Jump to content

Considering A Rifleman...


25 replies to this topic

#21 xxSilverWolfxx

    Member

  • PipPip
  • The Fighter
  • The Fighter
  • 25 posts

Posted 10 October 2017 - 04:21 AM

I'd say the 3C can do a lot of things, from dakka to LL/LPL with machine gun. The Hero has similar hardpoint but heavily quirked toward LB10x. With the right skill setup you can literrally make it a non-stop double-barrel shotgun on legs :D

#22 The Schwartz

    Member

  • PipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 126 posts

Posted 10 October 2017 - 11:17 PM

If you need 5 spare tons for faction play use the rifleman no doubt. Otherwise the Jaeger just does everything better, has higher gun points and 5 tons heavier.. and that's 5 tons of gun stuffs with very simular quirkiness and more variety across the chasis. The rifleman just looks better but they're both about as wide and both easy to score side torso's on and you got that huge sail over your head when you poke that it can score some easy ct damage before seeing the enemy. They both play about the same but if you want a high mount style i'd say use the jaeger.
Where that 5 tons matters is if you're not a speed demon and more of a direct fire type you can have extra guns on the arms.
Example being a rifleman can sport 2 ppc's and 2 ac/2's where the jaeger can put 2 ppcs and 2 uac/5's on the arms, Both very close but you can effectively dump more damage faster (slightly) at a distance without leaving yourself exposed (the real bonus)
If you're large laser boating it.. probably the rifleman would be a better option. Ballistics/ jaeger all day every day. the jm6-a also has 4 missles which you can stick 2 gauss and 4x rocket launcher 10's on it. (kinda fun if someone gets annoyed and charges at you) +20% ballistics cooldown (really fun with light gauss +2x erml +rocket launchers)

#23 WrathOfDeadguy

    Member

  • PipPipPipPipPipPipPipPip
  • The Pest
  • The Pest
  • 1,951 posts

Posted 11 October 2017 - 10:05 PM

The Jagermech may have mounts that are higher on the 'Mech than the Rifleman has, but in practice the Rifleman is actually less exposed when peeking because its cockpit is at the same level as its weapons rather than below them. The first thing the enemy can see and shoot on the RFL is the sensor antenna- but the bulk of the 'Mech is not exposed until the cockpit and guns are, at which point the RFL can return fire. The JM6 has to expose its entire torso, along with its arms, before its pilot can see the enemy to shoot back because its cockpit is closer to the base of the torso while the guns are up at the top.

The RFL is easier to CT than it is to sidekill, whereas with the JM6 the reverse is true- the RFL has a protruding CT but has huge arms which can shield its sides with only moderate twisting; the JM6 has a flat CT which its sides protect very well but its arms can't shield its sides at all. That would be a decent enough explanation, I'd think, for why the JM6 has such good durability quirks compared to the RFL despite being able to carry a heavier weapon load and/or a better engine.

The JM6 is a better choice for pure ballistic builds because of its tonnage and quirks, or (obviously) missiles because at least one variant has them... but the RFL is better for pure energy or mixed energy and ballistics because of hardpoint availability and geometry. On the JM6, high energy mounts and arm energy mounts are only available on the hero, which is also the only JM6 that makes an effective energy boat- with the RFL, all of the variants have high energy mounts, the designated energy boat is a cbill variant, and only one variant lacks arm energy.

They're not really as interchangeable as they look, and the JM6 doesn't always have the advantage where they differ even though it has better quirks. There are reasons other than drop deck limits to favor the RFL.

Edited by WrathOfDeadguy, 11 October 2017 - 10:06 PM.


#24 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 03 November 2017 - 10:21 AM

Get a Jagermech JM6-S.
Keep the stock weapons, fit Endo, DHS and about 9tons of ammo. Fire all AC's together and use the ML's if you run out of ammo (rare on QP ).

You can snipe fairly far (not really recommended unless it's one shot to suppress the enemy), and in CQ enemies have two choices when you're firing at them. Torso twist and die, or try to fire back at you and hope they kill you before you kill them (unlikely).
Imo possibly the best mech in the game. Big damage scores (equal to LRM boats) and kills.

#25 Colonel Clunge

    Member

  • PipPipPipPipPip
  • The Blood Bound
  • The Blood Bound
  • 104 posts
  • LocationEdinburgh

Posted 07 November 2017 - 06:27 AM

View PostShinichi Yamamoto, on 13 September 2017 - 01:03 PM, said:


Oh, and Baradul is not a top tier player. But what he is good to excellent at is positioning and map knowledge. Two very important skills for a fragile fire support mech like the Rifleman. If you know where to position yourself on the map and within your team, you will shine, as long as your aim and situational awareness are not horrible ;-)

Plus, he only uploads the matches where he did well, which distorts the impression.

This is true - I've dropped with him a couple of times coincidentally in the PUG queue and he was terrible!

#26 Mercworks

    Member

  • PipPipPipPipPip
  • Shredder
  • Shredder
  • 151 posts

Posted 12 November 2017 - 09:29 AM

I like the Rifleman, but the Jagermech can do everything it can, but better.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users