Rogue Company

Rogue Company Dev Tracker




04 Nov

Comment

Originally posted by KingWockexBR

[Suggestion] Option to show the ping and fps we are playing on the screen because it is important and I miss it. Example: At the top right of the screen. [Suggestion] Separate team and group voice channel.

We're adding a telemetry setting in today's update which will allow you to see your FPS.

Comment

Originally posted by Venture334455

I'm relatively new here so apologies if this has been said already. On some maps but mainly The Arena, the music cuts out when you're picking your rogue. So you get no music in the intro scene and aswell as in game. The sound works perfectly but it definitely feels like some background noise/music is gone for the whole match.

This bug does seem to happen sometimes and we're currently working on a fix. Are you finding this happens multiple matches in a row?

Comment

Originally posted by ThatsMySwamp

[BUG]

I dont know if this has been posted or not, but the visuals for Gadgets are broken. For example Molotovs damage you when youre not even standing in the circle or sometimes having a clear indication for it, meaning the visuals are just missing completely. Also the Vy Poison still does damage to you when its disappearing (red circle missing already). Sometimes when a Molotov and the Poison overlap they both disappear completely but do full damage for the full duration.

Also corners (invisible walls) are pretty terrible right now. It's not so bad when just walking normally, I have very few cases where I actually walk against one(for example the defender side on Lockdown point B entering the big Room), but the real dealbreaker is when throwing a semtex or radar dart. They get stuck very often in midair on nothing just because theres an invisible wall.

The throwing curve preview is not consistent as well, it happens very often that the grenade gets stuck on...

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Thanks for bringing up the incendiary grenade. We've had this reported and it appears that the spread isn't telegraphed as well as the team would liked. There are internal discussions on how to address this.

The throwing curve preview is another bit of feedback we've seen a few threads on this week as well. I'll pass this along to ensure we're comfortable with how that is currently working.

Comment

We're certainly open to feedback on other modes. At this time we feel Demolition provides our most competitive experience which is why that mode was chosen for this Ranked Beta. Over time let us know how Ranked works for you, we'll be watching!


03 Nov

Comment

Originally posted by Nivessa

Did I miss it? Where is the teleporting fix? Also a fix to make linking with vy actually do something?

The teleporting issue appears to be impacting mainly Switch folks but we're continuing to work on that issue.

Dahlia and Vy links are something the team is working on but that will be down the road. That's not really a fix but more a change to how Vy works.

Post

All severs will come offline November 4th at 6:30 AM ET (11:30 UTC) for maintenance for a game update. We anticipate this downtime to last approximately 3 hours.

If you are searching for a heap of southern hospitality, then look no further than Rogue Company's All the Fixins update. Straight out of Atlanta, we're introducing a new Rogue who has a reputation for precision and panache unlike anything you've seen before! With two brand new weapons and Cluster Smoke ability, hope that you see him before he sees you.

This update also marks the introduction or Ranked Beta, our first iteration of the Rogue Company Ranked system. You can find out more details about its rewards and structure listed in the notes below along with plenty of other changes.

(New) The Fixer:

When the World's Elite have problems they are desperate to solve, and no one else can help, the Fixer soon approaches with a solution and a deal. He is a peerless marksman, and should one cho...

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Comment

Hi there! Our Support folks can definitely assist you but depending on their volume of tickets it's may take a little time.

Comment

Originally posted by thenonrespawngamer

Honestly extraction not being in ranked is dumb in the first place lol. Honestly I would have a ranked extraction, a ranked demo, than maybe a ranked solo Playlist mixed with both of those.

For Ranked Beta, we need to get feedback on this system to ensure it's built as we (and the community) feel works the best. The team is not closed off to other modes, but focusing this testing will allow us to make tweaks before expanding it.

Comment

Originally posted by saizman

I understand and agree, it is not good to limit the modes.

but imagine that in Casual all the modes are available as now, but there is also a ranked mode for Extraction, only for solo players.

would not limit current modes, and would add interest to players less oriented to playing with friends

What you are looking for (and do correct me if I'm wrong) are higher quality matches that are more competitive. I think Ranked Beta may scratch that itch for you but you will wait longer for matches.

Comment

Originally posted by ddub3000

I would assume they want you actually buy one of the founders packs. If they see a lot of people are just buying all the Rogues with reputation they are going to make them harder to get.

I'm afraid that's not what is at work here. While Founder's Packs are a quick way to get your unlocks, there have been no adjustments or additional mechanics to make earning Reputation slower.

As mentioned above your earn is based on match length and wins.

Comment

In the near future I'm sure you'll see it again.

Comment

I’ve tried that shot a dozen times and always fail. 10/10


02 Nov

Comment

Just wanted to say thanks to everyone for giving your feedback! :)
One thing is for sure, the middle point in strikeout will be getting a new position in the future.

See you in the next one!

Comment

Originally posted by Treed101519

I think the tower is a fun idea but it usually just ends up being a death trap for whoever decides to go up it first. I have used it successfully when the round has gone on for a bit though

Hi!

The tower's importance in play usually increases as time goes on in the round. Unless you know exactly where the enemy players are, you'd typically want to hold off on ziplining up to it at the start of the round. As you said, towards the mid to late stages of the round the tower can be used to swing the momentum in your favor!

Comment

Originally posted by mwags517

I really enjoy that both points are viable in this game mode on demolition, not that others aren’t on other maps but the spread between playing both points feels even if that makes sense.

However, for some reason I have noticed that this is the map (most recently) that me and my friends ALWAYS encounter some error on our PlayStation that kicks us out of the game. Is there an issue with this map for some reason?

Thanks! Love the game and everything you guys do.

I'm not aware of a specific issue with Lockdown. Could you elaborate on the issue you're running into so I can pass it on to the team?

Comment

Originally posted by Aurum_arc

My only issue I've had on this map is on Strikeout, using the top of the tower as a capture zone is not very fun, mostly because the start of a round is a 50/50 who can protect your teammates that fly up the zipline the best to get the first cap, then no one dares try to cap during the rest of the round so lives drain quickly unless your team is filled with gunners. I think it's not totally a bad idea though, I think the part that sucks is when a player is injured they can still cap the point. If that was not the case I think it would be more interesting to see who gets the first cap since you would have to stand on it alive the whole time, maybe it would even go uncapped for a long time during that particular round.

Downed players being able to capture points is a good catch. I'll bring it up with the team and see how they feel about it. Thanks for your feedback!

Comment

Originally posted by Enemy_Stand_69420

I feel like the door in the middle hallway is too vulnerable. I suggest you put another door on the other end of the hallway to create a small hallway with both ends having a door, what do you think?

Hi!

We feel that the middle door serves as a strong view into the prison, but is also vulnerable to any players on the outside of the prison watching it. Since this door's balance is delicate in nature, we'll continue to watch the play around it to see if we need to move on any changes.