Donkey punch что это

Donkey punch что это

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Brigador: Up-Armored Edition

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Plus, it is murderously fun.

Let’s have a look at the weapon stats :

I think you’ll agree that this thing hits as hard as a heavy class weapon, which is already ridiculous. Its rate of fire isn’t great but a 1.8 seconds cooldown is still manageable, especially if you can mount two of those on your vehicle.
Your biggest problem with the Donkey is its range : melee. But this weakness is also a strength of a sort, we’ll see about that in the next section.

— Kick like an anti-armour mule.
— Probably the best damage VS ammo consumed ratio of the entire game, large magazine too.
— Obliterate in one hit every light vehicle and most of the «lower» tier heavies. Apart from ultras, virtually nobody survives two hits from the Donkey.
— Decent AoE size.
— Requires little to no aiming.
— Great to quickly clear buildings and obstructions out of the way to make an escape route.
— The very short range of the Donkey is perfect to clear out efficiently the swarm of smaller units harrassing you at point blank range, with the added bonus of not blowing yourself up in the process.
— Cannot turn armored walls (picture below) into rubbles in one shot and can shoot through said walls, to hit whatever is on the other side in total impunity.

— Kind of a long reload time when you’re in a tight spot, even more so when you field two of them.
— Will easily put you in melee range of the mechs that will tear you apart.
— Forget any idea of «long» or «mid» range engagement.
— Destroy structures with terrible ease (two shots). You might consider this a good thing, but if you’re fighting in proximity of a depot or an orbital battery there’s a fairly good chance that you’ll meet a brutal and untimely death.
— Doesn’t work «that» well against shields and therefore against Spacers in particular. That problem is made worse by the fact that Spacers field the stompiest mechs around.

On a side note : the Donkey AoE cannot harm you, like the Pitbull. But, contrary to the Pitbull, if you fire at a district wall you will be damaged. I realize there is little chance for this situation to arise but better safe than sorry.

Due to the nature of the Donkey it seems logical that if you want to use it in hit-and-run, you’re going to need a vehicle that is fast and accelerate and turn quickly. Not a lot of vehicles can fit that bill already, but since any kind of small obstacles can slow you down while you’re running away after an attack run and spell your doom, that also put out of the possible list every light mech and virtually all of the tanks.

It’s even truer at higher difficulty where the slightest mistake will end your run.

Before we look at those vehicles, a few general rules that will help you stay alive in the long run (ie : difficulty 7 and up), other guides have already talked about most of the following but I guess it doesn’t hurt to repeat some of them.

— Use cover and set up ambushs.

— For the love of God, try to avoid raising alarm. Don’t go on suicide runs to shoot the spotters though, survival is paramount here. But if the alarm is raised, run away as far as possible to avoid being swarmed to death.

— Avoid taking on large group of enemies, divide and conquer. If it’s not possible, always stay on the move, prioritize targets armed with stun weapons, if there are none shoot the small targets to avoid being swarmed. Leave the bigger fishes for last, try to stay out of their sight as much as possible in the meantime.

— Always play with the camera unlocked (ctrl) to see as far away as possible.

— If things go south, run for it. Temerity will only get you to an early grave.

— Learn to identify the «generator» units (they release a lot of shield bonus when destroyed). That will come in handy when you’ll be zipping in a rain of bullets, going from target to target while trying to maintain some semblance of damage soaking capability. Also, try to keep your shield as high as possible all the time. You never know when you will come face to face with a Zeus or an 88.

— Reload on the go with the ammo left behind (R).

— Protect your flanks and rear from attacks and circle around your enemies to shoot them in the back for more damage. You will be using small vehicles so try to keep the smallest profile possible at all time. Speed and agility are your best damage mitigator.

— Last but not least : always keep an eye out for suicide units. They all have telltale red headlamps, use that to identify them in the mass of hostiles. Do not let them blow to your face, even the smallest one will cause considerable damage and the Bombucha is an instant death. The corvids also field suicide civilians, watch out for those.

The AK is also very useful to set up an ambush or sneak up on unsuspecting hostiles and blow them up while their shields are down. Be mindful that it does a lot of noise, so don’t stick around too long.

The AK Pulse, like the Donkey will wipe out any light units and most of the heavies in one go. Don’t go waste it in the face of ultras (Spacers especially, the AK doesn’t do that well against heavily shielded units), they’ll laugh it off. But two Donkey shots and an AK Pulse combo in the back will wreck them.

The AK is also useful to blow orbital batteries and depots from a safe distance. It’s possible to blow them with the Donkey if you have a fast enough vehicle (since there is a small delay between reaching 0HP and the explosion proper; as pointed out by Boss Tweed) and are already backpedalling when firing the killing shot. If you mess it, you’re pretty much dead.

So you need something else to keep you alive while you zip around at close range : the Active Camo. If you mess up, just use it and be somewhere else before it ends.
Can also be useful to get in range of a generator truck if your shield is low or just to flee in total impunity after an attack run.

Also, don’t underestimate the usefulness of the camo against ultras. All of them move slowly, turn even slower and their turrets traverse at like 1/2 a degree/minute. Decloak behind them at point blank range and stay there until they’re down and burning.
For the Founders’ sakes, do not forget that being in melee range of the Broodmare or Usul cannot end well for you.

Without further ado, the actual builds.

Primary : Donkey
Secondary : Donkey

The ultimate Donkey-puncher. extremely fast, agile and low profile, ideal for the job.
You’re going to need some firing discipline for this one, rotate between primary and secondary every shot to maximize ammo pool and minimize reload time. Strive to never have more than a second of cooldown in between shots, this is of prime importance if you’re stuck in a prolonged firefight. Don’t get caught defenseless. Try to catch as much shield bonus as possible to stay at maximum shield «overflow», with that kind of light vehicle everything hurts like hell. Infantry included.

Keep an eye out for suicide units at all time, you’ll be engaging them at melee range. Do your best to drag them away from the other hostiles, you really don’t need to be chased by dozens of those damnable things while dodging bullets and cannon shells.

Little trick : your secondary isn’t hull mounted so, if you’re fast enough, you can do a 180° quickshot way quicker than usual. Very situational though, really useful against suicide units creeping behind you while you’re busy with the main force.

Primary : Disco
Secondary : Donkey

Even faster and more maneuvrable than the Hoker but certainly less durable. The Disco will make short work of any shields before you close in for the kill with the Donkey, very efficient. The stun capacity of the Disco is somewhat lost on the Ropekid since it’s faster than. Well, everyone. Still, somewhat useful to keep hostiles at bay when backpedaling I suppose. Although, if you find yourself in that position in the first place, the Disco’s stun won’t do you much good.

Since the Ropekid is so fragile, there is very little incentive to use the Active-Camo on it. When your shield burns out because somebody sneezed on your vehicle, nothing will save you from the Reaper’s embrace. 50 pts of badly welded, duct-taped-together-hull afford no protection whatsoever. Speed tanking and raw agression is the best way to go.

Primary : Jericho/Broiler
Secondary : Donkey

The Arlo has the same speed and mobility as the Hoker, it’s also slightly tougher so there’s that.
The main difference comes from the auxiliary primary where you can go two ways :

— The Jericho : Very powerful on hull, crappy as hell against shields. Decent AoE and reload time. The Jericho really shines by its slow projectile speed, allowing you to wait enemies around a corner, fire before they actually turn the corner and got a line of sight on you and beat it before the shot land. Try to get the timing right for maximum efficiency. After using the Jericho that way, circle around the block/building/whatever to Donkey and stomp the survivors in the back.
The Jericho also has a very long range allowing you to lure the hostiles where you can ambush them without too much exposure.
The Jericho/Donkey has a terrible weakness though : you don’t have the brutal mauling ability of the dual Donkeys or the versatility of a dedicated anti-shield weapon to support the Donkey. This means it will work really well against Corvids and Loyalists but Spacers are gonna be a pain to take down.
Oh, and don’t go shooting that thing at point blank range if your shield is down, it’s an instakill.

— The Broiler : Decent against hull and murderous against shields. Doesn’t do a lot of noise as an added bonus and the spread is large enough at max range to hit several units at once. Don’t use it at point blank range against fast, swarming, enemies though, it’s worthless in that situation due to the 1.5 seconds reload and tight grouping; You’ll obliterate maybe one hostile while the Donkey will clear everything in one go. That build won’t have any trouble dealing with Spacers on the other hand.
Zero penetration means that it’ll be stopped by anything harder than wet newspaper, keep your line of sight clear when using it.

Primary : Archie/Pitbull
Secondary : Donkey

— Archie : mid-range to keep you close to the action, good damage overall and very good against shields. Doesn’t drain ammo like the Pitbull. Perfect to deal with groups of light units and eating away shields before closing in for the kill with the Donkey. Great combo.
You will damage yourself with the Archie AoE if fired too close.

— Pitbull : Like the in-game description says, this things eats ammo like there’s no tomorrow. You will drain the entire magazine in 15 seconds of continuous fire. Do your best to use short bursts to save ammunitions. Its AoE isn’t as big as the Archie’s but not by much, the very rapid fire and decent damage will make short work of Corvids and Loyalists alike but the lack of serious shield punching will be a problem against the Spacers.
Very good against groups of medium/heavy units to soften them before burning through their remaining hulls with the Donkey and AK Pulse.
You are immune to your Pitbull AoE (unlike the RL Pitbull).

Primary : 88/Otomo
Secondary : Donkey

The raider is not as tough as the Swordfish but it sports a heavy mount while having a decent speed, faster strafing and maneuverability. It’s also the only Loyalists gunboat with a small mount.

88 : Ideal to set up ambush and quite powerful too. Throw a few into hostile packs and wait for them around a corner to kick them with the Donkey. Nothing complicated here.

Otomo : Great match for the Donkey, adding a more than decent AoE to this powerful but one-target-at-a-time weapon. It’s extremely easy to get surrounded though, this isn’t the Hoker, but this setup will make short work of anything in range.

You’re probably asking why I’m not talking about the Bishop or the König. Well, the Bishop if very nice but doesn’t have a lot of ammo but mostly suffers from a terrible problem of «blowing in your face if you don’t pay attention enough», and that happens way more often than I’m comfortable with.
The König is amazing, it’s like having a GAU-8 Avenger (and it sounds a lot like it too). But it is ungodly noisy, after just a short burst you’ll bring half the map down on you and the other half won’t be far as soon as you open up some more.
Give yourself a favor, if you love the König mount two on a Lowmill and press both mouse buttons on anything in sights.

Primary : Jericho
Secondary : Donkey

I know, previously I stated that nothing but fast Agrav are good enough for Donkey-punching. But the Troubadour is just too much fun to be left out of that list.
It’s fast, it turns relatively well, the acceleration isn’t that great on the other hand. It’s also ridiculously small and well armed so you end up with a bike sized Sturmgeschütz. Try and tell me that’s not awesome.

The Jericho is here mostly for aggro and clearing swarms before they roll all over you. The Donkey has the double use of jousting (of course) and clearing walls, buildings, etc along the AK-Pulse. And you’re gonna need to clear a lot while you pretend to be Shōtarō Kaneda in the streets of Solo Nobre, or risk getting stuck and quickly dispatched by a rival biker gang anything with stomping capability.

Going fast is all fun and games until you hit the point where the Spacers unpack the Broodmare and Usul and you end up a red smear on the pavement.
This second part is here to help you survive in those tight, split second decision situations.
Will also work, for the most part, for slower vehicles. So, stick around some more.

I’m not even going to try to breakdown how difficulty would apply to each and every player of Brigador. I’m sure there are people who struggle at difficulty 3 while some others breeze (figuratively) through «Close Casket Special» with Precursor James.

as a rule of thumb though, difficulty could be broken down like this :

1-6 : Nothing too horrible should come your way, doesn’t meant you won’t die easily though. Be prepared for the occasional bad joke of getting aggroed by 4 captains and their cohorts at once.

The Loyalists are the middle ground of the 3 factions : good firepower and decent shield/armor. They field the most terrifying ultra tanks of the game, not even the rolling bases of the Spacers can compare to the level of anal annihilation you will face against a Leviathan and a Citadel.
On the other hand, their unique ultra mech is a joke. Thank the Founders for the small mercy.

The Loyalists field a lot of specialized units. Taken individually they are already a pain, but when they are grouped together in mixed squad everything can go to hell, real fast. For example : you’re peacefully strolling along, when you encounter a Kettle, a Fritz and a Buckmaster. Well, if they are in a bad mood, prepare for an alpha strike of one 88 and two Zeus. Doubtful you’ll still be alive after that sort of treatment.

Those are fielded only by the Loyalists and are a pain to deal with. First, they are very small, so it’s not always easy to hit them. Even more so if you don’t have any AoE capable weapon.
Second, their lasrifle is not really dangerous individually but it become a problem when 10+ of those shoot you at once.
They also have pocket mortars that do an unpleasant amount of damage.
Not a priority target, but don’t go ignoring them either.

The Scarab.
Really important, remember it well. Its content will make the difference between life and death in a tight situation. Lots of armour, but poorly armed.

Here is a small list of the really annoying/dangerous Loyalist units.

Both are armed with murderous weapons. They will engage you at extreme range and will hurt you, no doubt about that. Break line of sight as much as possible while you close on those two. They turn very slowly so use that to your advantage, especially against the Canmore’s heavy armour.

Not really dangerous in itself but will slow you to a crawl, making you the ideal target for anyone else in sight. Priority target if you are speed tanking. My second cause of mortality when flying the Hoker w/ dual Donkeys after Mech stomping.

The Lowmill is another pain altogether. It’s not very tall, meaning it won’t be difficult for it to be in a hull-down situation if there are low obstacles around. As with the Citadel and Leviathan it packs a punch and the means to survive yours.
You cannot hide behind it, so don’t count on that, it’s still fairly slow though.
In the frenzy of multi-targets engagement at high speed it’s fairly easy to mistake them for «just» heavy tanks, a deadly mistake of course.

You read it right, the Corvids will throw explosives filled Tuktuks at you. Their little size make it complicated to dispatch, especially when mixed among other Corvids units. They won’t instagib you like a Bombucha but they’ll do enough damage to be a threat.
The suicide civilians is another Corvid shenanigan. Even smaller than a Tuktuk, you’ll never see them coming. Don’t do a lot of damage but it’s a constant annoyance.
As always : look out for the red headlamp.

The Scab.
Here’s the Corvid shield dispenser. Less solid than a piggy bank but pack what looks like a Broiler, bad for your shield. Avoid getting shot by two or three of those at once, that puts a real strain on the shield.

Nothing, lol.
Has i said earlier, they only represent a danger in numbers. But, there is one exception.

The only downside (so to speak) to the Spacers is that they don’t have a lot of armor (they have more than enough if you ask me) and their tanks aren’t all that impressive. That doesn’t mean they won’t erase you from existence in a matter of seconds though.

Nobody else gives me such a terminal case of colon cancer (that’s probably how the Blackhand kills its victims, mind you) as the Spacers do.

Last, but not least, engaging Spacers without a dedicated (or at the very least 3/5 or more in shield damage) shield buster will result in painstaking, protracted firefights all the time.

«You are already dead» in proper English and that’s an understatement.
They field so much suicide units it’s like they can order them in bulk for free. And it’s not like you can ignore them, they are fast and dangerous enough.
Meanwhile you’re desperately trying to not get shredded by any number and composition of ultra tanks, ultra mechs and ultra agrav. Thankfully, none of those is particularly fast and their field of fire is very frontal, so you better learn how to outmaneuver them real quick.
Oh, and don’t forget to dispatch the escorts before taking on the ultras.

Honestly I could just say : «everything» but that would be dumb.
But let’s try to be logical here : in any scenario longer than 3 maps, it’s obvious why you should choose shield capacity over raw armor. Armor is a finite quantity, it doesn’t regenerate between maps and cannot be repaired. Shields can, simple as that. Since the Spacers have all their lasers set on «shield murder», it’s obvious why you must always be cautious around them. Even more so with a fragile light vehicle that has, more often than not, nothing but shields to absorb incoming damage.
That being said, here’s what will really tear you a new one :

Very tough, lots of firepower and, as I’ve already said like half-a-million time already, the stompiest foot slam in existence. The absolute Bane of light vehicle and Donkey users in general.
Thankfully, they are sort of mid-range oriented so you can outrange them, taking very little damage in the process. Engage with extreme caution at all times.

Break line of sight as much as possible while getting on their blind side, the Active Camo is a livesaver here. If they are in the open, you’ll need to bait them in a place with more obstacles to help you deal with them.
If they are in the open and you can’t bait them on a favorable ground and you have no Active Camo, well. I hope you have speed on your side, because trying to outgun any of them is gonna be a very short lived strategy.

I can’t recall a time where I’ve been shot down by one of those mechs. I can easily recall that they stomped me dead way too ♥♥♥♥♥♥ much.
You’ll meet a lot of those four, in any kind of mix, and every time they’ll give you trouble.
There’s no magical recipe to dealing with them, mainly because they rarely engage you alone. They’ll come at you with others heavy mechs or a literal curtain of tanks and the like.

They stomp with the same might as the ultra mechs, don’t let them come close if you’re driving a slow vehicle and don’t, I beg you, go on a stomping contest against them because you’re driving a Broodmare or something akin. You’ll lose way more than you can hope to gain.

When you’re engaged with those heavies and their escorts, stay mindful of any kind of suicide units that won’t miss to aggro you.

Both will blow to your face for far too much damage. You’ll face a ton of those on every map with Spacers on it. They are really fast in a straight line but, if you avoid them, they’ll take a bit of time to turn around. Use that trick if you can’t prioritize them at once, you’ll need a decently fast vehicle for this to work though.
Telltale red headlamps are still the danger signal, watch out for them at all times.

In the course of any kind of Freelance campaign you probably have crushed more power suits than you can remember. You probably didn’t even notice their existence most of the time, for good reason too : they aren’t really dangerous and they can’t survive any kind of serious firepower.
The Sledger is like the rest of them, not too fast, not resilient at all.
But that ungodly machine gun it carries is another story.

You’ll meet them in group of 2/3 and, as you probably would, you’ll ignore them to deal with the more pressing matter of an Oxybeles and an Aetos. Meanwhile the Sledgers will pour a torrent of bullets at you as long as you’re in range. They will melt your shield at a terrifying rate and, by the time you realize your error, the Aetos or Oxybeles won’t have to do a lot to put you down for good.

Either outrange them, break line of sight or just plain destroy them but do not ignore them.

I’m running out of useful things to say, so I will conclude this guide with one last tip :

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