Tools

Bad Physics Mental Loadout Planner

Choose a chaos goal, then build Gunsmith parts that actually serve it.

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Loadout Planner

Bad Physics offers sixty-eight weapons and a Gunsmith full of scopes, lasers, grips, and bigger magazines. That variety is the fun — and the trap. Without a plan you bounce between silly toys, burn Bolts, and never learn which setup actually sends ragdolls farther, clears crowds harder, or wrecks vehicles cleaner. This page is a mental loadout planner: pick a goal, pick a weapon class, attach with intent, then validate against the tier list after each balance pass.

It is not a spreadsheet app and not a paid builder. It is a decision framework you can run in your head (or a notes app) before you spend.

Step 1 — Pick one session goal

Choose a single primary goal for the session. Mixing three goals at once is how loadouts become cluttered.

Goal A: Max launch

You want distance, height, and cinematic flings off cannons, catapults, and high-impulse weapons. Success looks like consistent long flights and clean landings into traps or open map space.

Goal B: Crowd chaos

You want area denial and multi-dummy mayhem — explosives, weather toys, Dummy Rain synergy, and anything that turns a packed sandbox into a highlight reel.

Goal C: Vehicle smash

You want cars, the tank, or the crane to do the heavy lifting. Weapons and attachments should set up ramps, knockovers, and follow-up shots that keep wrecks moving.

Write the goal at the top of your note before you open Gunsmith. If the goal changes mid-session, rebuild deliberately instead of stacking random parts.

Step 2 — Pick a weapon class that matches the goal

Use broad classes instead of memorizing every toy name on day one:

GoalLean towardBe cautious with
Max launchHigh-impulse guns, launch-friendly melee toys, tools that chain with cannons / catapultsUltra-short-range jokes that never leave the pad
Crowd chaosExplosives, weather tools, multi-hit gadgets, event synergiesSingle-target precision kits that stall when dummies cluster
Vehicle smashTools that shove, pin, or stage wrecks; follow-ups that keep momentumAttachments that only help long-range freestyle launches

Revisit class choices after reading November patch notes — impulse and explosive feel are common silent tweaks.

Step 3 — Gunsmith with a purpose

Gunsmith options highlighted in the live description include scopes, lasers, grips, and bigger mags. Map them to goals:

  • Scopes — help when you need aimed follow-ups after a launch or when lining up a distant trap. Strong for controlled max-launch routes; less critical for pure crowd spam.
  • Lasers — improve close-to-mid tracking when you are herding dummies or painting a vehicle weak angle before impact.
  • Grips — favor control and repeatable timing. If your launches feel inconsistent, grip upgrades often teach muscle memory faster than a bigger mag.
  • Bigger mags — shine on crowd chaos and extended vehicle smash chains where reloading kills the tempo.

Rule of thumb: buy the attachment that fixes your failure mode. Missing shots? Laser or scope. Timing inconsistent? Grip. Running dry mid-chaos? Mag. Buying all four on a weapon you barely use is how Bolts disappear — see the Bolt guide for spend discipline.

Step 4 — Build three reference loadouts

Keep these as mental templates. Swap specific weapons as you unlock them, but keep the logic.

Template: Max launch

  1. Primary high-impulse weapon you can fire on rhythm.
  2. Grip first if launches feel random; scope second if you need landing precision.
  3. Route plan: spawn → cannon / catapult line → follow-up shot → trap finish.
  4. Optional: one mobility or reposition toy, not five.

Template: Crowd chaos

  1. Explosive or weather primary.
  2. Bigger mag before cosmetic optics.
  3. Route plan: dense dummy pocket → event call (Dummy Rain / Outbreak if available) → cleanup weapon.
  4. Save Nuke for moments when the sandbox is already primed, not as the opening click every time.

Template: Vehicle smash

  1. Weapon that stages or extends wrecks rather than only freestyle launching.
  2. Laser or grip for timing hits on moving cars / tank / crane setups.
  3. Route plan: position vehicle → create collision → follow-up impulses → reset props in sandbox if needed.
  4. Treat the vehicle as part of the loadout, not a separate hobby.

Step 5 — Validate with tier lists and patches

After you lock a template:

  1. Skim the Tier List Hub for community strength calls.
  2. Check Updates / patch notes so you are not investing in a just-nerfed feel.
  3. Play one focused block using only that loadout.
  4. Score the session: Did the goal improve? If no, change one variable (weapon or attachment), not five.

Tier lists are opinions filtered through current patches. Your physics sense on a favorite map still matters — especially on the eight maps full of cannons, catapults, wrecking balls, and traps.

Step 6 — Session card (copy this)

Use a short card before you join:

  • Goal: max launch / crowd chaos / vehicle smash
  • Primary weapon class:
  • Attachments owned / next purchase:
  • Map + route:
  • Event plan: none / Dummy Rain / Nuke / Zombie Outbreak
  • Bolt budget today:
  • Success metric: (distance, multi-hits, wreck chain length)

Filling the card takes under a minute and prevents aimless Gunsmith browsing.

Common loadout mistakes

  • Building for every goal at once.
  • Ignoring vehicles when your stated goal is vehicle smash.
  • Spending Bolts on mag size for a weapon you fire twice per session.
  • Never re-testing after a November update teaser.
  • Copying a highlight clip’s toy without owning the map route that made it work.

Lock a goal, attach with intent, then go make physics problems on purpose.

FAQ

Frequently Asked Questions

Quick answers for Bad Physics players.

Is this an interactive loadout builder?

No. It is a mental planner you can run with notes. Pick a goal, class, and Gunsmith parts, then test in-game.

Which Gunsmith part should I buy first?

Buy the part that fixes your failure mode: grip for consistency, scope or laser for aiming, bigger mag for sustained chaos.

How do tier lists fit in?

Use the Tier List Hub to cross-check community rankings after you draft a template, especially following balance patches.

Can I run different goals on different days?

Yes. Change the session goal deliberately and rebuild. Avoid mixing max launch, crowd chaos, and vehicle smash in one confused loadout.

Do events like Nuke belong on the loadout card?

Yes. Note whether you plan Nuke, Dummy Rain, or Zombie Outbreak so your weapon choice supports the event instead of fighting it.