Bribe or no bribe, people want to help in Wardogs.

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Is Wardogs the best FPS for medic play? It's certainly up there. If you haven't done much healing so far, it's worth grinding to level 11 for those defibrillators—total gamechanger.

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.

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

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.

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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.

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.

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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 ens...Read more: Full article on www.pcgamer.com

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