Difference between revisions of "Rifleman"

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{{Sitenav|Rifleman}}
 
{{Sitenav|Rifleman}}
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== Overview ==
 
[[Image:IMPRifleman.jpg|thumb|right|Imperial Rifleman]]
 
[[Image:IMPRifleman.jpg|thumb|right|Imperial Rifleman]]
 
[[Image:NFRifleman.jpg|thumb|right|Northern Faction Rifleman]]
 
[[Image:NFRifleman.jpg|thumb|right|Northern Faction Rifleman]]
Riflemen are the undisputed masters of infantry combat. They can use the most powerful rifles and machine guns, wielding them with an ease no others can match. In addition, these troopers spawn with explosive grenades and a suit of body armor, making them a force to be reckoned with on the battlefield.  
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Riflemen are the undisputed masters of infantry combat. They can use the most powerful rifles and machine guns, wielding them with an ease no others can match. In addition, these troopers spawn with either explosive grenades or sticky bombs and a suit of body armor, making them a force to be reckoned with on the battlefield.
  
The rifleman's skills are focused on what he does best: infantry to infantry combat. Two offensive skills increase the damage dealt by his weapons, and one defensive skill decreases damage dealt to him. Damage Increase and Vehicle Damage increase damage dealt with hand and vehicle weapons, respectively, and Dig In decreases blast damage dealt to the soldier while crouched, reducing it by up to 70%.
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The Rifleman's skills are focused on what he does best: infantry to infantry combat. Two offensive skills increase the damage dealt by his weapons, and one defensive skill decreases damage dealt to him. Damage Increase and Vehicle Damage increase damage dealt with hand and vehicle weapons, respectively. The Dig In skill increases the Riflemen's blast damage resistance while crouched, by applying half the damage to their stamina instead.
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Riflemen have access to a very powerful anti-vehicular weapon, the sticky bomb. Due to its weight a Rifleman can only carry two of them (four with the Ammo Upgrade skill), and it cannot be thrown quite as far as a plain grenade. However, its ability to stick to the target vehicle and its payload more than makes up for the danger of having to get up close to the enemy tanks.
  
 
== Tips and Tactics ==
 
== Tips and Tactics ==
* Your accuracy will be much better while crouched with certain weapons like the Heavy Machine Gun.
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* The firing accuracy will be much better while crouched, and even better still when prone with certain weapons like the Heavy Machine Gun.
* If not using the Heavy Machine Gun, the extra ammo skill is crucial.  
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* If not using the Heavy Machine Gun, the Ammo Upgrade skill is crucial, especially when there are no Engineers nearby for resupplying.
* Explosive grenades are very effective against infantry, turrets, and even heavy tanks (you'll see tanks shake when hit). The trick is getting close enough to use them without getting killed.
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* Explosive grenades are very effective against infantry, turrets, and even heavy tanks (tanks will shake when hit). The trick is getting close enough to use them without getting killed.
* The secondary fire button on rifles (except the Heavy Machine Guns) allows you to zoom in. The zoom level is nothing like the [[Scout]]'s ranged rifle, but it helps nontheless.
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* The sticky bomb is extremely effective against enemy vehicles. A single bomb deals 300 points of damage and is often able to kill a heavily armored tank. The only down side is that you must get within a meter or two of the enemy vehicle in order to score a hit. Bear in mind that it deals only 150 damage to the heavy armor of the Command Vehicle, and to buildings.
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* The secondary fire button on rifles (except the Heavy Machine Guns) allows you to access your Ironsights.  While it may be more difficult to see much of the battlefield, the added zoom and accuracy can prove valuable in the right situations.
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* Firing the Heavy Machine Gun drains your stamina at a fast rate.
 
[[Category:Classes|Rifleman]]
 
[[Category:Classes|Rifleman]]
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* If using the Heavy Machine Gun and in the presence of a friendly ammo crate, it is effective to use your weapon to spray places where enemies are likely to come out of cover, restricting enemy movements, and perhaps generating a few easy kills.
  
 
== Upgrade Guide ==
 
== Upgrade Guide ==
 
{{See|[[Skills#Rifleman|Rifleman Skills]]}}
 
{{See|[[Skills#Rifleman|Rifleman Skills]]}}
The biggest drawback for any Rifleman is his lack of ammunition. (Beta 1.03) The Assault Rifle has three clips, which means that he will be able to kill, at most, 6 people. On average, he might fire an entire clip into one opponent. This upgrade guide assumes that you will never be far from engineers or the front lines of the battle to restock ammo. If this is a problem for you, take the increased ammo skill before one of the other skills, depending on how far from your squad mates you intend to be. Furthermore, this set assumes you will be playing an infantry dominated stage of the game. Dig-in can be useful, but when it's needed, chances are there are very few infantry units threatening the Rifleman and more tanks that he will have difficulty dispatching.
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* ''Plan Your Sidearms:'' As a rifleman on Northern Faction, you have the option of using the Double Barrel pistol, a powerful handgun that can kill instantly if aimed well, and at the right range. This weapon's usefulness depends greatly on your primary weapon. If you use the Heavy Rifle or Heavy Machine Gun, and don't stand a chance against an enemy in close range it would be optimal to use this pistol for close encounters. If using the standard Assault Rifle, the 9mm may be a better choice for medium range encounters. As a rifleman on Brenodi Empire, the Machine Pistol serves much the same purpose as the Double Barrel Pistol, and excels in close encounters. If you chose the standard Assault Rifle and aren't confident about your close range accuracy, it would be best to choose the Machine Pistol. If you are using the Heavy Machine Gun, you should use the Machine Pistol to be able to kill in close range.
 
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* ''Plan Your Skills:'' Riflemen, like all the other classes, have quite a bit of versatility and can be made far more effective if you choose your skills wisely. If you're on a wide-open map, accuracy is a good starter skill. If you're on a map with a lot of tanks or you know you'll be running into some, Ammo Upgrade is essential when using sticky bombs. If you're on a small map where accuracy might not come into play as much, consider choosing a good defensive skill, like Health Upgrade.
Beta 1.031 skill set:
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* ''Essential Skills:'' '''Accuracy''': Rarely will you ever choose not to get accuracy as a Rifleman. Getting more bullets to hit your target will maximize your damage over time; even more efficiently than the Improved Damage upgrade. It will also increase your effective range, which is essential on large maps. '''Improved Damage''': While not as useful as Accuracy, this skill means that you can drop your targets faster, which gives them less chance to hurt you. '''Health Upgrade''': Front-line infantry cannot avoid taking damage: this upgrade will help you to live longer, and give you the necessary edge in some fights. '''Dig-In''': Effectively converting your extra stamina into health, combine this with Health Upgrade and you become your squad's human tank. '''Ammo Upgrade''': This skill is only marginally useful unless using Sticky Explosive Grenades. When using Sticky Nades, this skill is ''incredibly'' useful. If you know you're going to run into tanks, grab this upgrade.
* 'First Upgrade: Accuracy:' Rarely will you ever choose anything but accuracy as a Rifleman. This skill makes a heavy machine gun fire like an assault rifle, and an assault rifle will now be able to out-snipe a Scout with ease. Take this skill to dominate the map.
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* ''Heavy Machine Gun Skills:'' The Heavy Machine Gun operates by draining your stamina bar. This means that the useful skills for it vary from the usual rifleman skills - you'll have to conserve your stamina in every situation, which means '''Stamina Upgrade''' is essential, and the '''Speed Upgrade''' is nice to compensate for the lack of sprinting ability. After these two, standard rifleman choices apply.
* 'Second Upgrade: Increased Damage:' Although a 10% bump is a fairly small amount of damage, if you take both of the above skills, you will be able to outshoot any infantry unit on the map. Any infantry unit at all.
 
* 'Third Upgrade: Health:' This will just give you that extra edge to outlast anyone you get into a gun fight with. Note that you should NOT take health regeneration, as you'll probably be running back to healing units just to get more ammo anyway.
 
* 'Fourth Upgrade: Ammo Upgrade:' Chances are, if you're skilled enough to get the fourth upgrade, the preferred upgrade will heavily depend on your playstyle. Extra ammo is always a good choice.
 

Latest revision as of 23:29, 18 July 2016

Home > Rifleman

Overview

Imperial Rifleman
Northern Faction Rifleman

Riflemen are the undisputed masters of infantry combat. They can use the most powerful rifles and machine guns, wielding them with an ease no others can match. In addition, these troopers spawn with either explosive grenades or sticky bombs and a suit of body armor, making them a force to be reckoned with on the battlefield.

The Rifleman's skills are focused on what he does best: infantry to infantry combat. Two offensive skills increase the damage dealt by his weapons, and one defensive skill decreases damage dealt to him. Damage Increase and Vehicle Damage increase damage dealt with hand and vehicle weapons, respectively. The Dig In skill increases the Riflemen's blast damage resistance while crouched, by applying half the damage to their stamina instead.

Riflemen have access to a very powerful anti-vehicular weapon, the sticky bomb. Due to its weight a Rifleman can only carry two of them (four with the Ammo Upgrade skill), and it cannot be thrown quite as far as a plain grenade. However, its ability to stick to the target vehicle and its payload more than makes up for the danger of having to get up close to the enemy tanks.

Tips and Tactics

  • The firing accuracy will be much better while crouched, and even better still when prone with certain weapons like the Heavy Machine Gun.
  • If not using the Heavy Machine Gun, the Ammo Upgrade skill is crucial, especially when there are no Engineers nearby for resupplying.
  • Explosive grenades are very effective against infantry, turrets, and even heavy tanks (tanks will shake when hit). The trick is getting close enough to use them without getting killed.
  • The sticky bomb is extremely effective against enemy vehicles. A single bomb deals 300 points of damage and is often able to kill a heavily armored tank. The only down side is that you must get within a meter or two of the enemy vehicle in order to score a hit. Bear in mind that it deals only 150 damage to the heavy armor of the Command Vehicle, and to buildings.
  • The secondary fire button on rifles (except the Heavy Machine Guns) allows you to access your Ironsights. While it may be more difficult to see much of the battlefield, the added zoom and accuracy can prove valuable in the right situations.
  • Firing the Heavy Machine Gun drains your stamina at a fast rate.
  • If using the Heavy Machine Gun and in the presence of a friendly ammo crate, it is effective to use your weapon to spray places where enemies are likely to come out of cover, restricting enemy movements, and perhaps generating a few easy kills.

Upgrade Guide

See Also: Rifleman Skills
  • Plan Your Sidearms: As a rifleman on Northern Faction, you have the option of using the Double Barrel pistol, a powerful handgun that can kill instantly if aimed well, and at the right range. This weapon's usefulness depends greatly on your primary weapon. If you use the Heavy Rifle or Heavy Machine Gun, and don't stand a chance against an enemy in close range it would be optimal to use this pistol for close encounters. If using the standard Assault Rifle, the 9mm may be a better choice for medium range encounters. As a rifleman on Brenodi Empire, the Machine Pistol serves much the same purpose as the Double Barrel Pistol, and excels in close encounters. If you chose the standard Assault Rifle and aren't confident about your close range accuracy, it would be best to choose the Machine Pistol. If you are using the Heavy Machine Gun, you should use the Machine Pistol to be able to kill in close range.
  • Plan Your Skills: Riflemen, like all the other classes, have quite a bit of versatility and can be made far more effective if you choose your skills wisely. If you're on a wide-open map, accuracy is a good starter skill. If you're on a map with a lot of tanks or you know you'll be running into some, Ammo Upgrade is essential when using sticky bombs. If you're on a small map where accuracy might not come into play as much, consider choosing a good defensive skill, like Health Upgrade.
  • Essential Skills: Accuracy: Rarely will you ever choose not to get accuracy as a Rifleman. Getting more bullets to hit your target will maximize your damage over time; even more efficiently than the Improved Damage upgrade. It will also increase your effective range, which is essential on large maps. Improved Damage: While not as useful as Accuracy, this skill means that you can drop your targets faster, which gives them less chance to hurt you. Health Upgrade: Front-line infantry cannot avoid taking damage: this upgrade will help you to live longer, and give you the necessary edge in some fights. Dig-In: Effectively converting your extra stamina into health, combine this with Health Upgrade and you become your squad's human tank. Ammo Upgrade: This skill is only marginally useful unless using Sticky Explosive Grenades. When using Sticky Nades, this skill is incredibly useful. If you know you're going to run into tanks, grab this upgrade.
  • Heavy Machine Gun Skills: The Heavy Machine Gun operates by draining your stamina bar. This means that the useful skills for it vary from the usual rifleman skills - you'll have to conserve your stamina in every situation, which means Stamina Upgrade is essential, and the Speed Upgrade is nice to compensate for the lack of sprinting ability. After these two, standard rifleman choices apply.