So, maxed out everything out of all of the Rifleman IIC variants except for the hero (which I don't own currently but will pick up in the future). My final thoughts on each of the variants (might be subjective to change in the future depending on patches, hitbox fixes, etc.) :
1. Rifleman IIC Prime (s) - Personally, with the more field time with the other Rifleman IIC variants I'm starting to think that this might be the weakest one. It runs fantastic with quad ER PPCs with max cool run and decent firepower invested into the skill tree. The quad cLPL's seem quite lackluster in terms of DPS, but I think it's more suitable for FP when ammo has to be accounted more so. I think when you run large pulse laser vomit it really does show off how PGI hit clan lasers in general pretty hard with the nerfs. I'd like to see clan pulse lasers get a cool down buff sometime in the future to help with general DPS, since this thing can average 350-500 damage per match, but sometimes you'll get lucky with a 700 damage game.
2. Rifleman IIC 2 - This was the third mech I decided to max out in the skill tree, and by far imo the best variant tied with the IIC A. This variant doesn't break a sweat in QP, but still doesn't struggle in FP either. Either alpha'ing AC2s, UAC2s, or LBX2s this thing has versatility and it's a monster. I like the fact that I don't have to heavily invest into firepower in the skill tree since those points can be invested into max survival, radar deprivation, and speed tweak to help keep it alive on the battlefield. Really solid mech overall, and I can easily see why people would just want this variation only.
3. Rifleman IIC 3 - Having this thing maxed out, it's pretty solid almost to the point of the IIC 2. It has the capabilities of running quad ballistics and the lasers can be used for backup, even though the heavy large laser quirks do make it stand out more so than the other possible variations. Just have to watch your heat with the HLL's, however dual guass complement the heat while 2/5 ballistics would be ideal for lower heat generation. It's a mech that I honestly misjudged but turned out to be pretty good.
4. Rifleman IIC 4 - I think the best set up for this mech is anything with LRM's. ATM's are ok for mid range brawling and complement the quirks with the mech, but the mech still struggles with trades so I'd personally advise anything mid to close range until the hitboxes are fixed properly. However with that being said, it does provide LRM support rather nicely with dual cLPL's being really nice backup weapons. Probably the only mech out of all of the packs that sits well as a long range support mech, but kinda falls flat on it's face with SRM's since close range trading isn't ideal at the moment. Once the hitboxes are fixed globally across all of the variants I might revisit this one with alternative builds.
5. Rifleman IIC A - Right up there with the 2 in terms of performance largely thanks due to the engine cap not being an issue and finally some energy torso hard points. What other can I say than it's a solid performer and has fantastic DPS with some great build options. Baradul's build suggestion for this variant was excellent as this can mid range brawl without having to worry about damage output. Definitely an A+ from me.
6. Rifleman IIC CH - I don't own this one yet, but once I do I'll report on it. I have some theory crafted builds ready once I do obtain it and might do something like a Jade Falcon build tribute or something similar.
Overall synopsis of all the variants? I give them a solid 8/10, but that score will go higher once we get our CT hitbox fix and possibly some armor structural quirks on the arms.
Edited by Arnold The Governator, 02 June 2019 - 04:18 PM.