Accuracy Guide[ | ]
BattleTech game is all about shooting enemy mechs, right? And in order to kill and not get killed you need to shoot more accurately than your enemy. This guide explains how shooting works in RogueTech, which modifiers exist, and how they stack together. Gunnery is a bit of a trap - read more on How Gunnery Affects CTH.
Changes From BattleTech[ | ]
Some key points to note where RT differs from BattleTech, and why it seems more difficult.
- BattleTech simplified values to step in 5% increments. RT removes this artificial display change and provides the real game value chance roll.
- For example: BattleTech 95% = RT 99.1% (This is why 95% felt they almost always hit). BattleTech 5% = RT 0.9% (This is why they almost always missed).
- Removed "Streakbreaker". If you missed too much (or hit too much), BattleTech would force your shot to flip, in order to... break streaks of overly bad (or good) luck. RT tweaks the chance curve so that it is as close to 2d6 as is feasible.
The displayed values are correct with a statistical distribution p= 0.001 (1 in a thousand shots hits when it shouldn't) Otherwise it would still show 5% steps when that step could be anything between 7-2% divergent.
The goal of these changes is to ensure that the game mostly resembles the 2d6 chance curve that CBT/TT uses, and more importantly, show it to the player.
Overview[ | ]
The base Chance To Hit (CTH) a target is 80%. Targets include anything that shows a CTH when you mouse over it, like neutral or enemy buildings and enemy turrets, mechs, and vehicles. Calculating CTH in RogueTech is like the tug-of-war game: various things your mech has and actions it takes increases or decreases CTH. The same goes for your enemies, but in the opposite direction. Your goal is to configure your mechs and direct its actions to make the CTH as high as possible. CTH is shown as a percentage from 0% to 100%.
IMPORTANT NOTE ABOUT MODIFIERS AND CTH: This guide mirrors how modifiers are shown in the game (see pic). Modifiers that reduce CTH are shown with a "+" sign and modifier that increase CTH are shown with a "-" sign. A +1 modifier reduces CTH by 9.1% and a -1 modifier increases CTH by 9.1%.
RogueTech has a very convenient UI to manage accuracy of your units:
- In the bottom right part of the screen there as a list of weapons with calculated accuracy.
- Hovering mouse cursor over any number will open pop-up with detailed calculation of weapon accuracy for the current target.
- Pressing TAB will switch targeting between available targets.
- Whenever you aim at a target, the aiming line can be of different colors:
- Red: frontal
- Red & Yellow: frontal attack with obstructed target (+2 to hit modifier)
- Blue: flanking attack (-1 to hit modifier)
- Purple: flanking attack with obstructed target (+1 to hit modifier)
- Green: rear attack (-2 to hit modifier)
CTH Accuracy Modifiers[ | ]
Category | To Hit Modifier |
---|---|
Mech Movement | Moved: +1
Sprinted: +2 (cumulative with Moved) Jumped: +3 (cumulative with Moved) |
Target Movement | For each Evasion Pip: +1 |
Height difference | +1 for each level the target is higher
-1 for each level the target is lower |
Target Angle | Shooting from the side: -1
Shooting from the back: -2 |
Visibility | Target is obstructed: +2
No visuals: +5 (cumulative) |
Range | Minimum: +8
Medium: +2 Long: +4 Max Range: +6 |
Fire modes | Indirect: +2 |
Sensors | No sensor info: +5
ECM Shield: +0.6 for each point |
Pilot skills | Gunnery: adds 1% for each point
Cautious: +1 |
Range[ | ]
Weapon Tooltips list 3 ranges: Minimum, Optimal, and Maximum. All ranges below the listed minimum suffer the listed +8 penalty. Short and Medium ranges are between Minimum and Optimal, while Long and Maximum (also referred to as Extreme Range) are between Optimal and Maximum. Most (but not all) weapons have the divide between Short/Medium and between Long/Extreme at the halfway points in those ranges, but some weapons - such as Snubnosed PPCs and Artillery - have different behavior.
Weapon damage falloff begins at optimal and reaches its maximum value at the end of the weapon's range.
Recoil[ | ]
Recoil is a reduction in accuracy caused by the backwards force generated when firing projectile weapons. Recoil usually applies to weapons that can fire multiple projectiles (like ballistics) or that have been modified (like by Pirates). A weapon with recoil 2 reduces the to-hit with a modifier of +2 for each projectile specified in the weapon's text. The default recoil is 0 and it does not stack. Recoil resets to 0 at the beginning of each turn and each 1 point of recoil reduces CTH by 9.1%.
An example: the Rotary AC/2 can fire up to 6 shots and has recoil 0 for shots 1-4 and recoil 1 for shots 5 and 6. Since recoil doesn't stack, shot 5 has recoil 1 and shot 6 also has recoil 1.
Evasion Pips[ | ]
In RogueTech mech movement speed is represented by small chevrons - Evasion Pips. The table below shows the number of Evasion Pips a mech gains for a certain distance travelled.
Distance Travelled, M | 15 | 30 | 55 | 80 | 110 | 140 | 175 | 210 | 245 | 280 | 305 | 330 | 360 | 390 | 420 | 450 | 480 | 510 | 540 | 570 | 600 | 630 | 660 | 690 | 720 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Evasion Pips | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 |
By default each mech can gain maximum of 8 Evasion Pips from movement. This limit can be increased by various pilot skills and equipment traits. Hover over the durability bar in mechbay to see what your mechs max is currently, will not count activated tech/abilities.