Loadout help


(farcicalWall) #1

Hi, i was wondering if you guys could guide or give tips on my loadout.
I’m fairly new to the game, i actually leveled fast due to the double exp weekend but it was harsh after i reached level 5. Anyway, before i waste my credits on getting the wrong stuff, I had hope to get comments/help on the 3 favorite mercs i like running with.

Here are my target loadouts for each:

Bushwhacker
C41 Vanguard Operative (Spares, Lock on, Focus)
Kek-10 + M9 + Knife

Skyhammer
M92 Elite Rifleman (Drilled, Explodydendron, Guardian Angel)
M4A1 + Whetsman .40 + Stiletto

Sawbonez
CR73 Companion Operative (Get up, Mechanic, Potent Packs)
Crotzni + Caulden + Bat

So i was wondering if these loadouts optimize the merc, or are there any better loadouts that you can suggest?


(Aazhyd) #2

M92 and CR73 are the best loadouts for these mercs. Especially CR73 is excellent.

C41 also looks pretty decent, but I haven’t played Bushwacker yet.


(Ardez1) #3

C41 is a very nice bushwhacker loadout, but the rumor going around is that the Kek might get a nerf and that his turret might get a nerf. Nothing is confirmed though.


(Thai-San) #4

Loadouts are very subjectively. There are some Cards which are considered better then others but all of them are useful in some regards as the augmentations are only minor changes.

The first thing I look at are the weapons because those make the most difference.
As far as augmentations go there are some which are really good and some which are close to useless.

Good:
-Explodydendron: More blast radius is always good.
-Drilled/Quickdraw: Helps you in fire fights when you run out of ammo.
-Unshakable: Dirty Bomb has a lot of explosions, so if you take less of those that’s an advantage.
-Get Up: You don’t have to charge your defy that much. That gives you more time to focus on other things or allows you to get out of dangerous areas more quickly.
-Extra Supplies: You can use support abilities more often. A huge plus, especially for Sawbonez.
-Double time: Reloading while sprinting is the best.

Bad:
-Pineapple juggler: Only works on Fragger grenades but he can cook those so you wouldn’t have the time to throw them back.
-Tryhard: Most of the time you will not get the health bonus because you will kill at least one person in your life. And if you’re not able to do so that small health boost will not help you.
-Focus: There isn’t really much of a noticeable difference if you have it or not and ADM is mostly useless in the first place.
-Spares: If you are a supporter or have a good one in your team it’s useless.
-Fail safe: Just don’t get hit by your own stuff.

Meh:
-Guardian Angel: Can be useful sometimes but on some maps the beeping will never stop and if you got used to the game you will see the optical effects and don’t need the beep anymore.
-Mechanic: Can be useful but leave the repairing to the specialists, that’s their job.
-Chopper/Quickslash: They ARE good but very situational. If you like going for melee they’re fine. Chapper is good with the Bat or the default knife and quick slash with the Stiletto (The Stiletto insta kills light mercs with the hard attack, so doing it more often is good as it takes some time to hit again. But are there even cards with that combo?)

usw.

But even that list isn’t spot on.

Take proxy’s KE12 Card for example.
Tryhard and Failsafe are pretty bad. But double time and the Hochfir is such a good combo that I consider it the best Proxy card out there.
As you see: 2 Bad + 1 Good = Pure awesomeness

Or Sawbonez’ CR73 is considered the best Sawbonez card. But I prefer the SMG-9 over the Croznitzischitwhatever, Extra supplies over potent packs and the Stiletto over the Bat. So I use the SM72.

Bushwackers BL81 has awesome Augments (Cool, Lockon, Steady) and a nice sidearm but I just hate the Bitchlock so I don’t use it.

TLDR: First look at the weapons and then at the augments and consider what suits you play style the best.
If you go to the store-page you can look up al available cards in the game.

What a textwall… I hope I could help you.


(farcicalWall) #5

Thank you all for the comments, especially ThaiSan for the textwall, which really actually helps more than I expected.

[quote=“Ardez;28898”]C41 is a very nice bushwhacker loadout, but the rumor going around is that the Kek might get a nerf and that his turret might get a nerf. Nothing is confirmed though.
[/quote]
Well, nerfs are normal for me, i just hope that i would adjust to it well.

Yeah, i should do this. I somehow noticed that my gameplay is highly affected by my weapon rather than the augments.


(Ardez1) #6

@ThaiSan My nader has Chopper and Stiletto. Amazing :smiley: Even more so because her martyrdom counts as melee damage. That knocks the Chopper augment into the Good category for me.

It really is situational and depend on the merc.

Oh, and you missed a small pile of augments. http://dirtybomb.gamepedia.com/Augment

Very useful site.

This spreadsheet may also help out.


(Thai-San) #7

@Ardez I was just too ‘lazy’ to name every single one :wink:

Martyrdom counts as melee?! What the… is that bug reported? I hope so.

btw: Yeah, I really like Chopper too. But I didn’t count it as “good” because many players (especially new players) don’t go for melee. But if I see someone with their back turned to me it’s knife time! :3

“Onehit kill with the knife?! WTF?!”

-Random Pub Aura


(farcicalWall) #8

@Ardez Thanks for the list. That helps too. In partnership with ThaiSan’s Info for the good the bad and the ugly.

How much does a knife do anyway? Is it even worth the 20% from chopper?


(Ardez1) #9

[quote=“farcicalWall;28951”]@Ardez Thanks for the list. That helps too. In partnership with ThaiSan’s Info for the good the bad and the ugly.

How much does a knife do anyway? Is it even worth the 20% from chopper?

[/quote]

Yes!

Heavy attack on the Beckhill does 80 damage. Chopper makes it 96.

Heavy attack on the Stilnotto does 90 damage. Chopper makes it 108.

Heavy attack on the Cricket Bat does 80 damage. Chopper makes it 96.

The Stilnotto can now kill 100 hp mercs and less in 1 hit, or TWO hit Rhino!

Other weapons can 1hit 90 HP mercs and lower.

Chopper in the difference between 1hitting and 2 hitting with melee heavy attack on light mercs.