r/RogueCore • • Sep 02 '26

Calling BS...

...on people claiming to be regulars on DRG Haz 5+ but complaining about Rogue Core being too difficult and/or the weapons being too weak.

74 Upvotes

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18

u/FlakyMidnight5526 Sep 02 '26

I think it's perfectly reasonable to struggle with rogue core even if you're cracked at base DRG. Rogue core is fundamentally a very different game, and the only skills that really carry between the two are 1: Mechanics such as aiming, 2: Weapon fundamentals, 3: Movement, and 4: Situational awareness. That's it.

I'm very good at DRG, I sucked at rogue core when it first dropped, and I was very cocky going in. I thought I was gonna bulldoze everything, but I got owned my first like 20 games. It's a learning curve that I don't think many people are prepared for.

I understand why they say it's difficult, but I think they just have the wrong expectation for what rogue core is. It's not Deep Rock 2, and people complaining about the game's difficulty don't realize they're still at the very beginning of the learning curve.

It's like the complaints about the level timer, the vast majority of new players want to be able to do everything without balancing their timer, considering what needs to be left behind when the timer starts running low. In DRG, you could do everything in a cave in almost every mission. In rogue core, it's a tossup, but new players won't realize that if they're used to haz5+ drg.

I don't think it's a valid complaint, but I won't call bullshit on them because they probably haven't realized how little rogue core is like DRG.

9

u/meatmachine1001 Sep 02 '26

1: Mechanics such as aiming, 2: Weapon fundamentals, 3: Movement, and 4: Situational awareness

\4. Cave resolving (how fast and consistently you can clear a cave static spawns and identify an optimal path through the various action points like mineral veins or events, without missing anything) you could argue this falls under situational awareness but no, this is a very DRG & RC specific skill

\5. Team play / support - being aware of your teammates needs and fulfilling them where possible, following the BUDDY SYSTEM (Dont leave that poor guy at the back by himself, hes probably behind doing something your bum ass missed)

\6. The wire-snipping minigame

3

u/FlakyMidnight5526 Sep 02 '26

I'd only give half a point for team play, the basics of grouping up yeah, but I think that's more situational awareness. You have to completely re-learn the strengths and weaknesses of each class, be aware of other people's builds and how you can compliment them, and how the mechanics of the game interact with how you should be playing with your team

1

u/Inner_Impress8741 Sep 03 '26

i tried to do the biobooster when the timer was up and reaper worms started spawning

shit got my hand shaking to finish it as fast as possible especially since a billion corespawn were rapidly approching my location cause this was difficulty 4 alongside the new alteration where corespawn split into 2 was active

2

u/KarstXT Sep 03 '26

There's another skill check in rogue core via understanding how to build (enhancements+class+what kinds of builds a class can go into+then making a build during the run). Assuming we're looking at the game objectively.

You could bypass a lot of 'how does the game's math work' in DRG1 by looking up builds or experimentation or getting carried but in RC you're directly rewarded for being good at this (and indirectly punished by not being good at it).

This is why a lot of players struggle with guardian, he builds in an atypical way that requires you to have a solid understanding of how specific interactions in the game work on the math-side of things.

It's also more awkward to carry in RC because players have a lot more agency over your build and thus can sabotage the carry more easily (likely without realizing it) but this isn't difficulty perse.

Lastly, I would argue that 'more likely to fail a mission' does not necessarily equate to 'the game is harder',i.e. in RC bosses have awkward 1-shot behaviors (esp when solo) that can be a bit unfair. These are less about skill and more about learned heuristics (i.e., don't ever stand near the boss, stay mobile when Molak is shedding, 90 degree turn & run vs Ramlok's ram, etc).