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This is a tips and tricks guide for RogueTech, a modded version of the BattleTech game covering inspired by the Mech Warrior universe. RogueTech adds a layer of difficulty to the original BattleTech game. Since so little information can be found this guide is written with a range of tips and tricks to give new players an easier start. Also included in this guide are some mech builds with pictures and some build advice, in general, to illustrate design choices when building a mech. At the time of writing this guide, I have well over 600 in-game hours this covers the original BattleTech game and the RogueTech modded version of the game and thought I share my experience with the RogueTech community.

Where to start.

Initially, you will have to farm missions of 1 skull and lower to gain more equipment and C-Bills(in-game currency)as well as gaining reputation with all factions to gain access to higher tier missions. The mission part will be tricky in the sense you do not want to drop reputation with 1 faction to gain reputation with another faction, however, the easy workaround is that you gain more reputation than lose reputation when you do a mission to ensure that if you do a mission against a faction your reputation does not dip too far before taking on a mission. Furthermore, you can do missions against the "Planetary Government" that will affect no reputation loss at all so ensure you do those missions first. In short gain reputation before losing reputation to unlock higher tiered missions.

I personally started out in the Clan area as it gave me a small reputation boost and access to the Clan stores to get more Clan gear while doing missions at the same time and gaining some more clan equipment and mech parts by means of salvage. This allowed me to get a head start early in the game and made my overall playthrough easier over starting in the Inner Sphere.

Clan Gear.

Clan gear is in most cases best in slot for all weapons and equipment, it will use fewer slots and weigh less while having increased performance. This will allow you to fit more weapons and equipment giving your Mech thus lance more damage output. At times Clan gear might give off more heat so make sure to balance those out with overall damage vs heat generation.

RISC Gear.

Is Innersphere experimental tech that offers even more benefits then Clan Gear, it is however extremely rare and only appears as salvage always. RISC gear should be priority salvage even over mech parts since RISC gear is that rare. Due to the weight savings, this will make it easier to outfit medium and heavy mechs and will retain better damage output.

Prototype Heatsink Kit & Prototype Double Heatsinks.

These are by far best in cooling performance and allow you to build insane Omni Mechs(assault Class) with over 600 sustained damage. The Heat Sink kit converts all the Engine Heatsinks and Additional Engine Heatsinks into Prototype Heatsinks and allows you to install more Prototype Double Heatsinks. While they only sink -4 heat per turn they also lower heat output from weapons by 4% per heatsink, increase your overheat threshold by 4 per Prototype Heatsink and your maximum heat by 4 per Prototype Heatsink. Therefore Prototype Heatsinks and Kits are a MUST salvage above everything else unless you already have more than 10 of each. Even just installing the Prototype Kit will benefit you by having the above-named benefits on the Engine Heatsinks saving you tonnage and slot space to fit more gear. I personally never use any other type of Heat Sinking than Prototype that is how good it really is.

The Basics.

There are several ways to increase tour performance that do not involve direct damage output. ECM and Sensors are very important and will help with your overall accuracy and prevent you from being jammed. Acid munition will help you increase damage output in the next round. While overheating a hostile mech with special incendiary munition can shutdown a mech and allow you to take it out via headshot. TSEMP, Chaff LRM, and Chaff countermeasures will debuff targets even further while TAG, NARC launchers and LRM Narc will aid in detection and counter ECM. As well as limb mods that that either decrease recoil, increase accuracy and improve melee and stability damage dealt and last, are Stealth systems combined with ECM will make it harder to be hit and detected. 

ECM & Sensors.

There are various Sensors and ECM suites that will Buff your own Mechs and Debuff the enemy Mechs. Buffs come in forms like increased sensor detection range, Increased visual range, Lower sensor signature for making it harder to be electronically detected, Increased sensor checks to counter stealth and ECM, as well depending on the suite you can get a UAV, C3 Master/Slave functionality, etc. The Debuff comes in the form jamming enemy sensors checks decreasing detection or prevent detection altogether. Listed below are my 4 go-to ECM and Sensor suites.

  • Guardian ECM(C): -2 Accuracy debuff, 2 Sensor buff for friendlies, 2 Sensor debuff.
  • NOVA CEWS(C): 10% Increased sensor range, 10% Visual range, +1 Resolve gain per turn, -1 Accuracy debuff, 1 Sensor buff for friendlies, 2 Sensor debuff, C3 Networking.
  • WatchDog Suite(C): 20% Increased sensor range, 15% Increased visual range, +1 Defense, -50% Electronic signature, 2 Sensor buff for friendlies, 3 Sensor debuff, 3 Additional sensor checks, UAV with a 4 turn cooldown.
  • Warfare Suite: 15% Increased sensor range, 20% Increased visual range, -1 Accuracy debuff, -10% Electronic signature, 3 Sensor buff for friendlies, 2 Sensor debuff, 2 Additional sensor checks, UAV with a 2 turn cooldown.

The whole purpose of this equipment is to make you harder to hit while making it easier for you to hit your opponent and finding units that might be in stealth mode and sharing all that data among friendlies. Do not underestimate jamming especially when there are some medium mechs that can close in and can only be spotted when in visual range but then it is too late they can field alpha strikes over 300 damage that will kill most Heavy Mechs and severely damage Assault mechs.

Special Munitions.

There is a wide range of special munitions in RogueTech but I only prefer to use some since the pros and cons of most munitions do not make up the redux in damage output. A by far must is the acid munitions you can use on SRM's or Mortars and I only use SRM's or Mortars for the most part to round of some DPS and add acid attacks. The difference between the SRM's and Mortar is that the Acid attack stacks on the SRM's but does not on the Mortar furthermore the Mortar adds an acid debuff for 20% but does not stack while the SRM acid munition only adds 1% debuff per missile but does stack. The 2nd munition to recommend is the Incendiary munition but I only use this in specialized builds that are fully geared towards overheating targets I will cover that more in-depth later on in this article. And the 3rd option is either an increase in accuracy for long-range of stability damage in short-range builds. For long-range L-K LRM missiles that have increased accuracy, Deathfire LRM's do increased damage and stability damage and Thunder/Thunder Augmented LRM's lay mines handy when taking on light mechs. And for short-range, the Tandem SRM's are great vs light and medium mechs and Deathfire SRM's as the LRM counterpart does increased damage and stability damage. But selecting those munitions will depend entirely on your build and lance setup.

LRM Munitions.

  • L-K LRM: +1 Accuracy, +35% Intercept chance by AMS.
  • LRM [INC]: +1 Heat - 2 LRM Damage.
  • LRM DF:  +50% LRM Damage +1 Stability Damage -40% Range, -1 Accuracy.
  • LRM Thunder: -3 LRM Damage, 1 Mine per missile.
  • LRM Thunder Augmented: -3 LRM Damage, 2 Mines per missile.

SRM Munitions.

  • SRM AX: +1% Damage for 2 turns and does stack.
  • SRM Tandem: +4 Damage to internals, -4 SRM damage.
  • SRM DF: +50% SRM damage, +2 Stability damage, -1 Accuracy.

Haywire(TSMEP) & Chaff.

Haywire and chaff will debuff enemy mechs and will include 1 or more of the following, impaired movement, accuracy, heat management, sensor strength, and visual range. This can be very helpful to decrease damage output taking on higher difficulty missions. It can also aid with farming for mech parts and equipment if you use the heat management debuff paired with incendiary munitions to force a shutdown and then take out the mech with a headshot allowing the entire mech to be salvaged. Another great application is for melee mechs that do not need weapons as they are centred around melee damage thus closing in and applying debuffs and then going in for the melee kill the next turn is very useful.

Haywire: 4 different equipment types can apply this debuff to enemy mechs but vary in strength.

  • TSEMP Cannon: 30 Heat, 60% Movement reduction for 2 turns, -3 Accuracy for 2 turns, -80% Heat management for 2 turns, Uses support weapons hardpoint thus fires in melee attacks.
  • NARC Haywire: 0 Heat, 15% Movement reduction for 2 turns, -1 Accuracy for 2 turns, -20% Heat management for 2 turns, Use support weapons hardpoint by means of the NARC Launcher an ammo based weapon but does NOT fire in melee.
  • Taser: 10 Heat, 40% Movement reduction for 2 turns, -2 Accuracy for 2 turns, -50% Heat management for 2 turns, Uses ballistic weapon hardpoints by means of the Taser an ammo based weapon and does NOT fire in melee.
  • IATM EMP: 10% Movement reduction for 2 turns, -1 Accuracy for 2 turns, -10% Heat management for 2 turns, IATM munition and stacks up to 6 times.

Chaff: 2 different munitions that apply a debuff of varying strength to an enemy mech.

  • Chaff CounterMeasures: -1 Accuracy for 2 turns, -30% Sight reduction for 2 turns, -60% Sensor strength for 2 turns, Area of effect weapon, Uses internal munition storage, Uses support weapon hardpoint thus fires in melee attacks.
  • LRM Chaff: -1 Accuracy for 2 turns, -20% Sight reduction for 2 turns, -30% Sensor strength for 2 turns, LRM munition can be fired indirectly.

TAG & NARC.

 TAG & NARC beacons allow for greater target acquisition for the entire lance and works regardless of the usage of C3 networking, best-used with spotting/recon, and melee mechs and is especially useful to support LRM builds.

  • TAG: +7 Sensor checks counters ECM, +1 Accuracy 2 turn duration, 15% Increased electronic detection for 2 turns, 15% Increased visual detection for 2 turns, Uses support weapon hardpoint but does not fire in melee.
  • Light TAG(C): +8 Sensor checks counters ECM, +1 Accuracy 2 turn duration, 20% Increased electronic detection for 2 turns, 20% Increased visual detection for 2 turns, Uses support weapon hardpoint but does not fire in melee.
  • NARC Beacon: +8 Sensor checks counters ECM, +1 Accuracy 2 turn duration, 25% Increased electronic detection for 2 turns, 25% Increased visual detection for 2 turns, Uses support weapon hardpoint but does not fire in melee.
  • NARC I-Beacon: +12 Sensor checks counters ECM, +1 Accuracy +2 Missile Accuracy 2 turn duration, 35% Increased electronic detection for 2 turns, 35% Increased visual detection for 2 turns, Uses support weapon hardpoint but does not fire in melee.

Limb Modifications.

There is a wide range of limb modifications that aid with accuracy, recoil management, melee damage and perks like C.A.S.E. and damage reduction. I personally do not like using all of them since some of them would involve taking internal damage. However, recoil management can be very useful on Ultra AC and Rotary AC builds as well as they suffer the most from recoil over PPC and Gauss weapons. Accuracy helps with any build but is best served in long-range builds, Omni Mech prevents the usage of AC type and PPC type weapons thus are ill-suited for long-range builds. Melee mods are good for your melee builds and should only be used to special purpose build melee mechs. Listed below is a range of mods I frequently like to use.

Weapon Mods: 

Adds one or more of the following specs in various degrees, Recoil Reduction, Increased Accuracy, Increased Firing Arc, however they take up slots space and will come also at a tonnage price.

  • Omni Pod Lower Arm: +1 Accuracy, +10% Melee damage, but cannot be used with Ballistic or PPC weapons.
  • Weapon Mount: +* Accuracy depending on the mod quality, -* Recoil depending on the mod quality, +*% Firing arc depending on mod quality, -* Melee accuracy depending on the quality of the mod, Uses the lower limb slot +1 extra slot.
  • UpperRecoil: +* Accuracy depending on the mod quality, -* Recoil depending on the mod quality, Uses the upper limb slot.

Melee Mods:

Adds one or more of the following specs in various degrees, Melee Accuracy, Melee Damage, Stability Damage, reduced Melee Damage taken.

  • Upper Spiked: -*% Melee damage taken depending on mod quality, +*% Melee damage depending on mod quality, CASE protection.
  • Lower Melee: +* Melee accuracy depending on mod quality, +*% Melee damage depending on mod quality, +*% Stability damage depending on mod quality.
  • Leg Spiked Boots: +* Melee accuracy depending on mod quality, +*% Melee damage depending on mod quality, +* Base melee damage depending on mod quality.
  • Hands Melee: +* Melee accuracy depending on mod quality, +*% Melee damage depending on mod quality, +*% Stability damage depending on mod quality.

Blades, Claws, and Shields:

Adds a considerable bonus to melee some of these come pre-attached with the mech and offer an even better bonus in a melee centric mech. They can be fitted on the specific limb it is designed for and only take up slot space. Below a list of some of my favourite mods that be fitted additional to pre-attached melee mods.

  • Claws: +2  Melee accuracy, +40% Melee damage, +10 Base melee damage, +25% Stability damage, +50% Critical chance, replaces the mech hand actuator.
  • Retractable Blade: +2 Melee accuracy,  +15% Melee damage, +5 Base melee damage, +10% Stability damage, +25% Critical chance, replaces the mech hand actuator.

Melee Mods slot specific:

These melee mods will use a support weapon slot and add more melee damage as well as in some cases being able to fire outside and inside melee attacks. They take up a support weapons slot and slot space on the mech.

  • TSEMP: 5 Damage, 30 Heat, Haywire EMP nerfs movement, accuracy, and heat sinking on target.
  • Chainsword: 5 x 12 Damage, 5 x 7 Stability damage, + 2 & +1 Melee accuracy, 20% Critical hit chance.
  • Hammerfist: 3 X 25 Damage, 3 x 10 Stability damage, +1 Melee accuracy, +10 Stability Damage.
  • Plasma Lance: 50 Damage, 25 Heat, 15 Stability damage, + 1 Melee accuracy, x2 Critical hit chance, +5 Base melee damage.
  • Wrecking Ball: 60 Damage, 60 Stability damage.
  • Flail: 3 x 35 Damage, 3 X 25 Stability damage, +1 Melee accuracy, 120% Critical hit chance.

Stealth.

Stealth systems are an armour mod that makes it harder to be detected either electronically and or visually and always requires an ECM module to be installed. Very useful for brawler and melee builds to face tank hostile mechs. However, armour repairs are very expensive as well as the system generates heat and also increase the generation of weapon heat. Of all the stealth systems to prototype systems are of the highest quality and offer the greatest bonus.

  • Null Signature System(NSS): 30% Sensor stealth, 5 Stealth charges, +2 Defense medium-range, +4 Defense long-range, +6 Defense extreme-range, -70% Sensor signature, +15% Weapons heat, +10 Heat per turn, Electronic stealth only.
  • Void System: 20% Visual stealth, 6 Stealth charges, -70% Visual signature, -15% Sensor signature, +10% Weapons heat, +10 Heat per turn, Visual stealth only.
  • Signature Damper: 60% Sensor stealth, 2 Stealth charges, +1 Defense medium-range, +2 Defense long-range, +3 Defense extreme range, -35% Sensor signature, +5% Weapons heat, +3 Heat per turn, Visual stealth augmentation adds Electronic stealth to Visual Stealth systems like the Void System.
  • Active Camouflage: 30% visual stealth, 4 Stealth charges, -40% Visual signature, +10% weapons heat, +5 Heat per turn, Sensor stealth augmentation adds Visual stealth to Electronic stealth systems like NSS.

Lances & Mechs.

In this portion, I will cover various builds and lance setups to give you some inspiration for your own playthrough in RogueTech. There will be a range of builds to cover all your needs but you, of course, iterate upon this and tinker on your own builds. Also important to note here is that I only save up mechs that are the max tonnage in their weight class, so 35-ton parts for light mechs, 55-ton parts for medium mechs, 75-ton parts for heavy mechs and 100-ton mech parts for the assault mechs. For the end-game in RogueTech, I only use 1 medium lance, 1 heavy lance and 2  lances of assault mechs. Tonnage selection per class was merely based on the max amount of gear per mech class so I was able to fit the max amount of gear. 

Melee Builds.

I only use an assault and medium mech for melee builds in my current lance setups since I switched to overcooking mechs so I can salvage more equipment and parts. Melee mechs are great for 1 strike killing mechs but it tends to completely wreck one side torse/arm and leg doing so. Great for lower-tier missions that yield little to no useful salvage or higher tier assault missions for quick playthroughs. Below 2 screenshots of my Barbarian medium melee mech and my Beserker assault melee mech.

Barbarian(HCT-S7) Medium Melee Mech.

Melee medium mech build

Berserker(BRZ-A3) Assault Melee Mech.

Melee assault mech build

The big difference I put emphasis on the assault melee mech to have stealth so it will take less damage then the medium that has some more tanking function to it also the shield mod on this medium frame has an increased sensor signature penalty so adding stealth would make little sense. As well as adding chaff to reduce sensor and visual detection and flamers and TSEMP to overheat and nerf damage output on my targets. Furthermore, I added mods to increase to walk and run distance so I can close in faster per turn giving any hostile mech little to no chance of escaping.

Mech cookers.

These are speciality build mechs I use to gain more salvage per-mission by overheating a mech I want to salvage as a whole or in part. This centres around doing little to no damage to the mech but overheating forcing a shutdown forced mech pilot ejection due to panic, or a called heat shot on a shutdown mech due to overheating. Stealth is added to avoid damage because brawlers tend to get flanked and shot in the back and on high-end missions that can result in a one-shot kill. I also added lance AMS in the form of Advanced AMS to reduce incoming LRM damage for the whole lance as well to free up tonnage on the rest of the lance for increased performance. Below 2 screenshots of my Asura heavy mech cooker and Dire Star assault mech cooker.

Asura(MDG-X) Heavy Mech Cooker.

Cooker assault mech build

Dire Star(DS-Prime) Assault Mech Cooker.

Cooker assault mech build

Both builds are almost identical with the Asure being a very rare Solaris brawler and the Dire Star is a rare version of the Dire Wolf Omni mech the only downside to the Dire Star due to the fact it is an Omni mech it can not use the regular arm mods and the Omni pod will not work with PPC type weapons like the TSEMP Cannons, However as an Omni mech it will allow for more weapon tonnage to be added thus giving a far greater heat output. For the Asura, the weight restriction won't allow for 2 TSEMP cannons to be fitted but that is fixed by using a NARC Launcher(C) with beacons and haywire making it easier taking on medium and light mechs. The ECM or cockpit mods will share sensor data through C3 functionality with the rest of the lance.

Long & Extreme Range Snipers.

Purpose build mech for long to extreme ranges engagements due to the nature of the long to extreme range builds it is vital to have C3 networking make use of TAG or NARC beacons for successful engagements. A downside to long to extreme range builds is that those weapons tend to be on the heavy side even when using AC/2 weapons but then you also run in the damage output issues as well as hit chance being lower at the extreme ranges. Another consideration to make is having the higher ground however when inserted into the low ground and having to fight uphill you will have to close the distance to gain an acceptable hit %. None the less it is always wide to have at least one mech in your lance to engage at long to extreme ranges even if it is just to soften up targets while you close in. Below 3 screenshots of Gungnir heavy mech sniper, Kaiju assault mech sniper, Fafnir assault mech sniper.

Gungnir(MAD-S7) Heavy Sniper.

Sniper heavy mech build

Kaiju(KGC-KJ) Assault Sniper.

Sniper assault mech build

Fafnir(FNR-5X) Assault Sniper.

Sniper assault mech build

These are 3 totally different builds where the Gungnir trades in range for long-range damage and is only slightly modified from the original Gungnir build and is a rare version of the Marauder heavy mechs. Whereas the Kaiju is a rare version of the King Crab and offers a lot of punch through the twin-linked PPC's and Large ER Pulse lasers but can close in and dual purpose as a brawler as well as an acid debuff through the mortar/2 important to note here that the mortar is there purely for the debuff and not damage output by itself. The Fafnir is built around extreme-range sniping with hyper-assault gauss rifles and two large ER laser too round of the damage. What is also very important is to use regular mechs that allow you to fit arms mods to gain accuracy and reduce recoil this will greatly increase your hit % at long to extreme ranges. Since those mods are fitted on arms weapons should be fitted in the arms where possible with support weapons and ammo storage fitted in the side torsos.

Lance AMS.

This evolves around sacrificing some tonnage on a mech to fit the advanced AMS system with plenty of ammo to reduce incoming missile damage allowing other mechs to use their tonnage towards other equipment. Only the Advanced AMS system will intercept incoming fire at all friendlies there is a Pirate version of a laser AMS that also allows for lance AMS but it is very hard to come by and has a rather low intercept chance. These platforms are best suited for short to mid-range weapons I moved some of my lance AMS to my cooker mechs and melee mechs however I retain 1 specialized build for lance AMS due to the nature of the mech making is perfect for a lance AMS build. Below 1 screenshot of my Kracken assault lance AMS.

Kracken(AS7-KR) Lance AMS.

Lance AMS assault mech build

A simple build centred around supporting the whole lance with AMS, a Command Console, and damage. The Atlas and variants due to the lack of weapon hardpoints are well suited for this role. As well as offering long to short-range weapons it is more than capable of taking on other assault mechs on its own.

Damage Brawlers.

These builds are for dealing damage and soaking up damage and are always better at close ranges since the heavier weapons only have a short-range and optimal range on most other damage dealing weapons is mid-range as well as being able to hit better at close range due to the hit %. They also are very well suited for sensor stealth builds with good ECM suites making them harder to hit while being able to switch to ECCM to be able to hit better to counter ECM. Also to consider here is to use of AX SRM missiles or the AX mortars rounds from support builds that would increase there overall damage output even further. Below 3 screenshots of my Gladiator heavy damage brawler, Dire Wolf assault damage brawler and, Lone Wolf assault damage brawler.

Gladiator(BL-S7) Damage Brawler.

Damage brawler assault mech build

Dire Wolf(DW-B) Damage Brawler.

Damage brawler assault mech build

Lone Wolf(DW-LP-AP) Damage Brawler.

Damage brawler assault mech build

All 3 builds are centred around maximum damage while retaining full armour Omni mech are especially useful for this since they offer more tonnage for weapons while having more armour then let's say an Atlas. Since you do not have much in limb mods for Omni mechs you can use the Omnipod lower arm mod to gain some accuracy however this limits the use since no ballistic or PPC weapons will fit in the Omni pods. The Gladiator is a reworked Black Knight as Solaris brawler and features special armour that increases the overall protection at double the weight and an internal structure mod that does not take up slot space while lowering the chassis weight. As well as having an internal M.A.S.C. in the armour that can be turned on/off. Finally, the Gladiator does well over 300 damage and can even double as a long-range sniper with the RAC/2 weapons and arm mods. The Dire Wolf is an all-out laser build with some AX SRM's fitted to increase the damage output even further, and the damage is well over 600 without any buffs so it will crater any other assault mech it comes close. Due to the massive heat output, special armour and a special FCS is fitted that helps with heat management. The Lone Wolf is a very rare Dire Wolf Omni mech that comes with special rotary gauss rifles I was unable to salvage more than 2, adding 2 more rotary gauss rifles and dropping some of the other weapons would be my preferred setup. But even now the build does well over 700 damage and that is without any buff as well. It comes with a baked-in stealth armour and Nova CEWS ECM suite, special gauss FCS and a Totem sensor suite.

Light Mech Builds.

Many will start out with light mechs with perhaps some medium mechs as well as some prefer a light and medium mech lance so I decided to add some light mech builds. These are all built with the best components available at the time of writing this article. You can opt to work up to these builds or iterate upon them to suit your own needs. The light mech builds below cover a wide range of capabilities and are best used in synergy within a lance since they do not offer the tonnage like heavier mechs to deal large amounts of damage. In general light mechs should be more operate as a wolf pack, therefore, they should supplement each other with damage, ECM and C3 networking and spotting(TAG/NARC). Light mechs also tend to be very fragile when taking on heavy and assault mechs so stealth armour is also a wise option to consider.

Raven(RVN-M) Stealth Light.

Raven(RVN-M) full stealth build

Wolf Hound(WLF-4WB) Damage Light.

Wolf Hound(WLF-4WB) damage dealer build

Venom(SDR-9K) Flanker Light.

Venom(SDR-9K) flanking build

Fire Starter(FS-PM) Recon Light.

Fire Starter(FS-PM) recon and spotter build.

Fire Starter(FS9-S) Sniper Light.

Fire Starter(FS9-S) sniper build

A wide range of builds that can be switched out to complement each other or use a different light mech with similar hardpoints to fulfil the same role. The hardest part will be to crank out as much damage out of a light mech since so little tonnage is available hence why usually light mech fulfil a support role and damage dealing is handled by heavier class mechs. However, some damage can be dished out but either requires pulse lasers and light PPC's with plenty of heatsinks or a long-range build but also is centred around lasers or PPC's with lowering the armour values to mount large lasers and ER PPC's. This Raven Stealth build is for visual and sensor stealth making it an excellent spotter and comes with a baked-in ECM and sensor suite. The NARC launcher is to mark targets for the rest of the lance or switch to its other support role and haywire and overheat a target. The Wolf Hound is a stealthy damage brawler with a mid to short-range and this variant comes with a baked-in stealth armour and ECM and sensor suite. The Venom is a highly mobile flanker that ideally get's behind a target and uses Ferro-Lammellor armour to get a damage reduction as well as a TAG to support the rest of the lance. The Fire Starter Recon is similar to the Raven build above but also doubles as lance AMS. This build also features 6 flamers, stealth armour and a NARC/Haywire launcher to provide additional support to the rest of the lance. The Fire Starter Sniper is a variant that uses ER large and medium lasers to deal damage at a distance with a light mortar to provide an acid debuff to hostile mechs. The Ferro-Lammellor is to offset the lower armour values, it takes up equipment slots and not tonnage. All these builds however use C3 networking either through the Nova CEWS or Sensor Recon to share information in order to gain hit % to make every shot count. Lastly, all but 1 build feature jump jets for better positioning as well as the high ground offers an increased hit %.

Happy hunting!

 
The Witcher 3 cover

User Rating: 5 / 5

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This guide is for the mini-game Gwent that can be found in Witcher 3 The Wild Hunt. The goal of this guide is to provide insight into various strategies you can use to win games from the early start of the game and the "High Stakes" tournament and complete your achievement "Collect them all". There are 5 different decks in The Witcher 3 mini-game Gwent but each will offer a different approach and within each deck, you can have various play styles. The 5th deck was added with the "Blood and Win" Expansion called the "Skellige Deck" and the other 4 decks represent the Nothern Realms, Scoia'teal, Nilfgaardian, and monsters. Of all the decks the Nothern Realms deck is the easiest, to begin with since the other decks require some farming to get the right cards and quantity of those cards. Also, each faction has it's leader cards that offer special buffs to specialize in your strategy. There are also neutral cards that impact the lanes of the Gwent games in the form of weather, Hero's, side characters, decoys, buffs among others. And finally, I will link to some interesting articles that helped me get started and collect all the cards in Witcher 3 The Wild Hunt to further expand your bits of knowledge on Gwent.

Overarching strategies.

At the start of the game, you will receive a starter deck of Gwent cards and the best way to receive more cards is by playing vendors and buying them of vendors these vendors will also play Gwent so you can also win some cards. It is best to travel around first and buy as many cards as you can and then double back to the vendors and play them for their card as each vendor will only drop one card after that you get random items. And then try some of the quests like "Gwent Playing Innkeeps" that drop cards by playing vs various characters who have in general better decks. The best deck for this early phase is the "Northern Realms Gwent deck" since most cards will be from that deck as well as most of the vendors selling cards, also you need a minimum of 22 cards in each deck and 10 neutral cards the latter is however not required. So, in the beginning, you won't be able to use the other faction decks due to the fact you do not meet the required minimum amount of cards in your deck even if so they might be too low in unit strength to win Gwent games and the 5th faction is from the Blood and Wine expansion you will unlock later on.

Starting Mastering Gwent:

  • Decoy cards: Remove a friendly card from the playing field so it can be played again. Great to retrieve opponent spy cards so you can play them your self or after your opponent uses a decoy card to retrieve your spy card and then plays it so you can retrieve again you can do this as long as you have decoy cards. Also works for the Medic cards so that you may play the Medic card and retrieve it and play it again to retrieve more units that were destroyed or used in a previous round.
    Decoy
  • Commanders Horn: Limited to one per row and doubles all units in that row, excluding Hero cards. Good synergy with Medic cards who can retrieve discarded cards.
    Commanders Horn
  • Spy cards: Place a card on the opponent side to receive 2 random cards from your deck, however, this will count towards your opponent total points. Great synergy with the Decoy card to buff your hand with more cards from your reserve can include any card so Hero cards also can appear.
    Spy Card
  • Scorch cards: Kills the strongest cards including friendly cards. Great vs Monsters and Scoia'tael decks who rely heavily on Muster cards. But be aware is will kill all the strongest card so when you play it for instance vs a play of Muster cards with a strength of 4 and you have a card with a strength of 4 those will also be discarded and when you have a higher unit strength card it will only kill that card and not opponent card with a lower value.
    Scorch Card
  • Medic cards: Revives one card and play it instantly no hero(Witcher, Yennefer, etc) or special cards(Scorch, Decoy, etc) and weather(Biting Frost, etc) cards allowed. Great synergy with all regular unit cards combined with the Decoy card you can keep retrieving cards as long as you have decoy cards to retrieve the medic card.
    Medic Card
  • Tight Bond cards: Doubles the strength of all cards with the same name. One downside is that you need at least 2 cards of this type for the bonus to count on the field if you only have one make sure to reroll it at the start of each game.
    Tight Bond Card
  • Muster: Place one card on the field and it will pull all cards with the same name from the deck even if they're not in your current hand. Great synergy with Commanders Horn card since you only need to play 1 Muster card to field ALL of the same name cards. However, be sure to only have 1 in your deck at the start of the game if you have more than reroll that card for maximum effect. Retrieving the card with the Medic card also does not play the entire set from a previous round or discarded card from Scorch.
    Muster Card
  • Leader card: Foltest: Lord Commander of the North, clears all weather effects allowing you to drop the Clear Wheather cards freeing up space for Decoy cards, Scorch cards as well as one type of weather card best suited for your current deck composition.
    Leader Card
  • Hero cards: You will have none at the start but some might randomly drop from won Gwent games but most have to be won in special quests that tend to be harder to win. And is not affected by any positive(Commanders Horn, Decoy, Medic) or negative effect(weather cards, scorch) from any friendly or opponent card. This works great with Biting Frost if you have a strong front line Hero card line up so you can play the Biting Frost card without a negative effect but in return, the Commanders Horn will not work nor does any other buff.

Even with the other factions special cards such as Decoys, Spy's and Scorch synergizes well however it will require a different play style something that will be covered later on in this Gwent guide for The Witcher 3 Wild Hunt. This setup is for mainly for the begin of the game but it can be used later on as well with more powerful cards. And remember to only have 22 cards and ensure those cards have the highest possible unit strength. Excluding special cards like Muster and Tight Bond make sure to count their total play value, for instance, Blue Striped Commando's have 3 cards(3 duplicates) times 4 unit strength giving a combined strength of 36 and can be doubled with the Commanders Horn too 72. And the Muster cards such as Gaunter O 'Dimm Darkness has set of 2 duplicates with a unit strength of 4 each but have a total value of 8.

Making combinations, the basics.

This deck composition is for the very beginning of the game and will contain cards you get in the base deck and then you will need to travel around to buy fro various vendors if you a are low Crones you can farm some world events marked with a ? for some loot and seel those at a vendor and then buy the cards he or she sells. And then a selection of cards you can win/find in the early game to buff up your Gwent deck strength. And a basic rundown of some strategy's you can use in the early game to win more cards after you exhausted the vendors by buying their cards.

Base Deck, 22 Unit Cards, 10 Special Cards combined unit strength 111.

 

The deck furthermore contains duplicates of the following: Blue Strip Commando's x 3, Gaunter O'Dimm Darkness, Crinfrid Reavers Dragon Hunter x 2, Catapult x 2, Trebuchet x 2, Ballista x 2,  any Wheather cards(I prefer biting frost) x 2, Decoy X 3, Commanders Horn x 3, Scorch x 2. My version of the game is bugged so I am missing 1 x Cinfrid Reavers Gradon hunter. 

With this deck is it very important to use your leader card ability for the most part in the 2nd or 3rd round. With the weather card to be used as well in the 2nd or 3rd round trying to force your opponent to play their weather cards or clear weather card(s) in the case without option, you can play any of your weather cards to wait out your opponent. Scorch card is especially harmed full for your Muster and Tight bond unit so either wait with playing those or play a higher card to block Scorch from hitting your Muster and Tight bond cards as well as trying to have higher card to match the unit strength number of your opponent making it less likely to play the Scorch card but this works both ways so use with care. Since your starter deck does not hold much Spy or Medic cards you can also use them to pull a card from the playing field to wait out a turn but watch out that this does not expose any of your other cards to the Scorch card on the playing field. Or use the decoy's to replay the opponent spy cards, the opponent will use decoy on your Spy cards so you can retrieve a spy card using decoy again and play it again and again as long as you have Decoy cards. If you do not have any Spy cards in play you can use it on the Medic card in the 2nd or 3rd round to retrieve other cards, simply use the Decoy card to retrieve the Medic cards and play them again. Also, a nice way to gain the upper hand is using the Scorch card to remove an opponent Spy from your side of the playing field and retrieve it the next round using the Medic card so it will automatically play to the opposite side and you get 2 more cards. Weather cards can also be nice to hide your Muster and Tight Bond cards from an opponent Scorch card by lowering their value and hide them behind an opponent or friendly cards. The Commanders Horn cards are great to boost unit strength numbers but only do this at the end of a round and wait out the opponent moves so that you can not be hit with a Scorch card since doubling the unit strength will make them stand out and vulnerable to Scorch cards. But remember to use your Leader card skill to clear the weather to get the full combined unit strength of that row. Also important to here is to note that winning a round grants you one random card from your reserve deck but this only goes for 1 round per game.


Northern Realms Gwent Deck.

 In the final stage of the game trying to complete quests such as High Stakes can be a challenge and should only be done after collection all the Hero Gwent cards that can be obtained by various quests during linked above. By now you should have gained substantial playtime with the Northern Realms deck and for many probably your go-to deck when playing more challenging Gwent quests. Not much will change over the above described overarching strategy you will do pretty much the same but with a more powerful deck more tailored to that overarching strategy. Some key features listed below.

  • Minimalistic deck: Only bring the bare minimum of cards, that of 22 unit cards and 10 Special cards.
  • Spy playstyle: Using Spy cards(4 in total) to gain the advantage by simply overwhelming your opponents with more cards.
  • Biting Frost: With a full frontline of hero's that are not affected by Biting Frost with the exception of your Spy cards and the Villentretenmerth card.
  • Scorch tactics: Using the special Scorch cards and the Villentretenmerth card to remove opponents cards.
  • Swarm Tactics: Using 2 sets of Muster cards to gain a high probability of getting at least one Muster card to play one card to gain 3 to 4 cards that can be buffed with the Commanders Horn.
  • Leader card makes it almost impossible to be affected by opponents Weather cards.

 Deck Composition: 22 Unit cards, of which are 8 Hero cards, 10 special cards, with the total strength of 144.

Front Line:

Ranged Units:(3 x Gaunter O'Dimm Darkness)

Siege Unit cards:(2 x Catapult)

Weather cards: (2 x biting Frost)

Special cards: ( 3 x Decoy, 3 x Commanders Horn, 2 x Scorch)

Very strong deck setup with a bit of luck getting to play all your Spy cards multiple times and soaking up some opponent spy cards combined with the Decoy cards. If you are do not have Decoy cards left you can opt to use the Medic cards to play more Spy cards in the next round(s). All in all, you can play 4 spy cards from your initial deck, then recover 3 more Spy cards with your Decoy's and play 2 Medic cards to regain 2 more Spy cards for a whopping total of 28 cards. Of course, this will be rare but it shows what potential this deck has with just using this tactic. Your Close Combat cards being mostly comprised of Hero's will make it impossible to be vulnerable to Scorch or Biting Frost. But be aware this will not block Scorch type cards from hitting your other none Hero cards. If you have Decoy cards leftover you could opt to use them on the Dun Banner Medic cards to recover cards from a previous round or Scorched cards. As well as using Decoy cards on the Villentretenmerth card. Another nice feature here is the Gaunter O'Dimm Muster cards but remember only Gaunter O'Dimm(Siege card) will play the Gaunter O'Dimm Darkness cards and not the other way around. The Commanders Horn cards will do nicely on your Siege cards especially if you can draw both Catapult cards. But be aware that boosting none Hero cards will make them vulnerable to Scorch cards so it would be wise to play the Commanders Horn when an opponent has passed a round or has no cards left to play. Also, make sure that if you are affected by an opponent weather cards to remove the debuff before playing Biting Forst cards or you will remove your own Biting Frost. There is one card I did not manage to get and that is the Phillippa Eilhart Hero card you could opt to replace Triss Merigold if you do have it since it has a strength of 10 over the strength of 7.


Nilfgaardian Empire Gwent Deck.

-Coming Soon-


Scoia'tael Gwent Deck.

 -Coming Soon-


Monsters Gwent Deck.

 -Coming Soon-


Skellige Gwent Deck.

 -Coming Soon-


Strategy's Case Study.

This section is dedicated to a case by case study where there is a video of a hand of Gwent and a short description of pro's and con's for each round and diving deeper into the strategy playing with various faction decks versus various faction decks. While no hand of Gwent is the same in the Witcher 3 there is an overlaying strategy and the videos are there to show you an application of various strategies to offer insight as well as a briefing.

-Coming Soon-

 

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Star Citizen: Tactical Military Analysis of in-game ships, Part XV My Wishlist.

This list is a compilation of ships I consider missing, they might well be in the pipeline or will be conceived later on.
Here I reflect on some missing components ships and accompanying mechanics and ships that would offer greater synergy.
It is called my wishlist since I find that these ships are missing and would offer interesting or even critical gameplay options.
What ship manufacturer actually should produce them would be of no concern as any would do.
This list is entirely from a military point of view and not so much from a gameplay aspect but can still offer gameplay value to Star Citizen.

 

Ship/Planetary Assault Ship.



Yes I am aware there are several ships that are somewhat in this category but they are built from a gameplay point of view.
A ship designed to insert/extract troops put emphasis on protecting the passengers, weapons, turrets are for the sake of gameplay.
Troops would prefer to have a faster more protected ship and rely on friendly fighters to deal with enemy fighters.
Putting guns on a forward firing arc to provide an initial punch to a landing zone, however, this would not be a priority.
Having greater forward speed over being nimble, shorter travel time from and to landing zones.
Where you negate the chance of getting hit by spending less time over/in hostile areas.
A clear example would a Vietnam era Huey that was used in a troop transport role and a modified variant was used as a gunship.
But never did you see a ship performing both roles, weight restrictions, of course, played a role in the early version of the helicopter.

Concept.

Either redesign a ship like the Hoplite or design a ship from the ground up with features as followed.
1. Robust defense in terms of shielding and armor but without having to sacrifice to must speed or none at all.
2. Drop the manned turret for a PDS system for defense purposes only.
3. When multi-crew ensure the 2nd player is the crew chief and runs all the systems from a station, including the ramp/docking collar.
4. Being able to traverse very fast in a straight line but does not require it to be nimble.
5. Room for up to 10 fully armored players and weapon racks that allow for modding of kits and store extra ammo.
6. Possibility for modular design so it can be modded for MEDEVAC/Gunship but fitting modules will feature trade-offs.
7. Docking collar that has a low yield emp device that can short door locks for rapid boarding actions.
8. Atmospheric flight, retain some of the above it not all for planetary assault.

In short terms have a dedicated transport that excels only at that with the possibility of some support roles such as MEDEVAC.
Other ships should support it and the only focus should be on getting troops on or off the battlefield.
Also, it should be cheap and easy to produce in terms of Star Citizen lore so it would be good for mass-production and be readably available.

 

LSAD, Light Special Assault Deck.


A concept ship for special forces operations without the need for a land base but with coastal access.
Modified for the Star Citizen Universe to perform long endurance operations from orbit.
This can either be a direct assault to take the planet or to perform a quick tactical raid with the need for large-scale support.
With the release of the Tumbril Nova the logistics for dropping large vehicles in an orderly fashion comes in to play.
Furthermore, it also adds the dimension of large-scale assaults that require dedicated support in terms of storage, repairs, and deployment.
A dedicated ship that allows for the housing of marines their equipment and vehicles with medical and repair facilities to support their deployment.
All space is dedicated to such a role and will only allow for a modest PDS and turret defense and should at all times be escorted by a capital ship.

This ship should have most of its internal space dedicated to storage if several Tumbril Nova's, various Rovers and bikes.
Paired with the above-mentioned Assault ship that could be fitted with a module to sling load a Tumbril Nova or several rovers/bikes.
Having docking space for several Assault Ships that can be docked and either load vehicles or have marines embark the ship.
Then disembark the Assault ships for a combined assault on the planet/moon or celestial body.
Room for repair and a modest medical bay to provide critical battlefield healthcare to wounded Marines, at least room for 1 operating room.
Then a recovery ward with a staff of nurses to provide after-care and recovery for wounded Marines.

Concept.

1. Robust workhorse, size wise a large corvette or a small frigate.
2. Medical and Repair facilities.
3. Large bunk space to house 20 to 30 Marines and all the support staff and ship crew.
4. Command and Control bridge for ground operations and perhaps small drones/satellites for optical recon.
5. Room to store at least two Tumbril Nova's, several Rover variants and bikes for ground operations.
6. Room for storing and deploying at least 2 planetary assault ships.
7. Preference for orbital assault but with the possibility to land and deploy/recover Marines and vehicles.
8. Does not need to be fast or nimble but able to keep up with other caps ships of its size.
9. Sturdy shielding and armor to withstand some sustained fire, at least long enough to deploy ground troops and relocate.

As it stands there isn's a ship that fills to role or gap in Star Citizen gameplay, logistics-wise it is a much-needed addition.
Possible to modify the ship to aid in disaster relief planetside like a hospital ship does, could even be retooled with mods to a hospital ship.
But as it stands it will be some what of a niche ship that will be suited for medium to large sized Orgs to conduct planetary operations.

Coming Soon.

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Operation PitchFork Strategic Battle-plan.



Introduction:
My own initiative to ponder on the options based on current data taking into account assets as described on the Operation PitchFork website.
The plan will cover the generic formation of units, recon and intel gathering planning and planning for ship boarding and large-scale troops deployment on planets to secure portions or the entire planet.
Operation PitchFork states it wishes to deploy around 100.000 players in the entire operation, might be more or less but a large volume of players will be present.
Furthermore, there will be no grand armada, it will be more a loose formation of countless players.

Besides this white paper, I am also working on a study on analyzing SC ships.
This white paper is up on the Operation PitchFork Forum and my own website.
It will be a continuous project and I will be adding new chapters as I go along.
Everything is subject to change, SC is still early Alpha anything and everything can change.

I draw experience in advising Armed Forces worldwide, but I specialize in small unit and guerilla tactics.
Some of my "work" has been taken into account fighting ISIS and forming the NATO rapid response Brigade in Europe.
My rework of Headquarter Command units has been employed both in NATO members countries and none NATO member countries.


I. Enemy Intel, species case study.
II. Battle Formations.
III. Recon and Intel, the gathering and processing of intel into a fleet-wide format.
IV. Staging and Supplies.
V. Phase 1, Getting into Vanduul Space.
VI. Phase 2. Forming Beach Head(s).
VII. Phase 3. Securing Systems and Planetary Assault(s)
VIII. Phase 4 Consolidating and Reforming.
IX. Phase 5. Retrieval of enemy assets, harvesting technology.
X. Phase 6. Withdrawal to UEE space, Securing a System(s) to be incorporated in UEE space.
XI. Phase 7. Retrieving and dislodging of friendly assets.
XII. Standing down.

 

Chapter I:

Lore on the Vanduul is fairly limited and mostly subject to change.
This chapter will probably be the last chapter finalized when more is known/released.
Under normal circumstances, this is where any planning begins, behavior and physiology study.


Chapter II:

In the SC verse, the main force would consist of a Navy with Marines and Army forming the ground forces.
Note there is a difference in terms make sure you know what term you are using to prevent confusion.
A Navy Squadron differs from an Air Force Squadron, a Regiment while listed separately is about the same as a Battalion but due to heritage or branch, these might be different in size.
However, they are usually fielded in a Brigade structure.
An easy and well-written piece is found on Wikipedia here: https://en.wikipedia.org/wiki/Military_organization#Formation

Chapter III:

The gathering of intel by reconnaissance or a more traditional intelligence agency type.
However, Recon and Intel are usually boring and take patience forget about the colorful hot/cold recon type of language.
That is a myth, Recon is the absence of combat when combat occurs this means you have been compromised resulting in a partial failure of your mission., complete failure if captured or killed.
In order to properly study your prey, you need to observe them undisturbed.
Then and only then will you be able to learn patterns, what then leads to finding valuable secrets.
You will only find secret bases, command posts by carefully tracking and monitoring.
If you are spotted they might and usually relocate those valuable assets.

The terms Force Recon does not mean per say combat, it means you bring considerable firepower.
This serves the purpose of deterring the enemy engaging your positions, quickly smashing through weakly defended area's, mostly used directly at the front line to scout ahead of the main body.
But prolonged engagements are usually avoided this is a mission for combat units.
Force Recon is also employed screening and scouting out flanks of independent formations.
Furthermore, this means while being able to field considerable firepower mobility and speed are key.

In short forget about glorious battles, if there is one it will be for your life.
Recon is boring and takes a lot of patience but is invaluable to any military operation.

But then you are half way all the knowledge in the world counts for nothing if it is not processed and archived so it can be used appropriately.
Also important is to double check and follow up on information deemed valuable.
Ensure that educated guessing and gut feelings are refined into real data, the assumption is the mother of all fuck-ups.
Ensure all data is tagged and assigned to a sector/planet but that is may overlap since convoys might cross several sectors and birth several planets/stations.
Also why it would be wise to have 1 single body handling this vital task to ensure 1. information is shared at all times, 2. no mistakes are made, no information is faulty, 3. No competition over resources.
What other teams might do is up to them but you must ensure that the foundation of the operation is sound.

Now let's look how you apply these somewhat generic rules of thumb to SC.
How would you use a ship of a given type for recon and intelligence gathering?

Exploration Ships.
The main staple of the prolonged process of gathering information and mapping Vanduul space.
Have units/cells of 4 to 8 that can take shifts for long duration, carefully mapping the area then deploy to a planet's surface.
Furthermore, you will need to find new jump points in order to access Vanduul space.
Any known entries will be guarded, you want to sneak in and hide in an Asteroid belt.

Ships you will be fielding are Carrack. 600I, Constellation Aquila, Misc Freelancer Dur.
You will also need ground vehicles to explore planets and perform scans, those come with the above-mentioned ships.
Smaller ships can be used for short duration and reinforcing current operations.
Also, continuous monitoring of explored systems will be required this will be very useful to have on hand a large pool of small jump capable ships that can monitor systems.

Stealth Ships:
Stealth armor will only be used for force recon operations screening the main body.
They do not possess the electronics for long range scanning or long endurance.

Other ships:
While you will not use these, for the most part, there might be times operations require a larger formation of ground vehicles.
Flying in some Dragonfly's in a Caterpillar, think along those lines.
Also, something to consider is the possibility to have limited strike missions to distract, extract.

The Herald:
This ship will be important, I can see the use of such a ship on an alt to relay information on long distances.
This is not a set 24/7 job but a quick login to send and receive data from deep space.
In time other ships that offer the same capabilities might be added to the verse, the Carrack or other exploration ships also offer a strong antenna array
With upcoming modules/blades/chips, these ships can also relay information.

>>>More to Come<<<<

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Star Citizen: Tactical Military Analysis
of in-game ships, Part I.

Recently I took the plunge and got involved in Star Citizen a large scale MMO that entails space and ground on an almost realistic scale.
While by no means this game is new it is groundbreaking in almost every aspect due to the scale and comprehensive team play involved.
All systems/modules had to build be build from the ground up, taking inspiration from older and newer games but the tech behind it is a custom build.
You can get involved in Star Citizen the open world MMO or its single-player campaign called Squadron 42 by buying a game package.
If you want and you have disposable income you could opt to buy more or larger ships but by no means is this required as all ships will be obtainable.
Obtainable as in you can grind/build each ship depending on the size it will take x amount of time and resources to build or buy each ship.

Career-wise you can go multiple ways and if you want with the multiple accounts, by no means are you forced to take on a combat role.
To support these careers options mechanics will be released in modules that will allow you to do anything your heart desires, well almost.
A current list of Careers: Military, PMC, Mechanic, Scientist, Trader, Hauler/Freight, Passenger/VIP Transport, Salvager, and Entertainer.
Within those careers, you can try to position yourself as a leader of an Org or a member, basically, do whatever you want to practice.
For those who are new to Star Citizen/Squadron 42, an Org stands for Organisation what acts as your typical clan/guild as with any MMO.
When picking a none combat role you can hire players to fight for you, so if you do not want to fight you have simply had others do it for you.
Or join an Org that offers you protection from any combat so you can focus on your profession as you wish.



Opening Words.

For this article, I will be covering the military application of the current selection of ships in Star Citizen and Squadron 42.
Their roles on the websites are by no means set in stone and you could fit out a ship to do multiple or roles or swap role if you wish.
If you desire a different career this article can help you find out what role you could fulfill in an org supporting their efforts in Star Citizen.
Writing this article I take my experience as a Tactician/Strategist and apply this to the ships and mechanics of Star Citizen.
As you would deploy assets to the theatre and/or battlefield this article is for the application of each ship in a military capacity that does not per say involve combat.

If you want to take a closer look at Star Citizen or Squadron 42 please visit the main website it also has the store where you can buy your start package.
A small request however if you want to register an account consider using my referral code, you will get 5000 UEC and I get some recruitment points.
Or find a plural of content on YouTube, more specifically I frequent these channels myself to keep up to date; BoredGamer, MinionSoldier, TheNoobifier.


How to analyze.

While I will do this in this article you the end user will have to analyze your specific situation and how this article applies to your own situation.
This will be an open world there for you have no restrictions other than the actual in-game mechanics, every ship can be applied multiple ways as you wish.
As more mechanics and ships are added the context of this application will change to some degree, in most cases will open new avenues of game-play.
Stick with your strong points but defiantly look to venture out with different game-play style(s), this will offer you the most insight.
This article will be made up of 1 page per manufacturer covering each ship and updating those page(s) when new ships are released.
If stats of a ship change or mechanics are updated those will also be updated in this article, I will try to keep it as up to date as possible.
Also, remember that this is a simulation and that there is no real space combat in the real world there for everything is theory crafting from a military perspective.
Todays tested and trailed military doctrines are applied to the Star Citizen Universe, or new doctrines are created from scratch and then applied to Star Citizen.
This also means you could theory craft your own doctrine and most likely some people will have their own doctrine.

Key Parameters.

These are the in-game mechanics that you are bound by, and will form the foundation for this analysis for each ship.
Be aware that mechanics might change if that does happen I will update the below listing of those key mechanics and their application and impact.

Travel Time:
Since moving from point A to Point B will take time, and this time will have a considerable impact due to the fact of duration.
Because there is a travel time that increases with the distance you will have to take into account hauling supply's, bringing in reinforcements take time.
You will also have to calculate fuel consumption with spare fuel in the case you have to divert.

Jump Points:
The method of inter-solar travel in the Star Citizen universe, what will impact gameplay as followed.
Jump points will have sizes this means the larger your ships the fewer jump points for travel, Capital ships and Fleets with Capital Ships be aware!
Jump Points will be choke points that will dictate control over a solar system unless you can find an alternate route.
Jump Points could be randomly generated in later versions, this means choke points can be bypassed.


Ship Manufactures:

From here on links to dedicated pages for each manufacturer in Star Citizen and Squadron 42.
Bare with me this is a large-scale project to undertake and requires some study, research and pondering.



Manufacturer, Aegis Dynamics. 
Aegis Dynamics

Manufacturer, Anvil Aerospace

Anvil Aerospace 

Manufacturer, Argo Astronautics
Argo Astronautics

Manufacturer, Banu
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Manufacturer, Consolidated Outlands
Consolidated Outlands

Manufacturer, Crusader Industries
Crusader Industries

Manufacturer, Drake Interplanetary
Drake Interplanetary

Manufacturer, Esperia
Esperia


Manufacturer, Kruger Intergalactic
Kruger Intergalactic

Manufacturer, MISC
Musachi Industrial and Starflight Concern

Manufacturer, Origin
Origin Jumpworks

Manufacturer, RSI
Roberts Space Industries

Manufacturer, Vanduul
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- Paul "HisEvilness" Ripmeester.

 
ROG Ryujin 360

I am writing this article because I could not find much in terms of troubleshooting the new ASUS ROG AIO, this covers the ROG Ryujin
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