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The existence of these mods with higher tech is reassuring, because people recognize the game is more fun with more toys.
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# ? Jun 3, 2024 23:44 |
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I gotta reinstall and uncheck the power armor mechs, these things are the most obnoxious poo poo to fight
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Xarbala posted:The existence of these mods with higher tech is reassuring, because people recognize the game is more fun with more toys. oh 100 percent, it's also cool to not be sure what the hell you're going up against when you're dropping on a mission. One of the toughest 'mechs I faced was this evil unique Commando with 3 MPL and 2 ML and it just wrecked my poor Trebuchet come to think of it the fact that you can't bleed off evasion so easily makes lights super useful now
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Partial Wings are great though takes a while to find the right one because they are tied to a particular tonnage. On a light mech like a Spider chassis they will give you an enormous increase in movement to the point that you can basically complete 'recovery' missions in 2 turns without having to fire a shot. Recently I found one in the 95-100 ton range ![]()
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Lights are VERY useful, particularly when you get the various 'Legendary' versions. Erinya (basically a 'Legendary' Commando) is a 35 ton chassis with enormous flexibility in terms of hardpoints and you can basically turn it into any kind of mech you want. It has the Initiative advantage of being a Light, but since its on the high end of the Light class you have some tonnage to work with and is no slouch in the punchy robot category if you spec for it. Apparently the min-max meta for Roguetech isn't necessarily more dakka (though this certainly doesn't hurt), but rather Guts/Piloting specced melee platforms that can dart into point blank range, suckerpunch their target, and pack so much evasion/ECM that they are nearly impossible to get hit. I'm not quite sure what the point of the Power Armor was. I guess it gives you additional annoying enemies to fight, but I don't really see the point of taking them yourself since you're limited to one lance. Worse, you need the PA-specific equipment to modify them. A lot of this obviously has to do with the limitations of the engine, otherwise it would have been cool if sub-20 ton mechs could be taken as a second lance. Panfilo fucked around with this message at 16:19 on Aug 18, 2018 |
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Roguetech in a nutshell https://www.youtube.com/watch?v=0pyCsu0QRO0
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Panfilo posted:Lights are VERY useful, particularly when you get the various 'Legendary' versions. Erinya (basically a 'Legendary' Commando) is a 35 ton chassis with enormous flexibility in terms of hardpoints and you can basically turn it into any kind of mech you want. It has the Initiative advantage of being a Light, but since its on the high end of the Light class you have some tonnage to work with and is no slouch in the punchy robot category if you spec for it. Apparently the min-max meta for Roguetech isn't necessarily more dakka (though this certainly doesn't hurt), but rather Guts/Piloting specced melee platforms that can dart into point blank range, suckerpunch their target, and pack so much evasion/ECM that they are nearly impossible to get hit. Yeah I got a Firestarter IIC and I think once I get some more clanspec PPCs it's gonna be the most annoying jumpsniper in the world
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Xarbala posted:The existence of these mods with higher tech is reassuring, because people recognize the game is more fun with more toys. The tricky part is not introducing obviously best choices, or flooding things with meaningless garbage.
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Chronojam posted:The tricky part is not introducing obviously best choices, or flooding things with meaningless garbage. A perennial problem to be fair. Though lostech on release was so bad it probably counted as meaningless garbage.
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Chronojam posted:The tricky part is not introducing obviously best choices, or flooding things with meaningless garbage. TT needs a rebalance. Too many developers don't get this and end up failing badly when making a MW game. ![]() Other developers avoid this by treating TT as nothing more than guidelines (MW4) or by making the obvious tweaks like Battletech has done (the LL and ML heat modifications are perfect, and the AC tweaks are almost perfect). I'm fairly confident HBS will figure out a way to add lostech/clantech in a way that won't be completely broken one way or the other. Lol @ MW5 though.
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Xarbala posted:A perennial problem to be fair. all the pulse weapons sure but have you heard the good word of our lord and savior the gauss rifle
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Modders have found good ways to implement lostech. One big element that puts RogueTech's cheesiness in check is that equipment is finite. Sure Endo Steel saves you tonnage but a crit to it actually 'destroys' it and it takes up 14 slots so it's easy to to lose. XL and XXL engines are also much more vulnerable to getting destroyed.
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yeah I think the solution to balancing OP weapons/equipment is to make them rare. I got a HBK-4GG with a Gauss+ in my starting lance and though extremely powerful every battle had to orient around keeping its left side facing the enemy because that thing is too valuable to lose.
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Another thing is that modded items don't get +++ type bonuses. ER PPC are great, but a +++PPC that has evasion ignore, bonus damage and stability damage might end up being more heat efficient most of the time. AC/2+++ for example are still pretty nice. With all the equipment that trades space for weight you often end up in a situation where you run out of room. Pirate weapons are more like sidegrades. Sometimes the tradeoff makes them more specialized, sometimes it gives them a chance to do extra damage, and sometimes the bonus doesn't have anything to do with the weapon itself.
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Psion posted:all the pulse weapons sure but have you heard the good word of our lord and savior the gauss rifle This is an excellent point
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https://twitter.com/mitchgit/status/1030543834168483842 Get excited!
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expansion when
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I gave Glitch a Wolverine-DS with a UAC/20, four tons of ammo, two +++ flamers, max JJS, and a partial wing. The drat thing pops around the battlefield instamurdering fools and is drat near unhittable
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man this mod has some nasty surprises in it, I just ran into a lance of 55-ton blackjacks with two UAC/10s each not fun yo
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Panfilo posted:Roguetech in a nutshell Urbanmech best mech.
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I'm trying to tinker a little with early game mechs, what do you'all think of this reworked firestarter? Its stats for heat efficiency are worse than in the field, because the close-combat weapons won't be firing combined with the large laser. It's been working out pretty well in combat, but I've only had to test it against early game milk runs with tanks, jenners and locusts. ![]()
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My personal preference for Firestarters is to swap the flamers from stock for machine guns or small lasers, and up the armor to max. It's really, really good at getting in close and putting out tons of damage with its support weapons, I think putting a large laser on it kind of wastes its mobility. As a rule of thumb its generally better to make builds that perform extremely well in a particular range bracket than have multiple weapons operating at different ranges (though the absurd cheapness, tonnage-wise, makes slapping medium lasers on anything and everything a pretty good idea).
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Pattonesque posted:man this mod has some nasty surprises in it, I just ran into a lance of 55-ton blackjacks with two UAC/10s each Just wait till you find a Shinigami (elite Stalker) with scary jump distance for an assault mech. Also seen a Black Knight melee variant with lots of plasma cannons, melee mods, a torso mounted cockpit (?!) and a badass piece of pirate equipment called 'Death Stare' which is a head mounted Large Laser that doubles as TAG. Pirates get all the zany stuff; I've also seen a Pirate LRM30, an AC/20 that can be fired during melee, and a PPC that screws up your aim in exchange for screwing up the target's aim even more. Seems like the pirate design principle is to add spikes/make the missiles or gauss slugs pointy, slap 2 or 3 busted weapons together in some janky gun battery, or rarely, overengineer an already reliable weapon to make it a tiny bit more accurate.
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I stopped playing about a week after launch because Reasons. Much of the HBS or modder magic been worked yet? I never actually completed the story, thinking I'll restart my game and work up. (edit) I gather there're mods now that let you play the game more like MW2 Mercs minus the story? Lengthy deployments and the like? Sounds my jam if it doesn't make the game insanely hard. I imagine all my old knowledge about how to not make lovely loadouts is no good anymore, huh ![]() Ciaphas fucked around with this message at 01:32 on Aug 20, 2018 |
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Pattonesque posted:I gave Glitch a Wolverine-DS with a UAC/20, four tons of ammo, two +++ flamers, max JJS, and a partial wing. Apparently in the most recent update mech chassis have 'quirks' now, either a bonus or malus that reflects their role and makes them more than just a particular set of hardpoints. For example several Jagermech variants get bonuses to autocannon, Echidnadae elite mech gets greatly improved death from above, and many others get some improved version of existing equipment baked in, like a Hunchback with an Experimental Gauss Rifle.
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Ciaphas posted:I stopped playing about a week after launch because Reasons. Much of the HBS or modder magic been worked yet? I never actually completed the story, thinking I'll restart my game and work up.
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Panfilo posted:Apparently in the most recent update mech chassis have 'quirks' now, either a bonus or malus that reflects their role and makes them more than just a particular set of hardpoints. For example several Jagermech variants get bonuses to autocannon, Echidnadae elite mech gets greatly improved death from above, and many others get some improved version of existing equipment baked in, like a Hunchback with an Experimental Gauss Rifle. related: I have an Echidnae now and uhhh it seems a little OP also they have the wolfhound model in here? That rules
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It's a Legendary Mech, so it's meant to be straight up better than its counterparts. Though you do make a good point that the legendaries are so good they tend to overshadow their counterparts. Erinya, Echinadae, Eris, and Jörmungandr are all in a class by themselves and a true blank slate for your arsenal. They also have the Warhammer and Marauder Chassis and both look great. They're also a pain in the rear end to fight against though it does make it kind of feel like a boss battle. The randomness of the enemies can make those 4 and 5 skull missions absolutely insane; you have to kill some dude but he's backed up by 10+ mechs and vehicles who themselves can be in the assault weight range. Light Gauss and RAC/2 gunboats will be pelting you from across the map in 3 different directions before you can even see them ; you have to cheese things just to have parity because your opponent gets access to the same toys but will almost always outnumber you. Recently I had to cut an assassination mission short because the enemies were too much. My melee specced Black Knight was charging toward the target and getting focus fired by hundreds of LRMs in every direction. At close range the target alpha strikes her, and she panics and ejects ![]()
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Interesting...in the stock game, I've discovered that crits do NOT ignore destroyed or empty slots. This means the prevailing tactic of putting ammo in the legs is a very risky one; if you suffer a crit to that leg there's a 25% chance it will land on the ammo bin and likely blow the leg off and knock you down. So you're better off putting it in an arm that doesn't have much else there. In RogueTech though ammo explosions work differently. Normally in the stock game ammo explosion damage doesn't transfer- only that location takes the damage and if destroyed doesn't affect any other location at that point. However, in RogueTech ammo explosions are closer to the tabletop (overlapping damage transfers toward the center of the mech). CASE, however will limit it to that location, and it should be noted that fortunately the CASE itself isn't actually destroyed in such an ammo explosion; its the only piece of equipment that can survive having that torso location getting completely destroyed. CASE II is even better; only the ammo bin is lost, you take 3 internal damage and lose all rear armor from that torso, but everything else survives intact including other ammo bins!
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Panfilo posted:Interesting...in the stock game, I've discovered that crits do NOT ignore destroyed or empty slots. This means the prevailing tactic of putting ammo in the legs is a very risky one; if you suffer a crit to that leg there's a 25% chance it will land on the ammo bin and likely blow the leg off and knock you down. So you're better off putting it in an arm that doesn't have much else there. Really? I thought the way crits worked with legs (and center torso) is that there are still the same number of crit slots, you just aren't able to put equipment in most of them. But you're right about not needing to crit-pad - unlike the tabletop game, if you roll a crit on a slot that doesn't have anything, it just stops instead of rerolling. So don't bother rearranging stuff to put all your heatsinks and jumpjets in the same place as your ammo.
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Another interesting thing I've heard : Missiles can only potentially crit a location once per launcher. So a single SRM6 will only ping a single crit on say an exposed center torso. But three SRM2s can crit 3 times,and cumulatively weighs the same. Assuming this principle is the same in RogueTech, I want to experiment with multiple SRM racks firing Tandem Charge warheads. Since the ammo has a massively improved crit chance, having a lot of missiles repeatedly ping crits could potentially kill a mech very quickly; 3 engine or 2 gyro crits is all it takes.
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Organ Fiend posted:I've started poking away at your mod (with the other mods I've mentioned) and can give some first impressions. I loaded up one of my late game campaigns (5 years in, basically maxed out mechs/pilots) to see if/how the mods were working. Yes, this is very helpful. I'm still out for work, but it's added to my notepad of things to work on when I get back home.
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Panfilo posted:Interesting...in the stock game, I've discovered that crits do NOT ignore destroyed or empty slots. This means the prevailing tactic of putting ammo in the legs is a very risky one; if you suffer a crit to that leg there's a 25% chance it will land on the ammo bin and likely blow the leg off and knock you down. So you're better off putting it in an arm that doesn't have much else there. You put ammo in the legs because they're the component with the highest possible armor that's not the CT combined with a comparative low hit chance (so long as you avoid side shots), meaning ammo is well protected and - even if it gets destroyed - you don't risk any valuable equipment in the process. And if you've got an empty, expendable arm you think you can stick ammo bins in, you could just leave it a hollow ablative shield and shift the bulk of armor from it to all your other, actually important bits. However, a weaponless sidetorso that is connected to a likewise weaponless arm is not a bad location to put ammo in - some shadowhawk and centurion builds fit this bill.
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Panfilo posted:It's a Legendary Mech, so it's meant to be straight up better than its counterparts. Though you do make a good point that the legendaries are so good they tend to overshadow their counterparts. Erinya, Echinadae, Eris, and Jörmungandr are all in a class by themselves and a true blank slate for your arsenal. They also have the Warhammer and Marauder Chassis and both look great. Legendary mechs are straight up OP for sure. My current lance is 3 Gladiators (legendary Black Knights) and a regular Black Knight. Even though it's a 4 star rated lance, they have no problem murdering any mission the game has thrown at me. Also, people are talking about putting multiple melee weapons on each arm, how are you doing that? Whenever I try, it replaces the former melee weapon out and refuses to put more than one on. Also, I saw a picture of someone putting some on torso slots which it also won't let me do (I can see why not for chainswords but let me put a plasma lance in there!)
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Check the weapon. Some are actually support weapons (chain saw/sword basically have a super short ranged machine gun effect to emulate sawing at the target). If the mech only has a single support Hardpoint in the arm then only one of those weapons can be mounted. However stuff like claws, talons, etc are just equipment and have different restrictions. So for example you should have a Chainsword AND a claw if you only have one support weapon Hardpoint but if you have two then you can have a Chainsword and a Hammerfist.
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Is it worth replaying the final mission to get Victoria's king crab? Is it even possible to get her king crab?
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It's possible to salvage it through a glitch, but it's just a normal king crab with a custom loadout.
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If you're around the final mission just do more mercenary missions, at that point in the game most of your opposition will be fielding assault mechs.
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I just want the custom loadout crab. It's not possible to build that yourself, is it?
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# ? Jun 3, 2024 23:44 |
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Lord Frisk posted:I just want the custom loadout crab. It's not possible to build that yourself, is it? Hardpoints, tonnage, stats, chassis is all the same. It does come with a pair of medium pulse lasers, which you can't get through normal play, but MPL are inferior to ML++ and overall it's a poo poo fit anyway. It doesn't even come with double heatsinks.
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