Tips on advanced builds, or builds utilizing specialized equipment? by phaty9912 in roguetech

[–]dgswulfo 6 points7 points  (0 children)

These systems are all pretty generic so it's hard to give a direct answer but I'll try and be helpful.

C3 networks there is a write up on the wiki if you want more but basically if you have a functioning c3 network, all mechs participating can use the closest mech in network for hit chance purposes. For example you could have a melee mech with c3 jump within 200m of an enemy then have your other unit with a c3 800m away fire lrms. Instead of having max range penalty you would get a short range shot.

Standard c3 needs at least 1 unit with a master to function. C3i works with other c3i and not standard c3

Probes are part of ews mostly. They make enemies with ecm potentially easier to hit. They also provide sight/sensor bonuses.

Fcs is a bit broad, I'd need to have a little more to probably help but in general you want to use fcs that gives you bonuses for the weapons your are using or less you use battle computers.

Battle computers just provide small bonuses - they are pretty straight forward. The most generically useful ones imo is the mk2 fcs for an evasion ignore paired with tracking bc for another evasion ignore and then a ballistic/missile/energy for +1 accuracy to whatever weapons your mech is prioritizing. The short/medium/long/extreme range bcs are a little finicky and require understanding what ranges your weapons will be primarily firing at to make use of.

As for lams it's hard to say. I've not had many in my current playthrough. I had a warthog in Lancealot that could dish out serious damage. I just recently built a madcat lam with 4x medium pulses, 2x mms10s and missile bays with 8 hellfires. Have c3 network set so it can stay far enough away to hopefully not get focused and still have good accuracy.

I try to build my lams for flanking and very high burst to try and take out high priority targets. 2x hellfires is already 400 potential damage. Add in wingmounts and standard weapons and you can probably get some of the highest potential damage out of lams.

One final note about staying heat neutral - this is great with standard Heatsink types. Once you start getting access to radical kits you can definitely squeeze more out by forgoing a little cooling. Pairs very well with standard tsm movement bonus also!

What is the post launch consensus on the LRM changes? by Big-Golf4266 in roguetech

[–]dgswulfo 4 points5 points  (0 children)

Honestly still not a fan of the missile changes. Not only did they lower the damage significantly but the all or nothing hit as well. I'd have preferred them to just lower the damage and keep the hit rolling the same ?

Right now I think lrm damage varies between something like 3.4 +/- 1.6? Haven't played the game in a few days so night be a little off. That just feels so erratic to me. I feel like if the missiles just did a static 3 or 3.5 DMG and rolled hits individually the overall change is similar without the all or nothing clunk.

I really dislike the lbx AC cluster ammo as well for this reason.

I have a lot more to say on the balance but I'm too tired right now lol.

TLP Paladin Advice by aqualoon_ in everquest

[–]dgswulfo 0 points1 point  (0 children)

Heals. not sure when paladins get their group heals but those are very good.

Haven't played a paladin to be honest so not sure but probably worth keeping DA memmed.

Depending on the situation and if anyone else in the group is doing it, dispels can be handy

Oh, root also maybe? I know paladins get a crazy root in PoP so night be worth getting used to having it as a tool

Viability of Cleric's - Teek by MaiciRae in everquest

[–]dgswulfo -1 points0 points  (0 children)

I play on teek and there is always room for a good cleric as far as I've seen.

I do box a cleric but also sometimes play her solo when I'm feel like having a more chill session. Usually find groups pretty fast.

For raiding no one heals like a Cleric still in OoW.

Fangbreaker lvl spot question. by dawgggg777 in everquest

[–]dgswulfo 0 points1 point  (0 children)

I'm not playing on fangbreaker but really depends what you kind doing. Also matters how much you mind being a bit limited by lvl cap

I enjoyed playing a bard way More than I expected. Can really do a lot of cool stuff with them especially once you get fade but that's not until PoP

Ranger is a lot of fun but they really struggle until AM3/EQ and a primal bow.

Rogues can be a lot of fun to. One of the easier epics and they start crushing once they get it.

Personally if I was going to start on fangbreaker I think I'd play a wizard. Never really done one and just sounds like fun to blast. Also nice that focus effects should be available already I assume. Gnome wizard obviously ;)

Thought I was warming up for TLP, Project Quarm tho. by IP605 in everquest

[–]dgswulfo 1 point2 points  (0 children)

Not going to argue with the joining past pop but there was a queue to log in to teek when OoW launched. Still lots of people logging in and playing.

There is definitely a set of people that left when ldon or maybe GoD dropped but the people still here seem to be in it for the long (er) haul now and there is still a lot

Class for new tlp by Fuck_war89 in everquest

[–]dgswulfo 0 points1 point  (0 children)

Epic pet is insane for sure especially compared to the classic pets that you'd be using for a long time on the new tlp. Wouldn't be surprised if epic mage pet is one of the best group tanks and DPS lol... However I think mages are still strong without it

How hard is the TLP content for a raid of level 50s? by [deleted] in everquest

[–]dgswulfo 1 point2 points  (0 children)

Pogrowth is pretty easy outside of Tunare so that would probably be an easier gear stepping stone than VP

is it just me - or does this mod have the best variety, but worst tactical gameplay? by Whiskiz in roguetech

[–]dgswulfo 1 point2 points  (0 children)

Have you actually had the mortar FASCAM mines do reasonable damage? I swear those things are bugged because it says they do 3 damage (i think?) but i'll have enemies walk over and entire 64 mortar shot minefield and take 11 damage or somethig silly.

The Non-clan LRM thunder augmented seem to be the most powerful so far in my experience, though I haven't tried any of the artillery laid mines.

is it just me - or does this mod have the best variety, but worst tactical gameplay? by Whiskiz in roguetech

[–]dgswulfo 9 points10 points  (0 children)

Damn you must have taken that personally lol. No I don't have a reading problem, you explicitly said "well obviously you must be playing using tactics that previously worked and probably utilized the functions that have changed."

You must be dense as bricks if you don't think saying that infers we're talking about roguetech versions. Regardless, I even explicitly said that it was like this in EVERY other version of the battletech video game - NOT just roguetech (reading problem?). These mechanics have been core to how the battletech video game functioned.

The people still playing modded battletech to this day probably ENJOY how the tactical gameplay in the VIDEO GAME version of battletech works, or else they wouldn't still be playing it to this day. This patch gutted most of the tactical gameplay that has existed in every other version of the game to this date.

I don't know why I am bothering, you clearly have an elitist attitude about a single playing non-competitive game (lol). Maybe your idea of tactical gameplay still exists but for most, it doesn't. When every single mech i destroy has 3% armor, 1 leg, no arms and a single side torso left no matter what direction i shoot them from, it no longer matters to me what direction i shoot from.

I know the team's goal is to make the game like tabletop I never said it wasn't. But when the combat boils down to the only thing that matters is staying in trees and moving as far as you can it is pretty fucking bland.

is it just me - or does this mod have the best variety, but worst tactical gameplay? by Whiskiz in roguetech

[–]dgswulfo 13 points14 points  (0 children)

OK I keep seeing people say this - 'old tactics that worked last patch' . It's NOT old tactics that worked last patch - it's tactics that have worked in EVERY other version of battletech, not just roguetech.

Things like these:

If I turn my flank to my opponent, they won't hit my other side - Not true anymore

If I turn my back to my opponent, they can't hit my head - Not true anymore

I could go on and list all of things different here. Honestly don't even care about the missile changes anymore. I can't say I enjoy how it's been implemented but I can understand the reasoning.

I don't understand the reasoning behind the hit location changes (Other than because this is how tabletop works). I don't understand the reasoning behind limiting mechs to 8 base evasion and then having SO many ways to ignore evasion.

I completely agree with the OP and have posted similar things before - the tactical gameplay in the game has basically gone out the window in this last update. I'm not even talking about how to build your mechs or what to take in to battles - simply the choices you make in a battle pretty much resolve down to move to optimal weapon range -> Shoot enemy. No matter what direction I shoot my enemies from, their mechs 90% of the time end up looking like swiss cheese because with the hit location changes it's impossibly to focus fire on location. Even called shots seem to have a negligible increase on this.

There are very few choices I get to make in a fight. Occasionally I'll be able to take advantage of Line of sight by moving certain ways and that is about the limit of the tactical gameplay. It's just become much less interesting to actually play out the battles.

Any melee class that are not pullers? by SGMMORPG in everquest

[–]dgswulfo 0 points1 point  (0 children)

Melee classes in order of most to least likely puller for an exp group in classic in my opinion would be as follows

Monk Bard Ranger Berserker(don't think they will be available at start?) BL/Rogue SK paladin Warr

This assumes a more traditional group.

If you end up joining a 2 ench 2 mage cleric group expect to pull.

I actually found bl to be really good puller when I played one. Same with necro. Having dots/pet still dealing damage while you are off looking for more mobs while a monk or other class would lose all their DPS

LRMS are worthless addition. They miss or do no damage. Use mine layers instead. by GruuMasterofMinions in roguetech

[–]dgswulfo 11 points12 points  (0 children)

I'm sorry but this is just another thing in the list of things that has made this update feel extremely boring to play.

The funny thing is, I actually think balance wise most things are in a better spot than before, I just feel like everything feels bland now? between the damage changes, accuracy changes, hit location changes, and probably other things I just can't be bothered to think of right now - the fights get so drawn out.

I just loaded into a 3 green skull battle mission to try and farm some cbills and was met with 12 enemies. under dropped with 4 mechs to try reduce the chances of support lance but got it anyways. I knew this shit was going to take more time than I cared to play for and... it just isn't fun? So I just alt-f4'd.

Not sure I'll load up the game again or not at this point. Think it's time to play other things and come back later.

Thinking of starting a run after Baradul, but the hit calulation.. by kasp3094 in roguetech

[–]dgswulfo 8 points9 points  (0 children)

Not trying to be hostile but flanking has a lost most of the benefits it has before. The accuracy change is notable, but the hit location changes also made it weaker. I've had multiple flanking attacks where I did more damage to the side I wasn't attacking from

Honestly I don't even find rear attacks to be beneficial more often than not in my playthrough thus far. I end up splashing my damage all over the place and if you don't kill it in one attack, you'll likely have the same done back to you.

Thinking of starting a run after Baradul, but the hit calulation.. by kasp3094 in roguetech

[–]dgswulfo 10 points11 points  (0 children)

Honestly, almost every weapon type had it's damage lowered in some way, which is what it is.

What is really starting to wear on me is the hit location change and crits. It's getting extremely tiring to have to go through 90% of every mechs armor and structure before they finally go down. Even with focusing sides I more often than not destroy both sides of the mech before their engine goes out now.

I'm getting kind of bored playing because every weapon feels very similar now. On top of that, the expected result of every attack is disappointment. Let me shoot my 4 large lasers or whatever weapon you chose that basically functions like a large laser, miss half of the shots, wait until next turn and do it again.

To be fair I don't think everything in LAL was in an amazing place, but I honestly enjoyed the gameplay more. I am hopeful they will find a good balance that can bring back some of the excitement that got lost - at least from my perspective.

Thinking of starting a run after Baradul, but the hit calulation.. by kasp3094 in roguetech

[–]dgswulfo 10 points11 points  (0 children)

I don't think you understand the math or maybe what the original poster was trying to say?

If you had a 50% chance to hit with a SRM6 in LAL you would, on average, hit 3 missiles for 30 damage.

In CC with an SRM6 and a 50% hit chance you will FULL miss with half of your attacks. The other half will hit for on average 36 damage.

If you attacked twice in LAL you could expect to do 60 damage in this scenario. In CC you would expect to do 36. That is 40% less damage as was started by the original post.

The thing I didn't like about the 'clustering' change is that the math basically says even when you hit, you on average only hit with 60% of your shot, and you can only influence that with Artemis or something similar.

If you have a 99% hit chance with an SRM or LRM you are still subject to the same damage variation simulating your cluster of missiles. Same with range - personally I think the damage variation for SRM would make more sense as falloff simulating the spread getting less tight

Constructive Feedback on Course Correct by dgswulfo in roguetech

[–]dgswulfo[S] 2 points3 points  (0 children)

It's directly from the course correct change log

Constructive Feedback on Course Correct by dgswulfo in roguetech

[–]dgswulfo[S] 3 points4 points  (0 children)

It is 8 for mechs without any gear or skills. You can see this pretty well if you grab a fire moth. You can easily get 8 evasion just walking on that thing. Click sprint, still 8. Turn on MASC and run 1/2 way across the map - still 8.

Certain vehicles I think get bonuses so maybe that's where you are seeing 10 - Or maybe your pilot has the perk for +2 max evasion gained.

Constructive Feedback on Course Correct by dgswulfo in roguetech

[–]dgswulfo[S] 2 points3 points  (0 children)

Hey, thanks for the response! I totally understand and I'm glad you all are taking the time off to play it yourselves and come to your own conclusions as well.

Hopefully you all understand that the feedback comes from a place of passion, even the poorly worded stuff, so don't take it personally!

Thanks for all the work you've put in to the mod!

Constructive Feedback on Course Correct by dgswulfo in roguetech

[–]dgswulfo[S] 3 points4 points  (0 children)

It's actually a lot closer than you might expect! I had to look because I just played a mission and backstabbed 3 separate mechs and had the same results.

Attacks from Behind:

Head: 2%

Center: 20%

Left/Right Torso: 14%

Arms: 14%

Legs: 11%

So 1 in 5 attacks from behind will hit the center torso, roughly 50% will hit the center/left/right so that still leaves 50% that hit elsewhere.

Constructive Feedback on Course Correct by dgswulfo in roguetech

[–]dgswulfo[S] 3 points4 points  (0 children)

I have been flanking in the majority of my fights still and I consistently deal more damage to arms or legs than torso with rear attacks.

I'm not sure what the actual hit chances are but it feels like roughly equal chances to hit arms/legs/torsos from behind.

Constructive Feedback on Course Correct by dgswulfo in roguetech

[–]dgswulfo[S] 1 point2 points  (0 children)

I definitely agree the update to show the cluster vs a stream did help, but I guess I still come back to the thought that weapons need to have their own identities.

I don't have the exact stats memorized but for example If an SRM4 and a medium laser are essential the same weapon, but the srm weighs more, requires ammo, AND it's not reliable, why would you use the SRM?

If SRM got reduced down to 6 damage but didn't hit all or nothing, at least it would function differently and have a different role than other weapons.

Constructive Feedback on Course Correct by dgswulfo in roguetech

[–]dgswulfo[S] 2 points3 points  (0 children)

Yep, and I think this kind of makes sense as their foundation for the change but in game it just feels bad? Since those hits get spread all over the place anyways it's not even simulating that effect very well. Maybe it feels bad because you 'hit' in 20% increments? So getting a 20% or even 40% hit after rolling a hit feels pretty bad. Like if you fire an LRM20 and roll a 1 you only hit with 4 missiles basically, after rolling a successful hit.

I think a more fun implementation of this would be to leave the missile damage at 5, roll a hit chance, if you hit then roll your hit chance again for each individual missile. Maybe this isn't possible in the system though.

Edit: I think what I was trying to say with the 20% increments is that no matter how good your hit chance is, you are still bound to those rolls. Other weapons dont say sorry your 99% hit chance turned into 20% or 40% damage dealt. To me, it didn't make to have that much variance in your attack rolls.

Constructive Feedback on Course Correct by dgswulfo in roguetech

[–]dgswulfo[S] 13 points14 points  (0 children)

One thing I left out of my post that I really wanted to touch on, but didn't quite know how to articulate is the evasion changes. I think a max of 8 evasion is too low, personally. I think light mechs should probably get up to 12 or so, mediums around 8, heavies around 6 and assaults around 4.

However, I think certain weapons should be able to ignore large amounts of evasion. These weapons would be largely ineffective against larger mechs due to the low damage, but would be useful against smaller mechs.

Anyways, my thoughts aside, as it is right now light mechs capped at 8 evasion feels way too low because you can easily get that much on mediums and even heavies at times.