

Firestarter Op?
#161
Posted 03 August 2014 - 07:09 AM
Save some of you JJ thrust for deceleration, you have quite the threshold, before receiving damage, tbh.
#162
Posted 03 August 2014 - 07:13 AM
Enzlaved, on 03 August 2014 - 06:28 AM, said:
giving out damage like a boss and tanking damage like an atlas at 100%.
They're doing the best for its weight class and even medium mechs can't do
what these little ******** are doing. i hate firestarters and always try to send
them back to hell no matter what it costs me.
i spit on Firestarters.
They're not op but far away from being a light....
They hit hard, but as someone who owns all but the FS9-H (busy with clan mechs and Orions to get it right now)
they are not the monsters you make them out to be. They hit hard, true, but they are mostly short range mechs in a very long-range-oriented game right now. Also, they can't tank, their hitboxes are well done, meaning that any shot taken at them, hits them. Considering their broad torsos (for a light), they don't dodge as well, however, they can twist rather well (compared to some lights).
#163
Posted 04 August 2014 - 03:19 AM
#164
Posted 04 August 2014 - 08:13 AM
Tim East, on 04 August 2014 - 03:19 AM, said:
One of my favorite kills in my LCT-3M was a 5 SPL barrage into the rear of a JR7-F as it parked behind an assault of ours trying to core it. I felt it was karmic justice.
#165
Posted 04 August 2014 - 06:40 PM
#166
Posted 11 August 2014 - 10:38 PM
- very poor torso pitch.This is especially painful while piloting Ember.
- not bugged hitboxes like Spider,which means in order to survive you shall not run slower than 140 km/h.
- big enough engine and mandatory 2 jjs leave very little space for heatsinks,therefore Firestarters have significant heat troubles and require rigorous fire discipline.
- most builds are only averagely effective if enemy is not stripped off armor,and have poor range.
- none of Firestartes can carry missiles.
But,having knowledge about strong and weak points of Firestarters and their preys,and piloting them well good results are possible:
Chassis_Matches_Wins_Losses_Ratio_Kills_Deaths_Ratio__Damage___XP
EMBER___56_____33____23___1.43__90___30___3.00___13,522__49,015
FS9-A____24_____16_____8___2.00__37___10___3.70____6,663__22,785
FS9-H____19_____11_____8___1.38__25____9___2.78____4,644__17,887
Edited by MasterBLB, 12 August 2014 - 02:02 PM.
#167
Posted 12 August 2014 - 01:31 PM
FS9-A/H - are better striker with extra lazors if needed
FS9-E - rapid dps and cooling of MGs make it a great "finisher"
JR7D does offer missiles, but SRMS-high ping-high speed doesn't work too well, and a "light hunter" role with SSRMs seems a bit pointless as I rarely see any lights to fight. 3-3-3-3 ... the "3" which I thought was for lights was actually a slot for 3 extra Mad Cats each game.
#168
Posted 16 September 2014 - 08:41 PM
But they are not overpowered, in fact I'd place them as some of the best-balanced chassis in the game. The caveats and benefits perfectly counteract each other.
#169
Posted 21 September 2014 - 07:57 PM
#170
Posted 21 September 2014 - 09:30 PM
#171
Posted 21 September 2014 - 09:33 PM
MasterBLB, on 21 September 2014 - 09:30 PM, said:
An anamoly I assure you*, because quad machine guns are great. I still have fun with the FS-H though. Very nasty if I can get behind someone....
*play the same number of games it will balance out quickly.
Edited by Chagatay, 21 September 2014 - 09:34 PM.
#172
Posted 21 September 2014 - 10:34 PM
Chagatay, on 21 September 2014 - 09:33 PM, said:
An anamoly I assure you*, because quad machine guns are great. I still have fun with the FS-H though. Very nasty if I can get behind someone....
*play the same number of games it will balance out quickly.
I don't think so:

This is my FS9-H.Pretty similar to Ember;I think the difference in performance is the result of these SPLs and additonal 2 MLs.
#173
Posted 22 September 2014 - 08:00 AM
Chagatay, on 21 September 2014 - 07:57 PM, said:
MasterBLB, on 21 September 2014 - 09:30 PM, said:
Chagatay did say "arguably"
Also, both mechs have their own virtues. The Ember has 4 MGs, but the FS9-H has 6 energy points. Meaning the FS9-H can engage better at longer ranges, and strip armor faster to crit kill things with 2 MGs.
If a target had been stripped of all armor, then 4MGs /might/ be better. Also if the Ember loses it's arms (very likely on a firestarter), it only has the MGs, while the H still has 2 energy in the CT.
#174
Posted 22 September 2014 - 08:04 AM


#175
Posted 22 September 2014 - 08:43 AM
Nayonac, on 22 September 2014 - 08:04 AM, said:


This thread was posted back when FS9s where being added to the game. Plenty of people were worried about a light mech that was quite the under-performer on TT (since apparently everyone runs stock mechs, for some god-awful reason), being possibly the new king of the lights, dethroning the Jenner and Raven masters.
No one is asking for nerfs to them right now. Partly because lights are less than 15% of the player population on any given day.
#176
Posted 24 March 2015 - 02:16 AM
In World of Tanks it is a well known fact that new tanks are deliberately OP to promote sales. Then nerf them once new tanks are released.
Possibly the Firestarter is MWO's version. Well if it is, it is about time to nerf the Firestarter. PGI you have made enough out of them just like the Spider before.
They are stupidly OP compared to other lights.
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