An Introduction to Roguetech
The Beginner's Guide to RogueTech[edit | edit source]
The purpose of this guide is to provide a brief overview of the RogueTech mod and help new players learn new features and capabilities. You're probably here because you've already downloaded the game from NexusMods, but just in case the warning wasn't clear: THIS MOD IS NOT SUPPOSED TO BE EASY, ENEMIES ARE DEADLIER AND THAT'S INTENTIONAL!
Before you get started[edit | edit source]
Make sure you read through the Installation Guide, as there are a few quirks to installing the mod properly.
Just to be absolutely clear: THIS MOD IS NOT SUPPOSED TO BE EASY, ENEMIES ARE DEADLIER AND THAT'S INTENTIONAL! Missions and enemy lances have been vastly redesigned to allow for more maneuver and counter-play, while making use of mechs across the weight spectrum. ArrowIV and LongToms exist, and will blast your newbie-trap Assault mechs, when you should instead be running a fast mech to close on them.
You should probably read through the configuration options. There's a lot to help with performance and adjusting difficulty. In particular, the section about Difficulty Scaling is incredibly important to first-timers. The game can only display up to 5 skulls, but there is a theoretical design maximum of 12.5 skulls that exists and the game cannot show. Know your limits.
Configuring RT[edit | edit source]
The following are recommended configurations for players new to RT, to get a better feel for gameplay changes before loading in nukes that can one-shot your lance. If the option is not listed, it doesn't really matter what's selected.
- Offline - explore at your own pace.
- By Planet - fixed skull ratings to better plan and allow you to bring overwhelming force to a mission.
- Disable Random Spawns - missions are more predictable.
- Automatic deploy - retain predictability by following the designed routes.
- AI Convoy - don't worry about driving convoys, just follow them.
- Map size - Standard.
- Enable Allies - this enables a chance to spawn friendly allies to help if your lance is underleveled.
- Random Ronin Starting Pilots - start with better pilots.
- Disable Concrete Jungle - you don't need buildings with lasers speaking Capellan.
- Disable all Era's Units - you don't get advanced mechs, but the AI also doesn't get them to blow you up with.
- Disable all optional mods/components - again, more crazy advanced stuff that should be left out. ESPECIALLY NUKES.
- Enable all additional pilots - more stronger pilots, why not.
- Enable Free Armor after battle - one less thing to worry about.
Starting your Career[edit | edit source]
- Once you have launched a New Career, you will see a menu with career settings, which allow you to tailor the RogueTech experience according to your taste. Hover the mouse pointer over each setting to understand what it modifies, or read the Settings Guide for further assistance.
- During the career setup you will select a starting planet, which will influence the Mechs that you will get in the beginning of the game. The Mechs are pulled randomly from Faction Tables and make each start unique.
- After that you will create your character and you are all set to dive into Career Mode.
Changes[edit | edit source]
Check the full list of Gameplay Changes to discover all the changes the RT team is hard at work on! For the highlights, read on.
Major Changes[edit | edit source]
Rogue tech introduces some major changes to the core mechanics of the base game, namely:
- Skill Based Initiative. In the base game, each Mech weight class has its own initiative. However, in RogueTech initiative is defined by MechWarrior skill, installed equipment and other factors, including some degree of randomness. To learn more, read the corresponding Skill Based Initiative Guide.
- Low Visibility. Similar to the original game, in RogueTech your MechWarriors can spot enemy Mechs visually or using their Mech's sensors, but these mechanics have been vastly expanded to add depth and allow for greater depth in decision-making. Learn more in the corresponding guides:
- The Visibility Guide explains how sight range is calculated to determine which targets are visible and which are not.
- The Electronic Warfare Guide explains key principles of EW in RogueTech as well as how various electronics equipment (Sensors, ECM, Active Probes, Electronic Warfare Suites etc.) works.
- Large Scale Battles. One of the major changes of the RogueTech mod are larger maps and the ability to field more than 4 mechs - up to 8 total. In order to do so you will need to upgrade your Argo Drop Ship, which is covered in the Argo Guide.
- Accuracy. Accuracy has become more granular as well as taking into account additional factors such as height difference, angle of attack and more. Learn more in the Accuracy Guide.
- User Interface has new elements and additional controls which allow you to change firing modes, activate specialized equipment and more. Check out the UI Guide for details.
Other Notable Changes[edit | edit source]
New Pilot Skills and Quirks. RogueTech introduces a new, reworked skill tree, with new passive and active skills and working pilot quirks.
Panic System. Simulates panic and automatic ejections for MechWarriors and vehicles.
Mech Bay. Unlike in the original game, in RogueTech Mechs need to be assembled manually and you can assemble Mechs from different variants (though at an additional cost).
Take a look at the Mech Bay Guide to understand how Mech assembly works and what different color coding in Mech storage indicate.
A full list of Gameplay Changes can be found here
New Mechs, Vehicles, Weapons and Equipment[edit | edit source]
RogueTech introduces hundreds of pieces of new Mechs, vehicles, weapons and equipment: