User Interface Guide
This page provides an overview of the user interface in RogueTech.
Cone of Fire:
Whenever you move your mech around the map you will see a semi-transparent cone which represents the firing arc of your weapons. Different shades of white indicate the overlapping effective range of weapons: the darker the shade, the higher the potential damage output. In order to see the range bands for one particular weapon or set of weapons, you can toggle the others off during your move phase.
When targeting an enemy mech or vehicle, the line's color communicates the following:
- Red: frontal attack
- Red & Yellow: frontal attack with obstructed target
- Blue: flanking attack
- Purple: flanking attack with obstructed target
- Green: rear attack
- Green & Yellow: rear attack with obstructed target
- Blue Dotted Curve: Indirect attack into enemy front arc
- Teal Dotted Curve: Indirect attack into enemy side or rear arc
The direction of attack and the presence of obstructions affect accuracy in different ways, details can be found in the Accuracy Guide.
In game you will often see circles of varying colors around your mechs - these are called Auras.
They show the area of effect for various equipment.
To toggle auras on/off, press Ctrl+A while in combat in-game.
- Teal: ECM Shield Aura.
- Blue: ECM Jamming Aura.
- Purple: ECCM Aura.
- Green: C3 Aura.
- Orange: General Allies Buff Aura.
- Red: AMS Coverage Aura.
These are red or green floating icons that appear near the mechs, and describe sensor/visibility buffs and debuffs.
- Activating Equipment. Some of the equipment in RogueTech can be activated (i.e. MASC) or switched between different modes (i.e. ECM). This can be done by clicking on the current equipment mode in the accuracy panel.
- Changing Firing Modes. Some of the weapons in RogueTech have multiple firing modes (i.e. UAC can be shot in single and ultra mode). The player can switch firing modes by clicking the DMG number of the corresponding weapon in the accuracy panel.
- Change Ammo Type. If a weapon uses multiple ammo types (i.e. LRM20 can use standard LRM ammo, Hydra LRM ammo etc.), the player can switch ammo types by clicking the AMMO number of the corresponding weapon in the accuracy panel.
Heat now affects mechs on a sliding scale that starts with maluses to movement and gunnery before you begin making heat-related failure rolls. Be aware these penalties start before you hit the displayed heat threshold, which is now constant and pegged to the heat level which would provoke a shutdown roll, so continuing to ride just underneath your threshold means continuing to accept penalties to accuracy and movement.
For more information on how heat works, see the Heat Effects page.
what the various circles mean on the navigation map.
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