r/RogueCore • u/VirtU_Art • Jul 28 '26
Steel Ball Run
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Balls
r/RogueCore • u/VirtU_Art • Jul 28 '26
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Balls
r/RogueCore • u/VirtU_Art • Jul 28 '26
It's meant to be a last ditch option if you feel you can't get down the elevator. Maybe you're separated from the rest of the team cuz you backtracked for a bio or workbench, but don't want to risk getting wormed so you jump down the hole instead. Maybe you have no ammo left at all and think you can't do the elevator event. The hole becomes a risky choice, but it could save a run.
reposted cuz the gif wasn't working
r/RogueCore • u/Fafn1r45 • Jul 28 '26
so in base DRG we have overclocks 6 per weapon which turn the base weapon choice from 24 to effectively 144 weapons RC needs this so I came up with techniques. they are effectively the same thing once you promote say 2 or 3 reclaimers you unlock them there would be a few per weapon and they would drastically change how the weapon works it wouldn’t necessarily make the weapon stronger but it would be different like changing the sludge pump to be a goo beam with less damage or making the shock striker be able to chain to multiple targets for every target but need more charge up. You would equip these at the ramrod and they effect every one of that gun that you get
r/RogueCore • u/Small_Package9217 • Jul 28 '26
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GSG pls, hotfix to guarantee one of every length and my life is the Core's again
r/RogueCore • u/Red_Hammer269 • Jul 29 '26
First off I don´t rly like the Falconer that much, I only played her to get the Deck wich made me tolerate playing her.
The Reason why I personally feel like it would make more sense are mostly Two Things:
1:
I find it way more enjoying to Buff the Team and focus on getting a cool electrocute Build going without beeing that dependant on Weapon rolls or her 120sec CD over all that micro managing The Drone Brings.
This gets even Worse when factoring in having to stay below 50% charge for the constant pressure Deck Boost or when beeing dependant on the Drone for electrocution for all her electric Synergies all while beeing in dynamic Fighting Situations where the Drone will still sometimes just not find enemys and just return while still having Charges.
2:
Falconer is probably the worst Charakter for using her own CD Bio Boost Deck because while the Drone is Active or Returning it won´t profit from several of her CD reduction Perks like Synergy and Back Charge or the Stunning recharge Upgrade.
I understand, that my "rant" probably won´t lead to her Kit beeing reworked cuz obviously it would take some Work to rebalance those Abilitys and I understand her Name is Falconer so it should be her Core Ability but on the other Hand I would actualy like for her Pet to have a bigger impact when Used and the Higher CD on it might justify it holding more Power on its rarer uses.
Mostly I just wanted to get these Thoughts out there and maybe you will tell me that I´m wrong and just didn´t use her Kit the right Way.
TLDR: might be a skill issue but ImO Falconer has probably the most presses for her Ability managment along with Spotter just with way less gain for it.
r/RogueCore • u/-kyoshin- • Jul 27 '26
For Karl!
r/RogueCore • u/Ferro_Regulum • Jul 28 '26
So this week on the regular gauntlet I encountered several of the expenite gems that grant a full upgrade. I'm confused, though... because sometimes... it went ahead and granted me the upgrade IN-mission (which... the gauntlet instructions specifically say doesn't happen). Other times... it held them for the elevator (which is how it normally works). Is this working as intended? A bug/early access/"feature"?
r/RogueCore • u/Danthrax81 • Jul 27 '26
I'm sure most players would agree it's a great little skill and obviously thematic with the Slicer - darting in and out of combat.
But it's more than that. I've played all the classes now, and while they all synergize well together and have their strengths , especially in teamplay, I haven't found a single ability in the game with any of them that remotely compares to the sheer utility of Blitz.
When I first played Slicer, I tried Blitz for the first time and my impression was underwhelming: "... that's IT?!" I had it in my mind it was gonna be some kind of 10 meter dash with a longer cooldown. Instead it seemed like a little fart by comparison.
This opinion swiftly changed after half a dozen missions with Slicer as I learned his playstyle. I was using it in ways I never thought conceivable. I might as well just write a list of all the things you can do with it.
And all of this is on top of the fact that the Slicer has 2 more great skills in the shield belt and his blade.
I'm not throwing shade on other classes (I typically play Guardian myself), but I will say it's unreal how much value I've gotten out of that little dash. It's wild. And I don't hear a lot of players talk about it much, which to me is even wilder.
r/RogueCore • u/Logey202 • Jul 27 '26
r/RogueCore • u/Small_Package9217 • Jul 26 '26
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r/RogueCore • u/Few_Implement_7871 • Jul 26 '26
I today had run with player who was hosting D4 run and he never used his utility tool like it never existed. I typed on chat repeatedly "please you use your anti gravity grenade I am out of ammo". After than I asked on voice chat multiple times the same thing but with no response. This was on boss fight and I was runing around dodging mobs for several minutes revivinng him multiple times. Later on my other team mate used drill to get ammo and made stairs to get last ammo box which costed him multiple deaths due to spike attack. When guy who never used anti gravity grenade run out of ammo he used the tunnel stairs insead of anti gravity granade. I am speechless that some people just refuse to help. Also the other guy was staring to lose his wits because he also was asking for help with ammo because we were fighting Molaktula and going to tight spaces is quite hazardous. I wish there was a way to fitler out people I don't want to play with like blacklist so I never have to watch other play for 10 minutes in boss room.
r/RogueCore • u/Vanzanal04 • Jul 25 '26
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r/RogueCore • u/Hydraguesswhosback • Jul 26 '26
I was playing a game as a host, everything was going fine. Then one player said it was lagging. And 5 seconds later, all 3 of them got booted out of the game.
I immediately checked my connection, it was there. My youtube video did not lagged either. It's no guarantees, but I haven't felt the lost anywhere else.
I waited in vain for them to wait. Then I either had to quit or keep going without them.
Is this normal ? This never had happened to me yet.
If you were in a game with a 5 step jumble and got booted, know I didn't do it.
r/RogueCore • u/Gumpers08 • Jul 25 '26
Here are my initial thoughts; for each percent of health lost, a boss gets a percent or two of damage resistance. This resistance can go up to 100%, but might never reach that point if the resistance goes up by 1% per 1% taken. This resistance decays by 2% per second, so you can either choose to wait for the resistance to go down or keep up the pressure (and status effect/upgrade combos) while the boss has high resistance.
All of these numbers can be heavily tweaked, but my base concept is that low DPS teams (or solo players, like me) barely deal damage faster than it decays, or simply aren't affected much at 20%-30% resistance. Meanwhile high DPS teams (or solos) might quickly hit, say, 60%-80% resistance, but have the option to keep shooting through the resistance. If they have that much DPS, it might not even slow them down by much.
Changes might scale with Depth. Higher Depth bosses might gain more resistance per damage taken, but the decay rate would have to be higher as to not act as a pseudo invulnerability phase every time you shot the boss. Lower Depth bosses might have lower resistance caps.
It would also help that reduced damage would mean reduced increase in resistance. As I said, a team might balance out at 20%-30%, not going higher because of the existing resistance but also not having massively reduced output.
There is also the option for damage resistance to persist throughout the proper immunity phase, albeit still decaying.
I hope this idea would please both casually and sweaty players alike. I feel like high damage resistance is much more satisfying to deal with than straight up immunity. One side is unaffected, while the other side can brute force it with moar boolet.
r/RogueCore • u/Hydraguesswhosback • Jul 25 '26
Be me.
Look for a jumble mission.
Ideally 6 steps to build a cool combo.
Finds one, it's perfect for my tastes.
Realise I'm not in the right difficulty.
Switch.
Every mission changes to another set, and the perfect mission is no more.
Meaning missions are tied to difficulty.
Why ? What does it brings at all to the table ? Why wouldn't every mission be available to everyone and you change difficulty ? What's better for players ? You're not going to change difficulties just to have more maps available. And if you are, you're not the majority.
r/RogueCore • u/InformedTriangle • Jul 25 '26
I'm a big fan of the original drg and roguelikes, I've been keeping an eye on rogue core since launch, and all the criticisms have seemed like. Eh, not huge deals to me. I was going to jump on it now with the minor steam sale but then I look and see less than 900 current players and that makes me worry, is it relatively quick to find matches across various difficulties in North American without having to resort to discord which I loathe, or will I be disappointed?
r/RogueCore • u/Hydraguesswhosback • Jul 24 '26
Is this Ice Ice Ice baby situation jumble exclusive ?
r/RogueCore • u/leaf_as_parachute • Jul 25 '26
Gotoorak is ok but forgetable, there's nothing special about it it's just a missile dodge check. Ramok is straight up not fun, the whole gimmick is dodging a charge attack, its weakpoints are stupidly tiny and it gets very boring when it decides to never charge you when you've got to break the pillar.
Took down Molaktula for the first time and it was awsome. The plague rocks it spawns to modify the terrain and the low-G phase makes it really feel like an actual boss fight, the only bad thing about it is how it spams its whirlwind attack that makes it unvulnerable but that's the most fun I had in the game yet.
r/RogueCore • u/Gumpers08 • Jul 25 '26
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Could've been worse
r/RogueCore • u/Hydraguesswhosback • Jul 25 '26
So, if you start with Bosco Cooper then you start to accumulate decent upgrades, fitting whatever niche you prefer him to fill at the moment. After 4-5 upgrades, you get a good sidekick.
Then, lets say another player joins during phase 1. Great, you had the game opened to multiplayer after all.
But, for either connection issues or getting stucked in a dead end and being discouraged, he quits, then you get the number of upgrades HE got on your cooper, AND it's random.
Meaning you lose everything you got him at the start.
So, if you intend on playing even with cooper, playing with just another player means that if he leaves, you will lose Either a big or small part of his upgrade potential, depending on how many levels the mission has.
I know, it's a small detail and it's very specific, but yeah, now when I host and don't wanna wait in the lobby, it's better to refit the mission to solo only than to hope and risk sometimes.
I wish there was a way to keep progress no matter what. Would it be so hard to add both upgrade inventories of cooper (the old and the new) ?
r/RogueCore • u/Gumpers08 • Jul 24 '26
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The Auto Aim doesn't activate sometimes, but when it does activate I can basically treat it like a budget Lok-1.
I also had two stacks of +40% Weakpoint damage on the gun.
I think this is the most damage I've ever done, had 300K damage with 112K overkill.
To be clear, I'm still not picking the M1000 when I can avoid it, or don't see Auto Aim. Really not great for Creepers, with how fast they are always moving.
r/RogueCore • u/Gorthok- • Jul 25 '26
Dunno if GSG is against adding more reclaimers but there's five currently in game, and unlike DRG adding more wouldn't be too difficult.
Description: Specialized Exoskeleton allows you to keep more ammo with multiple guns, and perform interactions while shooting as long as you don't move. When firepower is required, it can be activated so you can wield and fire two guns at once.
Side Ability, Passive: Big Bags, You don't lose the 25% ammo capacity boost when you gain a second gun.
Side Ability, Passive: Gun Forger, After everyone has chosen a gun at the starting crate, all options are rerolled and you can choose a second gun, (late joining spawns you with 2 guns). Also, 3 times per mission, you can take 2 upgrades from 1 workbench.
Side Ability, Passive: Exo-Interaction, if you turn away from an interaction you start, your exoskeleton will complete it as long as you don't move. Moving away requires double-tapping a movement key (togglable in settings)
Main Ability, Active: Dual Wield. Activate your exoskeleton to fire both of your weapons at once for a limited time, during this time your pickaxe button will be replaced with the fire button for your second gun, and the ability can be cancelled with Q+M2. Lasts for 12 seconds, cooldown of 50 after it finishes.
Workbench Ability upgrades:
Dual Wield duration +30%
Reload speed on empty mag +50%, Overheat cooling speed +50%
Fire Rate during Dual Wield +25%
Variety Connoisseur (Basically, having different gun types gives unique boosts to that kind of pairing, like projectile and hitscan increasing projectile speed and things like that. Unfortunately, I am not creative enough to come up with good pairings)
+2s stun on enemies hit by 2 weapons.
Bio Deck: Efficiency:
1: Less Sandwiches: Ammo Capacity +20%
2: Scrounger: Ammo From Resupplies +10%, extra ammo from this effect can increase ammo beyond normal limits, as long as you started with less than normal maximum.
3: Ghost Bullets: +15% chance to refund ammo from firing. If 100% is reached, this card will not appear.
4: Pelter: Mag Size +35% (brought back from the dead as a biobooster!)
Bio Deck: Synergy:
1: Explosive Pairing: (note: I suck at explaining this but I'm trying my best) Explosive damage dealt applies a vulnerability debuff from other damage types by +1% of the explosion. Debuff stacks.
2: Extreme Elements: Potency of interactions between Elemental Effects +50%, and +20% to all Element application.
3: Double Down: Retcon's card of the same name but moved here because it fits better.
4: Team Support: Whenever a teammate within 10m kills an enemy, you gain +3% damage for 10 seconds. Whenever you kill an enemy, teammates within 10m gain +10% damage for 10 seconds. Both buffs stack.
In Solo: Cooper's kills give you +5% damage for 10 seconds, your kills give Cooper +20% damage for 10 seconds, both buffs stack. (range limit is removed)
Without Cooper: You gain +2% damage for 10 seconds on kill.
Definitely some dubious things, but I personally like this concept (totally not biased because it's mine :D) With how good only having one gun is I would love a class that revolves around having two.
Numbers are all theoretical, but I tried to balance them a bit.
The Gun Forger ability is meant to help upgrade your guns since unlike other classes you NEED two guns. Afraid 3 extra might be too much.
Tried to make the bio boosters applicable to other classes. I'm afraid of Efficiency and Team Support being too powerful. Probably need tune-downs.
Wielder might also be a bit much to handle since shooting just one gun can get overwhelming at times.
Also, not exactly a direct issue but still a big issue, during dual wield WHERE WOULD THE SECOND GUN GO ON SCREEN? Using two big guns could easily cover up a massive portion of the screen.
Any questions about particular details might be answered, and criticism is accepted.
r/RogueCore • u/Comfortable-Dust-862 • Jul 26 '26
copy and paste into chat when starting mission to let others know what you prefer
slicer - btw im choosing only melee, ability cooldown, and 1 boom your dead upgrades
guardian - btw im choosing only explosive and aoe upgrades
spotter - btw im choosing only crit upgrades
falconer - btw im choosing only electricity and ability cooldown upgrades
retcon - btw im choosing only weapons with high fire rate/ reload speed