
Bright hair in combat missions?
I was watching the Warhounds launch trailer and noticed one of the operators has really bright pink hair. Now I’m wondering is that actually possible, or am I just overthinking it?

I was watching the Warhounds launch trailer and noticed one of the operators has really bright pink hair. Now I’m wondering is that actually possible, or am I just overthinking it?
I started playing LU4 as a dwarf and found this hairstyle. Back in my day, every dwarf was shaggy. Now they’re walking around with influencer buns.
Warhounds just crossed 100k wishlists on Steam. Been following this game long enough to remember the first demo footage with AI arts, and watched the devs go patch after patch trying to fix all of the problems highlighted by the audience.
Does 100k mean they nailed it? I guess, not really. But the wishlists climbed steadily after each gameplay showcase rather than spiking off one viral clip, which usually means people are watching real improvement, not just hype. Guess we'll know for sure once launch numbers come in.
As an XCOM2 fan, I'm waiting on this one myself. Staying skeptical, but hoping it turns out to be a worthy successor.
Not surprising, considering War Hounds is set in Africa
I know the red one is a Zhiguli. Fun fact: there is a beer with this name. No idea what the rest are.
Screenshot from stalzone, taken at the "Technology Dump" location.
Photo from the LU4 Client Telegram channel
And honestly... it just wouldn't feel right without a rusty Bukhanka somewhere on the map.
Fun fact: Bukhanka translates as "loaf." It's a popular name for a car due to its shape.
Because I'll be spending this weekend on the new lu4 server
Three fresh servers just went up: Black, White, and Carmine (LATAM). If you played the original, this will feel familiar — packed servers, clan wars over territory, quests everywhere you look. What's different is the engine. UE5 means the world got rebuilt from the ground up, and it shows.
I was checking out WarHounds and apparently we have drones and optical camouflage now. I feel old.
A friend and I recently had a long discussion about whether grinding is actually a flaw of the genre.
Personally, I'm not a fan of endless grinding—especially in online games. But at the same time, nostalgia makes me feel like MMORPGs wouldn't be the same without spending hours collecting wolf tails or getting stung by wasps while doing some low-level quest.
As a kid, those quests completely pulled me into the world. These days, I just put on a podcast or some music and relax while playing. Strangely enough, I still enjoy them.
After work, it's exactly the kind of gameplay I'm looking for. I wouldn't want this kind of grind in most other genres, but in MMORPGs it feels like part of the experience.
To me, criticizing an MMO for having grind is a bit like criticizing a tycoon game for making you manage money.
I first noticed it in PUBG. Now I'm playing STALZONE and came across it again. It's called Duga.
It was a massive Soviet over-the-horizon radar built to detect incoming intercontinental ballistic missiles long before they reached Soviet airspace. By bouncing radio waves off the ionosphere, it could "see" thousands of kilometers beyond the horizon.
Its signal was so powerful that radio operators around the world could hear it, earning it the nickname "The Russian Woodpecker."
Only three Duga radar systems were ever built.
At first, I thought it was Soviet brutalism. Then a friend pointed out that it's actually much closer to late Soviet modernism.
The raised ground floor on columns, almost no decoration, and that strong emphasis on clean geometric forms.
Sometimes I load into the game just to walk around and look at the buildings. I'd love to see architecture like this in person one day.
It's fascinating how different parts of the world developed such distinct architectural styles
They're about my character running a little shop in the market
If I had to guess, that's where I spent almost 90% of my time.
I'd leave my private store open for hours. Sometimes I'd come back to see what had sold, adjust a few prices, put a few more items up for sale, and leave it running again. Every now and then I'd spot a good deal and resell it later, but that wasn't really the point.
I just loved trying to figure out how the whole economy worked. None of it had any value outside the game, buy I still found it fascinating.
Jumped into a few PvP encounters this week and it's a different feel from most extraction shooters, mostly because of proximity chat. You can hear the other player before you see them, so half the fights turn into a standoff or a negotiation instead of an instant shootout. Interesting part is the matchmaking actually pairs you by power level, so you're not getting demolished by someone with a full endgame loadout on your third run. Still tense as hell when it goes loud though.
Usually extraction shooters launch rough and the core issues just stick around for years. This one actually reworked the early game, rebuilt the lighting from scratch, added proximity chat, and matched players by power level instead of just gear-checking newbies. This is Stalzone, if you want to try.