RFL-IIC-2 "Pinpoint DPS" (6xAC2, XL265)
5/5,

1 rating

Thread in 'RFL-IIC-2' started by ShooterMcGavin80, Jun 2, 2019.

  1. ShooterMcGavin80

    ShooterMcGavin80 MechSpecs Addict

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    LB2X's or AC2's? This is the AC2 version. AC2's give you a little better pinpoint ability at medium to long range. I tried both 6xLB2X and 6xAC2, and I went with the AC2's.



    Your fire groups:

    Left click: left arm 3xAC2
    Right click: right arm 3xAC2
    (do not use a macro)

    This helps you when trying to not shoot teammates in the back, and helps when you're cornering and want to not waste ammo into walls. Also, when you have both arms clear, you can hold both down to pump all 6 shots simultaneously at a target that is not exposing much. Or, if trying to suppress, you can hold one arm a fraction of a second to stagger your shots for a hit every .32 seconds.

    Proposed skill tree:

    https://tarogato-mwo.github.io/mwo_skill_planner/?e94c2537-8093-11e9-8ec2-a92a8229c0af

    Maxing out cooldown increases your max DPS a smidge. Max velocity, max ammo, max speed tweak are mandatory IMHO, and the rest is optional (two strikes recommended). The build runs cool, it takes ALOT of sustained firing for your heat scale to ride up any. Important thing is to see the enemy first and start hitting them first. Nobody likes getting hit by AC2's every .63 seconds. Suppression is your armor. Rattling cockpits makes it much more difficult for them to return fire on you.

    Only thing the build could really benefit from is a targeting computer, but I don't want to sacrifice any more speed, armor, or ammunition.
     
    Last edited: Jun 2, 2019
  2. CarloArmato

    CarloArmato Professional Potato Carrier

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    I'm not really convinced about skilling mobility instead of survival: the biggest strenght of this mech it's the crazy DPS at range, while the greatest weakness of this mech is being bery fragile with a huge CT combined with an extremely long face time. IMHO due to it's geometry mobility will not help to prevent any damage, plus you are spending skill nodes on useless abilities for this build, like anchor turn/torso speed/ torso yaw/pitch. The only truly usefull nodes are kinetic burst and hard brak because they will help you to pop in and out of cover a little bit faster, or to dance a little bit faster during very long ranged AC2 fights.

    Anyway, this build will very likely lose most range trades against ERLL boats and due to the fact you can't dodge lasers, but you can try to spread incoming damage, IMHO survival seems a better choice compared to mobility. A bit of radar deprivation will also help against most LRM / ATM builds, especially if you are hill poking.
    Last but not least: advanced zoom is important on any long range build. It will help to spot and pinpoint damage at range, plus sometimes it will help to spot or track ECMed mechs.
    https://tarogato-mwo.github.io/mwo_skill_planner/?d432a866-85c2-11e9-b4a5-292cfaf889c2

    EDIT: for the sake of comparison, here is the IS counterpart.
    Jagermech 6D 5xAC2, XL255
    Main features are identical sustained DPS, almost identical maximum DPS (15.4 VS rifleman's 16.6), better tank, lower optimal range despite 10% range quirk.
    https://tarogato-mwo.github.io/mwo_skill_planner/?29f323af-85d1-11e9-b4a5-1df47476168b
    Still, I can vouch that this Jagermech build will kick asses with full skills and dodging shots is almost impossible despite the similar hitboxes
     
    Last edited: Jun 3, 2019
  3. CarloArmato

    CarloArmato Professional Potato Carrier

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    5/5,
    The meta rifleman. Excellent range, excellent DPS and very good cooling, but it inherits the Rifleman chassis weaknesses: huge CT, lack of any survival quirk. Being a DPS glass cannon with huge face time makes this build very situational and it will likely lose any trade against other poky builds, for these reasons IMHO it should be mostly used in invasion maps rather than quickplay.
     
  4. ShooterMcGavin80

    ShooterMcGavin80 MechSpecs Addict

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    All good comments Carlo -

    For quickplay, max speed tweak is mandatory IMHO. It really helps you reposition more quickly and keep up with a rotation that might happen. If you're doing a dedicated faction play build, then sure, drop those points and go for survival.

    And that's not all... big dakka (massed 10's and 5's) will out-trade you in midrange, PPC peakers will also out-trade you, dual guass can also out-trade you. An ERLL boat can also outtrade you, unless you get a bead on him first and rattle his cockpit. And at midrange, laser vomit can also outtrade you! With all those builds that can out-trade you it is remarkable that this 6xAC2 mech can still be somehow fun and effective.

    I've been meaning to buy one of those Jaegers and build it with 5xAC2, I've seen people running them and they look like a lot of fuuun. RFL-3C with 4xAC2, 2xML is also super fun and in the same wheelhouse.
     
    Last edited: Jun 3, 2019
  5. I've been enjoying this with an XL280. Had to pick up a third for a drop deck. :p

    [​IMG]

    [​IMG]

    [​IMG]
     
    ShooterMcGavin80 likes this.
  6. ShooterMcGavin80

    ShooterMcGavin80 MechSpecs Addict

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    Niiiice shootin', Remover! :D

    This mech is a surprising BEAST, every time I take it out it performs very consistently.

    The 6xAC Night Gyr builds are equally devastating if you want to mix up the drop deck throwing one of those in :D
     
  7. Renegademaster

    Renegademaster Well-Known Member

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    This the longest range mech in the game, but you need to be in the correct position to take advantage of that - hence Spead is more important than armour. If you are at 1000m , and the enemy is using ER-LL optimal range 675m, he is doing roughly 33% less damge.
     
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