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TAG and NARC as well as the TAGGER are not stackable in itself, but don't share the same debuffs, so they are stackable ontop of each other which makes having all of them usefull. Also note that the last two mentioned are also twice as effective and have increased duration over the TAG, which makes up for their increased weight.
TSMs and Superchargers/MASC don't stack, you can only chose one type. Also note that while the MASC seems more effective when you have an evasion build it counts as a gyro and a critical componant both. This renders the MASC inferior to the other two once you obtain hit defense gyros. TSMs take up a lot of space though...
NSS are only worth it because the author restricted bulwark from the skilltree to melee builds and nerfed it. Bulwark is also removed when the target becomes unsteady through any kind of ranged weapons.The 3t for 1 hitdefense don't even come close to EWS (3t +2 hit def and no heatmalus), which is a musthave at this point for every kind of mech. NSS are made for sneaky mechs because they reduce signalsize, thus the name Null Signature System.
Don't forget shields, they reduce incoming damage by up to 15%, coupled with the DNI cockpit and the absorbing materials you mentioned they become very effective for your lancetanks.
Also note that melee attacks don't trigger flamers/S Lasers/MGs in RogueTech, there are a lot of more or less dedicated melee weapons/actuators.
In the current build 0.987 melee does not remove all evasion pips, but it counters guarded whether you hit or not. A score with your fists will most likely unsteady the foe and this is what erases the pips.
Moving gives you -1 accuracy and while you can sprint and fire this is an additonal -2, which makes Bulwark (NSS) good early on, because you still wanna hit something, but later on you ignore the mali and take evasive pips wherever you can. Evasion is a thing even with assaults, slap a supercharger and hit defense gyro (or partial wing system and JJs) on every mech and sprint every turn and you will be inclined to leave the shields at home, that's how good evasion has become.
Also sensorlock is now a tier 8 skill, so locked for the early stages. Tactics 10 is a musthave for LRMs, due to the need of reducing indirect fire penalties.
As for ammo types:
Inferno: Haven't tested it much, but considering overheats can trigger ammo explosions you can try to get certain mechs to self destruct or at least cripple them.
Dead fire: I found the penalties were worth SRMs that do 50% more damage,especially on a fast mech that can unload on a targets back.
Hot loaded LRMs: Seems like the worst of both worlds for LRMs. You might as well use SRMs at that point.
Precision: Good for counteracting recoil penalty.
Armor piercing: not bad, but not that amazing either I think.
Live fire: I like the idea of these, especially on AC/2s. Stability damage is really useful in RogueTech , and anything that knocks over mechs is welcome.
Caseless: I like these because more ammo is always welcome, especially on an AC/20.
After the latest update you can only mount 1 meleeweapon per arm, so the Behemoth I believe you are talking about is no better in melee combat than the Kraken or the Marauder II series. Technically they do less damage then Banshees or AS7s but they do have the melee accuracy going for them, which is nice. Hate to say that melee accuracy overall went down the toilet, but had to be nerfed.
So I installed those plus a few others.
Really liking Tonnage limit by mission difficulty as well.
Actually finding sandbox a challenge without the money and mech story boosts that made campaign too easy.
Once you upgrade the Argo a bit and get a decent stable of Mechwarriors, the long term contracts become very lucrative. You have to be very careful with your better mechs, though ;one pyrrhic victory could have your MVP mech out for a month in repairs.