might be the best example of that synergy in action.

Sumber: PC Gamer

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