Rifleman Archive
Thread: Revised Rifleman Strengths and Weaknesses 101
lol, Rammathorn ![]()
I agree, Marine or Storm trooper armor is certainly a viable alternative to marauder - it has 30% resist to most damage types, if I remember correctly. 70+% Kinetic Ubese is also a good alternative when hunting creatures in PvE.
Humans, right now, do seem to be the best choice for a new Rifleman toon. yes, you can have up to 1100 in mind, focus, or willpower. but not 1100 in all at one time. hopefully they fix other races so they can migrate to these levels!
As well astrying to showfellow rifleman that we're not totally gimped, I was trying to point out our serious limitations so other classes don't just see our dmg output and say we're godlike and cry nerf.
Thanks for taking the time to read my post and providing some constructive feedback!
Just a little clarification:
Commando +110 flamethrower accuracy is on static targets. Note rifleman has *some* on-the-move mods, commando gets none. flamethrowers have 0 or negative mods at ranges unde 15m.
And we can only use the special once every 6 seconds. As master commando, missing one flamespecial can be as devastating as a rifleman trying to shoot a person on burst run coming at them.
Anyone have the updated stats on a Master rifleman?
I though the rifle speed was over or closer to 100
Great thread, excellant initial post!
DeXtron <TEEA> -=Bloodfin=-
rifleman 3-2-4-3
CH 2-2-1-1 (pissed - about loosing my graul) ![]()
medic 4-4-4-4 (with enough apprent to master, but debating on what to do, suggestions?)
the Rifleman modifiers in the original post are accurate as of the date of posting (it says at the bottom of the post) and nothing has changed in any boxes of Rifle except for Damage Mitigation in the concealment line. (from what i've seen).
the speed is certainly the same: +90 with master rifleman, +95 with master rifleman/master marksman.
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