Difference between revisions of "Rifleman"

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===Variant F===
 
===Variant F===
The F variant is somewhat of an oddball. Theoretically, its armament of two [[AC10]]s and two [[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.  
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The F variant is somewhat of an oddball. Theoretically, its armament of two [[AC10]]s and two [[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. [[EOptics]] almost seem wasted on this unit and having only 1 [[DHS]] pilots must keep an eye on their temps.
  
 
===Variant G===
 
===Variant G===

Revision as of 13:32, 1 December 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 +95° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 71 600 CBills
Total armor: 56 609
Engine Size: Pitban 240 XL
A:
Price: 62 000 CBills
Total armor: 45 524
Engine Size: Pitban 240 XL
B:
Price: 67 700 CBills
Total armor: 50 273
Engine Size: Pitban 240 XL
C:
Price: 65 750 CBills
Total armor: 45 524
Engine Size: Pitban 240 XL
D:
Price: 80 500 CBills
Total armor: 50 273
Engine Size: Pitban 240 XL
E:
Price: 76 500 CBills
Total armor: 53 441
Engine Size: Pitban 240 XL
F:
Price: 64 500 CBills
Total armor: 45 524
Engine Size: Pitban 240 XL
G:
Price: 78 500 CBills
Total armor: 51 858
Engine Size: Pitban 240 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
4812
2760
5253
5253
5775
5614
8823
5614
5253
5775
3465

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 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 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 three HVAC2s reaching 1500m outside most other direct-fire weapons' ranges while it fires at aircraft and targets of opportunity. A singular ELRM20, allows the Rifleman A to lock and fire its missiles out to a maximum range of 1500m with six shots per ton. The Rifleman A carries four Free Tons of ammo, one extra ton or each weapon or all for the missiles. 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 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 ERMBLs 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 gauss rifle. Two UAC2s provide close in anti-BA protection, but their main purpose is to help calculate the lead the two 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. Four Free tons of ammo keep the 2 LtGauss well supplied.

Variant D

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 LAMS protect from missiles, 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. Four Extra Tons of ammo and 2 DHS round out this package.

Variant E

The Rifleman E brings a frightening light show of four ERLBLs 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 nine 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. This is the final unit which carries LAMS for protection against missiles.

Variant F

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 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. EOptics almost seem wasted on this unit and having only 1 DHS pilots must keep an eye on their temps.

Variant G

The Rifleman G is a is a short to midrange attacker coupled to blistering array of six MXPLs at 279 shots/min each, are capable of removing arms of opponents. Eleven 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