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Starting RogueTech
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Roguetech Wiki
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Starting RogueTech
What is RogueTech
Introduction to Roguetech
Gameplay Changes
Installation
Online Experience
The Rogue War
Credits
Support Links
Installation
Performance Tips
Change Log
FAQ
Known Issues
Roguetech Articles
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Beginner Tips
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== '''Basic Tips:''' == *Choosing a good starting 'Mech and location can make the game much easier in the beginning. Check [[Starting Mechs by Faction Choice]] to pick out a good starter of your choice. *Read everything. Read Absolutely everything you can. Item Descriptions, Loading Tips, the Wiki, they will explain the extra mechanics and intricacies of the mod. *Pilot Skill Tree's have been changed substantially. With new abilities added and old ones changed up. Please read up on them when you get a chance! *On the topic of Pilots when you start a new game take a good look at each of your pilots now and check out what tags they have. Different tags do different things. For instance the "Wealthy" tag makes that pilot have -50% upkeep cost. All tags have benefits but some also have downsides to them. Keep a eye out as you get more pilots. *Upgrading your starter lances load out at the beginning of a run can be necessary from start to start. *All 'Mechs must have 10 heatsinks at minimum in order to be fieldable. If your engine does not have 10 heatsinks internally you must put extra heatsinks in your 'Mech. Each heatsink you put in while under 10 will not add any extra weight to the 'Mech. *Unlike vanilla keeping a Light 'Mech around is quite viable. In fact anything you get your hands on can be viable depending on how you build and outfit it. Experiment with various builds and find out what works best for you! *Read the text for the contracts they contain important info and tips on what you may find when you accept the contract. *Stick to low skull contracts in the beginning until you feel your 'Mechs and skills are up for the increased challenge. *Increased challenges mean increased rewards. The higher the difficulty the more powerful and well equipped the enemies will be. However this also means good opportunities for good salvage! *If you have Flashpoint and the Roguetech Flashpoint Module installed there are a good few early game Flashpoints that can appear that can get you a lot of salvage, C-Bills, 'Mechs, and Equipment of all varieties. If you can handle it you can get a good jump start! *On missions where time is NOT of the essence (e.g. you have X amount of turns to get something done, the enemy already has you on radar and is coming, etc. would be examples of missions with a time table to them), you can simply end your turn multiple times to build up your resolve. This will allow you to get the aiming bonus for being above 50% and will allow you the option of doing a 'precision strike' or 'vigilance' at your discretion. *If your Mechs are stuck on deploy and cannot move, click on active abilities, then select "Careful Maneuvers", this allows you to move one hex in any direction, regardless of terrain- be aware though, this will also allow you to move a unit into deep water, which will kill it.
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