Brigador large update

hopefully they tightened up the controls a bit, it was a pretty good game already. new music, too.

The largest problem with this game for me was that it didn't give me sufficient goals to motivate me to keep playing. I had a great time playing through the campaign missions but after that I didn't feel it gave me any reason to do any of the other contracts.

should have had achievements tbh

As much as I like quality artwork, the game itself is lacking and that was always an important thing for me when judging vidya. As 've said game lacks goals.
Let's start from the ground, any given mission's goal can be summed up as a checklist a very short one in that(kill % of all enemies, kill all captains or kill all orbital cannons) since most of the time you are required to do only a single thing from it to pass it means that there is barely any variety in that. Sure some missions may force you to go somewhat against the odds via screwing with map layout, your loadout and enemy variety, but that's pretty much it.
On a greater scale, there isn't much to do really. Earning equipment through farming money in freeplay missions? What for? Best equipment can be acquired in less than an hour and every equipment in less than 8 if you farm first few missions with equipment that stacks multipliers. You say that it'd be a chore and ask why wouldn't I just play the game normally (casually)? Well, there isn't much to be laid back about when you have to do 9+ or in later contracts 20+ stages in a row without checkpoints and almost a complete loss of emone on death (originally not much in that either since I'm not stacking).
Sure, you could say that I have to get in tune with the atmosphere to get the full experience, but admit it, if you need to amount some kind of fun for the gameplay detract from then there is definitely 've been done something wrong innit? Moreover outside of good spritework and nice music, the only thing that conveys atmosphere is a tons of descriptions that, even though you have to buy some of them for ingame money, add nothing to the gameplay itself.

Simple thing as an arcade mode with unlimited spawns and real time multipliers could've made it so much better. But as it stands now, even with the new update, I'd probably have better time playing through nation red, which fyi is mediocre as fuck.

Actually it looks like nation red has been made into something good by the updates. So let's just assume we are living in ~2011 when it was shit.

I'll tell you what they added after i play tonight, would also like an endless survival mode. still, short on replay doesn't make a bad game, just a short game.

Here's what I've seen so far:
>new pilots best one being the spacer that's difficulty locked at 11
>achievements. practically all of them are secret though and possibly broken
fucking lord, make the crashes stop. I just want to play the last extra mission in campaign mode

I can check that myself and as I can see, nothing of substance have been changed to make the game not boring.
So short, that it doesn't even last for the whole campaign. Which does make it worse overall, since it may not even last for the duration of the intended gameplay.

That's one of the faggiest false advertisings in my recent memory. Did they fix that with this "update"?

I fucked that up, but you get the idea.
Can you customize your mechs now or not?

I think you were always able to as far as that claim have been standing there. in freeplay mode only

What freeplay mode?
The one that is unlocked after you beat the game? I.e. meaningless reuse of content I already beaten?

No, the one that is unlocked right when you start the game and reuses it's own content you already beat in it to advance.

I don't remember it being available from the start.
I guess I will re-dl and check.

when i saw it back then, i thought its going to be a somewhat of a "totally not a fan remake" of LAPD Future Cop, but its more of a demake with more mechs and no precinct assault, the better version of dota.

...

did you miss the part where it says lapd

>in fucking LA

I don't think the LAPD has "necessary" stipulations

Clearly the aggressor has forced him to use his minigun mecha by ignoring the NAP.

In a universe where the criminals are better armed than most modern millitary, it kinda is.

This is basically a game for autists who somehow only want to casually destroy things. There isn't nearly enough content in terms of gameplay or even compelling story to keep this going.

I wish it did something with either going full mayhem or tip-toeing around all the fleeing faggots. Or different win conditions for each or something if you went one route or another. Even stealth doesn't matter much as getting caught is easily dealt with powers or weapons. Not going to say I don't enjoy trashing everything, because I am that autist that mostly only played RFG for wrecking crew mode but there definitely isn't much else to this.

Honestly, the devs should've taken a pahge out of the Sega Strike series.

Summer is here early

I'm starved for mech games so I'm willing to hedge my bets more for new content.

...

Where were you in the mecha thread where OP died to deliever us countless Mecha titles?

Already played them.

SHIT UPDATE

IT ADDS JUST A MISSION

No new weps, no new vehicles

sleep snug pete

But you can be a juggernaut of destruction or a fast and sneaky skirmisher and anything in between. I like the game, sure, it's not perfect but it's very fun and allows for a lot of experimentation if you're not just going to minmax to hell and back.

What else should there be? It's a glorified twin stick shooter with some light customization on top. I just wish the powersuits had jetpacks or could run really fast because as it is there is not much reason to use them.

The mech and weapon variety in freelance is really good, it just needs more maps.

I remember pirating the first version and I just downloaded this one. The controls are way better this time around, but I haven't gotten much past the tutorial missions yet. Still pretty fun though, looks pretty and has great music too.

It crashes whenever you alert a turret, new patch should fix it.

Same patch that added PLAYABLE CITADEL It's shit, lowmill is better for slow-as-balls murder, more spacer shit, and some corvid agravs?

Oh hey there, shill.
No, it's a butchered twin stick shooter. Proper twin stick shooters usually have the following full fledged mechanics tied to these concepts which brigador lacks in: score, powerups, campaign.
Score is mostly based on the set of preset equipment, meaning that your performance on the mission is mostly irrelevant. However your pilot equipment combination is fixed in campaign missions, yes, that makes your performance relevant, until we arrive at the point that there are no scoreboards and the actual rewards you get from 100% campaign mission perfectly nets you barely anything worthwhile.
Powerups is a simple topic. You have only 3 powerups to choose from before the mission, and the only items that drop in a mission are ammo and shield energy, which is as basic as it can be.
Actual campaign is something that would be called a side-mission mode in any other game. Aside from freelance missions the only difference is a preset, maybe challenging map layout. Everything else is pretty much the same. Alright, no, not the same, butchered, you are required to do a specific task out of 3 and you dont have an equipment customization.
Campaign should be a fullfledged storymode with wealth accumulation, equipment unlocking, custom scripting etc.
Actual game should have more to it than just kill all/kill all captains/destroy all towers. As much as I hate time constraints, that mechanic would fit perfectly to spice things up.
Basically, the closest comparison should be jets'n'guns. There is nothing that brigador has JnG lacks completely. There is fuckloads of what JnG has and brigador doesn't even have a hint of it.

It adds a few vehicles, not that it matters much.

Picsrelated

Talk about being a fuckwit.

I can greentext too, you retarded shill.

Go be a cretin someplace else.

My fellow royal ancient Egyptian descendant.

I think EXA is the reason my PSP broke, I ended up playing it so damn much. We need more games with robot programming.

That's an incredibly close-minded way to approach games in general, on par with people who expect in-depth mech customization from any game with mechs in it.

That's rather inaccurate if you consider the bonuses you receive for not taking too much damage, dealing collateral damage, and destroying as many structures on the map as possible. Then again, the game goes about it in a different way. Your individual performance isn't deeply graded as most games, but it mostly centers around surviving with the tools you're given, and if you play with harder-to-play mechs your payout multiplier is much higher. And surviving with those mechs does require a bit more skill than with a Treehouse.

Probably because the campaign mission is only supposed to be the entrée before the main dish that is Freelance Mode. I'd always to love to see more scoring systems, but they're never necessarily a necessity.

If a game is built around basic concepts, why should it be criticized for not being deep enough? Does this make 'basic' games like Castlevania not as good or something?

Why should a game have these elements in order to be good? Is the presence of objectives supposed to make the level design of Marathon superior over Doom? What is wrong with Brigador's approach to level design when nobody complains about how Doom or Quake do it?

You're right, Brigador doesn't have a muted color palette which makes bullets hard to differentiate from the background or the effects overlapping the screen, it doesn't try to make up for the lack of quality levels with quantity, it doesn't have ubiquitous amounts of dead time, it doesn't have bulletsponges which can't be flanked for bonus damage, it doesn't go off the rails with its customization to the point where you can have unbalanced loadouts, its UI isn't illegible dogshit, its enemy roster isn't largely reskins and zakos, the game doesn't feel that clunky to use and is actually built with tank controls in mind, and there is some visual indication of damaging your enemies. I'm borderline offended that you used a fucking euroshmup as an example of a proper arcade approach when Jets 'n Guns is a terrible shmup on top of being just an average game in general, and is an indicator of having shit taste concerning this particular area of video games. You can not seriously tell me that the stages of Jets 'N Guns are more engaging than what Brigador has to offer, let alone that you used fucking Jets 'N Guns as an example of good stage designs when nearly every fucking japanese shmup out there has more thought and effort put into its fucking stages. No, repetitive zako lines and bullets spread about with no thought behind them does not a good stage make. There's a reason why even doujin shmup have five to ten stages at most instead of JnG's prized 40+, it's because a good stage takes time and a lot of playtesting.

I tried the game out for myself, there isn't any variety in it aside from the characters which have marginal differences from each other in terms of firepower and mech designs at their core all operate the same. All the missions are the same thing which gets boring fast, it could use some side objectives and better level design instead of a city block to destroy. If you're hungry for a mech game there's nothing wrong with it but don't expect to be hooked on it for long. The good side is that the art design is top-notch and the devs probably tried their best they're just shit at making video games, it's a lackluster game you should get on sale.

Such as what? Seriously, I don't get this "it's not varied enough" meme everyone is perpetuating. What is so bad about the level design itself?

It's just kill everything in sight with no puzzle or challenge whatsoever, it gets boring.

Capture certain territory, locate and destroy certain specific enemy, find and board stronger mech, find some mission-long permanent upgrade shit like that.

There barely is one. Most obstacles and walls can be stomped through, and those that can't are few and far between. You always move from point A to point B following super simple routes, all enemies just come at your from mostly forward etc etc.

How should I put it, after several missions game just becomes boring. Levels aren't different to traverse through, enemies aren't different in a way how they fight you and how you fight them, weapons are barely different too. You have straight line projectile and parabola projectile, everything else are just variations of those with different velocities. I maybe missed them, but are there flame throwers, are there mines, are there ricocheting projectiles, are there any fucking interesting weapons in there?

Game really fucking lacks variety, and once novelty of amazing art style wears off you realize that you already played everything it has to offer.

Oh and while we're at it - there is no progression.
Repetitive games usually get away with the fact that you have shit to grind for, so your stats go up and you can face stronger opponents to get your stats even higher.
There you don't even have that.

Dunno, I was bored during the first one
I mean it's just eye-straining version of sega battletech or some shit.

You're wasting your breath arguing with the faggot. He doesn't like the game and nothing you say will make him say otherwise. It's obvious he's nitpicking despite the game providing exactly what he asks of it and it further shows he's talking out of his ass when he has to to into a completely different genre to find something to bitch about some more.

The game is obviously inspired by the likes of Future Cop and the Strike series, and it's plays just as well as they do, even better in some ways considering the variety of weapons and vehicles on offer.

I didn't play future cop, but strike games on genesis, as well as bettletech one had different weapons, different weapons and stages that were interesting to navigate. Brigador lacks all of those.

No shit you stupid nigger, what do you think the fuckhuge selection of weapons on offer in this game is there for?

Please, don't try to act like you know shit. The Strike games had even less navigation involved because the only "obstacles" in place were AA and SAM batteries you had to shoot before moving on. Brigador has different objects with different penetration values that you can use to your advantage depending on the weapons you choose.

Not that you seem to know jackshit about the game to begin with since all you can whine about is the lack of varied weapons, when there's a huge difference in what they do, whether they stun enemies, how much they can penetrate, if they are effective against shields or armor, the rate of fire, if they have submunitions or deploy a cloud of acid, if they are only useful against enemies or can be used to destroy structures.

You sound to angry to reason with you dude.

It's more about the lack of sensible counter arguments on the subject and negative emotional reaction that seals the deal. As for the game, I wouldn't mind if someone were to like it for the atmosphere, since the sprite work is quite nice. But to say that the game holds up to any modern standards would be either shilling or being a retard, and I'd rather have you be shilling.

That would be true, if brigador's closest description wasnt "a butchered twin stick shooter".
Give me an example where in doing 2 stages with a standard x1-2 equipment and x1.5-2.5 pilot you can get anywhere close to 50kk or at least 16kk.
That's exactly what I am saying, learn to read.
then see
tl;dr freelance is a chore with no point to it. Equipment can be farmed in the 1st few stages and stages themselves are repeating constantly the further you play. And there is no middle ground where you could casually complete the game and amass all the money since the game is set to bore you to death regardless on which end of specter you are.
No, but if your game isn't good and is also basic, then you have to wonder where all the effort went. That's right, into visuals and probably music, that does jack shit for the lacking gameplay.
Because doom and quake had more going for them than just a differently shaped open areas filled with enemies? They had elements like teleports, elevators, sliding walls, buttons, damaging floors, crushing ceilings, wide variety of items that do matter, etc. that were enough to make an interesting stage even when the main goal is to go from point A to point B. Brigador only has 3 goals and a set of alert tied buildings.
Ignoring the fact you've been playing on normal and showed yourself to be a hypocrite, yes, I would say that, even though I've meant the comparison to be in general, the stage variety is times better in JnG than in brigador. They have different styles, they have different objectives, they have more mechanics tied to them and thus overall they are better.

Escort, defend, survive, assassinate, sabotage, escape, special conditions, collect and a various combinations of either ones in a single mission. As for the missions it could be an actual tunnel stage, spaceship, corporation building (inner, outer, roof), factory lines, space debris and so on.
The fact that you can't say that "level design = a city block to destroy" is an extreme trivialization.

Well Brigador's got a fucking massive weapon variety, all of which are unique in some way, and the guy acts as if there's no different weapons whatsoever. For fucks sake, he even says "different weapons" twice just so his statement has three things in it.

That's ignoring a large part of the gameplay which serves to spice things up. Assuming you weren't playing with the ez-mode mech presets as signified by their lack of a payout multiplier, that is. In Campaign Mode it's like choosing your own difficulty, in Freelancer mode you're given a lot more control over the progression of difficulty by being able to pick your own pilots where harder difficulty = more money. There is actually quite a lot of variation in terms of encounter design, and level layout, and how enemy placement affects it. At first its simple but later on you can get fucked quite easily if you bruteforce everything like a moron, which especially screws you over with lighter mechs. So you need to take advantage of the destructible environment and your ability to flank your opponents or lay down some long-range artillery without getting damaged yourself. You can use the sound of your weapons to lure enemies to a location where you can take care of them more easily. Alerting scouts and not killing them in time rings the alarm which activates barriers you can't easily stomp through and sends in a swarm of enemies towards your position. If the whole game is just a breeze to play through for you, then you should try playing with a mech with a higher payout multiplier. The reason the payout multiplier exists is so you'll play with the mechs which are riskier to use and go down rather easily, but require you to not get shot all the time.


How the hell does that mix up the basic formula of walking around in a mech while shooting things?

What? You'd think that the presence of destructible environments would suggest that you can use it to get the drop on enemies and carve your own path through the levels and get creative with how you destroy things. How the hell is this a negative?

You say the destructible environments imply no level design at all when you can just stomp through everything, but at the same time you say there isn't any variation in how you can approach your objectives and are only limited to certain routes. Isn't that rather contradictory?

I can imagine this being the case if you only approach your enemies from the front, but in bigger more open levels you can't always guard your flanks, as you are also vulnerable to bonus flanking damage.

Now you're flat out fucking lying. Spacers largely consist of light hovercraft and will try to circle around you and confuse you which is especially tricky to deal with if you're piloting a larger mech. Heavy-class mechs have tons of fucking HP and will rape you with their massive damage-dealing weapons if you are in their line of sight, encouraging you to flank them or take a different approach. It's why the abilities exist the way they are. Cloaking, putting up smoke, EMP nades, and pulses to destroy buildings quickly can be utilized for great flanking tactics. Enemies vary in size and utility so you can't simply click everything to death like a Diablo game. You have to take in account the bullet trajectory of your shots in order to make your shots actually hit, which varies between a simple truck, to flying hovercraft and heavy mechs. It's a little thing which prevents the game from being a total roflstomp.

There's more to weapon arsenals than simply being exotic, I could design the weapons to be the most random creative shit but it wouldn't matter if they didn't have any noticeable functional differences. There's a lot functional variation between weapons. You'll primarily be considering the trade-off between how much shield damage and how much hull damage your two weapons can deal, and whether you should take weapons which can easily take care of structures at the expense of being able to effectively deal with enemies, or vice versa, or something inbetween. Each weapon also generates a different amount of sound, meaning you can go for silent weapons so enemies won't swarm towards you if you fire a single shot. Going for artillery long-range slow-RoF weapons also impacts your playstyle greatly. Each weapon also deals different amounts of stun, which is a deciding factor whether you go for a hit 'n run playstyle. Since you can only equip two weapons at once, this does affect your gameplay style greatly, on top of the mech you chose to play as. Of course, ammo also plays a factor and how you can choose between destroying an ammo depot for points and damage or keeping it alive to restock your ammo in the future.

You might be thinking why this aspect of customization isn't in the Campaign mode, that's because Campaign mode merely serves to be an introductory course whereas Freelance mode is the real meat of the game.


It's got 8 main weapons and 8 secondary weapons to be precise.

If you can't take the bantz go back to reddit.


No.

Already in the game. Several missions task you with killing captains.

Okay, I see what the problem is, you just don't think the game is fun and are strawmanning extra hard to cover it up.

Already in the game. Some missions start you off without ammo.

It still boils down to the same shit as we already have. Go to this location and kill everything in sight.

That's like saying that Syndicate needed good level design. Some games are not about navigating an environment, but making said environment work for you. And you're still arguing aesthetics, when the game does provide variety with levels that are open and some that are tight with a lot of narrow spaces, and different strength values for the objects. Levels are varied in the sense that you have to tailor your approach and what vehicle and weapon combination you go with.

Those aren't arguments. At least this one is legitimately trying, even though not making a lot of sense.

Nigger, you're full of shit and talking out of your ass. I already pointed out to you that your claim that the game has no weapon variety is completely bogus, as have others. The only thing left is to mock your for being stupid and ignorant.

Guys, I don't care about your really heated argument (I can tell by the walls of text that'd put Trump to shame), I just want to know:
Is this update worth pirating or should I stick with the copy I have of an earlier build?

...

wew

sure

The new update adds a bunch of new vehicles, more finetuned balancing, a revamped campaign, new music, and new pilots, so you should definitely get the Up-Armored version. Note that Up-Armored switched to mouse relative aiming by default instead of tank controls so as to ease in casuals, so you have to switch back to tank controls in the options menu as that's really the way this game is meant to be played.


There isn't, and I'm not sure why it should be. If you want to play EZ modo then you're not going to get a lot of cash, hence why riskier mechs carry more rewards with them.

It's pretty much a level select feature disguised as a challenge run, if you don't like the game at all then you obviously will find nothing here. Maybe you're not used to arcade games at all (try playing Dariusburst Chronicle Saviours for a real shmup with some sort of a campaign), but there's definitely some replay value to be had when it comes to experimenting with different mechs, loadouts and pilots. If you only play games to complete them that's on you, but don't go assuming every game is defined by what it does until you 'win'.

I'll retract my statement about Brigador's level design being similar to Doom since it obviously doesn't have those variables in play, but rather to something more similar like Hotline Miami. Even if you were to trivialize it to HUGE DESTROYABLE PLAYING FIELD, that's blatantly ignoring the effects of enemy placement has on the level. The levels are destroyable because the game is about being the Kool-Aid Man, it's about flanking people through walls the reason why it's not just an open field like in Serious Sam is so you have the chance to take enemies by surprise to begin with.

Instead of blindly throwing things out there, try to actually explain how this would change the way Brigador is played. Try to explain how the enemy placement, enemies used and level layout could be combined with different goals to create a new situation which makes full use of the mechanics in Brigador.

Those are merely different aesthetics. There's more to level design than just fucking aesthetics. F.E.A.R. might take place in repetitive office and industrial environments, but the actual enemy encounters work gracefully. Saying a game is better because it has winter levels and lava levels instead of just lava levels is greatly oversimplifying the impact level design has on the game. Aesthetics are important, but they're not the core of what makes things work.

Merely throwing different objectives in the game might work when your base game lacks anything of interest to the point of Super Turrican 2 where the game throws gimmick after gimmick at you to keep things fresh instead of using the existing mechanics to create some unique challenging encounters. If you had a shred of taste concerning shmups to use in this comparison when it comes to stage variety, you'd have used Strania -The Stella Machina- as an example instead of euroshmuptrash. Go play some actual Irem or CAVE shmups and realize what kind of garbage JnG actually is.

He says "different weapons" twice to tie them up once with the game, the other time with the word "interesting".

You've got to be pretending to be retarded.
Special conditions.
No, if you have a time limit as a special condition combined with some other objective for example it doesn't boil down to destroying an entire city block. It boils down to doing the objective first and foremost as efficiently as possible, while destruction is an afterthought. That's just one example, in another you could be juggling several tasks and have no time whatsoever left for the carnage.
Actually in brigador everything boils down to the same shit everytime, since, usually, if you can do one objective, you've likely done most of the other ones. Unless you are running meme stealth set.

Except there is no point going for money since first 2 missions are the most efficient ones for making money. And there is no balance that could give you a mech with a proper money scaling that could negate farming for money in favor of proper playing. x3s are dogshit and barely payout, and x2 or less is just not enough.
"How does any genre stray from a basic formula of pressing buttons and moving the mouse?" - You are this retarded when making this reply to his argument.
Capturing a territory could imply a time based spawns which would force you into a defensive position for the entirety of the objective. Find and board, could imply that you start a mission with a severely handicapped mech, which could vary more than just a mission start with no ammo. Mission-long permanent upgrade could imply specific enemies that have some kind of characteristic to them that requires that upgrade, or simply that upgrade is hidden behind a wall of strong enemies, dealing with which could make the main objective easier.
Did you know that different aspects have BOTH positives and negatives? So for the game to be good positive aspects should work with each other, i.e. choices made should be thought through, otherwise negatives prevail overall.
Go by the edges of the map, alert the enemies and retreat into the safe spot. Additionally create chokepoints by creating shortcuts for the ai pathfinding to take. Done.
I like how you put all 3 different abilities to serve a single trivial purpose.
Or you could just take 2 bullet based weapons and tear through everything. For higher difficulties just take a mech with a bigger weapon slot so you wouldn't run out of ammo. Well, there are also more enemies on higher difficulties, so ammo wouldn't be a problem anyways since you'll take some AoE weapon in the other hand.

->
And a few mechs I believe, so you decide.

That's not counting the pilots and their payout multipliers on top of the mechs. If you're too much of a scrub to not die with x3's then that's on you, and if you want to minmax your money to the point where you unlock everything then that's entirely on you as well. Your entire argument discounts the element of difficulty of the game and how DIFFICULTY affects the combat, which plays another large part in how the game works with its many mechs and pilots and their payout multipliers where risk equals reward. Or you could just cheese it out. Might as well be playing Vanquish as a cover shooter.

I wouldn't exactly mind this, but I don't find that there's anything objectionable to how the game currently is. It's not always wrong that more is better, but games are more of a case of what they are instead of what they could have been. Brigador is about being the Kool-Aid man in a mech and busting through walls, the levels take good advantage of this concept and if you try to force anything else in the game for the sake of variety like that crappy one-note mission where you have to you start off with no ammo and have to stomp a heavy mech to death while simultaneously running from kamikazes, it's about the equivalent of a forced stealth section or turret section.

Like what?
Why?

Tactics as in plural. Don't be dense, you should have played the game to know how they work. Cloaking is good for getting close (to bullrush with tanks f.e.), being a safer method of escaping tight situations and circling enemies in close-quarters. Smokes are useful for covering a wider area by moving your reticle while firing it, preventing slower mechs from firing and creating a wall the AI can't shoot through, and setting up chokepoints. EMP grenades are useful for dealing shield damage when you don't have any anti-shield weapons, on top of temporarily stunning the enemy so you can get a good shot on them and wipe them out with a large AoE attack. Kinetic Pulse is useful for destroying cover without the recovery frames that come with normally stomping, on top of just dealing damage to shit up close and stuff behind cover as well. Then you have to consider how the cooldowns balance it out.

Haven't tried that out yet.

I've set the conditions for the normal modo. But even with x3 it's impossible to get anywhere close to 50kk in 2 stages and the only bigger modifier is on one other memech that is x10 which is literally unplayable outside of farming.
Which means that my original statement was indeed accurate.
Why did you assume that I didn't like the game. I've liked the game for the 1/4th of it. And even then, without the part where I say that the objectives are identical and so on and so forth, there were repeating stages almost every contract. That is insulting on it's own.
If you were able to read then you'd not make such a retarded assumption, since I quote a post that implies that for the game to be better it should've featured arcade elements.
Sure, but you are already replaying the game that you are playing normally, so what's your point?
Sure, I get it. But there are 2 problems with this. 1. There are no scoreboards. 2. Autistic part of the community is a very limited part for any given game. So I wont take this counter argument until you prove that the game was advertised as such and didn't mislead in any way.
Different stage entries, windows, weapon spawns, custom scripting enabling bosses, secret levels, different cutscenes and different goals. And just to clarify, I'm ignoring the objects that do the same function like shootthrough walls, windows, doors and explosion rooms.
Read posts outside of that like this one or this one to just get a gist of it. I don't need to compensate for your laziness or lack of imagination with walls of repeated text.
Roof, debris and outer corporation building implies fall to the death pits, factory lines, well imply moving lines, space whatever implies different gravity. And even just change of aesthetics would feel better compared to an always dark city block.
Please, take your hypocrisy to some other place, I've never had an incredibly close-minded way to approach games in general like you do, to approach JnG as a shmup. More over, it's probably you who should be concerned about taste, when you mix JnG with trash in the same sentence.

Irrelevant since you didn't give me an example for doing 2 stages with a standard x1-2 equipment and x1.5-2.5 pilot you can get anywhere close to 50kk or at least 16kk. Well you could mix up a lil, but I bet you won't even get close unless you go for a meme farming combination set.
Look, you repeat that argument over and over. Destructible environment=>kool-aid, Destructible environment=>kool-aid, Destructible environment=>kool-aid. It only shows the lack of positives behind the destructible environment since there is barely anything at all to it.
Examples please.
So you'd have a trivial gameplay of holding lmb until the stage is cleared. If you can easily trivialize it to this by just simply using your own logic then the original persons statement was right and that could be the actual way of how one can play the game.
Like the person you were answering finding that there are barely any of the level designing involved since you can pretty much tear through everything without much effort outside of stage boundaries.
I know, but it's just funny how you lumped all of them into one simple purpose (flanking) that you also make out to be your main argument about why destructible environment is good, why weapon noise is good and so on and so forth.
Come on man, it would be a joke if something as simple as that would ruin (it already does) your entire narrative about the deepness of loadout customization.

Then play more than just two stages at once. What do you even have to farm for? Vehicles aren't even that expensive, and neither are their weapons. Just playing through the campaign gives you enough starting dosh to buy most vehicles you like and their weapons, at most you have only the unlockable pilots to grind for.
The part of my post you quoted was prefaced with an 'if'.
I guess I missed that.
Different playstyles, different ways to approach the game, and so on.
Advertised in what way?
You've already got explosive objects and ammo depots serving as points of opportunity, cover with different degrees of damage resistance of height affecting enemy visibility on your point and your ability to shoot through walls with certain weapons, heavy mechs being a death warrant in open fields, the obvious routes being sidesteppable if you maneuver through the levels by destroying your ways through cover, levels can have multiple points of exit, raising the alarm makes passing through reinforced gates an impossibility without stomping a lot or passing through a gate the same time an enemy does, and reinforced cover is also used to protect certain stationary targets you have to destroy like in Metal Health, where a wall is raised around the targets if you raise the alarm. Another level whose name I forgot throws a dozen or so fucking Spacers on top of those kamikazes at you if you make as much as a peep, enforcing either stealth or long-distance engagements. Another one had you assault a tightly guarded fort from the outside, and you could lure at least part of the stationed regiment outside by blasting a nearby generator which would create a massive explosion.

As far as visual variety is concerned, you do visit a lot of different parts of the city, from its urban centers, to its parks, to railways, to garbage dumps, to red light districts, to open grass fields, to forests, to military hangars, and so on.

But it is a shmup. It's not just a poor shmup, but a poor game as well. Just the crappy visibility of the bullets alone should have been a turn-off, but on top of that you get enemy waves on par with shit you'd see on the Amiga, bulletsponges out of the fucking ass having neither the environmental hazards of Konamirem or the bullet patterns of post-CAVE era games, a simplistic scoring system simply centered around pick-ups and destroying everything, and the most pathetic excuse for boss battles, while following the RPG-lite trend most euroshmups do because in these kind of skill-oriented games it's always a good idea to offset your lack of skill with OP weapons and >healthbars with little concern for balance. I am not even being a shmup elitist here, euroshmups are held with contempt for a reason.

Why is this even necessary?
It's the bloody crux of the game. Surprising enemies through walls or setting up mouseholes past patrol paths is how you can take care of enemies while putting yourself at minimal risk. You can use it to control the AI pathing when you want to lure them to more advantageous positions using the shortcuts you created. It lets you sneak past enemies and engage on your own accord. It encourages some more creativity on your part to use the destructible environments as a means of getting the drop on enemies instead of going full Rambo like some moron before getting blown the fuck out, which is further encouraged by the fact that attacking an enemy's flank deals bonus damage.

I'm not going to disagree that the game can be cheesed this way. You certainly can ignore everything else in the game and play for maximum efficiency if that's how you want to do it, and unfortunately there aren't any means to actively prevent this outside of disappearing shield pick-ups and overchargeable shields encouraging you to be more aggressive while your overcharged shield still hasn't depleted.
That'd be a massive drain on your ammo supply, a massive noise generator for all enemies around you, and potentially detrimental if you blow up so much shit that you no longer have anything to hide behind once you accidentally mess up. Besides, the whole level being destructible isn't a necessary negative for the level design, and if one were to grade the level design on just that they'd have to conveniently ignore the enemy placement.
If you're just trying to say I'm bad at stating my arguments then stop being so damn roundabout about it.
I've briefly tried it, and while enemies do tend to die quicker they can still manage to return fire in large quantities, and it's still a pain to hit antigravs without AoE weapons while tower mechs are still content with soaking up a lot of bullets as they kindly return a deathray towards my direction.

Jesus christ.

The point here I'm proving is that there is no such objective as playing freelance for unlocking gear, since farming is way more efficient and normal payouts are shit.
Except the entirety of that part is built around "if it is" without "else then".
So you say that the point of brigador is to replay brigador(the game with different x) while replaying brigador (through the game and doing same missions that are featured in the original completion order), yo dawg.
As an autism central. Because we've already established that campaign is a joke and freelance is replaying same missions over and over.
You shouldn't have included functional variety in the quote. But other than that it doesn't really bother me, since even if it was more visually appealing, it wouldn't hold me for more than 2 contracts.
I dunno why, but I'll take your word for the other games you are using to mix JnG with the dirt, while still holding you as a retard for making your judging on JnG from normal difficulty experience.

Then you should agree, that if a person finds that crux boring, then there is nothing else to make the game interesting.
Well, you could still use your mech to do exactly that without everything else that you mention.
But the point is that enemy placement is already a factor in every other game that doesn't feature destructible environment. And the feature is just not enough to make up for what it makes the game lose. For example EDF can make for destructible environment with uneven terrain (and the environment being an elevation point itself), constant need for cover when kiting and spawners.
Originally it was just a cheeky jab at you. But no, you are fine at making arguments (It's awfully clear that you find kool-aiding a huge plus and JnG a shit), but counter arguments are kinda ehh, since you seem to have a hard time figuring out why others stopped having fun with the game.

If you want to reset the mess that is replying to greentext replies, then here is my original opinion.

Though I'm no fan farming at all, there isn't much to the game if you play for the sake of unlocks. Shit like payout multipliers exist to give you a reason to play riskier mechs, but if you sidestep the whole process through farming, then you certainly won't find any fun in the process of getting money.

I think one of the main reasons why I keep coming back to this game is because the base gameplay loop is entertaining and challenging enough for me, and I just enjoy getting good. Unfortunately, aside from the light damage bonus and your chosen equipment, there isn't really any performance grading to speak of. Even though people say Vanquish was worse off with no letter rankings, getting the maximum time bonus is a challenging achievement to strive towards. I guess like with Doom you could always go with par time, but unfortunately Brigador doesn't keep track of the time you spend (faster mechs would probably be at an unfair advantage there).

There's quite a lot to the combat of Brigador that makes it challenging to pull off consistently, be it taking in account your firing trajectories, outsmarting your enemies, and not taking too much damage, even if it can be simplified and trivialized in a lot of ways, but in the process of optimization I had a lot of fun with it. It's true that you play the same stages over and over, but in the process of getting good I didn't really mind. Another example I can think of which fit this bill was Dariusburst Chronicle Saviours, a shmup about shooting giant mecha fish in space I spent well over 50 hours in.

DBCS's main draw was CS mode, a sort of campaign mode where you have around 200 zones, but you only need to traverse through 60-80 to reach the final boss since a lot of zones are optional. Even though 200 zones seems like quite a lot, there's only around 15-20 actual stages in the game. There's also around 20 bosses as well, but many of them consist of types which come in three reskinned colors with different patterns. Then there's around 10 player ships with their own unique attributes, progression, and Burst ability, with many ships being references to previous Darius games. Each zone is only a different arrangement of these stages and bosses, coupled with a preset type of ship you have to play with, and an preset allotted amount of shields which signify how many hits your ship can take, on top of there sometimes being special rules like regenerating burst energy, or shield drops only. Some zones consist entirely of bosses.

So what you're doing is actually playing the same stages with the same environmental hazards and same enemy patterns over and over. But I was fine with it. If you try to 1cc any arcade game, you'll be spending many hours to go through a mere five-ten levels without losing all your lives, and you'll be practicing those stages a lot. And basically, CS Mode is an extended Practice Mode, but it's also paced rather well. The first zones are easy with easy bosses and give you a lot of shields from the start, but later zones are longer, feature rape-difficulty bosses, and each stage also starts featuring its Hard Mode arrangement. All while slowly getting you acquainted with the many ships by mixing things up. And of course, you get better through the course of the game as you learn not to get hit at all. Even though you get a lot of shield hits, the later bosses like this guy can eat them like its nothing, so even during the easier stages you want to learn not to get hit so you have enough shields left for the tough parts of the current zone. Coupled with a simple but fun scoring system, beam dueling, an otherworldy soundtrack and giving even most non-arcade-acquainted players a goal through a campaign mode, it's a great shmup despite the mass reuse of content, even though the stage designs are just ok for the most part and the visuals don't even hold up that much to Darius Gaiden and G-Darius.

Point being, I don't mind the DIY nature of Freelance Mode or the reuse of levels that much because I'm used to this kind of stuff, and I can understand why most people won't find anything in it. After completing the campaign you're just left with Freelance Mode which seems like a disguised Level Select since all you do is replay existing levels, and with no exterior goals to these long strings of Freelance missions, all you're left is doing the same 'destroy everything' missions over and over which don't have enough variety on a surface-level. Unfortunately the game lacks any meaningful means of scoring outside of the light damage bonus and the prospect of earning cash is easily sidestepped through farming. What's left is replaying the game with self-restrictions or harder presets, or just for fun. I believe that there's quite a lot of variety between the stages and how they have you approach shit, but if you expect the game to give you any goals, you're probably out of luck. In that regard, Brigador is more of a combat sandbox game, where you're expected to create your own fun using the tools given to you. So if you're not the kind of person who replays games for the heck of it and want to complete goals set to you by the game, then Brigador probably isn't too appealing.

...

Exactly. Now yo my dude.

It's got five categories of weapons with eight guns in each.