So How About Them Firestarter-A's And K's?
#1
Posted 14 November 2014 - 02:04 AM
-JJ's
-8 small pulse lasers/8 small lasers
-32 damage alpha strike for pulse/24 damage for regular
-can fire about every 2 seconds with cooldown modules and pilot tree skills
-very little heat generated
Its a little too good.
#2
Posted 14 November 2014 - 02:09 AM
#3
Posted 14 November 2014 - 02:14 AM
Pros:
32 alpha usually in on spot
short cooldown
No overheat issue
lose your arms you can still fight
fast plus JJs
hitbox
Drawbacks:
very, very short ranged
close quarter fighter
loses arms and legs quickly
My actual K/D in 44 games is 4.45. So it has pros and cons.
#4
Posted 14 November 2014 - 02:19 AM
PACoFist, on 14 November 2014 - 02:09 AM, said:
I can fire 5 times in my Firestarter-Kwith 8 small pulse lasers and 12 double heatsinks before I overheat. Thats over 100 damage it can do in a couple seconds before I have to run away and cool down a little. If Im on a cold map I can keep going without stopping.
The Firestarter-A does even better because it has quirks that let it produce 15% less heat when firing small pulse lasers.
#5
Posted 14 November 2014 - 04:36 AM
#6
Posted 14 November 2014 - 04:51 AM
They're also pretty "feast or famine", due to their short range. If your team is doing well and creating distractions, you can do a lot of damage. If your team is struggling and hiding a lot, it's pretty hard to break cover and do some damage when you have to get in such short range. You basically have to wait for a good brawl, or go out and find isolated targets. If neither is possible, you're out of luck.
#7
Posted 14 November 2014 - 06:00 AM
#8
Posted 14 November 2014 - 06:11 AM
#9
Posted 14 November 2014 - 06:13 AM
#10
Posted 14 November 2014 - 06:14 AM
John1352, on 14 November 2014 - 06:11 AM, said:
I use it to scout initially, then just become a general pain in the ass to everyone I run across trying to find anyone separated from the heard.
#11
Posted 14 November 2014 - 08:29 AM
Flamer quirks would be better
#12
Posted 14 November 2014 - 08:34 AM
I guess people want a 1% Light Que for all these Nerf _____ Light threads
Edited by Green Mamba, 14 November 2014 - 08:37 AM.
#13
Posted 14 November 2014 - 09:08 AM
It's powerful but situational.
#14
Posted 14 November 2014 - 09:13 AM
#15
Posted 14 November 2014 - 09:14 AM
PACoFist, on 14 November 2014 - 02:09 AM, said:
Especially the range part is of note. I'd still rather take a medium laser any day over a small pulse because getting in that close to the enemy greatly increases the risk of dying an early death.
#16
Posted 14 November 2014 - 09:42 AM
John1352, on 14 November 2014 - 06:11 AM, said:
Play aggressive. As in, play very aggressive.
People in here are saying you have to either look for isolated targets or a brawl. This is not true. All you have to do is enter the enemy's line from the side and, from there, generally make a pain in the arse of yourself. Sometimes, you can even just break out into the middle, if you have a particular target that is weak. It's insanely easy to break 700 damage in the FS9-A with SPL, and any Assault 'Mech will be dead in three shots to the rear. My first game with it, I blew through two Dire Wolves and a Battlemaster in less than 60 seconds, and the only reason it took me that long was because my teammates interfered and started hammering the target with LRMs, making it start twisting around wildly to spread damage.
Even other Lights are generally non-issues. The alpha will blow the leg off of a Commando or Locust in one. You can core a Raven or Firestarter in 3 to the front. Side torsos in less. You can amputate arms at will, making certain Lights totally non-threatening in seconds. The only real drawback is that you get so close sometimes that the guns can't converge and the damage gets spread.
I imagine the FS9-K is similar to the FS9-A, but a bit more challenging with the lower damage and slower burn.
#17
Posted 14 November 2014 - 09:47 AM
Yeonne Greene, on 14 November 2014 - 09:42 AM, said:
Play aggressive. As in, play very aggressive.
People in here are saying you have to either look for isolated targets or a brawl. This is not true. All you have to do is enter the enemy's line from the side and, from there, generally make a pain in the arse of yourself. Sometimes, you can even just break out into the middle, if you have a particular target that is weak. It's insanely easy to break 700 damage in the FS9-A with SPL, and any Assault 'Mech will be dead in three shots to the rear. My first game with it, I blew through two Dire Wolves and a Battlemaster in less than 60 seconds, and the only reason it took me that long was because my teammates interfered and started hammering the target with LRMs, making it start twisting around wildly to spread damage.
Even other Lights are generally non-issues. The alpha will blow the leg off of a Commando or Locust in one. You can core a Raven or Firestarter in 3 to the front. Side torsos in less. You can amputate arms at will, making certain Lights totally non-threatening in seconds. The only real drawback is that you get so close sometimes that the guns can't converge and the damage gets spread.
I imagine the FS9-K is similar to the FS9-A, but a bit more challenging with the lower damage and slower burn.
yup, nothing wrong with them hitboxes, registration, at all.
#18
Posted 14 November 2014 - 09:47 AM
#19
Posted 14 November 2014 - 09:49 AM
#20
Posted 14 November 2014 - 09:52 AM
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