What is the exact value of bullet mitigation for rifleman armor? Doing some math combined with the dig in mitigation, and want to crunch as to what would be more efficient, getting hp increase first or dig in. Also, whats the headshot multiplier for damage, not taking into account falloff damage?
Headshot multiplier is 2x Rifleman resistance to infantry rounds is 25% Don't bother doing infantry weapon stats. We can tell which weapons are good and which suck without a DPS list.
I stated I don't see anything about a DPS list in there, simply attempting to determine whether getting hp increase or dig in is more efficient. Other than that, I was inquiring about some values I couldn't find on the wiki and wanted to know. Thanks for your reply and answers.
i use health then dig in as rofle if that helps - but i prefer to charge in as rifleman rather than prone around somewhere on the map. the ARs accuracy is well enough to fire crouched even without accuracy upgrade - at longer ranges use iron sights - going prone is barely needed (well as cover in distant firefights its great) number crunching doesnt matter much because it ends up to how good your and your opponents aim is anyway ... it might have RTS elements but it still is a FPS. also, dig in doesnt work when running, and you run a lot - health upgrade does.
How to: rifleman upgrades 1st: Accuracy, always, unless u plan to go melee crazy in close quarter (district) or anti tank (speed generally, ammo upgrade if its on escort) 2nd: -speed if you want to mix inbetween attacking tanks and infantry a lot -digin if there is a lot of explosions going on (grenadier heavy team etc... due to a bug the perk seem to draw ALL dmg instead of doing dmg partially to your health bar aswell... and you can go over mines with a full stamina bar.. and its almost as good as hp upgrade if u dont get shoot at while standing) -health upgrade if you plan to mainly just kill infantry who shoot bullets 3rd: pick either of the 3 listed above dependant on the situation 4th: same as 3rd. generally i suggest you go for either: Accuracy --> Digin --> HP --> Speed (stalement wallcamp) or Accuracy --> digin --> Speed --> HP (open areas) or speed --> hp --> ammo --> accuracy (if its heavily anti tank) also: not accuracy as #1 is tarded unless its heavily close combat or you focus on anti tank... and never... ever... prone.
Back in 2.12; You could really notice the difference between damage bonus, and accuracy. Get these two first always. Now, they make the guns fire paint balls instead of jelly beans.
fk dmg, the tiny 10% bonus isnt high enough to help you much. However being capable of surviving 2-3 shoots more does. edit: there is one appliance of this though, camping on district when you got a dedicated healer with revive helping you at the 3rd flags. (accuracy-->digin-->hp-->dmg) edit2: aint too sure about the newest versions though, havnt played em yet.
wait, if you're a rifleman and use the squad power "armor", does that stack with your already present armor resistance?