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Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
"Roguetech is great but I have a question, let me head over to the thread."

:stonk:

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AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Psycho Landlord posted:

I think most of that statement was directed the your few posts that made you come across as having a really unfortunate obsession with forcing one character in particular to experience large amounts of pain so you could hear her scream.

They were, in fact, creepy, and they made you look insane.
His reply to me saying that he is insane only helped prove my point. He's no Ham "HBS:BT is reskinned Xcom" Sandwiches and I dont hate him, but I admit I dont read many of his posts because they seem to go off the rails....often.



Anyway, about the game: I really enjoyed the base game while it was fresh but the announcement of the expansion and its contents really didnt get me excited at all. Does anyone else feel this way?

VolticSurge
Jul 23, 2013

Just your friendly neighborhood photobomb raptor.



AAAAA! Real Muenster posted:

His reply to me saying that he is insane only helped prove my point. He's no Ham "HBS:BT is reskinned Xcom" Sandwiches and I dont hate him, but I admit I dont read many of his posts because they seem to go off the rails....often.

Just be like me and put him on ignore.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

AAAAA! Real Muenster posted:

Anyway, about the game: I really enjoyed the base game while it was fresh but the announcement of the expansion and its contents really didnt get me excited at all. Does anyone else feel this way?

No, because between the patches we're getting and the stuff announced for the expansion we're getting all the features I thought the base game needed to be truly excellent. Expac is good.

ninjoatse.cx
Apr 9, 2005

Fun Shoe
They nerfed my flamethrower grasshopper! I wanted more ammo for the flamer, not less!!! It was a specialty build as it was!

Also, where's the nude mod?

Panfilo
Aug 27, 2011
Probation
Can't post for 14 days!
I'm totally down with branching skills. I played a heavily modded XCOM2 where you got 3 choices per tier (plus an extra tier above Colonel) that gave a lot of variety.

RogueTech seems like a good place for it, since they change a lot anyway and add a ton of stuff.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe

Glenn Quebec posted:

"Roguetech is great but I have a question, let me head over to the thread."

:stonk:

What was your actual question? It’s not like thread derails are unique to this forum

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4

I R SMART LIKE ROCK posted:

What was your actual question? It’s not like thread derails are unique to this forum

I was curious if the games main questline is still in the mod?

Rhymenoserous
May 23, 2008

Psycho Landlord posted:

I think most of that statement was directed at your few posts that made you come across as having a really unfortunate obsession with forcing one character in particular to experience large amounts of pain so you could hear her scream.

They were, in fact, creepy, and they made you look insane.

It’s that Minecraft fairy torture guy all over again. Only this time it’s glitch who is awesome and anyone hurting her is a monster.

Panfilo
Aug 27, 2011
Probation
Can't post for 14 days!

Glenn Quebec posted:

I was curious if the games main questline is still in the mod?

Theres a submod to enable it but I've heard it's not recommended because the changes RogueTech makes throw the campaign balance out of whack.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

AAAAA! Real Muenster posted:

Anyway, about the game: I really enjoyed the base game while it was fresh but the announcement of the expansion and its contents really didnt get me excited at all. Does anyone else feel this way?

Nah - the expansion contents really seem like they will address my major complaints with the game (no use for lights / mediums, no real story arc), so I'm hyped.

dioxazine
Oct 14, 2004

I'm looking forward to the expansion. Really wish Locusts were more useful in the base game.

The Dipshit
Dec 21, 2005

by FactsAreUseless
Wow, those "elite battlemechs" in RogueTech are a hell of a thing. I got the griffin version as the first completed mech salvage from back to back missions in my new RogueTech game. That's a hell of an upgrade over my light panther with a garbage large laser.

:getin:

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
Yeah they are great. I have a goblin and two erinyes and we were able to take down a Marauder. Feels good.

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌
I'm not sure that lights are ever going to be useful to the extent that some are wishing them to be because at the end of the day in a primarily single-player game where your units cannot repair damage while in a mission there needs to be cannon fodder units that you can kill without taking significant damage, and having cannon fodder units be vehicles only wouldn't be nearly as satisfying.

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
I don't think that the vanilla game was ever designed to keep lights in the running the entire game.

Panfilo
Aug 27, 2011
Probation
Can't post for 14 days!

The Dipshit posted:

Wow, those "elite battlemechs" in RogueTech are a hell of a thing. I got the griffin version as the first completed mech salvage from back to back missions in my new RogueTech game. That's a hell of an upgrade over my light panther with a garbage large laser.

:getin:

Note that they also get little bonuses to the chassis itself. Echinadae for example gets the equivalent of a massively better partial wing giving it +50% jump distance. With a fast XL engine and all the improved JJs you can cram on it you can get an obscene amount of jump potential.

OXBALLS DOT COM
Sep 11, 2005

by FactsAreUseless
Young Orc

Panfilo posted:

Note that they also get little bonuses to the chassis itself. Echinadae for example gets the equivalent of a massively better partial wing giving it +50% jump distance. With a fast XL engine and all the improved JJs you can cram on it you can get an obscene amount of jump potential.

Is this a sonic reference

Panfilo
Aug 27, 2011
Probation
Can't post for 14 days!
There's lots of ways they could keep lighter mechs relevant. The key is to find benefits that scale inversely with tonnage. Because what few good things about lights are often limited to 35 tonners. Here's some ideas :

-Make initiative more granular, so each 5 ton heavier a mech is they act 1 phase less. A Locust is thus always guaranteed to act first each round,while an Atlas always goes last.

-Lighter mechs are small and nimble enough to walk around allies by passing straight through their hex, so long as they are 20 tons lighter than the other mech. Maybe a piloting ability to allow you to do this against enemy mechs as well.

-Thin Ice and Rickety bridges would have a tonnage threshold making them impassible for mechs heavier than a certain tonnage.

-Special missions where you send out a lance of light mechs ahead of time as a vanguard, and need to secure your own LZ for your main lance to come down.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I think "Well he's not Ham and Cheese-" is the most effectively damning thing I've ever seen.

Phrosphor
Feb 25, 2007

Urbanisation

Panfilo posted:

There's lots of ways they could keep lighter mechs relevant. The key is to find benefits that scale inversely with tonnage. Because what few good things about lights are often limited to 35 tonners. Here's some ideas :

-Make initiative more granular, so each 5 ton heavier a mech is they act 1 phase less. A Locust is thus always guaranteed to act first each round,while an Atlas always goes last.

-Lighter mechs are small and nimble enough to walk around allies by passing straight through their hex, so long as they are 20 tons lighter than the other mech. Maybe a piloting ability to allow you to do this against enemy mechs as well.

-Thin Ice and Rickety bridges would have a tonnage threshold making them impassible for mechs heavier than a certain tonnage.

-Special missions where you send out a lance of light mechs ahead of time as a vanguard, and need to secure your own LZ for your main lance to come down.

Thanks to :pgi: we have such a small rostor of light (and mediums really), and I think this really affects things a lot. There are a lot of lighter medium chassis and light chassis in general that are built around specific roles and activities that they can't show in game at the moment. The locust being the stand-in 'cannon fodder' mech is sad. We could be blasting all sorts of varities. And later on the lower tonnage mediums would be great fodder mechs.

(:pgi: don't make a lot of IS lights and lower tonnage mediums because they don't sell nearly as well)

sebmojo
Oct 23, 2010


Legit Cyberpunk









And Tyler Too! posted:

I will be using mercs like teabags, dunking them into boiling mech juice and serving my enemies laser tea.

Lol

The Dipshit
Dec 21, 2005

by FactsAreUseless

Panfilo posted:

Note that they also get little bonuses to the chassis itself. Echinadae for example gets the equivalent of a massively better partial wing giving it +50% jump distance. With a fast XL engine and all the improved JJs you can cram on it you can get an obscene amount of jump potential.

Yeah, looking at it, this bitch was made to slam dunk on some punks.

Weissritter
Jun 14, 2012

Panfilo posted:

Theres a submod to enable it but I've heard it's not recommended because the changes RogueTech makes throw the campaign balance out of whack.

Do you have a link?

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4

Weissritter posted:

Do you have a link?

Same, I couldn't find it and digging around Nexus stinks.

The Iron Rose
May 12, 2012

:minnie: Cat Army :minnie:
It's literally part of the installer guys

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
No poo poo? I may have it installed already.

Horace Kinch
Aug 15, 2007

Glenn Quebec posted:

I don't think that the vanilla game was ever designed to keep lights in the running the entire game.

They hosed up by making it difficult to obtain the one true light mech, the Urbie.

I would have also accepted a Wolfhound.

dioxazine
Oct 14, 2004

And Tyler Too! posted:

They hosed up by making it difficult to obtain the one true light mech, the Urbie.

House Liao best house!

I would've liked to have seen scouting be more useful in general as well as getting behind enemy mechs to shred their rear armour, but it's just easier to jump in with a Grasshopper and laser disco people to death.

BeAuMaN
Feb 18, 2014

I'M A LEAD FARMER, MOTHERFUCKER!

And Tyler Too! posted:

I will be using mercs like teabags, dunking them into boiling mech juice and serving my enemies laser tea.

Gotta say that's thread title stuff there.

Runa
Feb 13, 2011

The fact that some of those legendaries in Roguetech have the same names as dopey-rear end protomechs in TT has led to some serious mental dissonance as I read these posts.

George Rouncewell
Jul 20, 2007

You think that's illegal? Heh, watch this.
If i install Roguetech can i still play multiplayer with my non-rt friends?

Panfilo
Aug 27, 2011
Probation
Can't post for 14 days!

Weissritter posted:

Do you have a link?

Here they are

Some get minor boosts, some get boosts to a particular weapons system indicating they were a testbed for that weapon, and some get a better version of a certain piece of equipment but in exchange can't mount that particular piece to stack it further. So for example the 'Katyusha' variant of the Trebuchet (a Trebuchet that can mount 2x LRM 20) gets +5 accuracy on indirect fire, but in exchange you can't mount an indirect fire TTS. Others can, however, like how the Butterbee does +2 SRM damage which is a good mech to cram all your +4 damage SRMs.

Panfilo
Aug 27, 2011
Probation
Can't post for 14 days!
A big complaint early on is how accuracy is worse in Roguetech. This is due to a number of factors. In the stock game, the AI actually holds your hand in a lot of ways since many players get very frustrated at RNG elements in games (look at all the screaming and crying about 'rigged' hits and misses in XCOM games, for example). So by default the game would actually give you a boost if you missed a lot to help 'break' streaks, and I think it also tended to round up in the player's favor in terms of hits. Roguetech takes this away, so your hit chances are identical to the AI in identical circumstances. Instead of just 'optimal' range, Roguetech has true short/medium/long range like in the tabletop (meaning the 'optimal' range is now 'medium' range which actually incurs a small penalty. Since some weapons have significant minimum ranges this often eats into their 'short' range band making them overall more difficult to hit with). Some weapons now have added recoil, such as PPCs, and recoil actually varies based on the particular weapon so it isn't as easy to completely mitigate it with pilot skills. Evasion pips don't go away when you shoot at a target, so a target with 6 evasion pips will be very hard to hit even with all your mechs shooting at it.

The reason for this isn't to arbitrarily make the game harder, but to balance around the numerous ways you can make your weapons more accurate. Better cockpits, TTS systems, pilot skills, and favorable terrain all help. But there are a few other creative ways they've done this as well:
Evasion Ignore- Normally evasion pips can't be removed (outside of destabilizing the mech or Target Lock). But Pulse lasers and +++bonus weapons can ignore a few of them.
Ammo types- Each ballistic weapon down to the lowly machine gun gets a variant of ammo that makes it more accurate. While these don't stack with other special ammo types, the nice thing is that one ton of the special ammo applies its bonus to ALL weapons that use the ammo and ALL 'regular' ammo as well. So Precision AC/20 ammo is going to be extremely nice on a weapon that will usually be throwing a lot of Hail Mary shots anyway.
Weapon Mounts- You would figure a mech with a big cannon for an 'arm' wouldn't be as effective at falcon punching other mechs, and you'd be correct. Now you can mount arm actuators that either are better at melee or give significant accuracy and recoil bonuses, but you'll seldom get both benefits.
The Debuff Trinity- TAG and NARC give the target a debuff making it easier to hit. TAGGER is a pirate version of TAG that stacks with the other two. So have a fast mech with all three and you can make one enemy a sitting duck for your heavy hitters.
Extended Range- All abilities that improve the range of weapons also stretch out each of their range bands. So ER LRM ammo makes LRMs shoot 30% farther, but more significantly it means their short and medium range bands are also 30% longer as well. Rare +++ autocannon tend to get this bonus, and when combined with Gunnery skill which now stretches your max range a bit, and chassis quirks, your 'short' range can be a lot further out. Some weapons also get unusual range bands, like the Snub Nosed PPC which has a much bigger 'short range' band compared to other weapons of the same max range.

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
That's all solid information. Critical in Roguetech is using some form of EWAR. Narc beacons, TAGs, etc. You don't even necessarily need to have a mech be a dedicated EWAR machine, doling out a TAG on in lieu of a additional laser helps a lot.

If your early game was like mine in that there was a distinct lack of EWAR or pulse laser options, I would recommend kitting out a mech with a ton of flamers and /or melee. Flamers are ubiquitous and melee hits remove evasion.

Panfilo
Aug 27, 2011
Probation
Can't post for 14 days!
Melee was a very strong alternative in RogueTech, especially early on. Melee hits do a lot of stability damage, and vs most targets (granted, not guaranteed) you can remove their evasion by punching them. Also I think but I'm not certain getting punched also freaks out pilots more, and early game you're up against more novice opponents who are more prone to punch out.

I guess Melee was so good that the problem was that in mid-late career you could pretty much focus on it. One specialist could just sprint around the battlefield like a goddamn giant robot Chuck Norris, decking everybody you came into contact with. They've nerfed accuracy of it now, so that later on you have to invest more tonnage, experience, and equipment to ensure your hits connect.

The other counterpart to using EWAR equipment is having ECM equipment on your own mechs, which increases the difficulty to hit them. You note this on chassis that are built around being pseudo-Ravens because they are drat near impossible to hit. Some rare mechs use this to a very effective degree- the Shinigami is a Stalker variant that has good jump ability, and an inherent ECM passive making it harder to detect and hit. As a missile boat you are like a roided out Catapult that bounces around the battlefield and pelts the opponents with missiles, while seldom taking return fire.

Panfilo fucked around with this message at 15:38 on Aug 30, 2018

Panfilo
Aug 27, 2011
Probation
Can't post for 14 days!
Pirate weapon variants have been spelled out better now, which is good because previously they were pretty vague on what they did. Here's what I've seen so far:

HMG: 2 tons, 10-70 damage at better range than stock HMG. So close up better than an SRM4 in most situations.
Small laser: The equivalent of having 3 small lasers duct taped into one weapons system, with actual damage sometimes being more or less. Not terrible on a chassis with few energy hardpoints but too bulky to put in the head or other good spots.
Flamer: Better range, with some other downsides I can't remember (variable heat for the shooter and target I believe)
Medium laser: Bulkier and slightly more accurate. +++Medium lasers are going to be flat out better and aren't hard to find.
PPC/ER PPC: More recoil and worse accuracy but somewhat better damage. +++PC or stock ER PPC are better for sheer reliability.
PPZ: Much better 'scrambling' effect when hitting the target, but worse damage, damage falloff at range, and recoil. The debuff here is worth the downsides at least, but good luck hitting a drat thing with it.
Rotary AC/2: More shots than a RAC/2 but has damage falloff at range and worse recoil.
AC/10: Improves melee damage a bit by making the barrel and muzzle spiky(?!)
AC/20: Is a goddamn support weapon that shoots in melee. The catch is that it is volatile (explodes catastrophically when hit) and instead of doing 100 damage like a stock AC/20 it fires two 44 damage shots. Cool in concept but so bulky and heavy you're better off spending that tonnage on other dedicated melee equipment that will overall have even more damage.
Devil's AC/20: An AC/20 with more recoil and the chance to do 66 more or less damage (so 44-166 damage each shot). An +++AC/20 that does 130 is probably straight up better, and just as common)
LRM: Pirate LRMs weigh a little less than their stock counterparts, slightly more base damage, but have worse accuracy and damage falloff at range.
SRM: The equivalent of two smaller SRMs slapped together to make a big one, they have a chance to fire 2 more or 2 less missiles each salvo. Streaks are more reliable and worth the extra weight.
Gauss: Variable damage by making the slugs pointy but recoil and other bad downsides in the process.
TAGGER: A 1.5 ton TAG that stacks with stock TAG, does 8 damage, better range, and the debuff lasts longer. Super good for a pirate weapon, always take it along with TAG if you can.
Engine: -15% less weight with a built-in Supercharger I believe, with the catch being that it explodes catastrophically when hit. Even better than a Light Engine and on non jumping mechs makes for a weight efficient sprinter.

Ichabod Tane
Oct 30, 2005

A most notable
coward, an infinite and endless liar, an hourly promise breaker, the owner of no one good quality.


https://youtu.be/_Ojd0BdtMBY?t=4
I have 3 out of 5 Marauder parts and am taking riskier and riskier missions to find the parts.

Also: is there a way to change setting mid campaign? I kind of want to set the enemy opposition strength to hard.

Jedit
Dec 10, 2011

Proudly supporting vanilla legends 1994-2014

UltraRed posted:

Also, where's the nude mod?

Where's the mod that puts clothes on my mechs?

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Panfilo
Aug 27, 2011
Probation
Can't post for 14 days!

Glenn Quebec posted:

I have 3 out of 5 Marauder parts and am taking riskier and riskier missions to find the parts.

Also: is there a way to change setting mid campaign? I kind of want to set the enemy opposition strength to hard.

Not that I know of. If you're looking for rarer chassis or parts, your best bet is to do Assasination missions since the 'target' tends to have a higher quality mechs than the rest of the forces present.

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