Roguetech best mechs reddit. Like radical heatsinks instead of Clan DHS.
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Roguetech best mechs reddit I recommend them. Remember also to leave mechs that appear stuck active for a minute or so before writing off their move - Roguetech sometimes recalculates move distance a bit slowly and mechs can appear to have 0 move until it finishes :) Also worth noting: I have never seen a mech stuck on a road, if you have a convenient one to alt-deploy your entire lance on. ect) they also make use of all of the MWO mechs. Prioritize accuracy / probe / sensors / BC’s over additional weapons: probes and sensors are very underrated, drastically reduced firing blind and no sensors, C3 nova stacks for all 8 mechs giving a great bonuses for sensors, for sensors I either use Virtual Reality Piloting Pod (Extra ini is great) or clan recon, all mechs have enhanced Hey guys. Prioritize mechs/vehicles with a white diamond above them. I even fire all the ones you start off with and hire a bunch of local riffraff. Keep an eye out for mechs with built in quirks (like the marauder) that boost called shots. Pirate tech adds pirate mechs, vehicle, and equipment. I managed to make two 55-ton mechs into double hellstorm artillery. My rule of thumb is a primitive mech will have the speed of a mech one class bigger and the firepower of a mech one class smaller. i myself prefer punchbots and i currently got a carebear called Cuddles who does 14 attacks per round, each of which can hit the head and swipe it off. Still stumped. The primative start is great at this, as almost anything makes your mechs better and more competitive. This allows my mech to minimize exposure until it hits, very much like a ninja. I could also see it being helpful with some of the more gimmicky pirate weapons that tend to come with a lot of recoil and heat. The new weapons, and mech mods make the game so much more interesting. I've ended up with two DHS kits from the same 'Mech I headshot- one from the salvage loot rolls, the other from assembling the 5 pieces of the chassis I got into a 'Mech. I'm wondering if new mechs always come like Yes gauntlets have hands. The Mech building part war always really good, you get so much possibilities to try new builds and create your dream mech. My disappointment is immeasurable and my day is ruined. It seems it is super hard to get as clan jade falcon gets wiped off the map pretty quickly. I have multiple lances of clan and special mechs from assault to medium. Don't get me wrong, it's still fun puzzling together what fits my playing style best and spec in to it. Like radical heatsinks instead of Clan DHS. With the right gear, you can hit well early on. Late game in the other hand feels incredibly punishing Edit: I found the activated ability "Swat" on the mech that's being boarded by the BA unit. The relevant parts of the build: Marauder MAD-ZOP Heavy - 74. Considering how it was the core mech of the SLDF, it likely also shares some parts with other chicken walkers like the Timber Wolf and Warhawk as well. In my experience, there's pretty much no mission in RogueTech or BTA 3062 that can't be handled by a lance of four jump brawlers. This mech is informing this particular pilot more than normal right now) Build Priorities (in order): Sensors/Sight Speed Currently, Roguetech mod's starting is supposed to be 2 lights 1 med 1 heavy mechs and additional chance for an elite mech. I. But how do i best utilize them all, for lone mechs and for party? Now I know this will vary by player. And don't get me started on yeeting the Royal Heatsink Kit off the loot table. Medium lasers are the best weapon in the game for damage/ton, and pretty good for damage/heat. Light mechs are viable all the way , because Evasion (again, keep moving). I was a little surprised since i was expecting it to just be an empty mech chassis. 7. So while subjective, we all have our 'great' stats compared to mechs we don't like or think are 'bad'. Start the game and ready your mech. They're often pretty limited on hard points, too. If you want to try another mod tho, I have been playing Battletech Extended: Commanders Edition (BEX) and it’s fantastic—it has a lot of the stuff that I wanted out of Roguetech like more mechs and vehicles, full star map, clan mechs, and increased difficulty. Best chance to get into a fight that won't have a long string of enemy reinforcements. Starting campaign in primitive mechs. I had a obsidian skull with 500 damage meele and that barely got through the rear armor before it got torn apart. BTA>>>>roguetech, idk what the dev was going for, but its just not fun, theres too much bs that happens and you know why it happens, but its either uncounterable/OBNOXIOUS to deal with. It rolls first for each location ("limb repair"), then for each item there to see if you get the item ("item recovered"), then whether the item is fixed or needs repair ("item Just play the game the way that's funnest for you. Thus, you might have say a 50% chance to recover any given component from a basic mech but only a 25% chance to recover a component from a hero mech for a given tech rating. Tsm (triple strength mynomer, or sci-fi mech muscles) increases your carry weight because mech muscles bigger. Well, I decided to reload 998 and turn on all the real nastiness. I would go with two Firestarters, one equipped with as many medium lasers as you can and the other with flamers. Every 3-6 months the faction store tends to sell 1 x super heavy mech part. For a lot of players (especially those new to Roguetech) accuracy can be an issue early game. but if you can't abuse mechanics and remember spawn points and abuse early game advantages, be aware a 1 star clan opposition is more like a 4 star non clan mission, doubly so when you have shit starters. I've seen it mentioned that quad mechs are very good for melee with talons, unfortunately I've only found Scorpions which have practically no internal space, and a BEA-R which is an omni stuck with a very slow engine so I haven't been able to try it out. I'm a fan of the lore so I made my way to Outreach and I'm fighting for Wolf's Dragoons. Safest place to put your mechs is flat ground, sometimes you need to hit escape and replace your mechs till you get the correct placement. No hiring of elite mech-warriors. It's more difficult to stupid levels, got tired of always being killed off so I tried cheating by using save editor to give myself a bunch of high end clan mechs and weapons spent an in game year traveling to find a planet with something 3 skulls or less (there almost all four or five), did a three skull mission, still took a bit to take out the lance when reinforcements came that where pretty So pilots in game show general affinities for mechs they are using, Warrior, Veteran etc as well as the mech/vehicle specific ones that show up on the tooltips. Weirdly wolfhound. I'm sure some of those components make heavy and even medium mechs competitive with less advanced assault mechs, but if the difficulty spikes as much as from a full hunchback added to my reserve, it If I want to start fast (usually as a recon lance), I go for clan space to upgrade my starting gear (can be pretty hard if you are new), after the upgrade I return into IS/WOB territory and go for heavier mechs. 3 or 4 on a mech at close range can be devastating if you can poke through the armor. I got larger mechs, flashier mechs, mechs that fly. Thank you to the devs and the community in general I wanted to ask a question on certain mechs that I saw in the wiki are these updated or do I need to check more options in the configuration for RT, I have checked all the base year options in setup as an example there is a mech in wiki called Aswang. I also finds SRM AMS Ammo really helps if you have some mech with SRM already. I have been finding that I have been getting pink mechs - but only under very specific circumstances, specifically: when using eight mechs (with bigger drops) AND on a urban maps AND where you start with drop pods. This is a limitation of the base game, and not a RogueTech problem, aside from RogueTech and other mods having so many more weapons and mechs, that the system can't handle the fun. Hey guys, new player of roguetech here. I am new to Roguetech and have been playing just over a week. There will be a range of builds to cover all your needs but you, of course, iterate upon this and tinker on your builds. I really want to make an assault class stationary artillery boat, as well as experimenting with a fast, heavily armored "kicker", since quad mechs do 100% more damage and 50% more stability damage with kicks. What would be your first option for the specialist equipment slot on a proto mech? On the other hand, you can be really lucky, salvage some nice gear, AND end up with repeats when the 'Mech you assembled comes with the same piece. Not my favored attack because it leaves the LAM vulnerable with no evasion, and depends on another mech finishing the job. But, there are also other options like a Minigun for more shots and melee or a Bolt On AMS. After I get the company going, hire all the criminal mech warriors I find Gear sells at the minimum (5% I think), mechs set at the maximum (18% or whatever). Of my starter Mechs Bushwhacker (Damocles) and a Firestarter (in storage) and my starter tanks of Galleon ML boat and Goblin with dual lrm10s. Grey = non-restorable Yellow = Restorable when combined with other salvaged models. Early game, sit on solaris and do light league 1x1 and 4X4 missions. Also, to add an extra layer of safety, do not drop against the Clans, Blakists or ComStar until you are comfortable with your mechs and know what they can and cannot do. However, I still could not target it with anything. Find the settings for damaged mechs and adjust as desired. Some lucky SoB hits it with FTL LRM, or something like that, on the cockpit, leaves him with 1/3 health and bleeding. The offensive bonuses on the other hand are almost always impactful. , but usually have a mortar and/or artillery mech(s) as well), backed up by stealthy, fast fliers to circle around and get behind the enemy for back shots. Give yourself anything over a medium mech and you might have problems. Is there a json file I can edit that changes how many lances or the quantity of mechs in each lance? Thanks Not as far as I know, however aside from several custom mechs (like the Valiant, Longbow, Bombard, Stinger, Wasp, Huron ect. Tonnage does not, in Roguetech, and some commanders on this subreddit seemed to have success using heavier primitive mechs (more armor I guess?). I called it the Death Wish because when it wasn't one-shotting enemies, it was putting my pilots in the med bay. Well, i thought it is headshot machine - BC headshot, tracking, range accurasies, FCS mk2. Working towards Beserker and evasive for CQB team and warlord and sensor lock and initiative for the heavy support. I started in freaking now where and the rookie pilots could not Handle the rather expensive mechs (lance value of 1. com In this portion, I will cover various builds and lance setups to give you some inspiration for your playthrough in RogueTech. I don't care if it's loreful but it would be more fun if they just raised base accuracy and removed or rebuffed the accuracy gaining components. If you build up your tech points you get a better chance of recovering more parts of a mech. Unless you have set your number of parts salvage parts low, and you single mindedly focus on new mechs - you'll be using your new mechs for some time. From my experience the early/mid game with lower-end opfor pilots and gear allow for significant tactical and mech build diversity, almost limitless options/playstyles feel viable (if not optimal). I remember that there were quite a few IS mechs in that battle and I just sniped it's head out over a few rounds to get the 4 parts I needed to complete the mech (I'm playing 4 parts to complete a mech. Making early game much easer. Your largest differences come in roguetech has harder financial gameplay, a more focused on the tabletop battletech to the game viewpoint, and brands of weapons have varying stats. Keep in mind that while an XL engine will reduce the weight of your mech, it also fills spaces in your side torso. Plasma Cannons or Flamers in excess do a pretty good job of keeping the target mech shut down and compliant, and even if a restart happens, you can just apply for heat to the problem. Edit: Btw, even at 50% accuracy, firing five to seven SRM6 launchers at an enemy's rear often results in a dead or crippled mech. Sometimes, the game is not very good with what blocks it puts on and it can look rather wonky, like earlier mentioned missile firing cannon. What jumpingSwap said, Roguetech is much more heavy on the salvage emphasis especially early on, I remember one of my best playthroughs I had received a Hunchback "flying debris" as one of my starters and I cherished that thing because it carried the rest of my lance (a flea, locust, and commando) for like the first 30 hours, then scavenging enough parts to finally build a panther (and bring I think the DLCs were a lot of fun, especially Heavy Metal. Upgrade pilots using starting XP. Thanks in advance. If your engine is hit 3 times, kablam! Remember that unrepaired mechs have higher maintenance cost, cause you cant get them into storage. Pulse lasers are your friend early on. Hunchbacks all day everyday. The old steep learning curve comic from EVE Online applies to Roguetech, only that bulldozer at the top of the graph is actually an assault lance armed with plasma rifles. I’ve got a friend who is a hard-core clan player and his favorite Mech is the Timberwolf. Very consistently, the eighth mech is pink. In the mech storage room, the mechs are color coded for restoration state. Seems like Officer+History is best start. There is a small single player campaign, but it has only a tiny fraction of the unlockable mech parts that you could get. Does every mission contain elite mechs and pilots? I'm 3 or 4 missions deep and it seems I'm batting 1. I do have a question on Salvaged mechs, I've probably salvaged half a dozen now and not one of them has had any components, and being less than a year into my company (in game time lol) I don't have the components needed to make anything of said mechs. Things like pirate fire controls that give accuracy and evasion ignore but add recoil. Seems to be related to the the "place anywhere" feature of roguetech. Continue working on your complete, functioning mech as normal. Is the only difference just better default items? so i concentrated on the phalanx, save the best for last, and it took me also 20 rounds with my 6 lams to kick and shot with pulse lasers. With the release of RogueTech 996, which is now compatible with the Flashpoint after a exhaustive effort from LA, GP and the RT team. Afterwards you get some random weapons and ammo (appr. I'm playing up in clan space, but I'm pretty sure it's not a clan mech. Using cheap mech set-ups also helps as well. Elite pilots and mechs ads named pilots and mechs with powerful loadouts to the mechpool to fight. Easiest way to manage LAM encounters is to not take any missions against Comstar or WoB until you are ready. Iirc, location damage carries over (to an extent) from battle. Mechs are big fighting robots. ect. LAMs are like Light mechs turned up to 11 - tight on weight, tight on heat, but equipped to stop anyone shooting them at all. Salvage DHS Kits, Engines, Fusion Cores. Deep periphery because gunnery is still best. for accurate hits, massive stability damage and concentrated damage respectively. When deploying further than the opfor, just make sure you have a dedicated scout mech that has throwaway equipment (light omnis are good with this role) so you can probe the opfor and determine if its ok to push through the fight or withdraw. The interface is no longer registering work orders or their completion, even after restarting my entire system. But I miss that feeling fielding the undeniably best mechs in the known universe. I armed it with double rotary large lasers. Also it feels more natural, with company rating it feels like the entire Clan/Inner sphere is taking it easy on you until you become a better Mercenary group, but if you prefer to The quality of these mechs doesn't matter (especially with the evasion changes, since tiny mechs become super-tanky early on), it's simply too many. With light mechs this isn't a big problem but with broken assault Btw. Use them on scouting and flanking missions as the eyes and ears for your main fire support mechs. The charge will do up to 400 with berserk. Feb 8, 2023 ยท I somehow dealt with the long range missile spam by installing most mech with AMS, preferably Laser one as they don't run out of ammo, the ballistic AMS to cope with the initial missile swarm. In most situations the enemy can target multiple of your mechs so they may just save your single defense buffed mech for last. Most of my mechs are lower end Heavies with a King Crab Clanbuster (variant as I had 1 Gausss and 1 light gauss, I call it the Fiddler Crab). You also want the biggest engine possible and max jump jets. Every single time I take an urban mission, when I spawn, 2 of my mechs are always purple/magenta. Such a reliable and useful heavier light mech. Thank you for taking the time to reply and go into the mod's design philosophy and some of the challenges. 2 legs are better than one, as well as giving him spiked or hardened ferro to repair, and all the melee and speed bonuses I can get. Is there something I can change on my end to fix this or is it a Battletech problem or is the problem unique to Roguetech? I can't help but think there ought to be a solution to this. That is edited under the Roguetech Normal folder. I like the mechs best and I rarely feel any need to field a vehicle unless I'm in dire straits and I have no other option to stay afloat in that career. Fire 3 most expensive pilots, as that is about 120k per month savings. 20). This does not effect the main starting mech. There are so many interesting thing you can do there. Especially in the beginning when you have light, fast mechs, I find it's better to strip of the heavier energy weapons and load up on ML, then use the leftover tonnage for armor. i had rounds in which the weapons console of my mechs showed a cth of 45-55% and a single beam hit. I recently started playing Roguetech and love it - the mod is fantastic and it has totally reignited my love of Battletech, both the HBS game and the tabletop/lore. The Loaderking. fighting in clan space so I regularly find them in opfor, however they rarely leave more than 1 piece of salvage, so expect to grind for some time if you're playing with many parts to assemble mechs. TBH I can't remember if I ever retagged the Summoner pre 1. Picked up 2 parts so far in my current playthrough, but for different mechs So far, every RogueTech mission I've encountered is quite doable with this combo of features. I personally like cooking the pilot out. The possibility to field 8 Mech in a battle by Patch the last patch was for my one of the best changes and made the game significant better. repaired mechs have te same price as damaged ones so if there isn't any reason to keep them just press scrap button. This Hector was the first mech i picked up that was over 30 tons. Having an exposed mech generally means that some of them would try to jump to it (= overheat) or try to melee it (=exposed and a chance to destabilize). Hello all. Just wanted to get some tips on finding certain mechs in particular the jade hawk. Between these two it looks like the MCIII-1 has 1 Ballistic, 3 Energy, and 1 missile hardpoint in the torso and a quirk of Improved Communications. Subreddit for RogueTech, a mod for BattleTech from HBS. Duo duels are much more dangerous, they require absolute best hardware and mechwarriors. And the 'pips ignored' that pulse weapons have helps a lot. I'm thinking that just an Advanced Optics I would be the best bet. The gear I must have includes: 10-ton weapon (for weapon mech) or battle fists (for punchbot), cockpit hotseat, FCS bloodsport, +1 piloting life support A&B, and melee actuators. The higher the "rarity" of the mech (primitive, basic, elite? not really sure what the tiers are called) , the lower the percent chance. In the early game the light/medium mechs have decent mobility and with low-ish skill pilots and weak sensors (and going against fast-moving mechs with tons of evasion and often ECM on top of that) I need to get close anyway and need to keep moving to be evasive. Copy the original as another new file name. AWACS is great recon, thanks to all that ECM package, and it have additional goodies on board. my melee chances were between 30-45% not a single kick of six attempts hit. Mine personal was an emperor EMP-5A which I encountered during the flashpoint for the dobrev, and was my first assault mech jumping all the way up from 70 ton warhammer to a 90 ton mech, the warhammer hit him in the head and he immediately died, the emperor went to the mech bay and received 2 AC5 with a two tons of ammo, three ppcs and enough Change the starting CAREER mechdefs to your selected mechs in the SimGameConstants file in Roguetech Core. 2K subscribers in the roguetech community. It has a roughly 50% chance of working. The RogueTech wiki says: The display in the lower right will display the chances of recovering the mech's equipment when you rebuild it, based on your total MechTech. Similarly, RSC-variant mechs are always on my radar to salvage. The next turn, it just schlorped back into my unit. So if you headshot a mech you have a better chance of getting a better mech than if you totally waste it and core it out. Fit these babies with TAGS, ECMs and the best sensors you can muster, and let the rest of your team go to work with those sweet % buffs. And Red Corsair flashpoint for full clan Battlemaster. I'm still getting kicked in the jumpjets on the regular, but having a blast doing it. So far I am loving it (variety, challenge, tactical depth, satisfying progress through salvage). Fun fact, I get more tanks and mechs with TBolt 5 shooting nukes spawning than artillery. I've mostly been doing great with 4 Centurion 9-A's. Having 2 lances of even very mediocre mechs like above ones is still better than nothing. As a more serious answer, the GRF-2NB and HEP-1H from the inheritor start have had a ton of success for me. Playing Mechwarrior or even tabletop Battletech helps, but it isn't the same thing. Unfortunately chrome hounds was majority online focused, and the online servers have been shut down for well over a decade by now. At the top of this will be a list of tags that include the factions using that mech. *I don't even know what are those small version of mechs are and why you could field them in the Battle. As the title suggests, I like roguetech and the things that come with it, but the one thing I cant stand is the way some of the modded mechs look, is… Honestly advanced and roguetech don’t have much of a difference gameplay wise. So if the mechs you want to look at are from MWO, then checking out pictures from there will give you an accurate idea of what you're looking at. He’s always . -Jenners are everything a light mech should be, fast and decently armed for back shots. Are they just completely random or do I have a specific planet I should go to? My wishlist is almost entirely just a really good protomech, as I love the concept of the halfway PA/Mech sticking point. Or get a good backstabbing mech with them and crit other mechs to death. The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. I have also had the same issues with say a stock medium laser setup. I think omni-mechs have no costs. I really like the early game, where it is about working with what you can get to make it better. I'll occassionally destroy an already damaged mech or from a back charge, but most of the mechs I'm attacking are assault weight. Save as a new file name. Controlled Bursts- Nice option for mechs that run hot. Funny enough, some RISC equipment refit also makes the mech cheaper to maintain than a clan-tech oriented mech. tl;dr: Howto noob friendly roguetech? Don't be one. Start a new career. Green = Restorable. Cool yeah my lance is trying to move towards a 2 thug punch CQB pair with a 2 x back up heavy fire kill shot team for enemy mechs lying down. ) Hi Everyone I'm fairly new to Roguetech, I absolutely love how this makes BT feel like such a grind. Society does the same for the clan society. In practice, the mech rebuild often includes the lighter engine so that you can fit in the equipment and have reasonable armour. but the lance of double hellstorm artillery mechs kill anything even with a starting to hit of 0. I would like to start a run with the intend to learn the balance and all these features and then work my way up in difficulty. Pick first 1/2 skull mission. Primitive Orion is a must keep. Posted by u/ERazgriz - 9 votes and 2 comments A community for fans of the critically acclaimed MMORPG Final Fantasy XIV, with an expanded free trial that includes the entirety of A Realm Reborn and the award-winning Heavensward and Stormblood expansions up to level 70 with no restrictions on playtime. Such a great mech once you "modernize" it. Presumably if you've installed the mod with every crazy piece of equipment that Battletech has ever published you know this. Got all 3 Lance's. I had a lot of fun with the low tech start, too - almost every fight provided ways of upgrading what I had (and I got to start with some quite heavy mechs that were low value because of having poor quality components). The description kind of seemed like there would be mission selections to fight them? That's the odds of you salvaging the weapon on the after-battle salvage chart. So explosive/artillery works best as it'll hit the PA. Hard but worth it. Look for pulse weapons in particular, maybe restart a few times until you have at least a couple of mechs with them. Bandit/Warlord combines the clustering benefits while Focus Fire /Warlord gives you the best chance with called shots. One of my favorite lasers is a Disco laser setup. I tend to get to 5 skull territory, and find a planet with lots of factions and stay put. Some people like a good challenge, others want to play with all the advanced stuff immediately. Make note of it and try to keep some separation from the rest of your mechs in future missions. Click on the Yellow and Green models to be able to restore one. So I wondered what are the best settings to start the game easier. It was pretty effective in that specific sniping goal but definitely wasn't versatile - the mech ran very hot and you don't have a lot of other support to give in that role. Gunnery 5 - Bandit (Currently, this slot is mech build dependent. This kept my company going while i started taking 2 and 3 skull mission. But it's an omni mech so you have to install them. Usually, it'll be power armor attached that can call the airstrike. I can't get enough of the thing. The only exception for that if you build some really SPECIAL task mech - like getting long-tom marauder or setting 60 ELRM in one joermungandr (which deals HUUUUUUGE damage up to 720 points with deadfire load, basically obliterating even heavy mechs in salvo) - in that case thoung other mechs must make some safe room for that specials. But seeing as most common mechs you see are either Medium or Light mechs, I was wondering if there were any exceptionally good ones to keep an eye out on the salvage tables? The problem is that you're not going to get an answer for mid-to-late game mechs because unlike the early game where you're probably being carried on the back of a mega-kitted-out mech. e. My default start is society, deep periphery, loner, veteran. In Roguetech a mech chassis is close to a blank slate. Escape Artist is not uncommon here) Mech: Fast Sensor mech (Currently using a Storm Wolf AWII-S7, which is a godlike SRM monster. We're talking when you reassemble a chassis from parts. Best mech for an HGR So I salvaged a heavy gauss rifle (the 175 damage bad boy) in an early mission and have since been using it on a Vulcan (please don't laugh). Just a small debrief - just finished a mission with headshot build machine like thunderhawk with 2 ultra light gauss and 3 clan large pulses. I am strugging with repairing damaged mechs though (either due to battlefield damage or when rebuilding mechs from recovered parts). The mechs are really good if you invest into them. After your First Day you can choose between a PPC with DHS kit, a uac5 with Ammo or a LRM 20 with Ammo. Viking RX, Marauder RX, Assassin II RX, Longbow RX, King Crab RSC, Catapult III, Lament and RISC vehicles in general. Fusion core - engine rating will largely impact your mechs travel speed and passive internal cooling Engine - XL engines/heavy engines can significantly modify the weight of your mech. Yeah, I really like piloting passive on paper, but feel as if defensive bonuses are hard to get the ful benefit from unless everyone has them. ), several front-liners (stealth, defenses, direct fire), and then fire-support (I <3 catapults, longbows, etc. I started with a primitive start to work my way up from the absolute bottom. I recently completed a RogueTech mission against 20+ Clan mechs and BA. Start difficulty planet with default settings. Delete your settings file, copy your headshot settings file and rename the copy settings. Now, I have been bad about hoarding mechs and gear, and as I've done so my performance has dropped considerably. The best bet to grab one is to force the pilot to eject via heat/knockdowns or heatshot the pilot after knocking them down. 88 of 75 Tons Head This is for Flashpoints with 200 t drop limits and 55 t individual mech weight limit. Mid and late game requires you to optimize your entire lance and its synergies. Useful perks for the combat and fully kitted 55-t Mech right from the bat. Also try to find and hire pilot with assasin perk, train him into warlord branch and then just coolshot enemy legs to get 2-4 pieces from target, and enemy heads in prone mechs to get full 5 pieces. With heavier mechs I go back to clans to get more gear to farm bigger mechs in IS territory to farm better gear by clans It's like a dumbed down version of RogueTech but there are a TON of jargons that pop out when you hit enemy units and on my first battle, getting to do called shots takes ages. It's just a shit experience. Half the fun of Roguetech is in taking whatever run-of-the-mill mechs you happen to luck into and turning them into top-tier killing machines! Here are a few of my favs: Lineholder - 55 tons, cheap, easy to find parts, but tough enough and with a good amount of hardpoints. Flew to Tiber (wolf) half skull set my mechs to max armor and lots of high percentage weapons (pulse lasers, lbx srms etc) farmed half skull one skull missions against clan mostly for max salvage for 1 year game time Upgraded all mechs trained gunnery so Are elite/legendary mechs better than there nornal variants? I know some have different weapons hardpoints and mech quirks than the variants. ah if you are good, do a clan start, and you will be showered with the good stuff and skip straight to mid / end game. 0 with only 3 mechs and 1 vehicle. Finally, confirm that repair, and back out of the refit screen to the mech bay screen to finalise the record. When you headshot a mech, save after that mission and close the game. A sneak peak at the Ebon Jag is in order which highlights the outstanding work by the GP and the entire modding team! If you look at the RogueTech Wiki you can see every mech. A real workhorse. Ordinary LAMs with no investment to melee: 450 damage Charge attack. Just curious about the elite mechs and pilots selection. every mech needing ecm/enhanced sensors, early game to-hit ratios, performance issues, suicide charging on vehicles, battle armor being nigh-unkillable, its I'm trying to figure out what would be best. The MC3-RX just has 2 missile hardpoints in the torso and a quirk of nimble. Oh yeah. More table top like gameplay with rules. Love Roguetech, getting the ability to find and use new or old mechs. but you can always just jump around and farm pirates / planetary I would like to try this great mod again but I am not very good at this very complex game. Be a Roguetech player who is already familiar with the game instead. Armor type ecm and stealth if i want to save on the head slots for something else. Engineering upgrades: Structural => Mech Bay 2 => Simulator => Mech Tech points. 6, so the best bet would be to open the mods folder, search for Summoner and open the mechdef of the mech you want. I'll be straight forward: I played a simple 1½, 2 skull mission which had a freaking Seth "3 by 5" that's rad. Take for example the wolfhound legendary mech WLF-3-WDR compared to WLF-2H having the same weapons hardpoints and same quirk. My personal gameplay start: Modifiy mechs to up armor. Then, chose to refit the mech, select and click-repair the busted chassis parts (in red) for zero dollars and zero time. I even dropped my usual four-mech lance down to two in one mission, but it was two 85-ton Longbows. -Firestarters punch above their weight class and are without doubt the best light mech, -Panthers are surprisingly durable for a light mech. My single lance of four jump mechs killed them all and only suffered one point of armor damage across all of my units combined. 9%. See full list on hisevilness. whooaaaaa black betty, RAM-a-LAM ;) in all seriousness, there are three types of melee mechs. That being said, the best mechs for dueling are usually ones that overheat or debuff mechs. The universal low accuracy of everything is just lame, I just spent 2hrs chasing a light mech around a map becuase early game my default mechs have maximum 20% accuracy. (can only get money, no salvage) You have to have some parts saved up till you get a set of mechs that can finish the missions with minimal damage. Loner, because the assassin tag is OP, veteran because lucky is fairly good, and bushwackers are solid mediums. I tried flanking them but the supporting mechs tear mine apart. For example - with a primitive start, your mechs are equipped with sensors not much better than a traffic cop's radar gun ("sensors primitive"). It sometimes takes an extra 45 volley on hardened 100-ton mechsand a few volleys on the super heavies. Slower, up gunned lights like the Cougar, Panther and Adder are almost always massively out performed by 5/8 mediums in the 50-55 ton range for the same role. So a primative medium moves like a modern heavy and shoots like a modern light. Welcome to the Eldar Subreddit, the premier place on Reddit to discuss Eldar, Dark Eldar and Harlequins for Warhammer 40,000! Feel free to share your army lists, strategies, pictures, fluff and fan-fic, or ask questions or for the assistance of your fellow Eldar! I find the Ally store has useful items occasionally. Welcome to the Eldar Subreddit, the premier place on Reddit to discuss Eldar, Dark Eldar and Harlequins for Warhammer 40,000! Feel free to share your army lists, strategies, pictures, fluff and fan-fic, or ask questions or for the assistance of your fellow Eldar! I find it's a good way if your really taking a beating and need to restock gear for your mechs Planet Rating allows you to go to a planet that isn't as challenging. Society gear is still some of the best in the game, even without society in the game this season. You can hit every back armour segment and then leave if anyone tries to concentrate fire on you. There's an option that adjusts the weight of enemy mech spawns. This mech is manuverable, has high-output long-range fire, and gets bonus accuracy against pesky flyers and battle armour through its flak ammo. I miss that game and it's sad they never made another mech game quite like it. But every time they get in contact, the superheavy erase an assault mech in one salvo. And the best masc is useless if it Has 50% fail chance with your best pilot who also can't Hit a Hangar with the Gauß C. All the while this guy was in the line up just doing work. 000. I play it by using the standard ammo first and only dipping into caseless on long engagements (because of the added jam chance on caseless). Solo duels are easy money, as long as you have a decent mech and okay pilot. Those early days are so fun. I just spent 2 hours on a mission, got my first stealth tech and some other goodies, and now my mech bay is freezing up. Regular Mech with jump jets: DFA that does modest damage. Airstrikes will prioritize certain targets. The first couple of 'Mechs I salvaged with likewise primitive and I could mod them however I liked. Thanks! Back in one of the very early builds of RT grasshoppers could get like 7 mgs, and with 'support' weapons being the only things that fired during melee at the time made that hopper my best mech even over assault mechs. A 45 ton mech can do everything a 35 ton mech can do but with better survivability and more importantly, less likely to have those expensive components trashed. I'd say its a good pick for the first mech in your second lance for deployment. I'm a huge fan of the Venom with 4 M Pulses, can run rings around the enemy and rear shot (which gives to hit bonus in Roguetech) with 80% or so. Not only I got Erinya, which was my favorite assassin in the mod, but also weirdly received 2 heavies instead of 1. This can absolutely result in functional bits that were obliterated in the battles before- I had a habit for example of going for the RT on Hunchbacks, which inevitably led to main guns missing afterwards as I preferred neutering them before getting close to It's not necessarily best to start with top quality mechs. I went for a Charging mech which relies on distance travelled for damage. I bring news of new mechs for Roguetech. Watchdog for builds that usually use beagle or bloodhound probes and warfare suite MK2 for lance supporting mechs (either my AMS carriers or command mechs). In contrast, rebuilding a mech pays the rebuild cost for combining parts, then the repair costs (Because your low mechtech points recovered only a single arm) and then the replacement of parts costs. So lore-wise, the Marauder is one of the best mechs to standardize on, or at least salvage since its parts can be used by a large range of other mechs. 8*45 + 22*20 = 800 damage to the rear. I know that you can also choose a "good mech" like the bushwacka but i really like tinkering with the primitive asap. I don't know if it's a legendary or heroic or anything, but what initially made me fall in love with Roguetech years ago was an Atlas Blackbeard, basically a pirate Atlas with half a Raven mech glued to its shoulder as a stealth system. Don't bunch up. Stealth is also at a premium in duels since your opponent has no easier targets to focus on. 5 - 2. For the speed, I use a VTOL mech which allows me to cover crazy distance on the map. You can carry a 10t mace with two hands but only a 5 ton with one hand. I ended up reducing the required components to build a new mech from 5 to 4, and increased my starting cash a bit. I've tried to search on my own and used the wiki but can't find any way to discover any rare mech locations. The biggest source of placeholders are actually the vehicles, mostly because we don't have that many good and open source/free to use vehicle models; and none of the modellers has much of an interest in making vehicle models currently. Eventually the pilot bails out, mech for me. RISC adds RISC tech and mechs to the spawn pool. Will cost money to use other salvaged models for non-omni-mechs. Veteran+Loner is solid pick for fighting start. on the flip side, you can find some parts in clan stores if you're allied with a clan So I just started playing roguetech and am loving it so far. You can also try to go the longer distance route, the massive damage resistance route, and/or killer melee mech. Killing the pilot via knockdown is also viable but it will take a while since the elites inside them usually have 6+ health. Typically a command mech (bonuses to the lance, AMS systems, etc. One thing that hasn't been updated on the wiki as of yet, you get that starting 'Mech of course, but you also will only get 'Mechs in your starting lance that have the tag(s) for your starting faction. punchbots, chargebots and physical weapon. I finally acquired a new mech by collecting mech parts and it was added to my mechbay as severely damaged and with all broken equipment except for two parts. I kept doing it until the BA popped off of my mech. So I just started a Clan start and 1 year game time I am very happy but this is what I did. I happen to like supercharged clan Omni mechs kitted to the gills with lostech, or scrambling for salvage in the early game on iron man mode. Sometimes you can end up keeping the engine if you get blessed by In water particularly, check that you're not putting the mechs in deep water and only in shallow. kof lupjk pmhubi gajx pgtakh rgh usjpf rge soskgwk pzyi