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Battletech rifleman
Battletech rifleman













battletech rifleman
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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. Though the Rifleman D has the same four RAC2 armament as the much cheaper Partisan B, it still has its own niche.

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2 Free tons will keep the gauss fed for a while, but ocasional ressuply will be necessary. The Rifleman C carries no other equipment, only EOptics and a mere 8.5t of armor, it should be even more wary of close combat with other ground assets than other Rifleman variants. Two HVAC2s provide some additional damage and 1500m of range, but their main purpose is to help calculate the lead of the two LtGauss rifles, as the two weapons have nearly the same projectile speed. 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 Light Gauss Rifle. 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. 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. 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.

battletech rifleman

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.

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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 Rifleman Prime is a well-balanced AA mech.















Battletech rifleman