3 missions, 3 new mechs - Roguetech Lance-a-Lot episode 9
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- Опубликовано: 8 сен 2024
- In this episode, we will run 3 successful mission and salvage 3 additional mechs, this are looking up
List of new changes :
roguetech.fand...
Although notorious (or infamous depending on who your ask) for Roguetech online map shenanigans. This is a single player series where we take more risks and sometimes faceplant or get rogueteched in all its glory.
For more information about Roguetech, the modded Battletech platform, here is a link to its wiki :
roguetech.fand...
"If I switch back to S T D 's " PHRASING
Aaaaand BG3 music starts playing me after you talk about rivers... Down down down byyy the riveeeeeeer!
well you could do a specialized playthru like xwynns or the edmon did about 4-5 years ago- a light mech only campaign. or switch it up and do an all medium mech campaign just to give yourself a bit more versatility, never using anything larger in weight class. i never watched xwynns but do remember the edmon playthru, it was kinda badass. like the tool-tips that appear in the upper left corner of the screen: " a well equipped light can kill a poorly equipped assault". 4-6 smaller mechs using cover and stealth armor to become a lance or 2 of little backstabbers. or you could set yourself a weight limit- never using anything larger than say 60 or 65 tons. that way you'd have access to the smaller heavys. my favorite mech in the game, the blackhawk-ku, would be a perfect backstabber/knifefighter. 60 ton omni, 12 small pulse, jump jets, good engine, and stealth armor with a pilot specialized knifefighter ( tactics line) will tear up just about any mech from the side or behind.
years ago Roguetech was a very different game then it is now and I was busy painting the online map!
The problem with "Light vs heavy" mechs in RT is that you can't balance things by numbers, at least not easily. If you could, for example, take a third lance, which was restricted to lights in the lategame - there would be use for them, as they could work as spotters and harrassers, while you still have your assault and heavy lances doing the heavy lifting. But with 8 mechs max, at some point there will be too much BS on enemy's side to counter. Ans yeah, there are some cases, like 120-tonn 4 Urbie squad, but its rare and not easy to find/grind at all
I agree with your idea about size Delta, but for different reasons, I'd say having a mixed company of lights for distraction & finishers, mediums as your heavy hitters & supports, that would mean fun hyper optimization, cuz every mech can serve a single role, or pair them off to work in lances. You're Shadow Hawk, & Cougar for example could work as part of a Lance where SH can barge in with the heavy armor on a priority target & while distracting/dealing damage, the Cougar flanks with missiles, or back stabs.
They already said the whole VTOL thing is broken and if you send someone off they literally never come back. Gunrunner right above Mando can also pilot everything no idea if he has any good skills. Until you have Angel ECM you should all your ECM set to active so you are covering your lance and interfering with the enemy. That cougar needs 1 more Med Laser, max armor, and put all the HS in the torso so you don't lose them. You still have the wrong (1 ton too heavy) SRM in that other mech. There was SRM acid ammo :( There was also a TBM launcher it's gonna be sooner than you think before you want them.
Regarding your question, what you should do next: A major reason for me watching your RogueTech videos is that I can learn a lot here. You know how to play the game and you also like to try out things, test new hypothesis and learn from whatever happens. The new hypothesis seems to be "the size delta will make it feasable to kill medium mechs with light mechs, heavy mechs with medium mechs, etc" - I'd love to see how that works out, how far you can push that, for a few episodes.
Nice getting new mechs online. I started the dump path and was struggling until I managed to get a 55 ton vtol mech.
Great job getting out of the quicksell situation and crushing the opfor. I am enjoying the content. Looking forward to the build and new content.
Much appreciated
Stay in the light mechs until they start hitting you. If you can do 15 skulls in light mechs that would be sweet.
Sounds like a challenge
Staying below from an early level on sounds good. Just remember how many assaults and super heavies you "Orioned" last season.
Definitely need a new mascot this run
I really like the size delta mechanic. A mech with a 20T advantage will still normally win against the lighter mech but now there is at least a reason to use light backstabbers/scouts/ECM. Before was boring - just get to the next weight category as soon as possible and ditch everything lighter.
I think you should stay with the lights for now... BUT, I think you should build a medium lance or even, if you are able to stay lighter then the opponents, a medium/heavy lance. So you are ready when you need them. You will also be able to take your time to tweak them to your liking and not something "good enough" build.
This is the way!
Good plan!
@paganhorde4463 Also, I myself don't mind mech building content. The builds and the thinking behind it, is as I see it, an important part of the game as well as the Battle mech universe.
Put the mediums in storage, use the lights to collect good gear and than make the mediums with the right weapons
Honestly I would say that cougar ir probably the best light mech because of that quirk and my go to for early game, just fill it with 55 clan lrm and you have a reliable missile platform that wrecks even some heavy mechs. Alternatively the RAC build on it is also pretty awesome in early game, because the quirk partially compensates the lack of gunnery on pilots
Yea ill get it back into LRM shape
Does the Stryker have to go in slot 1? You could drop a tank and add the Strider that way maybe?
Great play through so far! Keep the light mechs and just build up the medium ones with good gear until you face heavies.
I was thinking the same thing. Drip the Asher, put the striker there, then you can bring another mech.
Time to step it up! Take your Meds! :D
The chameleon looks like it could turn into an effective laser boat/backstabber, you can probably get a couple tons if you replace the Reinforced armor with some endo.
Good Plan
The store changes multiple times per month. As of now i haven't checked for a pattern, but there ARE multiple changes.
I've been trying to stick to mediums but as the amount of neat gear stacks up and the game starts dishing out heavy mechs with the odd assault, the medium mechs are getting trashed by something like a gausszilla. Even my little rotary small laser backstabber viper had LA and RT just shredded by a half dead atlas.
Time to give in and start running more heavies and eventually throw the odd assault in just to cope with certain opfor.
I'm hoping to pick up some nice SETH's at some point, I do like running VTOLs in at least 2 slots, they tend to be able to do some serious harm rapidly before running out of bombs/missiles. Plus they offer some extra AMS.
That Chameleon looks like it wants to be a fast boi based on what it already has, if you stick with the jump jets, give him smaller weapons to fill out the slots available & dedicate to ambushing, but if not, give him some midrange to fill out whatever the situation calls for?
I haven't used them myself yet, but apparently mines are back to causing enemy units to slow down. May be a good way of getting better hit chance until the pilots improve if you see any.
I'm a bit further in my current run and there are some notes that I'd like to share about my observations about early game:
1) They did something to Flare missions - defence campaigns in my current run only have Battles, Assasinations and Blackouts (at least in those 10 flares I had). So they became a nice way of gaining battle missions and a bit on top.
2) As a continuation - a faction alliance seems good nowadays, the faction shopa have a neat variety and I see stuff that wasn't usually there in my last run (both are Lyran on 3080). Maybe it can be a good idea to fight for someone for a early-midgame? Can give you more stuff to play with/look at. My go-choice is lyrans cause they have fights with pirates, locals, republic, several clans... Basically you don't even need to stop the contract ever...
3) C3 network, even a basic one, makes wonders after the patch for some reason. Running a Longbow that I got from an event as a Master unit myself with some C3 slave Strikers and a Light-medium lance, all slaved as well. Artemis/L-K missle boats hit wonderfully.
Yea, I will be doing flare-up soon
@@paganhorde4463 also, about flare ups, a bit more - there are still Destroy Base and other types it seems, but they are ONLY on attack side, while defence is more direct combat. So, it is more... controlled than it once was, it seems. At least I don't see 2-3 target aquisition missions one after another, which was a bane for me last run...
I feel like more stuff is available early on, but that maybe is just me visiting higher skull planets earlier, if that makes any sense - I'm a few months in and I already see a Marauder in a store for 5 million, I think I am going to grind the missions on my current planet hard and buy it.
I think go medium the punch up to keep the delta. I think medium is where the fun is.
Use the medium mechs to go for heavies and assaults now!
STOMPY ROBOT TIME!!!!!!
More light ppc's and mrms
In the shadow hawk
And refit the foxes with some dakka
Exploit the advantage but still progress to heavier mechs
Try the lighter path, sounds fun. I've seen my first heavies around difficulty 4.5, bagged some mad dogs and orions quite quickly. 4x ATM6 stormcrow for a nice backstabber, good times so far
Two great mechs in a Cougar and a Shadow Hawk, and the Chameleon on top of it, this was a good haul. Does size delta affect melee, because putting a massive engine in the Shadow hawk and kicking enemy shins might be a great way to get lots clan loot. Speaking of, I think size delta aught to be capped at say 2 or 3, enough to be an element in game play but not so much that it breaks it.
That's a good suggestion
Cougars are precious mechs, if only they had 5 more tons, they'd be perfect.
Keep the primo light mechs and upgrade to primo medium mechs, only take the most badass mechs. Like your catapult from the last playthrough, that thing was a heavy mech that was badass with awesome quirks that little light mech you just picked up is bad ass. That's just my opinion, pick the stuff with the most primo of all weight categories.
A little mix of both 🍻
Might be time to unload all of the Quicsell parts (off camera) and free up the upkeep costs a bit?
Dang, I called it!
Also I think just keep milk running for parts too man don't jack your difficulty rating up yet chasing that medium and heavy Mech, you're going to pick your gunnery A and b at 8 skulls just the same as you'll pick it at 3 skulls if it pops up. I suspect that some of these early missions have some components that you might not even find in leaders missions that are super good for the late game like fire control system that reduces minimum range of energy weapons by 50%, I've never seen that in the late game, what you put that on a downsize navel laser boat and that thing is amazing. Might be worth hanging out in the low tier just to handpick certain pieces like that that you know are in that area.
medium class time, maybe collect equipment and skills that offset accuracy/defence
30:58 It says the Shadow Hawk had it's engine core destroyed. How was the mech still active?
The theory is sound i would try to run as high in difficulty as you can my heaviest mech is a timby then a nova cat and I am doing ok
Run a light and separate medium lance.
good idea
mines on the road is o.p.
Size delta is mostly a non issue. If you're playing a lance that roughly matches the mission difficulty, you and your enemy are going to have roughly equal weights most of the time and you'll be playing with + - 1 delta, which is so minor. If anything, size delta makes a player's light/medium specialist, like an AMS raven, much more viable late into the game. My Raven can just stand still with void, 25 ecm and no evasion and nothing will shoot at it because they have -4 to hit it. It's pretty rare that you'll be shooting 20 ton units with your 100 tonners by the time you have 100 tonners, and if you are shooting 20 tonners, its because you've killed everything else and that 20 tonner isn't a threat to begin with. The only size delta frustration I've had is when I have 75 tonners who are trying to shoot some of the super rocket / bomb 45 ton vtols / LAMs, but that is pretty rare, and SAM specialists kill those units anyways.
I see your point, but I disagree. In the early game for this example a +1 to you and a -1 to your opposition is huge, when everyone has 4-5 gunnery. It also makes your medium into target bait, as most light units will take the easier target. I fully intend to exploit this later on and have headshot mediums with gauss rifle and void armor, while the 100 toners are just punching bags
@@paganhorde4463 I think it encourages you to make stronger (i.e. more expensive) units in a class before just jumping up to the next weight class. Previously the progression was to just jump to 100 tons ASAP, then build the best 100 tonners. Now the progression, at least for me, has been much more linear, where I'm staying in a weight class and making a better mech before moving on to the next size up. I'm interested to see if medium headshotters are worth much. Historically, a 75 ton Marauder had excellent headshot accuracy. If a medium only has one or two shots versus the 4 that a heavy can bring, I dunno if +1 accuracy is gonna move the needle much. You might not be sending enough shots down range with the limited tonnage/guns to reliably hit heads.
I hope you keep complaining about the Size Delta. Poorly implemented system. Honestly shoukd go back to old evasion rules, but put diminishing returns on evasion after say, 8 pips, thus keeping Assaults and Heavies competitive and keeping LAMS and VTOLS from being op. Just my thoughts because I greatly dislike how size delta ruins the fun and desire for bigger better mechs.
Spot on, that's how I see it too, old evasion plus diminishing return. Instead of this artificial difficulty nonsense
YouTubbers Things!
Pagan, the size delta only works in your favour when you AND your enemy don't have advanced tech yet, once you/they do, it's all diminishing returns. Put it this way, the -2 accuracy your med med mech may have on a light mech can easily be overcome by 1 FCS MK II + 1 suitable BC. Imo, it still doesn't solve the ever lasting issue of being able to use lights/meds in the late late game other than for very specific roles but that's just the way it is.
A lot of the game is based around it being a sandbox. Run lights and mediums and do level 10 missions or whatever, a scout lance company would never be expected to fight multiple assault companies like you see in the red/purple skull ratings, so don't.
I see what you mean, but why would I work to overcome a -2 acc of a medium when I get a +4 acc instead with the same gear on a light?. Also why would a medium mech requires some of the best FCS and BC in the whole Battletech universe just to fire at something lighter without penalties?. The whole concept is silly to me
@@paganhorde4463 the premise of how they’ve tried to balance the game is…less than ideal but at the very least, it keeps lights and meds somewhat relevant late game. imo the best way to play roguetech now is to make the game as slow as possible meaning 8 parts to build a mech, slow pilot xp progression but i also see how playing like this vs having to watch vids of gameplay like this is not ideal. imo once you reach heavy/assault territory, the game becomes very boring because its all about how many weapons can you slap on mechs and not much else.