Brick Rigs

Brick Rigs

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Zombie Mode: or How I Stopped Worrying and Learned to Love the BR-15
By Myamsar from the game Patapon 3
Welcome to my guide!
This guide will cover how to play and succeed at Brick Rigs' zombie gamemode!
Don't want to read a small novel's length of text? Too bad! (I guess you can just leave.)
(Note: This is an actual guide and will cover Legacy and 1.0 Versions.)

Onwards!
2
3
4
   
Award
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1 - Learn your enemy!
Update: Updated for new stuff and changes in v1.4.

Chapter 1!

In this chapter, I will educate you, the reader, about the 3 main threats to you during Zombie Mode.

First of all:
Love them or hate them, The basic zombie! You will be seeing them a lot.

(Figure 1.0, Basic Zombie)

(Figure 1.1, Slightly more dead Basic Zombie)

The basic zombie only knows 2 things:

  1. Menacingly walk towards prey.
  2. Slap Prey.
  3. Slap the air because they can't walk towards prey. (Get off that box!)


Note:
If they cannot reach their prey, they have 2 behaviours depending on what version you're playing.
1.0: They stand in place, striking the air.
Legacy: They try their best to reach you, swarming their prey's current location.

To kill them, shoot them until they die (Again). Hitting a headshot will make them deader faster.


Second of all:
The (maybe) dreaded, the toughest, The Boss Zombie!


(Figure 1.2, Boss Zombie in their new beige duds.)

(Figure 1.3, Slightly more dead Boss Zombie once again, in their new(er) beige outfit.)

Note: The boss zombie wears black clothing in Legacy. Check out the BR Wiki[brickrigs.fandom.com] if you'd like the see the legacy version's Boss Zombie.

The Boss Zombie spawns every 5 waves, the amount encountered increases by 5 for every boss wave. Contrast: Every other wave, which consists entirely of Basic Zombies.

The Boss Zombie follows the exact same patterns as the Basic Zombie. (Chase 'n' schlap.)
If you're stuck wondering "Oh my, how in the world am I supposed to kill that thing!" (probably not, though), you're in luck!
To kill the Boss Zombie, shoot them until they die (again).

Unlike the Cyberdemon from DOOM, the Boss Zombies are very vulnerable to the Rocket Launcher! These walking corpses are the best reason to grab one as they die in 1 shot from it. Massive bullet resistance doesn't help when a stream of molten copper is going through you at ~10 Km/s. (Kilo, meaning thousand and metres being metres. Per second.)

Update: Some update (1.0 - 1.4, I don't remember) made them a bit resistant to the rocket launcher, they don't die in 1 hit anymore but it is still a good choice for crowds of them, though.


And finally, the griefer!
The griefer isn't actually a zombie... (They still lack a brain.) The griefer looks exactly like a player, speaks exactly like a player but can ruin your vehicle and day.

(Images not found, my photography team never encountered one of these specimens.)

The best strategy for dealing with a griefer is to eject them from the game. (Or out a nearby airlock, if that's your flavour.) by using the gmod admin's favourite weapon: The ULX kick menu. The griefer's behaviours differentiate from the other zombies. Unfortunately, I have not been able to capture a specimen for research just yet so I cannot provide exact information.

Theorising and other people's experiences have lead me to the potential tools of the griefer:
  • Rocket Launcher
  • Fire Assault Rifle (Legacy only!)
  • A tank.
  • Vehicle-mounted Flamethrowers
  • Incendiary and HE grenades

How to kill: Overused joke goes here. Rocket launcher deals Area of Effect damage and can teamkill. (Last time I checked. They can certainly kill the user.) rocket luncher no worky ;-;
Once again, it is preferred to remove them from the game entirely, as they respawn every round.


And that's chapter 1! You should now know what enemies you are going to deal with.
2 - Learn your equipment!
Chapter 2!

Still able to read? Good.
In this chapter, I will (try to) educate you on your armaments and their capabilities!
(If you don't know how to use your weapons, I recommend you read this.
(Note: To acquire a weapon in 1.0+, you must interact with the box.)

Onwards!

Firstly,
The Desert Worm
(Figure 2.0, The Desert Worm handgun in the Inventory Screen. Taken in Sandbox.)

(Figure 2.1, The Desert Worm as it appears in v1.0)

The Dessert Worm (sic (I really didn't want to have to write this)) is a reliable sidearm, carrying 7 shots per clip magazine and packing a surprisingly high damage output per shot. The Desert Worm is capable of taking out Basic Zombies (remember them?) in a single headshot, or ~2 bodyshots.

In both main versions, the Desert Worm is given to the players at the start of the game.
In 1.0+, it goes in the Secondary slot and stays there. No attachments are available.
It takes regular ammo from an Ammo Box (100 shots per box.)

In Legacy, it can be upgraded until it has a gold finish. Most players swap it out for something else.
It has its own ammo pool which must be resupplied independently from other weapons.


Secondly,
The BR-15
(Figure 2.3, The BR-15 in the Inventory Screen. The BR-15's name is likely derived from the AR-15.)

(Figure 2.4, The BR-15 without any attatchments, as seen in v1.0.)

The BR-15 is an all-rounder, carrying 30 shots per magazine but with reduced per-shot damage. This weapon, unlike other handheld weapons is fully-automatic. This weapon costs $600 (double the price of the D. Worm), a cheap(ish) option for clearing out hoards of Basic Zombies.

In Version 1.0, the BR-15 can take sight attatchments and occupies the primary slot.

(Figure 2.5, The BR-15 with a holo-sight, as seen in-game.)

(Figure 2.6, The BR-15 with a sniper scope, as seen in-game.)

The BR-15 is best used in 3-4 shot bursts. Due to the slow(er) projectile speed, you will have to shoot where your target is going to be instead of where they are currently. Both the Holo-Sight and Sniper Scope are useful on the BR-15, replacing the built-in iron sights (which can be useful!). The Holo-Sight gives more visibility than the other sight options while the Sniper Scope helps the BR-15 take long-distance shots. (The BR-15 requires 3 shots to kill a zombie at minimum, though.)

In Legacy Version, the BR-15 (Assault Rifle) Can be acquired from the Random Weapon box. It can be upgraded several times, to a fiery red crystal finish, giving it incendiary ammunition. It is not recommended that you upgrade it to this level, as the incendiary rounds set fire to whatever they hit, including your allies. So probably just stick to that gold finish. The BR-15 occupies 1 of 2 weapon slots on the player. Note: The gold BR-15 has a scope, contrast all the other variants which have a Holo Sight.

Compared to the other options, the BR-15 has the highest DPS (Damage per second).


Thirdly,
The Sniper
(Figure 2.7, The Sniper as it appears in the inventory screen.)

The Sniper (no rifle) is a long-range precision weapon (who would've guessed that?!). With an 8 shot magazine (1 higher than the D. Worm!) and the most damage per shot, the sniper can take out Basic Zombies (Hey, I've heard this one before) in a single shot, maybe even 2 zombies! Or 3! Or even 4! The Sniper pierces its targets, allowing for more than 100% accuracy.

As mentioned previously, the Sniper can take attachments in 1.0+, note that the only barrel attachment right now is the suppressor, it has little use here. Like the BR-15, the Sniper can take sight attachments, as pictured below.

(Figure 2.8, The Sniper with no sight.)

(Figure 2.9, The Sniper with a Holo Sight.)

(Figure 2.a, The Sniper with a Sniper Scope.)
Interestingly, the Sniper has no iron sights like the BR-15 does.

In Legacy, the Sniper can be upgraded to a gold finish and a scope with a magazine size of 12. The base weapon has a Holo Sight and can be upgraded to have a scope. The weapon can be acquired from the Random Weapon Box.


Fourthly,
The Rocket Launcher!
(Figure 2.b, Sandford Bob attacking a tank with the Rocket Launcher.)

The Rocket Launcher, a handheld grenade chucking hollow metal log. As its name implies, it launches rockets. These rockets travel at a medium speed and explode on impact. The rocket launcher is good for clearing out groups of regular zombies at a time. (Just watch out, it can hurt you, too.)


(Figure 2.c, The Rocket Launcher as it appears in-game.)

Like the D. Worm, the Rocket Launcher cannot take any attachments. Neither can it receive any upgrades in Legacy. Its role in Zombie mode is easily taking out Boss Zombies.

It is obtainable from the item box in 1.0 or the Random Weapon box in Legacy.
(Figure 2.d, The Rocket Launcher as it appears in the Inventory.)
Note: In 1.0 and later, the rocket launcher has some serious drop beyond its optimal range.


Lastly and probably least,
The HE (High-Explosive) & Incendiary (hot hot) Grenades.
(Figure 2.e, Bob in the middle of throwing a HE 'Nade.)

The Grenades (which henceforth, I shall be abbreviating to 'Nade, as it is easier to type) is a weapon added in the 1.1 updade. As the name implies, they are an explosive weapon and unlike the ROCKET LAUNCHER, it is a thrown weapon. After it has been thrown, it will detonate in ~3.5 seconds, as Bob took out the arming pin before throwing. (A surprisingly consistent standard across grenades!) However, recent updates no longer let explosive weapons 1-shot boss zombobs.

One individual 'Nade costs $100, compared to the $1,200 of the Rocket Launcher. (That's 12 grenades for 1 rocket launcher, plus $200 for each heavy ammo box.) Though, the Rocket Launcher is a better long-term investment, as each heavy ammo box gives 10 rockets, compared to the 1 'Nade.

Interestingly, 'Nades can be picked up after being thrown. Funnily enough, they still explode when their fuze delay is up. (The correct term is, in fact fuze, as most modern high explosives don't detonate with the heat of a burning fuse.)

'Nade vs Rocket Launcher summary:
The good: 'Nade has a higher blast radius and lower initial cost.
The bad: Rocket Launcher is easier to use and has better long-term cost effectiveness.
The ugly same: Kill Boss Zombies in 1 hit, makes BIG BADDA BOOM!! (Okay, maybe not that big...) This is no longer the case in newer versions. :(

The conclusion: The Grenades are situational at best, as they are awkward to use.

Addendum: Paintjobs.
In the 1.3 update, paint cans were added as weapon attachments. All they do is give it a texture depending on the can used. Also the suppressor was added, it doesn't do much in zombie mode.

That was quite the info-dump!
Still with me? No? Too bad! The next chapter awaits!
Intermission
Congratulations for making it this far!

Have a trophy!

(Figure G.L, I got this off of a google image search. For legal reasons, this is a joke.)

Oh, and there's an intermission period after every 5th wave, giving you (and maybe your team) some time to upgrade and/or restock.

Onwards!
3 - Lean your self.
(haha funny vinesauce joel reference nobody will understand ahaha)
The following section only applies to non-legacy players.

Chapter 3!

This chapter will cover the fashion aspect and misc. items of Zombie mode.
Last time I checked, clothing has no effect on gameplay, so dress however you want. (Or perhaps, not at all...)

There are 5 now 8 sets of clothing in the game:
  • Black
  • Red
  • Blue
  • Yellow
  • Olive
  • Orange
  • Tan
  • Waltuh White
Each piece can be equipped with or without the other corresponding piece.
There are 2 slots for clothes and can be dequipped. Yes, both slots can be left empty if you want to.
(You can get a good look at Bob's succulent shins ;) ) Note: Bob starts of shirtless.

No images because I'm lazy.

This has no impact on gameplay last time I checked.

The miscellaneous items added in 1.0+:

The medikit First Ait Kid: Heals you faster than natural health regeneration. (Both delay and healing speed.), costs $1000 for 5 charges. I think 1 charge gets used per ~33% hp recovered. Natural recovery is slow.

Light Ammo Box: The ammo you'll be buying most, it costs $100 for a single box, which provides 100 units of ammunition juice for your pew pew bangmakers (read: not the Rocket Launcher). Also provides ammo for the machineguns for vehicles.

Heavy Ammo Box: The ammo you'll be buying the least, it costs $200 for a single box, which provides 20 units of explosive juice for your rocket launcher. (That's $10 per rocket and $20 per vehicle cannon shell! Take that, 'Nade!)


Onwards, I think.
4 - Keep an eye (or two) out!
Chapter 4!

Welcome back! Enjoy your trophy?
Anyway, this section will cover general strategy for dealing with hoards of zombies.

Firstly,
Awareness, awareness, awareness!
Be aware of your surroundings! Granted, some of you might have cognitive deformities, that's fine but for the rest of you, learn your surroundings so you don't get stuck on a rock or something. In later rounds, stopping for a moment gives the zombies the opportunity to kill you. If you're not looking, there's probably a zombie right behind you. (This kills a lot of bobs each year!)

Being aware of the zombie's positions also helps. I'm being serious here.
Zombies, in 1.0 at least, will kill you in 3 hits. If someone who plays legacy could confirm the amount of damage zombies deal for me, that would be great.


Secondly,
How to not die when shooting...
Hey, do you remember in Chapter 1, where I stated that zombies are really stupid? No? Well, to remind you, they take the shortest ground path to you in an attempt to schlap you to death. We can exploit that by casually walking backwards and shooting them in the face. Also, you remember in Chapter 2 where I said the Sniper can pierce enemies? This is where that is useful; when walking away from the zombie hoard, you can look at them and shoot them in the face with your sniper, taking out several in 1 shot. The BR-15 can be used to take down groups faster, as it shoots a lot faster, though it is less ammo efficient. (You'll have to restock more often.)

Just be careful of walking into things (Read: Zombobs). Refer to the first point as to why this is important.


Thirdly
Map Strategies
If you're playing Desert, you're cool. In Desert, there are no garages to spawn vehicles in. You have to lead the zombies in a queue to beat you to death and shoot them all in the face before they do. Remember what I told you earlier this chapter. (Update: The desert map got changed in ~1.4, there are no sandbags and you can stand on the loadout crate to become unreachable.)

If you're playing City, you can use the garages to buy vehicles to trivialise the gamemode. In Legacy, your vehicle doesn't need ammo. In 1.0, you need to buy ammo for your vehicles. (They start with ammunition, though.) In Legacy, zombies can hurt and kill you if they're close enough to your seat.
Something to note: If you're not driving your vehicle for too long, they despawn.

I think that's all I have to say on Zombie Mode.
Conclusion
Have fun.

Feedback is nice, please supply.

Make sure you don't have zombies on your lawn.
43 Comments
endeyfire Aug 23, 2024 @ 9:29pm 
to add to this.

desert: you can stand atop of the broken down truck to disable zombie pathfinding.

city: you can stand in the back of the elevated grinder pit to kite the zombies underneath it, granting you immunity. getting atop of all buildings can do the same. blowing up the gas tank near the elevated grinder and spinning pits allows you to hop in its hollowed out form for permanent immunity but be careful about getting close to the edges as the zombies can reach through abit.

the pistol, sniper, and rocket launcher are the only guns you need. the BR-15 is abysmal without its upgrades (remember those? i want them back too.)

the pistol and sniper can 1 shot headshot. if i recall it takes 2 clips of only headshots to kill a boss zombie.

basic zombies spawn {round number + 5} excluding boss rounds.

i geniunely check the updates solely for zombie mode updates as i dont wanna buy CoD.
Myamsar from the game Patapon 3  [author] Aug 21, 2024 @ 5:23pm 
Eh, probably not. There isn't much going on up in their head.
whatsit_weasel-ALLKEYSHOP Aug 21, 2024 @ 8:23am 
DOES THE BASIC ZOMBIE KNOW HOW TO MAKE A GRILLED CHEESE?
hawkthief Aug 19, 2024 @ 10:48am 
based
HAPPYBOY9427 Jul 7, 2024 @ 5:11pm 
DOES THE BASIC ZOMBIE KNOW HOW TO MAKE A GRILLED CHEESE?
✡darth-tyrant.exe(40.1) Feb 20, 2024 @ 3:37pm 
1 the RPG is used for Hords or bosses
2 the zombies are faster and a little more smarted
3 Desert Worm really is used the longest
4 BR-15 is a problem because you use almost all your bullets and have like 7 because of the strongness of those bosses
5 the flame gernade also helps on zombies just you need to take 3 steps back
Little_Mischeif 12 Jan 12, 2024 @ 8:37pm 
Cool
Myamsar from the game Patapon 3  [author] Aug 29, 2023 @ 4:29pm 
This guide is old and partially outdated :)
Oven Aug 29, 2023 @ 4:51am 
1: Insignificant note, RPG does take paint in the latest update iirc
2: The Desert Worm also has piercing opportunity and can kill 2 zombie fucks in one hit
Hadal(SUOP) Aug 17, 2023 @ 5:41pm 
I GOT THE TROPHY OF YOU HAVE NO LIFE YAY I ALSO HAVE THE TROPHY OF READING THIS WAY TO LONG DOCUMENT ABOUT ZOMBIE MODE THATS HELP ME BECOME A PRO ALSO IT TOOK ME 12-948120948U021948109489Q.E123 YEARS TO READ THIS WHOLE THING