Difference between revisions of "Rifleman"
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Though the Rifleman D has the same four [[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, the 2 [[LAMS]] protect from missiles, while a [[BAP]] helps the Rifleman D sniff out 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. Four [[Free tons | Extra Tons]] of ammo and 2 [[DHS]] round out this package. | Though the Rifleman D has the same four [[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, the 2 [[LAMS]] protect from missiles, while a [[BAP]] helps the Rifleman D sniff out 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. Four [[Free tons | Extra Tons]] of ammo and 2 [[DHS]] round out this package. | ||
− | ===Variant E=== | + | ===Variant E - ''"DrillBit"''=== |
The Rifleman E brings a frightening light show of four [[ERLL]]s to the fight. Though the resulting heat spike from firing all four lasers at once can be worrying, the immense amount of heat dissipation provided by the 9 [[DHS]] it carries means that it's possible to start to overheat after intense fighting. 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. A [[BHP]] gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares. Double [[LAMS]] for protection against missiles, all rounded up by 11t of armor gives E decent battlefield presence. | The Rifleman E brings a frightening light show of four [[ERLL]]s to the fight. Though the resulting heat spike from firing all four lasers at once can be worrying, the immense amount of heat dissipation provided by the 9 [[DHS]] it carries means that it's possible to start to overheat after intense fighting. 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. A [[BHP]] gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares. Double [[LAMS]] for protection against missiles, all rounded up by 11t of armor gives E decent battlefield presence. | ||
Revision as of 16:34, 7 May 2020
Rifleman | ||
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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: | -33° to +96° while standing -33° to +96° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 72 100 CBills Total armor: 56 623 Engine Size: Pitban 240 XL |
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A: Price: 68 300 CBills Total armor: 45 532 Engine Size: Pitban 240 XL |
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B: Price: 67 700 CBills Total armor: 50 282 Engine Size: Pitban 240 XL |
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C: Price: 67 500 CBills Total armor: 42 363 Engine Size: Pitban 240 XL |
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D: Price: 78 500 CBills Total armor: 50 282 Engine Size: Pitban 240 XL |
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E: Price: 76 500 CBills Total armor: 53 453 Engine Size: Pitban 240 XL |
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F: Price: 64 500 CBills Total armor: 45 532 Engine Size: Pitban 240 XL |
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G: Price: 78 500 CBills Total armor: 51 870 Engine Size: Pitban 240 XL |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
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, as it can look almost straight up while rotating 360 degrees.
All variants are equipped for anti-aircraft duty and are therefore somewhat efficient against BA, VTOL and light, medium and some heavy ASF. 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 few light assets due to its huge size and poor armor.
Thats why Riflemans mostly serve as direct fire support, since they sacrificed speed and armor in favor of weapons.
Contents
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 ERLLs and 2 ERMLs. These energy weapons are complemented by 2 UAC5s, making the Prime an good all-round mech. The fact that the Prime is the most armored rifleman with its 11.5t of armor and is mostly an energy-based mech, give it decent staying power. The Prime has EOptics that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise. 2 LAMS are attached to fend off missile attacks.
Variant A
The Rifleman A is a mid-range firesupport meant to be in second line. 4 AC5 autocannon's can deal a good amount of damage up to 800m, and them being Light Kinetic weapon means extra damage against tanks and ASF. Despite 2 SSRM4 launchers, A is not meant for front lines and SSRM are there for an extra punch and screenshake should opponent gets too close, as 9.5 t of armor are not enough to go face to face with brawlers. One method would be using its 360° torso twist and running away at full speed, while softening target that is in pursuit of Rifleman A, and if he gets too close for SSRM to be locked on, you better hope it has been softened enough. GECM will be a huge help staying undetected, while AC5 can still reach its target. Despite no extra heatsinks, A will not overheat under normal circumstances.
Variant B
A variant designed for mid range engagements, a relative rarity among 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 four ERMLs deals 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. Like the Prime this unit also carries 2 LAMS to fend off missile attacks and 2 DHS which are more than enough for the Laser Battery.
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 Light Gauss Rifle. Two HVAC2s provide some additional damage and 250m of range, but their main purpose is to help calculate the lead of the two LtGauss rifles, as the two weapons have nearly the same projectile speed. The Rifleman C carries no other equipment, only EOptics and only 8.5t of armor, it should be even more wary of close combat with other ground assets than other Rifleman variants. 2 Free tons will keep the gauss fed for a while, but ocasional ressuply will be necessary.
Variant D - "Patriot"
Though the Rifleman D has the same four 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, the 2 LAMS protect from missiles, while a BAP helps the Rifleman D sniff out 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. Four Extra Tons of ammo and 2 DHS round out this package.
Variant E - "DrillBit"
The Rifleman E brings a frightening light show of four ERLLs to the fight. Though the resulting heat spike from firing all four lasers at once can be worrying, the immense amount of heat dissipation provided by the 9 DHS it carries means that it's possible to start to overheat after intense fighting. 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. A BHP gives even further radar range than most Rifleman variants, preventing most enemies from coming up on it unawares. Double LAMS for protection against missiles, all rounded up by 11t of armor gives E decent battlefield presence.
Variant F - "Aftershock"
The F variant is somewhat of an oddball. Theoretically, its armament of two AC10s and two PPCs can deal a great amount of damage to anything 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 of only 9.5t mean that any assets in its own weight class will easily overpower it. EOptics almost seem wasted on this unit and having only 1 DHS pilots must keep an eye on their temps. B-Pod provides some help with Battle Armor ambushes.
Variant G - "Boogie"
Instead of running from engagements like other fire support Riflemans, the G rushes in with a blistering array of 6 MXPLs at 279 shots/min, 28.5 damage per shot - capable of removing arms and melting armor off opponents that make the mistake of underestimating the G's power. 10 DHS is 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 a good idea to give this mech 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 while closing in.
Bear in mind that any Rifleman is still a Rifleman, with its huge size and inadequate armor for a heavy mech. But if the G travels with an ally who will draw fire away, the G is open to unload plenty of damage.
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.
Date Introduced 2770 during the Era known as "Star League" (2571 - 2780) - Unit Role: Sniper