Battletech roguetech starting mechs reddit 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. It backstabs mediums and vehicles all day. This allows my mech to minimize exposure until it hits, very much like a ninja. And I'm all out of bubblegum. Honestly advanced and roguetech don’t have much of a difference gameplay wise. Hey guys, new player of roguetech here. In the mech storage room, the mechs are color coded for restoration state. Change the starting CAREER mechdefs to your selected mechs in the SimGameConstants file in Roguetech Core. I'd suggest checking out how it's set up because you can change the number of starting mechs, mech sizes, starting pilots, pilot experience, and whether the ronin have random builds all pretty easily. The salvage has been lackluster thus far. I'm just starting out with RT and I'm wondering if it's better to scrap a chassis I won't use or repair it and sell it? Often I've found it can take upwards of 20 days to fix a mech just to sell it. Copy the original as another new file name. I managed to make two 55-ton mechs into double hellstorm artillery. I suggest playing a vanilla campaign (with or without DLC) as a starting point. I'm about 60 hours in and have upgraded my starting mech significantly but am having challenges getting 5 pieces of salvage to build new mechs. Ah, thank you for the heads up. I am no Roguetech expert, but all my new mechs have been scavenged from the battlefield. Pick first 1/2 skull mission. 1/2 emblem mission, and the game spawns reinforcements immediately. Save as a new file name. but no more than 5 mechs +1 you get from starting options if you want more, you need also mod starting Argo upgrades. 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. 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. During our RogueTech campaign, it becomes necessary to eject one mech and let the pilot of another 'mech die (he's the MC so he's immortal). I'm on my starting planet still and while I got a decent starting lance, I've been doing such low level missions. My RogueTech mechs are more powerful than the ones in BTA, for example, since BTA makes things like structure a "fixed" item, so you can't Royal start has a decent selection of starting medium mechs and decently equipped lights,also note that they all are former sldf mechs so have advanced systems in them like royal double heat sync kits,if you also choose the mercenary option for your background the advanced mech you get is usually also an advanced sldf medium, the problem is this start is based on shadow in clan space so to get I started a new campaign with the periphery background and started out with all primative mechs. I loved it because the look was similar to Robotech which was my favorite Anime on Saturday mornings. Lore wise it's pretty much the most reliable way for 'Mechs to kill tanks and whiffing all the damn time gets old really quick, couple that with the surreal amount of armors Roguetech gave em and the early game fun gets draining mighty quick. Escapist- Seems like the better of the two choices. Playing Mechwarrior or even tabletop Battletech helps, but it isn't the same thing. I think omni-mechs have no costs. I did cheep out a little and went with a Veteran to get the Bushwacker X1 but other then that I got a few OK mechs (Spector (which is great), Cent D, Firestarter basic, Javelin D (sold), Treb basic (in storage). but you can always just jump around and farm pirates / planetary 3025 and Roguetech both use the same ramdom start mod. Will cost money to use other salvaged models for non-omni-mechs. RandomCampaignStart -> Only include mechs from vanilla BTG. Mechs, vehicle, weapons, and gear are different between RT and BTA. Fire 3 most expensive pilots, as that is about 120k per month savings. You can sell mechs if they have been assembled and then repaired enough to send them to storage. The primative start is great at this, as almost anything makes your mechs better and more competitive. I even fire all the ones you start off with and hire a bunch of local riffraff. Think of them as light mechs turned up to 11. Just started a new campaign after a long break. This way your starting lance is made up of 'Mechs that are common to that part of space. If you are just starting roguetech, the advice (for good reason) is to go with the recommended setup. I was REALLY, REALLY enjoying it without even playing the original Battletech game! I enjoy everything, the ability to control any unit, throughout battlearmor to the heaviest mechs and tanks. That's in Steam/SteamApps/common/, GoG Galaxy/Games/ or somewhere else. No Omnimechs -> Don't salvage elite boss mechs, sell if parts do come in. My personal gameplay start: Modifiy mechs to up armor. 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. Though you'll finally be allowed to switch your personal character into any other mechs you own once you get the mechlab tutorial. If you're concerned about the difficulty start with the harder difficulty settings (hard combat, 5 parts per salvage, mech destruction). 6 update, HBS reworked Battletech’s starter selection process. It has chaff missiles, can lay mines, can remove mines, has 1 round of AA missiles, it has a TAG, it has a 3 turn cool down TAG barrage, and has a 6 turn cool down radar ping that identifies all enemies within 500 meters. (They're also about to add the option to bring vehicles instead of 'Mechs on drops if you wanna. As LA has said, pick difficulty by planet and the easier options (100% chance of mech recovery, friendly fire turned off, max starting cash, etc). I recently completed a RogueTech mission against 20+ Clan mechs and BA. Shitty mechs with awful super heavy primitive engines, 2 ton awful cockpits and sensors. So pay up, and spend a month or so For the sake of making some good progress early on, I recommend the Solaris start with a commander who is a protomech test subject. Sensors/ECM is an education, and even a light 'Mech can be an unholy terror- or a primitive-tech target practice. Hey guys. How does this work in extended? Because the nature of the timeline and space heavily appeals to me over roguetech's more mish mash approach, so I'd swap in an instant to get that tech progression and spatial variation I'm quite new to Battletech lore in general, is there a list of mechs by Era? Or mechs that are introduced by roguetech when we select them? Thank… Early on focus building your mechs for high armor and jumpjets. I love roguetech and battletech extended and this is legit the only change i want to make to it. Battletech seems to be missing that. Lol with all respect, I Roguetech to kick ass and chew bubblegum. They're jump-capable and high evasion/defence, so expect to need accurate weapons, pulse lasers etc fired from close range and good angles, or even better anti-personnel specialised weapons like flamers and MGs which get a hefty bonus to hit. If you're talking about physical weapon models on mechs to be seen visually: Mechs in BattleTech 2018 are made up of a number of blocks that get put together to form the visual appearance of a mech. I love gundam related things, and the armored core series for all the mech building Find the settings for damaged mechs and adjust as desired. Its be good to ge to further in and find some better gear. For example - with a primitive start, your mechs are equipped with sensors not much better than a traffic cop's radar gun ("sensors primitive"). a tank That and using mech tech to build tanks would utterly demolish the mechs, aside from super rough terrain. So many new toys, leading to so many more loadout options, leading to so many more mech's to core. Upgrade pilots using starting XP. ah i haven't played to far into a given playthrough as everytime i sit down to start a campaign the time spent away at work etc usually results in an update changing balance etc and me starting over again lol. To make changes to mechs, edit the files in Steam\steamapps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\chassis Note 2!: 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. 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 I decided to pick back up RogueTech and try it out. JSON found in; SteamApps\common\BATTLETECH\BattleTech_Data\StreamingAssets\data\simGameConstants Starter mechs are defined under. 5 skulls of Roguetech. For the sake of bughunting: RogueTech AIO-79-0-987-Patch-2 was installed on a fresh Battletech folder with BTML-v0. I'd grab it, turn off safemode, and make it ease up on the economic attrition via the configs. I would 100% recommend BEX (Battletech Extended) as your first mod. 5 skulls are a bit harder. 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). In my current run, I was 7-8 months in before I rebuilt my first mech from parts. All my tries fail but this not a problem if start game with options - max chance hire ronin and max pilots on market Something the mod authors might want to consider is adding in a starting state editor that would enable players to choose their starting mechs, pilots, cash, reputation, gear, and Argo state. 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 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. I really like the early game, where it is about working with what you can get to make it better. That means at the start you need to rush on getting refits done or you will have a hard time even doing 1-skull missions. true. All three mechs have arm mounted hardpoints which allow you to take advantage of the innate accuracy bonus. It even introduces custom variants of existing mechs with unique names, "Elite" variants of mechs if you will that doesn't have any canonical source, such as the "Erinya", an OP broken Commando at 35 tons when a regular Commando is just at 25 tons. add active probes to your mech, this gives a good boost to your sensors, greatly improving hit chance. I'm not sure about the consecutive firing. My favorite abomination was a ONC-1 Orion. 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 double heat sinks/ heat banks to keep it cool was a Salvaged mechs require repairs, which takes time + money Your starting mech loadouts are complete shit for 90% of the mechs (excepting the wolfhound you always get, and some rare stuff). Solid mechs. The mech used in 1B (where raju is killed) is a BJ-1-STARTER. With the knockdown nerf I'd probably replace this with a second tank/brawler mech, but a different build than the first. It's boss! It's so upgradeable and flexible. Stick with your starting lance of mechs. i use this way for test clan mechs, but play it very hard, since my noob pilots easy die on this elite mechs vs AI elite pilots on advanced ones. I personally don't really mind fighting stinger/wasp companies for the first few months of a new career either, but I can't really recommend BEX for a new-to-Battletech player specifically for that reason. Downloaded the latest version of roguetech (988 with patch 7), latest version of the BTML file (0. 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. It's just painful to play. ) Roguetech is the "sandwich with all the toppings" of mod packages, up to and including fighting superheavy 'Mechs with nuclear weapons. I really enjoy the mid-late phase of the game with a mix of high tech mediums and heavies and maybe one or two assault mechs/vehicle but pricing of vtols and some higher tech vehicles and Highlights. I've released a new update, BTA v5. It's just changing the numbers in pretty clearly labeled categories. all weigh a lot, and simply upgrading them to "normal RogueTech is just a sandbox mod, it has no lore or story attached to it and doesn't concern itself with timelines. I've tried to search on my own and used the wiki but can't find any way to discover any rare mech locations. ] Mechs are big fighting robots. 2. RogueTech makes HBS’s Battletech as true to TableTop as can reasonably be. Always choose advanced parts at the salvage screen, especially important are weapons with + to hit, targeting computers, and advanced materials / gyros that allow you to pack more gear onto your beginning mechs Armor up your starting mechs, especially your melee focus mechs. 14 votes, 26 comments. I've been searching for days now across the internet, between the Roguetech reddit, nexus pages and discord for how to get a custom setup of mechs and mechwarriors, but it's all been in vain. 7. check out the subreddit of r/roguetech to learn more. Salvage DHS Kits, Engines, Fusion Cores. 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. Not exactly in terms of battlefield power, but in terms of cost effectiveness they have some kinda nonsensical advantages over mechs. Now onto some breakdowns (mostly from Haree78’s post): YAML is vanilla+, Merctech is an overhaul of systems. This mod is for-and-by Battletech Purists. Roguetech endeavors constantly to bring as accurate of a feel to the tabletop battletech as you can get. You need to very heavily optimize mechs. I go 0% recovery chance, lethal so a lot my careers come to an abrupt end if I lose too many starting mechs. When you headshot a mech, save after that mission and close the game. The entire Inner Sphere is open to you!; Persistent online Map! Fight for your faction, with or against REAL PLAYERS affecting borders!!! Custom Mech Engineer components - Mech Engineer is one of the core gameplay experience changing mods added to RogueTech, which allows for many different aspects from the core game between the un-modded BattleTech experience and the RogueTech I've been thinking about this for a while now and I've been looking to chance the accuracy modifiers, basically I wanted to change the overall accuracy of most weapons and increase the hit chance multiplier but I haven't tinkered with Battletech much before, could anyone here who's code-wise tell me how I could change these settings without too They have all the CAB mechs and a variety of factions. Getting mechs were rare and difficult and felt great to finally get something when you could. Upgrading them with salvage is super exciting for me, so exciting to add a normal engine, and all of a sudden you've got many many more tons to play with. Subreddit for RogueTech, a mod for BattleTech from HBS. Every single time I take an urban mission, when I spawn, 2 of my mechs are always purple/magenta. Finding half skull missions way too easy, and 1 skull missions on the planet too rare, I decided to move to a 1 skull world. like 2nd mechbay and all it need this way not work for custom pilots or i don`t know how set them in it. Redeployment: Lets start by saying that I love the first 1-3. 2K subscribers in the roguetech community. Vehicles are better than mechs for salvage because your mechtech rating doesn't figure into putting them together and no armor repair time. There's also Hyades Rim and Expanded Arsenal, but those are smaller than the major three and come with significantly less content (note that they're not bad mods, in fact they're great, they're just much With the current state of mech vulnerability vs BA, it would seem like a logical evolution. If you want an unlocked mechlab and a few more weapons go with YAML. It will want to know where your BATTLETECH folder is. We've adopted this system to make faction-specific starter mech pools. What was your favorite/quirkiest starting mech? With the right gear, you can hit well early on. Vindicator. Then worry about weapons after. Go there and press "Select Folder". Start a new career. whooaaaaa black betty, RAM-a-LAM ;) in all seriousness, there are three types of melee mechs. Or target a downed mech to hit exposed areas/trigger ammo explosions. One of the starts gives you a spider with quad medium pulse lasers and jump jets, its soooo good. In every version of RogueTech I've played over years there is always something extremely annoying to deal with: - Hover tanks fleeing into farthest corners of the map, turning every mission into mech walking simulator - Light mechs opting for melee 90% of time, making crap like Ostscout more dangerous than Atlas My mech bay is full, I can do 2. My Bellerophon with a Pirate LRM 17 armed with Advanced Thunder missiles (That don't harm friendlies) and its Hyper laser has been comfortably kneecapping assaults since I got that damn thing in my primitive start! Seriously, most Primitive mech starts are murder because of the aiming penalties, but I have loved this playthrough due to that First time i played roguetech i almost quit immediately. Primitive Mechs in Clan territory is by far my favorite start. 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 For picking a major modpack, you have three primary options: BattleTech Extended, BattleTech Advanced, and Roguetech are the major three. I just got a similar one as loot yesterday actually but he's missing most of the goodies. If you want something that overhauls a lot of systems in how they function and more options, go with Merctech. Mid and late game you have the resources to risk some glass cannon type mechs, but early game you can't really afford significant damage or pilot injury, so you want your mechs to be sturdy and mobile. In the 1. So for those of you that want to change your starter mech, starter lance mechs and mechwarriors. Same here, and no heavies! It was a really rough start. The file you need is SimGameConstants. When you find that PPC or ER PPC, it felt amazing. 8*45 + 22*20 = 800 damage to the rear. There might be a bit of inspiration for you in there, I know the BTA wiki has examples, look for the -PA suffix for Periphery Armory. Hey guys, latest two playthroughs I was not able to procure a good melee mech in the early, not even in the mid game. In Roguetech a mech chassis is close to a blank slate. But I like it when I have 6 mechs in the bay and I take out what mechs I have, do a 1. Usually I end up starting a new career shortly after putting together 2 lances of clan/max tech or better assault mechs because the difficulty spikes so hard. Realistically speaking there are no "mods" in rt Battletech modding evolved by frameworks, aka dll's that offer functions, not set up entire things [This page and sub pages are generated by script from live game data. Vehicle start has been a fun kind of different. Primitive mech start is clutch since you get a heavy mech off the bat (more tonnage, bigger weapons!). They would be the specialty off road units, but in an open fight against vehicles, would get wiped. Hi Guys, been playing for about a month and starting to deploy on some harder missions and flashpoints and i have started to… Not and make the scaling work. Mobility- Conversely, this seems great on a SLOW mech like an Urbie or a typical assault. A chassis will have It's always the Blackjack as "Your" mech. Hey, so i've been playing Roguetech for a month now. If the money is tight and you're having trouble getting ahead, you can't afford that new mech. It had like a 240 engine an XL engine ferro and endothelial. but the lance of double hellstorm artillery mechs kill anything even with a starting to hit of 0. It's not necessarily best to start with top quality mechs. Like don't go into mission 1 with stock mechs Your comments on nukes raises alarm bells. Starting campaign in primitive mechs. This will give you roughly a year to 14 months worth of starting expenses cash at the start that you could use for Argo upgrades, buying upgrades/new ammo/engines/etc from shops and subsidizing 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. punchbots, chargebots and physical weapon. I am loving the changes as it makes it a lot more difficult. They've been also integrated in the campaign as related to the start of the 4th Succession War. So my first mech I would always play was the Wasp or Stinger (I liked the Wasp's look but the Stinger's weapons). Shadowhawk. Light mechs are viable all the way , because Evasion (again, keep moving). It had omnimech repair speed and weapons hard points, but no fixed anything which means it was completely customizable. Battletech Advanced is where things start getting more difficult and involved. Pulse lasers are your friend early on. you will notice an "ECM shield" debuff when trying to hit enemy mechs that have ECM installed, use active ECM (ECCM) to counter the enemy's ECM. Roguetech I’ve spent the least time on this mod. Also, don't overlook the value of reserving turns. 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. I thought for jams/misfired it is: Total recoil modifier: Weapon's static recoil modifier +/- <recoil reducing mech parts like weapon mount/some other items that reduce or increase recoil> - <pilot gunnery recoil modifier, -1 at 6+ skill, -2 at 8+ skill> I do enjoy Battletech, but it does not feel like Mechwarrior from old school times. Look for pulse weapons in particular, maybe restart a few times until you have at least a couple of mechs with them. Endo-Steel is locked to the mech chassis in BTA and in Roguetech can be equipped on any mechs as long as it doesn't have a fixed structure point. The higher the "rarity" of the mech (primitive, basic, elite? not really sure what the tiers are called) , the lower the percent chance. Be a Roguetech player who is already familiar with the game instead. It priorities lore friendliness more than other mods. Press it. While you'll need a fast mech to make the most of it, you won't be lacking in options and it's especially great on a LAM or other really fast mech. The newest post with any information in it is from 2019, anything newer is shut down with absurd comments about ''why would you want to change anything?''. Now, it does have Clanners, but you can choose your start date. So I start up a new game, choose moderate game parameters to start, optimize my starting mech squad as best I can (according to Too Technical's youtube series), go look for the easiest mission I can find (a half-skull green mission), and I'm immediately facing down 16 mechs (30-50 tons) right when I land. Depending on the weapon loadout, changes what blocks are put in. Also, it seems odd that while enemy BA can swarm a mech and require effort to remove, friendly BA cannot hitch a ride. Entirely new features and mechanics are introduced. Higher skulls you really have to start optimizing your mechs otherwise you will be overwhelmed if you can't kill 2-4 units per round. But compared to what else you're able to start with or salvage early game. The problem is that with a current implementation of melee in RT you are at the whim of RNG. My heaviest mech is a starter Hunchback, and the rest of lance is light mechs, a starter protomech, and vehicles (which are, if anything, out-performing everyone else). It's a good challenge from the get-go, plus replacing the primitive tech with clan stuff makes upgrading a lot more rewarding and on top of that it means that even a 20ton enemy is going to give you great loot. 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. Start by loading your save file. Average engagement range would be multi-km, especially given how hard a mech is to hide vs. Given how fragile some of the starting mechs are (flea) it sometimes seems close to a slow version of rerolling. In Roguetech, the AWACS I started with is a well-versed support aircraft. For most light mechs heat from jump jets too taxing but the Firestarter can cope with it because it has many support hardpoints, allowing to jump long distances and still fire with decent damage without busting into flames. Delete your settings file, copy your headshot settings file and rename the copy settings. Last campaign, my favorite front line mech was the savage wolf. Can go melee, LRM/motar spam, or big gun (energy or/and projectile) pin point This mech is manuverable, has high-output long-range fire, and gets bonus accuracy against pesky flyers and battle armour through its flak ammo. 75 tons, with a massive engine, (more than half its weight), primitive armor and only sporting an AC-5 and 2x Med lasers. To give the maximized mech explosion high. You probably don't have the money to build out mechs like you would in other mods. We ask that you please take a minute to read through the rules and check out the resources provided before creating a post, especially if you are new here. I also just discovered the Marauder and Warhammer mods (was away for a few days) so I added a new starting mech - an inherited "ancestral" Marauder. Late game when you're dropping 8 mechs and 4 vehicles, the mechs being mostly assaults and heavies, the missions can go long depending on the enemy drop. I try to aim for at least 10 over the tech point value of mechs before trying to assemble them unless it is an Onmi-mech and you don't care about gear salvaged on it. The Argo can carry up to 18 mechs in mechbays and an even larger number of mechwarriors, but you can only deploy 4 at a timeseems like a waste of potential tbh. Thanks! I try and avoid rerolling uness my starting mechs are unworkable. You can add whatever mech you want to an empty bay. You can get a wolfhound out of it that's ok but the vast majority are like omnicommandos or jenner's and suitable only for stripping of equipment. 9%. 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. Both the first lance and the reinforcements are all light mechs with fucking ecm and stealth armor and i have only my starter lance. Plus each "house" felt unique and the story was driven by the houses. Jul 27, 2022 ยท My current run is a primitive Mech start, as it was during the last wipe, and it is a fun struggle, mostly riding the red line of going bancrupt while hunting for better gear & Mechs. In every case: don't do the clan quicksell one. for accurate hits, massive stability damage and concentrated damage respectively. Advanced mechs that didn't suck for the Merc start is the first place to tweak. I went for a Charging mech which relies on distance travelled for damage. Now I am looking for a new challenge. Today marks a big day for BTA. I like that it retains the focus on smaller-scale battles and base-game experience like BEX, while trying to improve on the balancing of the base-game and re-design mechs and combat similar to the more ambitious overhaul-mods. Lights: no doubt the Firestarter. And I love this. It was a blast! 10/10, would pick gimped start again. 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). Presumably if you've installed the mod with every crazy piece of equipment that Battletech has ever published you know this. As a counter argument to the debate, why would you want to bring a light mech to anything dangerous, you bring the tools you need for the job you're doing, and in battletech most jobs require a instrument of destruction, a light mech is like a scalpel it's precise and needs skill to do damage, but when your job is to break a brick wall it's Don't be one. Tonnage does not, in Roguetech, and some commanders on this subreddit seemed to have success using heavier primitive mechs (more armor I guess?). Fighting them made me really understand the tactics needed in an asymmetric fight. I ended up reducing the required components to build a new mech from 5 to 4, and increased my starting cash a bit. 5 skull missions reasonably easy, but if they are clabbers, or doing 3-3. Called shot has been suitably nerfed. Depending on the order of weapons that block can change too I believe. Since my pilots couldn't shoot worth shit at the start, and light mechs build up SO much evasion, and weapons fire doesn't remove evasion in Roguetech, I was actually using the Cicadas as a pair of brawlers to strip off evasion. I uninstalled battletech and deleted all remaining files from the steamapps battletech folder and did a fresh install. You start getting some interesting equipment, and you can mess around with weird builds. Changes will not stick and errors must be reported via ticket on Discord for a permanent fix. Wish me luck. 88 of 75 Tons Head The Battletech Advanced and Roguetech mods for the HBS Battletech game have had a bunch of Periphery mech building competitions. I do not count myself a particularly gifted player. 3 EDIT: Another game start gave me a nice mix of mech's, so this was probably one hell of a fluke. Your starting spread once you reach "Tutorials mission 2: Revenge of the tutorials" meanwhile. roguetech is a mod to the main battletech game. If you don't have any empty bays put the mechs into storage in-game rather than removing them in the save editor. Ideally, you want all of your mechs carrying 2/3 - max armor. I have been starting my BEX careers in 3047/3049 so that the new weapons and chassis are starting to become available. the primitive armor,Sensors, life support, cockpit. There're definitely better mechs in absolute terms. I'm trying to scratch an itch I have for mech related things. Playing with an Owens, Hollander, Bushwacker and Firestarter, none of them seems too well for the role. 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. The #1 thing I like about roguetech vs advanced is that in roguetech, mechs come mostly destroyed instead of filled with equipment. While I have no doubt that you'll be able to solve it, it still serves as a good intro to the setting and underlying game mechanics. For example, you can add/remove weapon and equipment slots to mechs (and choose on what side of the mech the slots are added), change their starting tonnage, armor values etc. I've gradually worked up the additional add on options over the months of playing roguetech -- but have not included nukes, and probably never will. 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. Click on the Yellow and Green models to be able to restore one. I'm currently playing BTR (Battletech Revised) which is the red-headed middle-child of overhaul mods. This mech was my Johnny on the Spot. Grey = non-restorable Yellow = Restorable when combined with other salvaged models. I also love the balance changes. 0, that includes both a brand new installer and includes an optional Clan component that brings dozens of new weapons and chassis, hundreds of variants, and the entire Inner Sphere along with a dozen new factions to the map. Between those two mods, I think that BTA 3062 is more difficult once you get all the best equipment to customize your mechs, because you can't fully optimize your builds the way that you can in RogueTech. 23) and did a completely new clean install and selected sandbox mode in the roguetech installer. Not quite, though, as I found a save from Feb 2022 that's 6 salvage, slow mechwarrior progression and possibly unequipped mechs. Green = Restorable. . That said, if you're limited hard then the 3 mechs I recommend are the Bombard, Uziel and Crab. Mid and late game requires you to optimize your entire lance and its synergies. 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). Blackjack (With you in it). The mod is a much slower burner than the base game -- which much of the early game scavenging parts and upgrading your starting lance. It costs a fortune to repair a mech built from salvage, and early game you usually have low income (due to long waits between missions) and another high cash needs from the Argo upgrades. I cant imagine needing 18 active mechs when you can only deploy 4. Personally I love having a primitive start. It takes 5 mech pieces to make a whole mech, and given how many more mechs there are overall, it really slows down the rate that you get new ones and upgraded weights. Missions are long and the difficulty is intense, and the rewards are there to match. And getting more than your starting number of mechwarriors doesnt seem very useful anyway. There are just so many types it seems I just can't get enough. Pre-treadnaught, one of the biggest challenges was repair costs. 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. I do have a new appreciation for the Lineholder and Hitman now. Any way to change 'mech inventory after the tutorial mission? The mech used in story 1A (the basic tutorial stuff) is a normal BJ. I am now trying Battletech Advanced and definitely the lag is reduced and somewhat more simplified than RogueTech, but I feel like it's still somewhat too detailed. JSON file and you can change the loadout if you want. You can also assemble them, and scrap the assembled mech, which will give you all the non-destroyed parts and scrap money for the chassis (this is often the most profitable/effective for mechs you don’t want to keep). Starters are now randomly picked from defined pools of mechs, with each pool corresponding to a slot in the starting lance. Mid game once you have a solid lance and a few extra mech slots, missions honestly go a lot quicker; especially if around now you ally with a faction and buy new, better mechs from the store. It keeps 90% of the gameplay from vanilla while adding a lot to chew on - It expands the map out to the entire Inner Sphere, adds a LOT of new mechs and equipment, and it models time to the point of following the Clan Invasion in August, 3049. Use them on scouting and flanking missions as the eyes and ears for your main fire support mechs. * The original flashpoints of the five Inner Sphere factions are now played sequentially, starting with the lowest difficulty FP. Past that be warned the gameplay is pretty hard. I've got the starting mechs and a Centurion, but haven't found an AC10 yet. Many also have choices that can mitigate the number of consecutive deployments or allow you to use third-party 'Mechs. Sometimes random is good, but sometimes people want to tailor the experience. Edit - last games before this were Roguetech with a full company of mostly Clan mechs, with a Warhawk and two Shadow Cats. Lore friendly and functional! 3/4 mechs and an awacs (for instance) instead of the 4+1 would be considable starting out. Directly below the LOAD button is a SCAN button. 4 of my starting mechs plus the 3 mediums and heavies i salvaged have a total of ONE hand among all of them, most of them dont have lower actuators even. Both 'mechs are completely and utterly destroyed by this course of action, meaning that "ejecting" in RogueTech is the same as stackpoling your 'mech. Love fighting them, but don't want omnis yet on my lineup. I had so much fun min-maxing with the chassis. Roguetech is awesome but the economic side is FUCKED. There is some extra code in this . It sometimes takes an extra 45 volley on hardened 100-ton mechsand a few volleys on the super heavies. My single lance of four jump mechs killed them all and only suffered one point of armor damage across all of my units combined. I don't play to recreate budgets and simulate my work and/or home life with balancing line items. Spider. Assuming the mech has the carrying capacity, it would make sense. The difficulty is to get through the first few missions until you upgrade the primitive mechs, then you're off for the avalanche effect I'm personally not a fan of 50 tonners as 55 tonners tend to be just so much better and there's a tremendous number of ones with good hardpoints. He could offtank when needed, he could help knock mechs over when needed, he could hunt vehicles when needed. 5 skull or something and use a mech that has an lbx10 or HA20 or large lasers instead of pulse lasers etc. It was too intense for me, but it's a lot of fun, just way harder than the normal game. The moment multiple enemy artillery pieces hit the field you need to be hyper aggressive with perfect mechs or you just die. Primitive start is really good cause you get a heavy mech chassis that once you upgrade all the primitive stuff it's like having a normal heavy mech - with your starting lance. Very consistently, the eighth mech is pink. Yeah I don't see any problems with the edit you made but the save game editor is easier. Click here to jump to that post. Engineering upgrades: Structural => Mech Bay 2 => Simulator => Mech Tech points. In short, vehicles are relatively cheap to start with (fine), have no repair time or cost (not fine), even after being completely destroyed you have a good chance of bein Just a thought but you could maybe use the save editor to load up a saved game, you’ll have to hit “scan” and give it the path to your Battletech game/where Mods is located and it should give you a huge list of mechs to choose from much like the Mech library should. Mechs and weapons from the Star League to the Jihad and everything in between are here. 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. The relevant parts of the build: Marauder MAD-ZOP Heavy - 74. In my current playthrough, 250 days in, i dont have a single melee mech. Cause my financial play hasn’t caught up to the increase of difficulty of roguetech. Are there any melee weapons/very frequently seen mechs that do good job at that? I figure nothing before a centurion? AWACS are support aircraft that do a variety of things. For the speed, I use a VTOL mech which allows me to cover crazy distance on the map. No hiring of elite mech-warriors. [I only play early game, get bored and start over around 4 skull] Loader King from Rusty Dan. Roguetech plays closest to tabletop, with missions lasting much longer and having an enormous suite of options and mechanics. I'm still getting kicked in the jumpjets on the regular, but having a blast doing it. 36 votes, 32 comments. The name is a random UUID but it's probably the newest one. I've played both a great deal and my biggest gripe is the accuracy nerf on stomping tanks really. It also has the most factions on We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. Basically if it could use the standard old "totally random starting mechs" mod, or I could modify their list to be inclusive I'd be happy. They're pretty different games from what I understand, where you get to pilot the actual mech in one, while the other is a turned based strategy. 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. It's pretty much the vanilla mechanics with a few new tweaks, a shitload of new mechs and vehicles, and a complete Inner Sphere map that is effected by the cannon timeline. 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 OK I am an old timer (Got into BattleTech back in the 80s, starting with 2nd Edition). I usually go for the perk that gives you a bushwhacker (super solid early game) and start with a battle or defense mission. it is actually a bundle of several mods all put together in a single installer. but it have one big issue, if you set good mechs (better than 45-55t), enemy begin spam elites with +++ weapons even on 1 skull mission. And once you've collected a few Clan mechs and start rolling with them in your squad, the feeling of going back to the normal missions and crushing mechs from the Great Houses is incredible. Looking between mechwarrior 5 and battletech on steam. Give yourself anything over a medium mech and you might have problems. Small laser for example in BTA are still support hard points and in Roguetech they are energy hard points. I got only 2 mechs plus the proto unit, but had better sensors than usual and was actually able to hit the enemies reliably from early on. Start the game and ready your mech. Do I get enough more c-bills to make it worth the time and cost of repairing a light mech? I think that Battletech Extended would be your jam. The end game bores me (by that stage you have enough tools to deal with most threats, regardless of the opfor) but the early game feels that I'm always only 1-2 bad missions away from bankruptcy. similarly, add ECM modules to your mech to reduce enemy's hit chances. Anyone have a list of the starting Mechs we'll get from all the different Backgrounds? The author of this topic has marked a post as the answer to their question. semz mdja louxj xhigf cjntk qqb gcz kyjncf sthhvd hcawaw