Brigador: Up-Armored Edition

Brigador: Up-Armored Edition

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What is your bread and butter?
And by that I mean... What is your golden goose? Your cashcow, your bloody meal ticket? What is your go-to loadout that you would 100% confidence in to come out on top in a 12-missions Precursor run? Or something you would, you know, bring to multiplayer with *nudge* *nudge* *wink* *wink* ;) I just want to have an idea on your most effective loadouts, so we can learn from each other, discover new things about the game, and spice things up a little. I'll start with mine.

Arlo/Chuffer/Black Hand/AKP

I call this bad boy the "War Criminal's Special". One day I figured that I should put all three of the most diabolical weapons on a the fastest configurable rig, throw a Spacer (good ol' Allard) in it, and gave it a fly. And ever since, nothing was the same ever again.

The Arlo:

In my opinion, the first and last agrav you will ever need. Other agravs are either too filmsy and get one-shot by Medium-Heavy weapons, or too slow, or fast enough but come with bad maneuverability, backpedal speed and turn speed (looking at you, Tomahawk). The Arlo, on the other hand, is Spacer's tech perfected. Ruthlessly agile and fast, with near-perfect lateral speed, and with decent shield and armor to absorb the occasional mistake...this girl can out-maneuver and out-match literally anything, anywhere. And the fact that it offers the combination of my choice weapons; it was a match made in heaven.

Chuffer:

The laughing gas. Toss a few canisters down the street and watch the enemies gather to die painfully. Perfect for creating choke(get it?)point and death corridor. This thing strips armor like no tomorrow; 6 cans (three shots) are enough to kill a full-shield Spacer mobile citadel; 2 cans (1 shot) for any strategic targets (buildings, ammo depots, comm tower...) to go down.

Most things would die in 1-2 shots... and you have EIGHTY of them!! The gas lingers around for 5-6 seconds, and it basically poison the enemy and kills them at an amazing rate... Any thing small passing through that is guaranteed a death sentence within 5 seconds of exposure. Big things would lose their shielding and is wide open for follow up attacks.

It also has good range with flexible trajectory. You can curve it over fences, do long range hail-marys and still get lingering kills, shoot through without destroying the tree so it keeps you hidden. With time and practice, you can anticipate the enemies and pull off kills at high speed with the Arlo, do up-close strafing runs, split-shots, etc... All kind of crazy stuff.

Black Hand:

Excellent stealth/agro weapon with decent range, and compliment the Chuffer and AKP very well. The Arlo isn't exactly a tank. Using the Black Hand while hugging walls and tree-lines can keep you out of harm's way when you are low on shield and ammo. It also drains shield (albeit very slowly), so you can feel safe stripping shield behind cover. Sometimes it can destroy half a district before the enemy realizes what hit them.

But the most devastating use for the Black Hand, as aformentioned, is to compliment the AKP. People tend to overlook how powerful the Black Hand is on armor. A lot of time, when not-alerted you can weaken (or even out right kill) a large group of enemies or even bosses behind a wall. If that didn't kill them, they will almost always clumps up together into the corner where you were at... This is when you unleash the AKP on the poor ♥♥♥♥♥♥♥s.

And you can do one-two punches with the Chuffer and Black Hand, with Chuffer stripping shields from afar, and Black Hand comes in with the kill. Or you can gas them out first, and anything that come through that smoke, hit them with the Black Hand from behind cover.

Also very fun to use it on civilians. Just listen to them poppings like pork rinds! Oink oink!! :D

AKP:

First and foremost, this is your "Oh♥♥♥♥♥♥ button. As mentioned before, the Arlo isn't exactly a tank. So whenever the suicide units get too close and your weapons is still between cooldowns, you can hit them with an AKP.

You can use the AKP by itself in bombing/strafing runs, and quickly run away. But my favorite use with the AKP is to go upclose and personal along side the Chuffer. Throw a bunch of laughing gas canisters into a group of enemies... then charge straight into the carnage and pop a follow-up AKP. With luck (and usually skills), you would absorb enough shielding to negate the gas's effect and any incoming fire.

That's my share. Thanks for reading! Now, what is your bread and butter?
Last edited by LongshipOarperator793; 24 Aug, 2018 @ 5:59pm
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Showing 1-15 of 130 comments
minos 24 Aug, 2018 @ 7:55pm 
I've got a few loadouts that never fail me. The most reliable is the Widow with double Galinhas and camo. The range, penetration, ammo efficiency, and raw DPS make it fairly trivial- just find a long line and a chokepoint. The Chook with double Belters and an AKP plays similarly but more aggressive.

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.
Smaug 24 Aug, 2018 @ 7:55pm 
I'm just subscribing for build ideas. I like where your head is at
Setun-70 24 Aug, 2018 @ 8:24pm 
When I lack creativity, Rat King + 2x König + AKP. Ammo consumption can be a bit of a nuisance, but in a firefight its power is unrivaled.
Spilskinanke 24 Aug, 2018 @ 9:22pm 
My most used is Sweetheart/Kraken/Pinch/Smoke. Pinch is an amazing weapon and can kill trash units and rape spacer shields, Kraken finishes the job.

My new favorite is Moray/Archie/Crambo/Camo. Everyone who owns this game seriously needs to try this setup.
CHOO CHOO 25 Aug, 2018 @ 1:07am 
Swordfish + Pitbull + Donkey + AKP

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.
Eschaton 27 Aug, 2018 @ 3:07pm 
In multiplayer it's not even a question that the lasers and lorentz weapons would dominate - everything else has way too much flight time to really be effective against players capable of outmaneuvering the incoming rounds. Smoke would be useless unless it worked differently. The amount of damage you can put on a target from behind is insane in this game, so the meta would be all about getting behind your opponent to really pop them before they could respond - this would tend to make the cloak the special of choice, and there would basically be two kinds of players - ninjas and spiders. A ninja takes a small, maneuverable, fast agrav and runs around with galinhas or donkey/pinch combos, cloaking to get behind other players and alpha strike them. Spiders would sit in some giant monster in a corner somewhere with maybe a Zeus or Thunderclaps, choose a build with the best possible chassis/turret turn speed, and basically wait for ninjas to fall into their web while running around. They'd probably take AKP so that in the rare case they were caught with their back exposed, they'd have a chance to pop that immediately to their rear to try to survive. Overall, though, I think they'd be much less common than Ninjas, which have too many ways to basically make life miserable for a spider.

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.
meatwater .k 29 Aug, 2018 @ 10:37pm 
Probably two that I go to for maximum fun and rewards.

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.
Last edited by meatwater .k; 29 Aug, 2018 @ 10:45pm
Peace Onyx V 2 Sep, 2018 @ 6:48pm 
It is perhaps to my fortune that my favorite builds happen to be fantastic money-makers. They'd both fare badly in a multiplayer match, so good thing for me that we don't have multiplayer, I guess??

Joust/2x Gutterball/EMP
This build sounds stupid, but it works. And holy crap does it work. It's a skirmisher. You have two incredibly high-damage cannons that can be used in direct fire and indirect fire. Add to that, a fast and nimble vehicle that can disengage rapidly. If all else fails, you can use the EMP to pin your enemies down for a moment while you do your work. You can do some serious damage. I love this build so damn much.
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
This is a pure Eurobeat build. Go fast and NEVER stop going fast. You wouldn't expect this build to work but it has enough shield, speed and a small enough profile to afford it. Stuff your face into the enemy and slaughter them - You have more than enough firepower to kill even heavies. This is a BRUTALLY unforgiving build though, keep that in mind.
Originally posted by THE kEBABM@STER:
It is perhaps to my fortune that my favorite builds happen to be fantastic money-makers. They'd both fare badly in a multiplayer match, so good thing for me that we don't have multiplayer, I guess??

Joust/2x Gutterball/EMP
This build sounds stupid, but it works. And holy crap does it work. It's a skirmisher. You have two incredibly high-damage cannons that can be used in direct fire and indirect fire. Add to that, a fast and nimble vehicle that can disengage rapidly. If all else fails, you can use the EMP to pin your enemies down for a moment while you do your work. You can do some serious damage. I love this build so damn much.
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
This is a pure Eurobeat build. Go fast and NEVER stop going fast. You wouldn't expect this build to work but it has enough shield, speed and a small enough profile to afford it. Stuff your face into the enemy and slaughter them - You have more than enough firepower to kill even heavies. This is a BRUTALLY unforgiving build though, keep that in mind.

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.
Last edited by LongshipOarperator793; 2 Sep, 2018 @ 7:03pm
Quake'r Oats 7 Sep, 2018 @ 2:41pm 
Zollig + 2x Banshee + Horn

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.
Eschaton 10 Sep, 2018 @ 8:08am 
Originally posted by k4Anarky:
Originally posted by THE kEBABM@STER:
It is perhaps to my fortune that my favorite builds happen to be fantastic money-makers. They'd both fare badly in a multiplayer match, so good thing for me that we don't have multiplayer, I guess??

Joust/2x Gutterball/EMP
This build sounds stupid, but it works. And holy crap does it work. It's a skirmisher. You have two incredibly high-damage cannons that can be used in direct fire and indirect fire. Add to that, a fast and nimble vehicle that can disengage rapidly. If all else fails, you can use the EMP to pin your enemies down for a moment while you do your work. You can do some serious damage. I love this build so damn much.
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
This is a pure Eurobeat build. Go fast and NEVER stop going fast. You wouldn't expect this build to work but it has enough shield, speed and a small enough profile to afford it. Stuff your face into the enemy and slaughter them - You have more than enough firepower to kill even heavies. This is a BRUTALLY unforgiving build though, keep that in mind.

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.

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.
Tchey 10 Sep, 2018 @ 1:00pm 
I like the tank Tinker, with dual Banshee, and the sonic stuff. Also i usually play with Katar Jousten as a pilot (5/5) because i don't like too high difficulty. I tend to lack ammo quickly however because of the rate of fire and the need to be quite accurate to actually hit the targets.

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.
JETFADIL 11 Sep, 2018 @ 11:48am 
Sparrow with Belter and Scimitar + Camo is one of the most kiting builds I've ever tried and may be my favourite. For some obscure pathological reason I really like light artillery on mechs.
Eschaton 11 Sep, 2018 @ 12:28pm 
Originally posted by JETFADIL:
Sparrow with Belter and Scimitar + Camo is one of the most kiting builds I've ever tried and may be my favourite. For some obscure pathological reason I really like light artillery on mechs.

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.
JETFADIL 11 Sep, 2018 @ 12:49pm 
Originally posted by Eschaton:
Originally posted by JETFADIL:
Sparrow with Belter and Scimitar + Camo is one of the most kiting builds I've ever tried and may be my favourite. For some obscure pathological reason I really like light artillery on mechs.

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)
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