FLG 01, on 23 May 2019 - 05:00 PM, said:
On paper it seems like they should be the ultimate glass cannon, and I still think they might be. But the few player I met were highly incompetent, sorry to say. That is not a fault of the Mech; I am sure competent players can use it to some effect.
I think a pretty big chunk of the player base skipped the Rifleman IIC because of all of the factors working against it rather than for it in MW:O. Many people might have said a hard pass on it due the limited engine cap, the look of the mech, etc.
On paper, the mech has 11 tons of ferro-fibrous armor which is really good armor for it's weight class. So it's not really supposed to be a glass cannon but more of a pocket assault with the armor, damage values, and slow speed to match that description. I think it didn't translate well over to MW:O because TT jump jets really helped the mech with mobility and gave it a really well needed speed boost. Another example was MW:2. The mech wasn't locked with the 235 engine cap restrictions, but even in stock you could boost it's standard 54 kmph running speed up to a ridiculous 192 kmph with omni-directional jump jets for a considerable duration to help complement its slow speeds.
Jackal Noble, on 23 May 2019 - 05:15 PM, said:
It’s got some nice pep which is a nice change from the more traditional sluggishness of Clan mechs.
I’d advocate for a CT adjustment and some arm armor. Too much love and this thing would be very dangerous in the right hands.
That's all that the mech really needs in order to be viable from what I experienced. Just a CT fix and perhaps some armor quirks since most of it's guns sit there. I might even vow for some side torso and CT armor quirks if the hitbox fixes don't do it justice, but you are right. PGI will have to exercise caution when fixing these issues. It might be best to roll out the CT hitbox fixes first then determine what parts of the mech need the armor structural quirks the most after a little more time.
The RFL-IIC 3 is probably my least fielded variant so I think you are onto something with your statement there. I'd like to see the mech get the proper fixes that it needs, and challenge meta mechs like the Hellbringer and Ebon Jaguar, but not completely blow everything out of proportion by being overpowered. It's pretty close to that point imho.
RickySpanish, on 23 May 2019 - 05:51 PM, said:
Consider yourself lucky if your lowest damaging matches were at 180. My crappiest matches went as low as 90 overall match score, thanks largely due to potato-rotato nascar team mates, some really overconfident light mech pilots, and some other issues that just kill this mech in QP. I don't consider myself a bad player by any means, but when I state the engine cap limitations really hurt the mech in QP, it really does. You just don't have the speeds to keep up with nascar with the limited engine cap variations and it really starts to show in your overall score performance, when positioning and the terrain for hill peaking is your only reliable armor.
My best games with the IIC (S) was just above 700 match score while my best score to date was with the IIC-A at around 840 with several kills for both mechs. I have both mechs skilled out maxed on the skill tree, and I'm trying out another variation with quad ER-PPCs on my other Rifleman IIC which is quickly growing on me. I'm starting to believe that quad ER-PPC's > quad cLPL's for the Prime variant since cLPL's require more face time and exposure, while ER-PPC's complement less face time with enemies and still can be grouped in twos for less damage but better synergy with max cool run on the skill tree.
Edited by Arnold The Governator, 23 May 2019 - 07:47 PM.