Getting Started Guide

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/!\ Warning /!\

This guide is deprecated and has not been updated since September 2018, RogueTech version 0.992

Please use the following guide instead: Introduction to Roguetech

A guide for beginners, with tips for experts[edit | edit source]

Introduction:[edit | edit source]

In this guide, I will attempt to give you all the tools you need to play well and successfully get started in RogueTech. The guide will cover all of the basics, things to look out for and will also give tips for play at the hardest difficulties if you wish to challenge RogueTech's harder modes.

Each section will cover a general area of the game. This is not intended to be a tactical guide, but more of a factual guide. If you are looking to improve your tactics, I recommend that you watch high skill players play, since every battle is different and thus tactics can be very dynamic.

Getting Started:[edit | edit source]

I highly recommend that you do not play RogueTech until you've completed the base game. As tempted as you might be to jump into the deep end, the base game is great fun and will teach you a lot of basics which won't be covered here. Finish that first, then play RogueTech.

If you are new to RogueTech, I highly recommend that you play on the default difficulty. Lower difficulties can cause you to adopt bad and/or exploitive habits, but higher difficulties really do require a strong understanding of the game. I also recommend that you do not play Ironman at first, as repeating the “early game” over and over can be very testing.

I also recommend setting yourself a “win” objective and declaring victory when you achieve it. Here are a few examples which I have used in the past:

  • Gain 8 Assault Mechs
  • Acquire 25m C-Bills
  • Collect 1 of every 'Mech

Once you win, challenge the game again on harder settings and see how far you can go!

Hardest Possible Tip:[edit | edit source]

  • I highly recommend you build your main character with a 4 in gunnery. Hardest possible games have pilots that effectively don't level, so getting a 4 in gunnery is a huge benefit. An upgrade from level 3 to level 4 costs 14.5k experience points!

Day 0 Considerations:[edit | edit source]

Once you've decided on your settings and the game begins, it's important to take stock of what you have. If you are playing on default or hardest, your lance will be randomly generated. You'll also have a full set of pilots to use and some spare parts.

The first thing I would consider to be my primary objective is to buy the second Mech Bay, though you'll have to get power repairs done first. This doubles the amount of mechs you can repair and also decreases costs. This is vital, to keep up with repair work that you will need to complete after a rough mission. Be sure to make a mental note of all the other Argo upgrades, they are very different and far more useful in RogueTech.

Check out your mechs, but I wouldn't be tempted to change them, yet. You should try to fit changes in after missions are over, when pilots are recovering and whenever you have “spare” bay time.

Hardest Possible Tip:[edit | edit source]

  • You can't afford Mech Bay2 immediately, but it's even more vital that you get it. Do whatever it takes to get it in the first month and still have enough money for the end of month expenses. If you can't do this, your situation will be extremely desperate and you'll likely bleed until you are forced to restart. Sack expensive and/or criminal pilots to control costs, just before the end of month report is due.
  • You'll want to start with a half skull contract to get used to your 'mechs and make some easy money. Generally speaking salvage is the way to make good money in RogueTech. Consider taking any Fusion Cores that are dropped, as even the weakest Fusion Cores are worth good money. I would also consider keeping spares. Fusion cores are required for a 'mech in Roguetech to work. You cannot deploy a 'mech that has a destroyed core, so keep this in mind.
  • Contracts follow the same sort of rules as the base game. So if you see the contract “Letter of Marque” then expect highly damaged, slightly harder than usual 'mechs and tanks. If you see “Hard Contract” even at ½ skull, expect 2 lances of fully armoured units. Learn the contracts, taking the wrong one can be a fatal mistake!
  • You will have to take credits in some cases, just to stay alive. A priority pick is worth about 40-75k for a hardest possible player, very rarely up to 200k can be had, but don't count on it. Therefore, a contract that is 4/X priority or 400,000 C-bills, might be better off being taken for C-bills if you are desperate for funds (and you will be).
  • You will want to review your pilots, checking their service history for skills and spending any points they have. I would personally recommend you ditch expensive pilots for cheaper ones, but it shouldn't be a huge issues on normally difficulty. Criminal pilots will steal from you constantly, unless you have a pilot with the “honest” trait. Therefore, consider sacking expensive criminals and replacing them with cheaper pilots with better traits. You should always sack a pilot just before you are due to pay them, then hire a replaced once the monthly payment has passed, or if you are due to leave a planet.
  • There is only one pilot per planet, pilots effectively don't level and you definitely can't afford all the pilots you start with. Sack pilots down to the 5 cheapest to keep your expenses around 200,000 / month. Replace them as and when you find cheap/honest/decent replacements. Forever 3/3/3/3 pilots should not be costing you more than 18,000 / month if you can at all help it.

During your first contract:[edit | edit source]

RogueTech follows TT rules more than it does the rules in the base game. Therefore here are some tips which should help you get into the swing of how combat unfolds:

  • You can fire after sprinting, but with an accuracy penalty. This is pretty much always worth it, you want to prevent damage as much as you can. Keep that evasion high!
  • You get accuracy bonuses for shooting the side and rear. Downed or shutdown 'mechs are almost impossible to miss. Exploit this whenever you can.
  • Heat can cause all kinds of problems, but not instantly. It's ok to go hot for a turn, but make sure you cool off after. It's high, continuous heat that is the most dangerous, especially as it causes ammo explosions. If you won't cool off, consider going super hot and shutting down. You'd actually be less likely to explode this way! Laser boats can't explode, so also consider this when fighting your heat bar.
  • If you shoot the same enemy repeatedly, even if it won't do that much, it'll cause them to panic and they may eject far soon than they should have. It can also cost them their evasion tokens, opening them for abuse.
  • The enemy will go for your rear whenever possible, but you can exploit this. Armour up the rear of a 'mech and “offer” it to the enemy, with your 'mechs behind it. The enemy will expose their rear to shoot yours, but you'll be sat there ready to blast them and a stationary shot has a bonus.
  • Nightmare tip: Your awful pilots need all the help they can get. Don't even bother firing unless you can get a rear shot and be sure to favour accurate weapons in your builds. Lasers, LRM's and SRM's are all good. Pulse is even better.
  • Nightmare tip: Add TAG, NARC, and accuracy bonus items whenever humanly possible. Your battle will be against their cross-eyed gunnery. Make your own luck by stacking bonuses so that the pilots don't matter.

After your first contract:[edit | edit source]

Accept the automatic repairs, unless you are planning to fully review and make changes to all your mechs. Generally speaking, if repairs take less time than “6 days”, then you'll likely have spare repair time before your pilots are ready to fight again. Unless you decide to keep or are running 8 pilots from the start, which is not generally speaking very economical at the very beginning. This is because it is highly likely that at least 1 'mech will take longer than 6 days to fix.

Early on, you are extremely dependant on your starting lance to get work done. You may be tempted to deploy less 'mechs to save money and do more contracts, but this will usually backfire. You'll end up taking more damage, which will end up costing you more money to fix than you made. You should consider additional armour for your lance to keep it alive. Until you have replacement 'mechs, which could take considerable time to acquire.

'Mechs will come pre-damaged on most difficulties and will cost time and money you can't afford to give them early on. So it follows that you'll want to get a healthy secure bank balance before you start expanding your lance and costs. Therefore it is critical that you look after your starting lance. I would personally also favour mediums and scrap lights. It's often not worth repairing a 'mech you won't use before selling it, as well, so hit that scrap button and move on as necessary.

Hardest Possible Tip:[edit | edit source]

  • Keep the damage as low as possible, a repair bill of 150,000 or more early on is basically death. Don't worry about capturing 'mechs, just kill them quick and prevent as much return fire as possible. You'll win by minimizing costs, not maximizing profits, though that certainly helps!

When to move planets:[edit | edit source]

Once the contracts you can easily do run out, I would suggest you move planets. Try to time the move to the time after a bad contract, so that the move time is not wasted and repairs are getting done while you are travelling. If you must move and no damage is done, this is your time to get lab work done.

It is better to change planets and keep your risk low, at the start. Only once you have 2 lances and the pilots for them, do I recommend that you risk missions you aren't quite ready for. Therefore changing planets is something you need to actively and often think about.

Remember that the game's difficulty is determined by the value of your top 4 mechs, so it makes sense to build 8 similarly valued 'mechs, rather than having an “A-Team” of 4 amazing mechs and a “B-Team” of weaker 'mechs. This often catches people by surprise, but you generally don't want to use your best equipment unless you have enough of it to spread it around over many 'mechs.

Don't think that you have to use your best gear as soon as you get it, build it up and then deploy it to many 'mechs in a general wave of upgrading. This will keep you from getting in a position where the game expects all of your 'mechs, to be as good as your best mech.

Hardest Possible Tip:[edit | edit source]

  • Look for planets that are 10 days away or less and be sure to check the hiring hall every time. It's 1 pilot and 20 items per planet, so keep your eye out for chances to get a sneaky planet change in to refresh the shops and hiring hall.

In conclusion:[edit | edit source]

I hope this helps you get started and please let me know if there is anyway to improve this guide. Most things will come with time and experience, so don't give up. There is also plenty of live help available but be sure to try and work things out yourself first.

Enjoy RogueTech and I'll see you out there :).