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The Rifleman, played

The Rifleman's game, top to bottom. It has four skills and no vehicle or panel keys. They gate each other: Focus Fire sits behind two of them, the MGL behind two others, and the smoke and the flare share one cooldown.

first

Soldier Skills 4 and Marksmanship 2

That pair is the requirement on Focus Fire in the map's data. The community's DPS order reaches it at level 6. Frag Grenade cannot be taken before hero level 2, so a level 1 point goes elsewhere.

then

Rifleman Skills, one to four

1 is the smoke, 2 the flare, 3 the cheaper smoke, 4 the cheaper flare and the MGL. The MGL button only shows once you also hold at least one point of Frag Grenade, and its level is your Frag Grenade level.

always

Shoot biological things

The critical shot is a trigger, and it checks that the target is biological before it rolls. On anything mechanical Marksmanship's multiplier does nothing, and neither does Focus Fire's part of it.

Critical shots and Focus Fire

The roll

  • Every ranged hit above 10 damage on a biological target rolls 1 to 100 in the script. 12 or under is a critical. The tooltip says 12.5 %; the script rolls 12 in 100.
  • A critical adds a second hit worth the damage times (multiplier minus 1): the multiplier is 2, 3, 4, 5 by Marksmanship level, so a 39 hit at Marksmanship 4 prints 195 in red over you.
  • The SOF-AR adds 20 to the roll in the same trigger. Its tooltip says 7.5 %; the script adds 20.

Focus Fire

  • Focus Fire · 125 energy · 180 s cooldown · needs Soldier Skills 4 and Marksmanship 2, both, in the data.
  • The trigger puts the Focus Fire behaviour on you for 15 s: +30 % ranged damage and +2 range. In the critical trigger it adds 20 to the roll and 2 to the multiplier: at Marksmanship 4 that is 32 in 100 at 7 times.
  • A tag with your name hangs over your head for 4 s, for everyone.
  • A Robot standing within 20 range, one that already has Strike Walk unlocked, learns from you: on the fourth Focus Fire it sees, it unlocks its own Focus Fire for the rest of the game and gets told so.

Grenades, smoke and flares

The throwables

AbilityNeedsEnergyCooldownRangeWith Field Support
Frag Grenade 1 to 4hero level 2105 / 95 / 85 / 7030 / 25 / 20 / 15 s1295 / 85 / 75 / 65 energy, 25 / 20 / 15 / 10 s, range 15
MGLRifleman Skills 4 and Frag Grenade 1the frag'sthe frag's, shared25 / 28 / 30 / 3510 energy less at every level, +5 range
Smoke GrenadeRifleman Skills 17555 s1245 s, range 15
Improved Smoke GrenadeRifleman Skills 36022 s1217 s, range 15
Ground FlareRifleman Skills 275150 s12120 s, range 15
Improved Ground FlareRifleman Skills 46075 s1270 s, range 15
Flare Gun WO5Chief Warrant Officer 570180 s24unchanged
Focus FireSoldier Skills 4, Marksmanship 2125180 sselfunchanged

Costs, cooldowns, ranges and requirements are the map's ability data. Field Support is the Rifleman's own SI: 80,000 XP on every track, unlocked by a Nightmare or harder win as a Rifleman, and in the script it sets one upgrade that rewrites the last column.

What lands

  • Frag: 400 / 650 / 900 / 1,200 plus a random 25 / 50 / 75 / 100, in a 3 radius. Flat bonuses on top: +35 against biological, +20 against light, +150 against structures, 85 less against mechanical, 100 less against heroic.
  • MGL: 650 / 800 / 1,000 / 1,300 plus the same random, in a 3.65 radius, a quarter less against heroic. Each Frag Grenade point you learn adds one level to the MGL, so its level is the frag's, and it shares the frag's cooldown and charge.
  • Frag out: casting the frag reaches every computer-owned biological unit within 4 of the point. The ones not already sprinting are told to sprint, and the ones not owned by the undead player are also told to move away from the point. The cast prints a warning with your name over you for everyone. The MGL has no such trigger.
  • Smoke: the tooltip's cloud, re-applied every 0.5 s to everything inside 3 (allies too), with sight capped at 13. The improved one throws the same cloud; the improvement is 15 energy and 33 s of cooldown.
  • Ground flare: a flying unit with 12 sight for 240 s. The improved one is the same unit for 60 energy and half the cooldown.

One cooldown for smoke and flare

  • In the data the smoke, the improved smoke, the ground flare and the improved ground flare all run their cooldown on the same link. Throw a flare and the smoke waits 150 s (75 s improved); throw a smoke and the flare waits 55 s (22 s improved).
  • The ground flare item runs on the same link and puts only 2 s on it, so throwing one does not park the smoke. It is still blocked while a smoke or a flare cooldown is running.
  • Flare Gun WO5, the Warrant Officer reward, runs on its own link: 45 s of a flare with 15 sight, and enemies within 6 of it lose 20 % move speed, refreshed every second. The enemy sees by it too.
  • With Field Support the smoke and the flares also throw from 15 instead of 12, and the MGL from 30 / 33 / 35 / 40.

The rifle

Burst

  • Soldier Skills 2's MOS-specific ability is Firemode Burst, a toggle with a 3 s cooldown.
  • While it is on, your attack speed is 3.4 times, and every 1.5 s cycle ends with a 0.8 s pause. The pause sets attack speed to 0.01. The magazine holds 60 rounds and reloads in 3.9 s.
  • Rifle Butt at Soldier Skills 4 (or Barbaric): every 1.5 s the light ground enemies within 2.5 of you take 20 to 30 and are pushed.

Weapons

  • Seven rifles fit the class in the data: SOF-AR, Styner BR-2, M5 MAR, HK42, US MCR, Steyr AUG, MP75R. The community's page lists the first five and leaves out the last two.
  • The SOF-AR is the one the script knows by name: +20 on the critical roll, on top of its 15 % faster reload.
  • The M5 MAR carries its own grenade launcher, fed with 40mm grenades, and is the community's pick for the grenade build.
  • The critical is computed from the damage that landed, so AP Rounds, DU Rounds and Aim Assist are multiplied with it.

Ranks and the Rifle modifier

Rank rewards

  • Enlisted, Command Sergeant Major (95,000 XP): Expert Marksman, a permanent behaviour. The tooltip's attack speed is a question mark; the data says +8 %, with +15 % damage and +2 range.
  • Warrant Officer, Chief Warrant Officer 5 (120,000 XP): the Flare Gun WO5 above.
  • Commissioned Officer, Major General (130,000 XP): the moment you confirm the track, an Infantry Rifleman is created at your start point and ordered to follow you. The CombatMedic gets the same one.

Rifle

  • The modifier's vote passing means only the Rifleman and the CombatMedic can be picked, and a random pick returns a Rifleman. XP +25 %, except in Competitive where the script skips the bonus.
  • Under it the caves cannot be sealed, and on Hard and above the cave packs do not roll: the script leaves both triggers off.
  • Wins with it on unlock the Red Tiger camo (Hard and up), SAS (Survival), OctoCamo (PMC) and the Bear Claw decal (Insane with 2 to 4 players).
  • It cannot be voted together with Sushis or Classical.

What the community recommends

Two orders

The wiki's page gives a DPS order and a grenade order, both to level 16. The guide's skill bar holds the DPS one.

Checked against the requirements: the DPS order has Focus Fire at level 6 and the MGL at 13, when its first frag point arrives; the grenade order has the MGL at 9 and Focus Fire at 14.

SI pairs

The wiki's table, with its own words for each pair:

FirstSecondFor
Reactive FireTough as Nailsthe two default Enlisted SIs for new players
Light ArmorTwinkle Toes or Quick ThinkingTwinkle Toes for a recon build, Quick Thinking for a DPS build
Field SupportWhiz Kid or EnergeticWhiz Kid for a grenade build, Energetic for a flare build
VeteranHeavy Armor, Quick Thinking or Hawk EyeHeavy Armor to cover Veteran's life loss, Quick Thinking for damage, Hawk Eye for range and detection; Expert Marksman recommended with it

Whiz Kid reads "increases damage with explosives by 30 %" in the SI data; in the behaviour data it is +30 % on the Spell damage kind. That is why the wiki pairs it with the grenade build. Veteran is +30 % ranged damage at the cost of 55 % of your max life.

Items

Numbers are read from the map file: its ability, behaviour, effect and upgrade data and its trigger script. The orders and picks are the wiki's.

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