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It's a testament to the game that there are so many very strong loadouts, and I've completed the Full Linear run with several different loadouts. Lately I've been enjoying the Vex with a Zeus and Pitbull plus EMP and the Tomahawk with a Banshee, Galinha, and AKP. Really though, the sky is the limit.
My new favorite is Moray/Archie/Crambo/Camo. Everyone who owns this game seriously needs to try this setup.
Before the AKP buff I ran this thing with Camo, to get out of jail free and grab ammo and shields. Now it just has donkey and a bigger donkey, because more firepower is good. Like the Swordfish's description says, it's a jouster - run down the highway, carpet bomb everything with the pitbull, any if something threatens to block your way, you blow it away with the donkey and AKP before it can slow you down. Frantically pressing the reload key while zipping past salvage is mandatory.
Since Swordfish was nerfed and AKP was buffed, I've also taken to sometimes running
Bullfrog + Pitbull x2 + AKP
Plays similar to the one above, except for slower and with more firepower. Relies less on donkey-kicking things at knife's length and more on getting the most out of the Pitbulls. Thus runs into ammo problems more frequently, but is less reliant on long, straight passages down whichthe swordfish would joust.
Ultimately I prefer the Swordfish because it's faster and I'm impatient.
Into such a meta I'd take the fastest thing that could take mount twin banshees and I'd probably get raped, but it would be fun to try.
Haseki w/ 2 x Belter and Smoke.
Two belters is always a lethal firestorm to wield, and smoke extends your time protected and firing. The Haseki is ridiculous, with good hull and very generous shields, and probably THE best bullrush in the game. Big meter, and it just steamrolls right through everything without slowing down, excepting gravestones, rails, a few others. Perfect for fast getaways and easy ambushes/escape routes through any landscape or obstacle.
and lately i've been loving Swordfish (of course) w/ Abbot, Donkey and AKP.
Hardly needs said; the usual strategy. Hard in jousting, fast getaways and always staying mobile. Can be difficult to keep alarms off, but otherwise fun and destructive. Sneaky if need be too; love that teleporting Donkey.
Also, Fork w/ 2 x Mai Dois and AKP is great.
Haven't nailed a long James run with it yet, but it's only a matter of time. As long as shields are down, the dual Mai Dois completely melts everything. And alarm management is sometimes easier because the Fork is so fast and nimble, but AKP is needed to handle swarms, which makes alarms harder too without smoke/camo... which can really hurt the machineguns' effectiveness.
God I love the bullet hoses in this game.
However, this is an unforgiving build. You cannot brawl it out as you have neither the rate of fire, nor the ammo or the tools necessary. Situational awareness is key as you can't do much crowd control with just an EMP. Good accuracy and leading is needed, due to the reload time and the slow projectile speed.
Hoker/2x Donkey/AKP is hilariously awesome lol. Probably the quinessential Brigador meme build. Though you would die 99% of the time to Zeus shots.
It's not a true-blue original loadout, I fell in love with it when in the introduction and love the function of it. I love blasting the horn in a section of wall and then just melting vehicles with the twin banshees. If it's something to well reinforced for the banshee's to tear apart, there's the horn to blast them away. I feel like I'm driving a weaponized hair-blower at times. So many runs with this loadout and it's not always the most efficient/effective but it's always fun.
The more I play, the more I come to appreciate the versatility of the gutterball. It just might be the one indirect fire weapon I really like.
I also like a lot the mech Touro with Abbot + Faker (or Pinch ? one of the mortar...), slower paced, with cammo. Low ammo, but hit hard.
I don't like much the agrav.
I love the Sparrow. Usually give it a Galinha and Gutterball + camo. It's one manueverable son of a gun... just don't get hit.
I don't know why other factions don't have the equivalent of Sparrow or Fork, (a.k.a rotation and speed monsters) they are the best maneuvreable light mechs out there and simply put no other light mech can even compare. Tried Corvid and Spacer mechs after that and they can't even follow gravs with their turrets, how am i supposed to shoot them down while repositioning? How are they even played? (in higher difficulties)