![]() 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. Despite no extra heatsinks, "A" will not overheat under normal circumstances.Ī variant designed for mid range engagements, a relative rarity among Riflemen, the Rifleman B packs the meanest alpha of the bunch. GECM will be a huge help staying undetected, while AC5 can still reach its target. 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. 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. 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. The Rifleman A is a mid-range firesupport meant to be in second line. 2 LAMS are attached to fend off missile attacks. The Prime has EOptics that all Rifleman variants carry, allow it to spot and effectively engage threats at range, aerospace or otherwise. 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. ![]() These energy weapons are complemented by 2 UAC5s, making the Prime an good all-round mech. Despite its 2 DHS the Prime runs very hot, as it boasts 2 ERLLs and 2 ERMLs. The RFL and the JM6 will probably be fairly close to the same height, as there is a less-than-10% difference in mass between them, and they are roughly the same overall shape (with the RFL being slightly less broad from side-to-side but slightly longer from front-to-back, compared to the JM6).Įdited by Strum Wealh, 01 January 2016 - 02:49 PM.The Rifleman Prime is a well-balanced AA mech. Torso & arm movement ranges, module slot distributions, and quirks are yet to be revealed. The Legend-Killer is closest to the JM6-DD, but switches out a ballistic hardpoint on each arm for an energy hardpoint on each arm. The RFL-3N mirrors the Firebrand's hardpoint layout, while the RFL-3C mirrors the JM6-S hardpoint layout. The RFL-5D is all-energy (8 energy hardpoints - 3 in each arm and 2 in the CT), which has no mirror on any of the JM6 variants. The RFL variants are ballistic/energy only, while the JM6-A allows the JM6 family the option of a missile-toting variant. The JM6 variants have higher Engine rating caps than the RFL variants - 340 for the Firebrand & 315 for each other JM6 variant, versus 290 for each RFL variant. *Note I'm usually a light player (Locusts, all of them) but I'm looking around at other mechs to vary my playstyle up.Īverage number of hardpoints per variant is identical - each JM6 and RFL variant has 8 hardpoints. Would there be any benefit to using the Jager over the Rifleman or visa versa? I'm curious what the difference is between the Rifleman and Jagermech other than weight difference.
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