Difference between pages "Raven" and "Rifleman"

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m (armor update)
 
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{{Mech|
 
{{Mech|
| Image = File:Raven 086.png
+
| Image = File:Rifleman.jpg
| Class = Light
+
| Class = Heavy
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
| Tickets = 4
+
| Tickets = 7
| Tier = 4
+
| Tier = 8
| Tonnage = 35
+
| Tonnage = 60
| Speed = 97.2
+
| Speed = 64
| SpeedWithMasc = 136
+
| SpeedWithMasc = 91
 
| Rotation = 360
 
| Rotation = 360
| PitchStand = -34° to +45°
+
| PitchStand = -35° to +88°
| PitchCrouch = -34° to +55°
+
| PitchCrouch = -35° to +88°
  
| Price Prime = 52 200
+
| Price Prime = 71 600
| ArmorT Prime = 25 486
+
| ArmorT Prime = 52 271
| Engine Prime = Hermes 210 XL
+
| Engine Prime = Pitban 240
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li> 2x [[MBL]]
+
<li>2x [[ERLBL]]
<li> 1x [[Streak Short Range Missiles|SSRM6]]
+
<li>2x [[ERMBL]]
<li> 1x [[iNARC]]
+
<li>2x [[UAC5]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
<li> [[C3]]
+
<li>2 [[LAMS]]
<li> [[BHP]]
+
<li>[[EOptics]]
<li> [[GECM]]
+
<li>2 [[DHS]]
<li> [[MASC]]
+
<li>0 [[free tons]]
<li> [[EOptics]]
+
<li>10.5t [[Armor]]
<li> 1 [[HS]]
 
<li> 1 [[free ton]]
 
<li> 5.5t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price A = 57 500
+
| Price A = 62 000
| ArmorT A = 27 667
+
| ArmorT A = 45 884
| Engine A = Hermes 210 XL
+
| Engine A = Pitban 240
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li> 2x [[LPL]]
+
<li>1x [[ELRM20]]
<li> 1x [[TAG]]
+
<li>3x [[HVAC2]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
<li> [[C3]]
+
<li>[[EOptics]]
<li> [[GECM]]
+
<li>0 [[HS]]
<li> [[BHP]]
+
<li>4 [[free tons]]
<li> [[EOptics]]
+
<li>9.5t [[Armor]]
<li> [[MASC]]
 
<li> 3 [[DHS]]
 
<li> 0 [[free tons]]
 
<li> 6.5t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price B = 42 950
+
| Price B = 67 700
| ArmorT B = 27 667
+
| ArmorT B = 45 884
| Engine B = Hermes 210 XL
+
| Engine B = Pitban 240
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li> 1x [[LBX10]]
+
<li>2x [[LBX10]]
<li> 3x [[SPL]]
+
<li>4x [[ERMBL]]
</ul>
 
 
| Equip B = <ul>
 
| Equip B = <ul>
<li> [[LAMS]]
+
<li>[[EOptics]]
<li> [[C3]]
+
<li>2 [[LAMS]]
<li> [[BAP]]
+
<li>2 [[DHS]]
<li> [[GECM]]
+
<li>0 [[free tons]]
<li> 1 [[HS]]
+
<li>9.5t [[Armor]]
<li> 0 [[free tons]]
 
<li> 7t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price C = 51 100
+
| Price C = 65 750
| ArmorT C = 27 667
+
| ArmorT C = 45 884
| Engine C = Hermes 210 XL
+
| Engine C = Pitban 240
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li> 1x [[ERPPC]]
+
<li>2x [[LtGauss]]
<li> 2x [[ERMBL]]
+
<li>2x [[UAC2]]
<li>[[TAG]]
 
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li> [[C3]]
+
<li>[[BAP]]
<li> [[BHP]]
+
<li>[[EOptics]]
<li> [[GECM]]
+
<li>0 [[HS]]
<li> [[EOptics]]
+
<li>2 [[free tons]]
<li> [[MASC]]
+
<li>9.5t [[Armor]]
<li> 3 [[DHS]]
 
<li> 0 [[free tons]]
 
<li> 5.5t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price D = 48 400
+
| Price D = 80 500
| ArmorT D = 27 667
+
| ArmorT D = 45 884
| Engine D = Hermes 210 XL
+
| Engine D = Pitban 240
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li> 1x [[ERLBL]]
+
<li>4x [[RAC2]]
<li> 3x [[ERMBL]]
 
<li> 1x [[NARC]]
 
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
<li> [[C3]]
+
<li>[[EOptics]]
<li> [[BHP]]
+
<li>2 [[LAMS]]
<li> [[GECM]]
+
<li>1 [[AECM]]
<li> [[EOptics]]
+
<li>2 [[DHS]]
<li> 2 [[DHS]]
+
<li>4 [[free tons]]
<li> 1 [[free tons]]
+
<li>9.5t [[Armor]]
<li> 6t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price E = 45 750
+
| Price E = 76 500
| ArmorT E = 30 936
+
| ArmorT E = 49 079
| Engine E = Hermes 210 XL
+
| Engine E = Pitban 240
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li> 2x [[MXPL]]
+
<li>4x [[ERLBL]]
<li> 1x [[MRM20]]
 
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
<li> [[C3]]
+
<li>[[EOptics]]
<li> [[BAP]]
+
<li>2 [[LAMS]]
<li> [[GECM]]
+
<li>1 [[BHP]]
<li> [[EOptics]]
+
<li>9 [[DHS]]
<li> 2 [[DHS]]
+
<li>0 [[free tons]]
<li> 0 [[free tons]]
+
<li>10t [[Armor]]
<li> 6.5t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price F = 46 000
+
| Price F = 64 500
| ArmorT F = 27 667
+
| ArmorT F = 45 884
| Engine F = Hermes 210 XL
+
| Engine F = Pitban 240
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li> 2x [[AC2]]
+
<li>2x [[AC10]]
<li> 1x [[ELRM15]]
+
<li>2x [[PPC]]
<li> 1x [[TAG]]
 
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
<li> [[C3]]
+
<li>[[EOptics]]
<li> [[BHP]]
+
<li>1 [[DHS]]
<li> [[GECM]]
+
<li>2 [[free tons]]
<li> [[EOptics]]
+
<li>9.5t [[Armor]]
<li> 0 [[DHS]]
 
<li> 2 [[free tons]]
 
<li> 5.5t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price G = 48 250
+
| Price G = 79 500
| ArmorT G = 31 329
+
| ArmorT G = 49 079
| Engine G = Hermes 210 XL
+
| Engine G = Pitban 240
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li> 1x [[RAC2]]
+
<li>6x [[MXPL]]
<li> 1x [[PPC]]
 
 
</ul>
 
</ul>
| Equip G= <ul>
+
| Equip G = <ul>
<li> [[C3]]
+
<li>[[GECM]]
<li> [[BAP]]
+
<li>[[EOptics]]
<li> [[AECM]]
+
<li> [[MASC]]
<li> [[LAMS]]
+
<li>11 [[DHS]]
<li> [[EOptics]]
+
<li>0 [[free tons]]
<li> 1 [[DHS]]
+
<li>10t [[Armor]]
<li> 1 [[free tons]]
 
<li> 7t [[Armor]]
 
 
</ul>
 
</ul>
  
| Armor CT = 3793
+
| Armor H = 2760
| Armor LRT = 2466
+
| Armor CT = 8823
| Armor LRA = 2181
+
| Armor LRT = 5614
| Armor LRL = 3414
+
| Armor B = 4812
| Armor INT = 2048
+
| Armor LRA = 5253
| Armor H = 1380
+
| Armor INT = 3366
| Armor B = 2276
+
| Armor LRL = 5775
 +
 
 +
<!-- Current for 0.9.3 -->
 
}}
 
}}
  
<!--Current for 0.9.3-->
+
 
The ''Raven'' is an [[Inner Sphere]] [[Light Mech]] primarily used for scouting. It has a very distinctive profile, looking like a large bird beak on two chicken-like legs. Well-[[Armor|Armored]] for an Inner Sphere light mech, it can be difficult to kill. In most cases, the Raven sacrifices weapons and speed for a wealth of equipment, such as [[LAMS|Laser Anti-Missile Systems]], [[Active Radar Probes]], [[MASC|Myomer Accelerator Signal Circuitry]], [[GECM|Guardian Electronic Countermeasures]], and [[Eoptics|Enhanced Optics]]. Some variants are also equipped with [[TAG|Target Acquisition Gear]] or [[NARC]] beacon launchers, allowing them to direct friendly [[Missiles|missile]] fire. All variants are equipped with [[C3|Command/Control/Communications (C3)]], allowing them to share target information with allied vehicles in range. Due to this vast array of target-marking and electronic warfare equipment found in nearly every variant of it, the Raven makes an excellent scouting and fire support platform.
+
The Rifleman is an [[Inner Sphere]] [[Heavy Mech]] and was added with the 0.6.0 update as a surprise.<br>
 +
As it is intended primarily as an anti-air mech it sports only moderate speed and armor, but it has the best torso pitch and rotation of any mech.<br>
 +
 
 +
All variants are equipped for anti-aircraft duty and are therefore very efficient against [[BA]], [[ASF]] and [[VTOL]]. However, their performance against mechs or tanks of similar weight is poor, and Rifleman pilots might find themselves getting easily overwhelmed by medium or even light assets.
 +
 
 +
The center torso of the Rifleman is very large and is usually the first and only part of the mech to be destroyed. Mechwarriors are advised to hide their center torso whenever possible such as while waiting for weapons to reload or cool down.
 +
 
 +
 
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
 
===Prime===
 
===Prime===
The Raven Prime, even more so than other Ravens, has little going for it in terms of firepower. Two [[MBL|Medium Beam Lasers]] and a single [[Streak Short Range Missiles|Streak Short Range Missile Six-Pack]] comprise its entire compliment of weapons - where the Prime variant really shines is in reconnaissance. The Prime also has [[BHP|Bloodhound Probe]] as well as [[MASC]] and [[GECM]], making it a very capable and stealthy scout mech. Note that the Prime has only one additional [[HS|Heatsink]] which severely limits liberal use of its MASC while firing its weapons. When in combat, Mechwarriors are advised to use MASC sparingly as the Prime will overheat quickly. Instead, Mechwarriors can surge their MASC while in combat (holding down on the MASC button, then releasing after a second or so). Surging causes the Mech's speed to become highly unpredictable and can often cause enemies to miss their target.
+
The Rifleman Prime is a well-balanced [[AA]] mech. Despite its 2 [[DHS]] the Prime runs very hot, as it boasts 2 [[ERLBL]]s and 2 [[ERMBL]]s. These energy weapons are complemented by 2 [[UAC5]]s, making the Prime an excellent anti-[[BA]] mech. Two free tons for ammo, coupled with the fact that the Prime is mostly an energy-based mech, give it tremendous staying power for as long as its armor holds. The Prime has a [[BAP]], which, along with the [[EOptics]] that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise.
 
 
Unlike other, slower Ravens, the Prime has an [[iNARC|improved NARC]] beacon launcher, allowing it to move in, mark a target, and leave - which in turn allows allied missiles to eliminate the target from afar. The Prime has only one spare ton available for ammo, so care must be taken when choosing targets to mark with the iNARC. Any kind of NARC is an ammo-hungry weapons system, so Mechwarriors that are either poor at aiming NARCs or plan on painting many targets should reserve their free ton for NARC ammo. On the other hand, Mechwarriors with better accuracy or plan on painting very few targets are advised to get an extra ton of SSRM ammo. Both the NARC launcher and the SSRM6 will chew through their ammo quickly. SSRMs don't have a very long lock-on time, but the Prime can bypass even this by NARCing their target, the SSRMs will follow the NARC as long as the SSRMs are fired in the general direction of the NARCed target. Like most other Raven variants, the Prime also carries C3 equipment, which rounds out its electronics package and allows the mech to share radar and contact information with allied assets. Lastly, like nearly all Raven variants, the Prime incorporates EOptics, which - in the case of the Prime variant - can allow the pilot to effectively snipe with the iNARC.
 
  
 
===Variant A===
 
===Variant A===
The A is a beefier version of the Prime. Instead of using a NARC, the A uses a TAG laser, which requires slightly more skill than a NARC, and constant visual contact, but consumes no ammo. In addition, the A replaces the SSRM6 and MBLs with a pair of [[LPL|Large Pulse Lasers]]. This change in weaponry frees up enough tonnage to carry three [[DHS|Double Heat Sinks]]. The additional cooling capacity allows the A to use its MASC much more frequently than the Prime, effectively giving it the highest sustainable speed of any Raven variant. Like many other variants, the A carries [[BHP|Bloodhound Probe]], C3 and GECM, as well as EOptics, to fulfill its role as a dedicated scouting platform.
+
The Rifleman A is a long-range specialist. The A doesn't have the pinpoint damage output of the Prime, but it more than makes up for that with precise damage from 3x [[HVAC2]]s reaching 1500m outside most other direct-fire weapons' ranges while it fires at aircraft and targets of opportunity. Equipped with 1 [[ELRM20]], allows the Rifleman A to lock and fire its missiles out to a maximum range of 1500m with 6 shots per ton. The Rifleman A carries 4 free tons of ammo, 1 extra ton or each weapon. Equipped with [[EOptics]] which are useful for precision and long-distance aiming, as well as picking out targets from their surroundings that were otherwise undetectable by radar. The Rifleman A is designed to snipe your prey from an unexpected distance.
  
 
===Variant B===
 
===Variant B===
The B variant dramatically changes the Raven's role, packing different gear and weapons to turn this scout into a support-brawler. The signature GECM is still in place, however it is now complimented by a single [[LAMS|Laser Anti Missile System]] and [[BAP|Beagle Active Probe]] making the B a less capable scout mech compared to the Prime, but an excellent choice as a support asset that stays close to its allies. It still carries C3 to relay its radar information to allies. Weapons-wise the B variant takes on a more hard-hitting loadout; three [[SPL|Small Pulse Lasers]] and one [[LBX10|Lubalin Ballistics-X AC10]]. The LBX10 offers some limited [[AA|Anti-Air]] capabilites, but is best used in ground-based operations, supporting allies and exploiting holes in enemy armor. Due to this variant's focus on short- and medium-range support, it is one of the most armored variants with 7 tons of armor. Yet it lacks [[MASC]], therefore pilots must be wary of their surroundings and avoid being left behind should their team be forced to retreat or fall back.
+
A variant designed for mid range engagements, a relative rarity amongst Riflemen, the Rifleman B packs the meanest alpha of the bunch. Two [[LBX10]] can engage targets from 700m, but the spread of the pellets means the closer the target the more drastic the results, while a battery of 4 [[ERMBL]] deal a pinpoint blow to the weakened components. Make no mistake though, despite its relatively short reach, the hitscan nature of its lasers and the spread of its autocannons allow it to punish aircraft that enter its range. A [[BAP]] allows the Rifleman B to acquire radar contacts at long range, staying aware of ground and air movements.
  
 
===Variant C===
 
===Variant C===
The Raven C can fill the role of scout like most other Ravens, but where most Ravens have short- to medium-range weapons, the C packs one [[ERPPC|Extended Range Particle Projector Cannon]], allowing it to snipe targets as far away as 900m. It is usually difficult to determine where PPC sniper fire is coming from, so the C can often fire many shots while remaining relatively unnoticed. The inclusion of GECM further decreases this variant's noticeability, while MASC allows it to quickly fade behind cover after each shot, should cover be necessary. Further augmenting the C's sniping capabilities is a BHP - giving it a massive 1400m radar range - as well as [[EOptics]]. For close-range backup, the C also sports two [[ERMBL]]s. Mechwarriors should be aware that the C has only three [[DHS]]es, and firing all weapons constantly will quickly overheat it, even if its MASC is rarely engaged, making the C a poor choice in a brawl. As with all other Ravens, the C is equipped with C3 to share radar information with its comrades.
+
While other Rifleman variants rely on putting up a wall of projectiles or a laser show to deter enemy aerospace, the Rifleman C trusts in the cool killing power of the gauss rifle. 2 [[UAC2]]s provide close in anti-[[BA]] protection, but their main purpose is to help calculate the lead the 2 [[LtGauss]] rifles will need in order to send enemy aerospace hurtling to earth. As the two weapons have nearly the same projectile speed, pulling enough lead to start landing hits with the UAC2s ensures that any following light gauss shots will land right on target. The Rifleman C carries the standard [[BAP]] and [[EOptics]] as well, though like all Rifleman variants it should be wary of close combat with other ground assets.
  
 
===Variant D===
 
===Variant D===
The Raven D sits comfortably as a jack of all trades variant. It can forefill the role of a scout with its generous electronics equipment [[BHP]], [[C3]], [[GECM]], and [[EOptics]]. Its [[ERLBL|Extended Range Large Laser]] and three [[ERMBL|Extended Range Medium Lasers]] gives it longer range direct fire weapons than the Prime variant and is not ammo dependent. It also mounts a [[NARC]] launcher, albeit the standard shorter range version, so Mechwarriors deploying it would have to close within 460m of their targets. As the D only carries two [[DHS]]es, Mechwarriors are encouraged to chain fire the ERMBLs on the D for this reason. Finally, most of this variant's firepower is contained within the three ERMBLs in its left arm, therefore Mechwarriors are advised to ensure that arm's survival.
+
Though the Rifleman D has the same 4 [[RAC2]] armament as the much cheaper Partisan B, it still has its own niche. The D variant is meant as a group support mech, intended to shield its lance-mates from both radar and aerospace alike while keeping up with them over rough or uneven terrain. An [[AECM]] unit gives nearby friendlies radar cover, while a [[BAP]] helps the Rifleman D sniff out any incoming air or ground assets. Enemy aerospace will have to deal with the hailstorm of RAC2 rounds sent their way, and enemy mech assets will stumble into your lance, expecting only a single heavy mech to deal with.  
  
 
===Variant E===
 
===Variant E===
The Echo was the most common Raven variant in MWLL 0.4.x mostly due to its formerly low price. It's surprisingly adept at dealing heavy, sustained damage, even late-game. The E variant has GECM, BAP, C3, a pair of [[MXPL|Medium X-Pulse Lasers]], and a single heavy-hitting [[MRM20|Medium Range Missile 20-Pack]]. The MXPLs' fast fire rate, incredibly easy fire control, combined with the Raven's 360 degree torso rotation, make this variant at least somewhat decent against fast targets. Where the E really excels is against slow moving, large targets like tanks, heavy mechs, and assault mechs. The E does have increased armor, but is still a scout mech, and as such should not engage alone. Additionally, all of its weapons are mounted in its arms, so pilots should take care to protect them.
+
The Rifleman E brings a frightening 4 [[ERLBL]]s to the fight. Though the resulting heat spike from firing all 4 lasers at once can be worrying, the immense amount of heat dissipation provided by the 11 [[DHS]] it carries means that it's impossible to overheat on anywhere but the hottest terrain. With a steady enough hand, the Rifleman E can quickly deal death to any enemy aerospace that is unwise enough to linger inside its 800m range, and can strip enemy mechs of weapons or armor from the relative safety of the second line. 2 [[Mgun]]s provide adequate anti-[[BA]] protection, or allow the E variant to chip at aerospace flying outside the range of its lasers. A [[BHP]] gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares.  
  
 
===Variant F===
 
===Variant F===
Packing two [[AC2|Autocannon Class 2s]] to back up an [[ELRM15|Extended Long Range Missile 15-Pack]] give the Raven F a very long reach. With a TAG laser, the Raven F can quietly paint a target to shower from up to 1300m away. Like most Ravens, the F carries both a BHP and GECM, enabling it to take full advantage of the extended-range LRMs it carries. However, the AC2s are not highly accurate against moving targets at long range, nor do they deal much damage. The Raven F also has no energy weapons, making resupply a high priority despite having two free tons for extra ammo. Its armament is also entirely arm-based, so protecting both arms is a priority.
+
The F variant is somewhat of an oddball. Theoretically, its armament of 2 [[AC10]]s and 2 [[PPC]]s can deal a great amount of damage to any aerospace it manages to hit. However, the fairly slow projectile speed of each, coupled with their restrictive (for anti-aero work) ranges of 550m and 700m, respectively, means that the Rifleman F will have a hard time landing hits on aerospace with either weapon. Rather, the Rifleman F is meant as a direct fire-support mech, intended to sit behind the front lines and pound away at otherwise distracted targets. Unlike other Rifleman variants, the F carries no active probes, and must thus be careful it isn't caught alone. Though its armaments can cause a significant amount of damage, its slow speed and light armor mean that any assets in its own weight class will easily overpower it.  
  
 
===Variant G===
 
===Variant G===
A departure from other Ravens, the G variant mounts a [[RAC2|Rotary AC2]] and a [[PPC|Particle Projector Cannon]], the former of which allows it to pour a high rate of fire into a target whenever the mech emerges from cover to fire its PPC. An [[AECM|Angel ECM]] takes the place of the standard GECM, sacrificing personal cover to instead provide ECM coverage for nearby allies, while providing radar info with its [[C3]] suite. This, on top of a LAMS, turns the Raven G into a highly-effective fire support Mech capable of laying down suppression fire during the early game. [[BAP]] is included for increased radar range revealing enemy locations at distance. Although it is one of the cheaper Ravens, it cannot be purchased at the start of the game without donations from other members of the team. Care must be taken not to jam the RAC, as much of the G's utility depends on it. Even more care must be taken to keep both arms, as they house this variant's only means of defense.
+
The Rifleman G is a is a short to midrange attacker coupled to blistering array of 6x [[MXPL]] X-Pulse Lasers at 279 shots/min each, are capable of removing arms of opponents. 11 [[DHS]] is more than enough to handle the heat under normal fire but keeping an eye on you temperature is well advised. Rushing in at 91 km/h with [[MASC]] it's good idea to give your unit a few seconds to cool down before opening fire. [[GECM]] will keep you under cover right up until your firing range so utilizing the [[EOptics]] will help you determine the battle assessment. Knowing the situation and maintaining your heat in this unit will bring you victory.
  
==Gallery==
+
==Canon==
<gallery mode=packed heights=150px style="text-align:left">
+
The definitive anti-aircraft 'Mech, the Rifleman was first fielded in 2505, making it amont the first 'Mechs ever built. Its combination of long-ranged weaponry, including rapid-fire autocannons and it's excellent targeting and tracking system ensured it would remain a viable battlefield unit through half a millennium of combat. The Rifleman's focus on anti-aircraft work dictated a heavy load of long-range weapons to the exclusion of everything else. The 'Mech's heat sinks are grossly inadequate for constant fire, but in an anti-aircraft role, the Rifleman is expected to have time to dissipate heat while the target aircraft turns for its next pass.  
File:Raven.jpg|An earlier version of the Raven Prime (ca. 0.3.0)
 
File:Raven three views.jpg|Left, front, and rear views of a Raven sporting desert camo (ca. 0.7.1)
 
</gallery>
 
  
==Canon==
+
Notable pilots include: Gray Noton  "Legend-Killer", Conner Rhys-Monroe "Former Knight of the Sphere", John "Gentleman Johnny" Clavell, and Davis McCall of the Gray Death Legion.
The ''Raven'' was designed by the Capellan Confederation and saw its first taste of combat when it was rushed into production during the Fourth Succession War. During that conflict, it won praise from commanders on both sides, and many wrecks were salvaged by Davion technical crews and brought home for reverse-engineering. With the addition of previously lost Star League-era technologies in the 3030s and 3040s, by the time of the Clan Invasion in 3050, the ''Raven'' was one of the best dedicated scouting platforms the Inner Sphere had to offer.
 
  
[http://www.sarna.net/wiki/Raven BattleTech Reference]
+
[http://www.sarna.net/wiki/Rifleman BattleTech Reference]
  
 
{{Template:Navbox_Assets_IS}}
 
{{Template:Navbox_Assets_IS}}

Revision as of 16:12, 20 October 2018

Rifleman
Rifleman.jpg
Rifleman.jpg
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 7 upon destruction
Tier: 8
Tonnage: 60 tons
Speed: 64 km/h (91 km/h with MASC)
Torso yaw: 360°
Torso pitch: -35° to +88° while standing.
-35° to +88° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 71 600 CBills
Total armor: 52 271
Engine Size: Pitban 240
A:
Price: 62 000 CBills
Total armor: 45 884
Engine Size: Pitban 240
B:
Price: 67 700 CBills
Total armor: 45 884
Engine Size: Pitban 240
C:
Price: 65 750 CBills
Total armor: 45 884
Engine Size: Pitban 240
D:
Price: 80 500 CBills
Total armor: 45 884
Engine Size: Pitban 240
E:
Price: 76 500 CBills
Total armor: 49 079
Engine Size: Pitban 240
F:
Price: 64 500 CBills
Total armor: 45 884
Engine Size: Pitban 240
G:
Price: 79 500 CBills
Total armor: 49 079
Engine Size: Pitban 240
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
4812
2760
5253
5253
5775
5614
8823
5614
5253
5775
3366

All stats current as of release 0.15.3 </div>


The Rifleman is an Inner Sphere Heavy Mech and was added with the 0.6.0 update as a surprise.
As it is intended primarily as an anti-air mech it sports only moderate speed and armor, but it has the best torso pitch and rotation of any mech.

All variants are equipped for anti-aircraft duty and are therefore very efficient against BA, ASF and VTOL. However, their performance against mechs or tanks of similar weight is poor, and Rifleman pilots might find themselves getting easily overwhelmed by medium or even light assets.

The center torso of the Rifleman is very large and is usually the first and only part of the mech to be destroyed. Mechwarriors are advised to hide their center torso whenever possible such as while waiting for weapons to reload or cool down.


Roles and Gameplay Hints

Prime

The Rifleman Prime is a well-balanced AA mech. Despite its 2 DHS the Prime runs very hot, as it boasts 2 ERLBLs and 2 ERMBLs. These energy weapons are complemented by 2 UAC5s, making the Prime an excellent anti-BA mech. Two free tons for ammo, coupled with the fact that the Prime is mostly an energy-based mech, give it tremendous staying power for as long as its armor holds. The Prime has a BAP, which, along with the EOptics that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise.

Variant A

The Rifleman A is a long-range specialist. The A doesn't have the pinpoint damage output of the Prime, but it more than makes up for that with precise damage from 3x HVAC2s reaching 1500m outside most other direct-fire weapons' ranges while it fires at aircraft and targets of opportunity. Equipped with 1 ELRM20, allows the Rifleman A to lock and fire its missiles out to a maximum range of 1500m with 6 shots per ton. The Rifleman A carries 4 free tons of ammo, 1 extra ton or each weapon. Equipped with EOptics which are useful for precision and long-distance aiming, as well as picking out targets from their surroundings that were otherwise undetectable by radar. The Rifleman A is designed to snipe your prey from an unexpected distance.

Variant B

A variant designed for mid range engagements, a relative rarity amongst Riflemen, the Rifleman B packs the meanest alpha of the bunch. Two LBX10 can engage targets from 700m, but the spread of the pellets means the closer the target the more drastic the results, while a battery of 4 ERMBL deal a pinpoint blow to the weakened components. Make no mistake though, despite its relatively short reach, the hitscan nature of its lasers and the spread of its autocannons allow it to punish aircraft that enter its range. A BAP allows the Rifleman B to acquire radar contacts at long range, staying aware of ground and air movements.

Variant C

While other Rifleman variants rely on putting up a wall of projectiles or a laser show to deter enemy aerospace, the Rifleman C trusts in the cool killing power of the gauss rifle. 2 UAC2s provide close in anti-BA protection, but their main purpose is to help calculate the lead the 2 LtGauss rifles will need in order to send enemy aerospace hurtling to earth. As the two weapons have nearly the same projectile speed, pulling enough lead to start landing hits with the UAC2s ensures that any following light gauss shots will land right on target. The Rifleman C carries the standard BAP and EOptics as well, though like all Rifleman variants it should be wary of close combat with other ground assets.

Variant D

Though the Rifleman D has the same 4 RAC2 armament as the much cheaper Partisan B, it still has its own niche. The D variant is meant as a group support mech, intended to shield its lance-mates from both radar and aerospace alike while keeping up with them over rough or uneven terrain. An AECM unit gives nearby friendlies radar cover, while a BAP helps the Rifleman D sniff out any incoming air or ground assets. Enemy aerospace will have to deal with the hailstorm of RAC2 rounds sent their way, and enemy mech assets will stumble into your lance, expecting only a single heavy mech to deal with.

Variant E

The Rifleman E brings a frightening 4 ERLBLs to the fight. Though the resulting heat spike from firing all 4 lasers at once can be worrying, the immense amount of heat dissipation provided by the 11 DHS it carries means that it's impossible to overheat on anywhere but the hottest terrain. With a steady enough hand, the Rifleman E can quickly deal death to any enemy aerospace that is unwise enough to linger inside its 800m range, and can strip enemy mechs of weapons or armor from the relative safety of the second line. 2 Mguns provide adequate anti-BA protection, or allow the E variant to chip at aerospace flying outside the range of its lasers. A BHP gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares.

Variant F

The F variant is somewhat of an oddball. Theoretically, its armament of 2 AC10s and 2 PPCs can deal a great amount of damage to any aerospace it manages to hit. However, the fairly slow projectile speed of each, coupled with their restrictive (for anti-aero work) ranges of 550m and 700m, respectively, means that the Rifleman F will have a hard time landing hits on aerospace with either weapon. Rather, the Rifleman F is meant as a direct fire-support mech, intended to sit behind the front lines and pound away at otherwise distracted targets. Unlike other Rifleman variants, the F carries no active probes, and must thus be careful it isn't caught alone. Though its armaments can cause a significant amount of damage, its slow speed and light armor mean that any assets in its own weight class will easily overpower it.

Variant G

The Rifleman G is a is a short to midrange attacker coupled to blistering array of 6x MXPL X-Pulse Lasers at 279 shots/min each, are capable of removing arms of opponents. 11 DHS is more than enough to handle the heat under normal fire but keeping an eye on you temperature is well advised. Rushing in at 91 km/h with MASC it's good idea to give your unit a few seconds to cool down before opening fire. GECM will keep you under cover right up until your firing range so utilizing the EOptics will help you determine the battle assessment. Knowing the situation and maintaining your heat in this unit will bring you victory.

Canon

The definitive anti-aircraft 'Mech, the Rifleman was first fielded in 2505, making it amont the first 'Mechs ever built. Its combination of long-ranged weaponry, including rapid-fire autocannons and it's excellent targeting and tracking system ensured it would remain a viable battlefield unit through half a millennium of combat. The Rifleman's focus on anti-aircraft work dictated a heavy load of long-range weapons to the exclusion of everything else. The 'Mech's heat sinks are grossly inadequate for constant fire, but in an anti-aircraft role, the Rifleman is expected to have time to dissipate heat while the target aircraft turns for its next pass.

Notable pilots include: Gray Noton "Legend-Killer", Conner Rhys-Monroe "Former Knight of the Sphere", John "Gentleman Johnny" Clavell, and Davis McCall of the Gray Death Legion.

BattleTech Reference