Baradul ignored the Search and Rescue mission for Tankgurl last month. If lucky, that mission will repeat on this planet. If not, then bye bye Tankgurl.
So, after having a Master/Slave combo that took forever to build & was used almost never, now we can look forward to having a Nova CEWS that'll do the same ;)
I do not like how artillery works in Roguetech right now, but I also don't have any better ideas to balance it. They went from being devastating priority targets to relatively ignorable. Anything I can do with artillery I can do just as well with lighter smaller weapons that fire twice as often.
Yes there is no real reason to use it anymore. Arrow/Arty is just a waste of space and weight now. You can better stock up on LRM/Mortar for indirect fire
Agreed. For the slot usage and the tonnage to shoot just that weapon once every second turn seems so underbaked. At the very lease they should make it that once you wait your turn to target and prep the shot, that you can repeat the shot every turn afterwards if you do not move the target area. At least this would allow for some sustain AOE in an area. Or make it like a barrage template that you can shoot without set up, but takes 1 round for the shells to actually land like a tag barrage.
Arrows in DF mode on Vtols or mortars FTW on vehicles or mechs. Early on mortar 2C s on my entire lance is devastating. No LOS no prob. 4x2 focused firing on a target or laying fire, smoke and mines in their path. Heavy, yes. But small spam weapons and a medium ranged wespon allow me to thin and slow enemy to allow flanking and rear attacks. My vehicles are a lrm carrier w mines and swarm to go with regular lrm ammo and a speedy thumper carrier. Speed up swing around and direct fire. 😊 In early matches having 6 mortar 2 clans and all sorts of ammo is amazing. .
You said you would try out the Nova network. It is really great, but I progressed to the Warfare Suit MK2 which includes a C3i - THAT is awsome. Your should look into that later in your campaign.
Has two units capable of first fire with mines on enemy reinforcements. Ignores this until? Does Ryoken have mine capabilities with hailstorm? Or inferno? Mechs with BA on them take no fire damage, the BA isn't so lucky. Forcing them to traverse a forest fire is a good thing. Fire or mines...or both if you dont hzve to cross that area.
I don't Like the hellstorm. I think the only usefull Artillery are the ons which can fire directly. So you can choose to actually do damage or force the ai behaviour to escape the Impact. Sometimes the ai runs and even Show their backs or don't fire so the Artillery is Not AS useless as some think IT IS. Interesting ist the Combination of mines and Artillery. So the ai has to choose If they Run Out of the Impact and triggering mines or If they move carefully and stay Close to the Impact.
Did you realize you named the episode after the hellstorm, then only fired it a single time with no accuracy and then judged it off that? Oh good. there was a second shot. Hellstorm just seems to have low accuracy. Pretty sure I saw a 60% at one point though.
Why do you keep spamming incorrect information? You do not need to manually attach the laser insulators, just like you don't need to manually attach Artemis systems.
If you have multiple lasers, you still may have to attach them. Default is first in order. So following insulators or Artemis might need manual input. Unless you slot them in mech laser + insulator + laser + insulator. It's a boolean thing scripts might not cover. Doesn't hurt to check out when fully modded in RT.
@keebbles I can confirm that this isn't the case. I have multiple builds that use weapon attachments and I have never needed to manually set them. A setup that starts with,for example three LRM20s in a single location that then adds 3 Artemis attachments will have all 3 launchers equipped with said attachments. This is trivial to test for yourself.
@Norade I've had the opposite happen, but always using new mod mechs. Especially pirate mechs. Happens when I have more than 6 systems. I wanted my pirate lrm5s to be super effective. Took dmg and one Artemis critted out. The others greyed out after.
Poor Bara, realizing Tank Girl is gone. I'm here from the future to tell you it'll be ok.
"Self-Repairing Shnoopideeboo" I want this armor on all my mechs!
Tank Gril is not dead, you just have to retrieve her bcs of the punch out
Baradul ignored the Search and Rescue mission for Tankgurl last month. If lucky, that mission will repeat on this planet. If not, then bye bye Tankgurl.
I thought tankgirl was the immortal pilot from the start?
The chance of him actually realising that and then looking for the retrieval mission is slim.
So, after having a Master/Slave combo that took forever to build & was used almost never, now we can look forward to having a Nova CEWS that'll do the same ;)
"2 tons, 1 slot" I see what you did there ;)
That look on Baradul's face when he realized what he ignored last video...😅
Going better now that we get rogue tech content again ^^
Should probably change the Energy Sensor in the DireStar now. Don't really need more range on a ERPPC(C).
Tank Girl!
I do not like how artillery works in Roguetech right now, but I also don't have any better ideas to balance it. They went from being devastating priority targets to relatively ignorable. Anything I can do with artillery I can do just as well with lighter smaller weapons that fire twice as often.
Yes there is no real reason to use it anymore. Arrow/Arty is just a waste of space and weight now. You can better stock up on LRM/Mortar for indirect fire
Agreed. For the slot usage and the tonnage to shoot just that weapon once every second turn seems so underbaked.
At the very lease they should make it that once you wait your turn to target and prep the shot, that you can repeat the shot every turn afterwards if you do not move the target area. At least this would allow for some sustain AOE in an area. Or make it like a barrage template that you can shoot without set up, but takes 1 round for the shells to actually land like a tag barrage.
Arrows in DF mode on Vtols or mortars FTW on vehicles or mechs.
Early on mortar 2C s on my entire lance is devastating. No LOS no prob.
4x2 focused firing on a target or laying fire, smoke and mines in their path.
Heavy, yes. But small spam weapons and a medium ranged wespon allow me to thin and slow enemy to allow flanking and rear attacks.
My vehicles are a lrm carrier w mines and swarm to go with regular lrm ammo and a speedy thumper carrier.
Speed up swing around and direct fire. 😊
In early matches having 6 mortar 2 clans and all sorts of ammo is amazing. .
You said you would try out the Nova network. It is really great, but I progressed to the Warfare Suit MK2 which includes a C3i - THAT is awsome. Your should look into that later in your campaign.
Would of liked to see the hellstorm fire directly, what happened to experimenting with it, it was only fired twice indirectly
Has two units capable of first fire with mines on enemy reinforcements.
Ignores this until?
Does Ryoken have mine capabilities with hailstorm? Or inferno?
Mechs with BA on them take no fire damage, the BA isn't so lucky.
Forcing them to traverse a forest fire is a good thing.
Fire or mines...or both if you dont hzve to cross that area.
MOAR REKT MECHS!
RUclips stuff
I don't Like the hellstorm. I think the only usefull Artillery are the ons which can fire directly. So you can choose to actually do damage or force the ai behaviour to escape the Impact. Sometimes the ai runs and even Show their backs or don't fire so the Artillery is Not AS useless as some think IT IS. Interesting ist the Combination of mines and Artillery. So the ai has to choose If they Run Out of the Impact and triggering mines or If they move carefully and stay Close to the Impact.
Did you realize you named the episode after the hellstorm, then only fired it a single time with no accuracy and then judged it off that?
Oh good. there was a second shot. Hellstorm just seems to have low accuracy. Pretty sure I saw a 60% at one point though.
BC Optics got nerfed to uselessness :(
Came here to say the same. All the placable optics (quirk is fine) got nerfed into uselessness
On the DW, replace the PPC with a C ER Large and then you can take a 2nd one and maybe laser insulators IF YOU ATTACH THEM THIS TIME!
YOU DON'T NEED TO ATTACH THEM THEY DO SO AUTOMATICALLY
Why do you keep spamming incorrect information? You do not need to manually attach the laser insulators, just like you don't need to manually attach Artemis systems.
If you have multiple lasers, you still may have to attach them.
Default is first in order.
So following insulators or Artemis might need manual input.
Unless you slot them in mech laser + insulator + laser + insulator.
It's a boolean thing scripts might not cover.
Doesn't hurt to check out when fully modded in RT.
@keebbles I can confirm that this isn't the case. I have multiple builds that use weapon attachments and I have never needed to manually set them. A setup that starts with,for example three LRM20s in a single location that then adds 3 Artemis attachments will have all 3 launchers equipped with said attachments. This is trivial to test for yourself.
@Norade I've had the opposite happen, but always using new mod mechs. Especially pirate mechs. Happens when I have more than 6 systems.
I wanted my pirate lrm5s to be super effective. Took dmg and one Artemis critted out. The others greyed out after.