i think LBX autocannons are good almost all the way through, especially cluster ammo. they are lighter than their standard autocannon cousins. and have the option of slug or cluster ammo, slug making them function as a regular autocannon, but with a few tons of weight saved. and cluster making them funtion like big shotguns. cluster gets a bonus to accuracy, and a much bigger bonus against VTOLS. it deals more total damage than the slug or AC version, but can spread it out over multiple locatons. The cluster ammo also gets bonus Crit chance, meaning if you can shoot it into the open structure of a mech, it is more likely to cause ammo explosions, or even remove weapons or engines.
Aye, the LBX is a fantastic system, one of my favorites! The -10 class especially is a workhorse for it's versatility and reliability. I do think it gets overshadowed a bit by the more advanced tech when your company gets further along, but that doesn't mean it's a bad weapon by any stretch.
@@Gubaji early on, I had a Clint(40T) which has a quirk letting you toggle close or long range accuracy(bonus either way) and the pilot affinity at 20 gave it a +2 acc,-1 recoil in ballistic arm. I equiped it with an lbx-20, ballistic fcs, and angel ecm and BAP and a huge engine. I was using this to give knockout punches well into heavy mech gameplay. I thought about swapping to a clanner u/ac20, but couldn't get any ammo for it.
I'm imagining this whippet of a pilot burning around the battlefield, head poking out of the brush to yell "Sup?" over the external speakers before blasting an unsuspecting Mech into scrap. Good stuff!
Ditto. I carry both slug and cluster ammo with lbx. If I'm long range with low accuracy, I appreciate the +1. If I'm facing a fresh target at close range, it's eating a slug!
I enjoy inferno ammo. Long range (for an SRM), I use it to blockade my enemy's movement options (burn baby burn). Close range, it'll overheat mechs preventing them from firing back, forcing a shutdown or a straight out ammo explosion if you roast them.
great Choices tho maybe a longer list (10-20 Items) would help new players alot, i absolutly didnt need the video, but i still rly like the effort of giving a headsup to new Roguetechers
Hey Gubaji, first of all thanks a lot for those two tutorials, they been very helpful indeed. I would majorly appreciate if you could do some more of them, maybe about a more detailed look into FCS and the green FCS which allows to add BC's? In that chapter of the game I would also be super interested how you would rate and scale stuff in terms of cockpits, sensors and fcs (+accuracy vs. evasion pips ignored). What makes sense to combine and what not so much? I am also asking because I am currently struggling with the usage of ar12 sheated beacon vs angel ecm and stuff like that - I just have the feeling that I am not doing everything right... lol ...maybe its a language issue or my brains just broken. I mean if you watch other playthroughs here or on twitch is all about Predator FCS, Sniper Sensors and rangefinder in case no enhanced imaging is available. Or maybe a tutorial about the advantages/disadvantages of the various melee options? And one question about the small cockpit advanced, I started 3 weeks ago with Roguetech and played only the table top until the late 90's beforehand, I think I have one in stock which I could use, whats the downside of this, besides not being able to slap on a gunnery a? Either way, thanks a lot for those two you did, gave a lot of re-assurance for me.
I'm happy to hear that you have found these videos helpful! I actually have another one scheduled for release tomorrow, too! I will certainly look into the possibility of an electronics tutorial, that's a great suggestion. FCS Predator and Sensor Tracker I would classify as endgame level equipment, you aren't wrong about that. There's just a lot of game before you get to that point! :) I'd hate for players to miss out on early boosts by waiting for the prime loot to drop. You aren't missing anything about the Cockpit Small Advanced- there is very little downside to using one, and the versatility of an extra ton is just so powerful. The only trade is the A mod slot and your other options (like enhanced imaging) for the cockpit equipment. Thanks for the comment!
I’m a huge fan of super chargers. I slapped that, masc, 2 medium Rex laser and 2x srm 6s on my stealth, and it’s been amazing. But I find a supercharger is far better than to invest a LOT of extra tonnage into an engine. Depends on the mech though, of course.
This is a great point! The supercharger is fantastic at giving you a boost of speed when you need it without carrying the weight of a larger engine. It's quite useful on fire support or back line units to help reposition a few times per battle, or to give a lighter unit the extra movement to get the perfect shot (or get out afterwards!).
@@Gubaji Yeah that was the ONE item i would prefer over every items you have suggested... Even the D kit! But each their own, my playstyle is up close and personal lol
I just bought battletech vanilla, and now discovered Roguetech.. I beat the campaign and starter playing carreer... Am I wasting time on vanilla, and should I just grt Roguetech instead?
If you even remotely liked vanilla, you will likely love RT. Although, keep in mind it has many different mechanics and the learning curve is a bit steeper. Come to Discord or Reddit if you have gameplay questions.
I'd probably recommend to newer players to probably play a bit of vanilla BattleTech before attempting any of the mods, so having completed the campaign sets you up nicely. So, do you want MORE? If yes, then definitely look at RT. More mechs, quirks, tech, challenge. I wouldn't say that you would be necessarily wasting your time on vanilla, but at the very least I'd encourage you to give the mod a try; you can always uninstall and go back. Like MeanGun said, if you enjoyed the base game, there's a good chance you'll enjoy RT. Personally, I couldn't fathom ever returning to vanilla after having tasted Roguetech, and I'm several cases in at this point...barges, more like...
i would enjoy vanilla while it lasts, after starting with the mods i never came back, not because it is bad or anything, but the mods are mostly a surplus. i personally would recommend to go for the easier mods first, i think Battltech extended 3025 CE, then Battletech 3062 Advanced ,then Rougetech. Roguetech is still a steep hill to climb but i love it
yes you should, just don't add all the extras, read the roguetech wiki for new player guides, lookup how to setup the options for new players to roguetech :) roguetech.fandom.com/wiki/Introduction_to_Roguetech
I created a follow up to this video that details some of the most powerful items I believe you can acquire:
th-cam.com/video/UH4sQxLH4RQ/w-d-xo.html
1. 32+gigs of ram
2. at least 4.5 ghz on a single core
3. SSd
4. Drink
5. Snack
army of darkness reference, hell yeah love that movie.
"Good. Bad. I'm the guy with the gun."
i think LBX autocannons are good almost all the way through, especially cluster ammo. they are lighter than their standard autocannon cousins. and have the option of slug or cluster ammo, slug making them function as a regular autocannon, but with a few tons of weight saved. and cluster making them funtion like big shotguns. cluster gets a bonus to accuracy, and a much bigger bonus against VTOLS. it deals more total damage than the slug or AC version, but can spread it out over multiple locatons. The cluster ammo also gets bonus Crit chance, meaning if you can shoot it into the open structure of a mech, it is more likely to cause ammo explosions, or even remove weapons or engines.
Aye, the LBX is a fantastic system, one of my favorites! The -10 class especially is a workhorse for it's versatility and reliability. I do think it gets overshadowed a bit by the more advanced tech when your company gets further along, but that doesn't mean it's a bad weapon by any stretch.
@@Gubaji early on, I had a Clint(40T) which has a quirk letting you toggle close or long range accuracy(bonus either way) and the pilot affinity at 20 gave it a +2 acc,-1 recoil in ballistic arm. I equiped it with an lbx-20, ballistic fcs, and angel ecm and BAP and a huge engine. I was using this to give knockout punches well into heavy mech gameplay. I thought about swapping to a clanner u/ac20, but couldn't get any ammo for it.
I'm imagining this whippet of a pilot burning around the battlefield, head poking out of the brush to yell "Sup?" over the external speakers before blasting an unsuspecting Mech into scrap. Good stuff!
Ditto. I carry both slug and cluster ammo with lbx. If I'm long range with low accuracy, I appreciate the +1. If I'm facing a fresh target at close range, it's eating a slug!
I enjoy inferno ammo. Long range (for an SRM), I use it to blockade my enemy's movement options (burn baby burn). Close range, it'll overheat mechs preventing them from firing back, forcing a shutdown or a straight out ammo explosion if you roast them.
great Choices tho maybe a longer list (10-20 Items) would help new players alot, i absolutly didnt need the video, but i still rly like the effort of giving a headsup to new Roguetechers
Hmm. Perhaps I should make a followup to this one. Thanks for the comment!
Ultralight rotary rifles. You're REALLY missing out if you're passing on these bad boys.
I'm not usually a fan of the tiny popguns, but, 2 tons? Did I read that right? Surely that's a mistake.
In my playthroughs, I find the Support Gunnery As a lot more than the Bs. Kinda weird. lol
I guess somebody has to even out my dice, lol!
Hey Gubaji, first of all thanks a lot for those two tutorials, they been very helpful indeed.
I would majorly appreciate if you could do some more of them, maybe about a more detailed look into FCS and the green FCS which allows to add BC's? In that chapter of the game I would also be super interested how you would rate and scale stuff in terms of cockpits, sensors and fcs (+accuracy vs. evasion pips ignored). What makes sense to combine and what not so much? I am also asking because I am currently struggling with the usage of ar12 sheated beacon vs angel ecm and stuff like that - I just have the feeling that I am not doing everything right... lol ...maybe its a language issue or my brains just broken. I mean if you watch other playthroughs here or on twitch is all about Predator FCS, Sniper Sensors and rangefinder in case no enhanced imaging is available.
Or maybe a tutorial about the advantages/disadvantages of the various melee options?
And one question about the small cockpit advanced, I started 3 weeks ago with Roguetech and played only the table top until the late 90's beforehand, I think I have one in stock which I could use, whats the downside of this, besides not being able to slap on a gunnery a?
Either way, thanks a lot for those two you did, gave a lot of re-assurance for me.
I'm happy to hear that you have found these videos helpful! I actually have another one scheduled for release tomorrow, too! I will certainly look into the possibility of an electronics tutorial, that's a great suggestion.
FCS Predator and Sensor Tracker I would classify as endgame level equipment, you aren't wrong about that. There's just a lot of game before you get to that point! :) I'd hate for players to miss out on early boosts by waiting for the prime loot to drop.
You aren't missing anything about the Cockpit Small Advanced- there is very little downside to using one, and the versatility of an extra ton is just so powerful. The only trade is the A mod slot and your other options (like enhanced imaging) for the cockpit equipment.
Thanks for the comment!
Helpful thank you
That's great to hear, you're welcome!
I’m a huge fan of super chargers. I slapped that, masc, 2 medium Rex laser and 2x srm 6s on my stealth, and it’s been amazing. But I find a supercharger is far better than to invest a LOT of extra tonnage into an engine. Depends on the mech though, of course.
This is a great point! The supercharger is fantastic at giving you a boost of speed when you need it without carrying the weight of a larger engine. It's quite useful on fire support or back line units to help reposition a few times per battle, or to give a lighter unit the extra movement to get the perfect shot (or get out afterwards!).
@@Gubaji Yeah that was the ONE item i would prefer over every items you have suggested... Even the D kit! But each their own, my playstyle is up close and personal lol
I guess week 90 is still early game since I havent seen any zooms in loot or stores lol. Nice video!
That's some pretty rotten luck! Perhaps you've seen some optics at least? Thanks for the comment! :)
Although, if you are consistently coring your enemies, they get destroyed along with the mechs.
I just bought battletech vanilla, and now discovered Roguetech.. I beat the campaign and starter playing carreer... Am I wasting time on vanilla, and should I just grt Roguetech instead?
If you even remotely liked vanilla, you will likely love RT. Although, keep in mind it has many different mechanics and the learning curve is a bit steeper. Come to Discord or Reddit if you have gameplay questions.
I'd probably recommend to newer players to probably play a bit of vanilla BattleTech before attempting any of the mods, so having completed the campaign sets you up nicely.
So, do you want MORE? If yes, then definitely look at RT. More mechs, quirks, tech, challenge. I wouldn't say that you would be necessarily wasting your time on vanilla, but at the very least I'd encourage you to give the mod a try; you can always uninstall and go back. Like MeanGun said, if you enjoyed the base game, there's a good chance you'll enjoy RT. Personally, I couldn't fathom ever returning to vanilla after having tasted Roguetech, and I'm several cases in at this point...barges, more like...
i would enjoy vanilla while it lasts, after starting with the mods i never came back, not because it is bad or anything, but the mods are mostly a surplus. i personally would recommend to go for the easier mods first, i think Battltech extended 3025 CE, then Battletech 3062 Advanced ,then Rougetech. Roguetech is still a steep hill to climb but i love it
yes you should, just don't add all the extras, read the roguetech wiki for new player guides, lookup how to setup the options for new players to roguetech :) roguetech.fandom.com/wiki/Introduction_to_Roguetech
the campaign, artwork, and soundtract are worth playing through. once you have played through it, then look into doing rougetech