I'm going to love this new salvage system. But early on in a new career, it is really hard to purposely headshot. So I don't think this will be OP. But it will be super awesome :) Good job to everyone involved in making this possible. And thanks for the sneak peak :)
Hard to head shot, easy to make them panic and eject. Heat them up or make them fall and low level pilots will hit that effect button. Svelte might be a double edged sword, but if you build a fast walking lance and so don't sprint yourself, your enemies will frequently fall and if you're lucky bleed out, but early on they'll panic a lot
@@Tolmandary still most early lvl 1 and 2 missions you wont have the salvage to take home full mechs anyway except for some maybe rare missions so this wont be taking effect till a bit later, until you've rushed a group to ally with
Firstly, great to have you back have really missed your content, I had hoped that the operation would cure you of your Lam addiction. 😂 Thanks for the great preview and look forward to more in the future.
Glad to see you back and hopefully your feeling well. This new salvage rules is pretty cool. I run heater mechs on my company so its fairly easy for me to target certain mechs I want to salvage so I like this new system. Heater mechs are fairly hard to set up early but mid game when you have a good medium omni or maybe a missile boat with SRM inferno's is probably as early as you can start. But I like this new system.
very first of all, i am super happy for you to be back. its been way too hard and long for you mate... four things i predict for new careers: ppl will get hysterical to get svelte and probably the hot version of jamie as well we will see a whole lot of inferno and hit spam (mg arrays f.e.) builds we will see a lot more punchbots and last but not least i guess ppl will start to try eating legs again. either way, great preview thanks for that. two questions anyway. 1. how are vehicles treated in the new salvage rule set? 2. what happens if mech bay is already fully occupied? same procedure as now, i am getting asked which mech shall be scrapped or put into inventory?
Mechbay - yea same as now you have to store / scrap something if it's full. Vehicles, they were actually no longer going to give any salvage other than parts, however, thankfully that isn't happening. They'll behave as they do now, you will also be able to get complete vehicles in the same way if enough parts survived.
It seems loot magnet is not applied after the mechs are dissembled. Is this on purpose or not ready yet? Until now you can get severals mechs with loot magnet - now it seems you need one pick for each mech part which means less parts/money in the late game... (talking about 10:30)
Loot magnet is recalculated for entire potential salvage when you disassemble a single mech or disassembled all. Bear in mind I was at 88/100 rep, so not gaining full loot magnet. You tend to only see mech parts roll up currently with allied status loot magnet.
I just started playing RT and in my first mission, we managed to take out a nearly-intact Firestarter Omni by pilot ejection. Much to my chagrin, I fell just _one_ slot short of being able to claim it. That would have been a _huge_ help in advancing.
This system really only works if you take full salvage for missions. Otherwise you likely will not have the salvage to take a full mech. I also appreciated the old system for having a chance to still have some of a mechs equipment available when you combine them in the mech bay. Now every mech combined in the bay seems to be completely destroyed. This is unfun. It would be nice if you could increase base salvage numbers across the board. There obviously a reason that you showed this off in Blackout missions.
Thanks for this! A couple of questions. So the max whole mech you can take is 1 even if you have the available rep and slots to have taken another one? How does it work with whole vehicles? Second, what strategy do you use other than headshots and overheating mechs to max salvage with the 45% rule? Thanks again.
You could always crit out an engine too. Three engine crits (from separate salvos in a single location) will take the mech offline. This is where AP ammo can be incredible if combined with gear that boosts crit chances. Unless your target is TAC immune of course
Hello, Blaen! Two questions: 1) will the current saves be reset with the release of a new patch? 2) approximately when will the new patch be released? Just to understand, is it worth continuing to play now and save progress if there is a vape soon and everything is reset to zero? Thanks for the answer!
only one maximum unit pickable . . that does not sit well with me at all . . is that configureable somewhere and somehow? If i have enough picks, i want to take more units.
Out of curiosity what happens if you leave the mechs un-salvaged are they automatically excluded from the random loot pool? If so that makes it a lot easier to target parts from a specific mech by leaving the others intact and just salvaging the one you want, if you've already picked a whole mech, which would be fantastic.
Do you mean don't dismantle them? Cause he mentions when you click complete on the bottom that the system automatically dismantles all remaining mechs and the parcels out the random drops.
Yes and no, you can still assemble from parts. Those you take 'whole' can arrive pretty damaged, you also lose that option for any where the CT was destroyed and you can only pickup one per mission. Lastly you need decent rep to reduce the number of salvage slots required (it won't be anywhere near as few during this early testing as seen in the video)
whilst you say that early career this new system will be awesome but i see 1 downside to this argument, it's not till you get loot magnet going, and higher level missions where you get high amounts of salvage, unless you've increased salvage amounts for missions, as a lot of early missions average salvage is like 12-15 salvage so you'd only be able to take home the 1+10 mech you showed,, it will be good in the early mid game and later.
The balancing is going to very much change how things work. Also most starts have bonuses to one or more faction reps so you can immediately gain some loot magnet benefits. It should greatly help early careers because you can more easily get hold of mechs, especially if Svelte is part of your team.
@@Tolmandary isn't the faction bonus like 10 points or something? so not a huge gain to loot magnet at the start, and depending on Svelte as part is a bit much, I've never even seen him to date, i mean sure if other balancing is going to go on around it things may change, but currently it's still a mid game + changer as it stands along side everything else, or at least that's how it appears to me, But then i maybe coming from the angle of a newer player, so remember taking loads of missions before loot magnet kicked in, and most of my early mech kills for cores and stackpoles, hell I still average 1 stackpole a mission. and thats even when i'm deliberately trying to avoid them shooting only med laser at a leg :|
i need a way to fucking change the needed reputation for loot magnet to apply . . i change employers and targets more than some people change their clothes . . . i NEVER get the loot magnet to apply . .
Loot magnet starts to apply as soon as you're in positive rep with a faction and grows into you hit 100, then an additional small boost for being allied. If you're a Merc on the Online Map all contracts for factions act as though you're allied.
It is a huge mod and built on an old version of Unity that's not very efficient. Loading times can be improved following the performance tips and using the pre-cache option from the loading screen. Otherwise it's largely RAM dependant.
Don't hate but not a fan of what happens to mech you assemble. after all the way the salvage picks are if you have a 2 picks and 9 random chances of anything really good are low.
Oh my god, cooking pilots with heat will become so much more valuable
yeah, lets see how high clan pilots may fly
I'm going to love this new salvage system. But early on in a new career, it is really hard to purposely headshot. So I don't think this will be OP. But it will be super awesome :) Good job to everyone involved in making this possible. And thanks for the sneak peak :)
Hard to head shot, easy to make them panic and eject. Heat them up or make them fall and low level pilots will hit that effect button. Svelte might be a double edged sword, but if you build a fast walking lance and so don't sprint yourself, your enemies will frequently fall and if you're lucky bleed out, but early on they'll panic a lot
@@Tolmandary oh right. Forgot about the panicking haha.
@@Tolmandary still most early lvl 1 and 2 missions you wont have the salvage to take home full mechs anyway except for some maybe rare missions so this wont be taking effect till a bit later, until you've rushed a group to ally with
Finally! That feature was long overdue!
Awesome changes! Thanks!
Another reason to come back in action! =))
Excellent job to the Mods.. Cant wait to see how this works in practice.
Firstly, great to have you back have really missed your content, I had hoped that the operation would cure you of your Lam addiction. 😂 Thanks for the great preview and look forward to more in the future.
Glad to see you back and hopefully your feeling well.
This new salvage rules is pretty cool. I run heater mechs on my company so its fairly easy for me to target certain mechs I want to salvage so I like this new system. Heater mechs are fairly hard to set up early but mid game when you have a good medium omni or maybe a missile boat with SRM inferno's is probably as early as you can start. But I like this new system.
This is incredibly awesome!
So excited for this
Love this change, nice work!
Great Idea !
This is everything i've ever wanted and so much more
I love this
Thank you
This is the greatest mod ever created. You all have taken this so far beyond the original game its insane. Thank you!
Good post mate
That looks amazing and thank you for the sneak peek great work and thank you
very first of all, i am super happy for you to be back. its been way too hard and long for you mate...
four things i predict for new careers:
ppl will get hysterical to get svelte and probably the hot version of jamie as well
we will see a whole lot of inferno and hit spam (mg arrays f.e.) builds
we will see a lot more punchbots
and last but not least i guess ppl will start to try eating legs again.
either way, great preview thanks for that.
two questions anyway.
1. how are vehicles treated in the new salvage rule set?
2. what happens if mech bay is already fully occupied? same procedure as now, i am getting asked which mech shall be scrapped or put into inventory?
Mechbay - yea same as now you have to store / scrap something if it's full.
Vehicles, they were actually no longer going to give any salvage other than parts, however, thankfully that isn't happening. They'll behave as they do now, you will also be able to get complete vehicles in the same way if enough parts survived.
It seems loot magnet is not applied after the mechs are dissembled. Is this on purpose or not ready yet? Until now you can get severals mechs with loot magnet - now it seems you need one pick for each mech part which means less parts/money in the late game... (talking about 10:30)
Loot magnet is recalculated for entire potential salvage when you disassemble a single mech or disassembled all. Bear in mind I was at 88/100 rep, so not gaining full loot magnet. You tend to only see mech parts roll up currently with allied status loot magnet.
Oh man this is gonna be so good
This will be an excellent update. It's amazing what you guys are still managing to add to the game.
Awesome update!
I just started playing RT and in my first mission, we managed to take out a nearly-intact Firestarter Omni by pilot ejection. Much to my chagrin, I fell just _one_ slot short of being able to claim it. That would have been a _huge_ help in advancing.
Hell YEAH! Finaly! Common sense have arived!
Headshot builds incoming
This system really only works if you take full salvage for missions. Otherwise you likely will not have the salvage to take a full mech. I also appreciated the old system for having a chance to still have some of a mechs equipment available when you combine them in the mech bay. Now every mech combined in the bay seems to be completely destroyed. This is unfun.
It would be nice if you could increase base salvage numbers across the board. There obviously a reason that you showed this off in Blackout missions.
OH YEAAAAAH!
Thanks for this! A couple of questions. So the max whole mech you can take is 1 even if you have the available rep and slots to have taken another one? How does it work with whole vehicles? Second, what strategy do you use other than headshots and overheating mechs to max salvage with the 45% rule? Thanks again.
You could always crit out an engine too. Three engine crits (from separate salvos in a single location) will take the mech offline. This is where AP ammo can be incredible if combined with gear that boosts crit chances. Unless your target is TAC immune of course
this looks absolutely incredible. is there at least some vague eta? do i need to be ready to start a new save in a week, a month, or later?
It's NOT a save breaking update, so your current career will continue 😊
Hello, Blaen!
Two questions:
1) will the current saves be reset with the release of a new patch?
2) approximately when will the new patch be released?
Just to understand, is it worth continuing to play now and save progress if there is a vape soon and everything is reset to zero?
Thanks for the answer!
No they won't, this is not a save breaking update. It'll be ready when it's ready as always. 😊
When is this going online? I just downloaded rogue tech ( the latest it says 1.3.14) but I don’t see anything new
Its being worked on, this is just a preview of the next big patch
only one maximum unit pickable . . that does not sit well with me at all . .
is that configureable somewhere and somehow?
If i have enough picks, i want to take more units.
One per battle, assuming you have enough slots free.
Out of curiosity what happens if you leave the mechs un-salvaged are they automatically excluded from the random loot pool? If so that makes it a lot easier to target parts from a specific mech by leaving the others intact and just salvaging the one you want, if you've already picked a whole mech, which would be fantastic.
Do you mean don't dismantle them? Cause he mentions when you click complete on the bottom that the system automatically dismantles all remaining mechs and the parcels out the random drops.
@@Cerxen ahh didn't catch that part, thanks for the heads up. Guess its back to total destruction to prevent diluting the pool again then.
So . . no more need to take mech parts, no more need to assemble mechs, they come pre assembled and have to be fixed?
Yes and no, you can still assemble from parts. Those you take 'whole' can arrive pretty damaged, you also lose that option for any where the CT was destroyed and you can only pickup one per mission. Lastly you need decent rep to reduce the number of salvage slots required (it won't be anywhere near as few during this early testing as seen in the video)
whilst you say that early career this new system will be awesome but i see 1 downside to this argument, it's not till you get loot magnet going, and higher level missions where you get high amounts of salvage, unless you've increased salvage amounts for missions, as a lot of early missions average salvage is like 12-15 salvage so you'd only be able to take home the 1+10 mech you showed,, it will be good in the early mid game and later.
The balancing is going to very much change how things work. Also most starts have bonuses to one or more faction reps so you can immediately gain some loot magnet benefits. It should greatly help early careers because you can more easily get hold of mechs, especially if Svelte is part of your team.
@@Tolmandary isn't the faction bonus like 10 points or something? so not a huge gain to loot magnet at the start, and depending on Svelte as part is a bit much, I've never even seen him to date, i mean sure if other balancing is going to go on around it things may change, but currently it's still a mid game + changer as it stands along side everything else, or at least that's how it appears to me, But then i maybe coming from the angle of a newer player, so remember taking loads of missions before loot magnet kicked in, and most of my early mech kills for cores and stackpoles, hell I still average 1 stackpole a mission. and thats even when i'm deliberately trying to avoid them shooting only med laser at a leg :|
i need a way to fucking change the needed reputation for loot magnet to apply . .
i change employers and targets more than some people change their clothes . . .
i NEVER get the loot magnet to apply . .
Loot magnet starts to apply as soon as you're in positive rep with a faction and grows into you hit 100, then an additional small boost for being allied. If you're a Merc on the Online Map all contracts for factions act as though you're allied.
would love to play but for some reason the game is way to damn laggy for me
It is a huge mod and built on an old version of Unity that's not very efficient. Loading times can be improved following the performance tips and using the pre-cache option from the loading screen. Otherwise it's largely RAM dependant.
if you give 2 more salvage, y do you always give me bad stuff ._.
No-one said it's going to be good extra salvage 😂
Don't hate but not a fan of what happens to mech you assemble. after all the way the salvage picks are if you have a 2 picks and 9 random chances of anything really good are low.