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The Ember


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#41 ReXspec

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Posted 06 February 2014 - 09:45 AM

View PostBoymonkey, on 06 February 2014 - 05:12 AM, said:


Not going to happen...clan tech only goes on clan mechs.
  • Inner Sphere 'Mechs cannot equip Clan technology.
    • When customizing an Inner Sphere 'Mech, only Inner Sphere technology is shown in the player’s inventory.


View PostGhost Badger, on 06 February 2014 - 08:29 AM, said:


It won't be. Check the command post on incoming clan tech.
Clan stays Clan.

Sphere stays Sphere.


lolyeah--sure. We'll see how well that little "policy" holds up in a years time. When either most of the player base is playing strictly Clan, or when most of the player base is playing strictly I.S.

#42 Steelgrave

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Posted 06 February 2014 - 09:57 AM

View PostRickySpanish, on 05 February 2014 - 06:56 AM, said:

I think it's actually quite cleverly balanced. Remember guys we can't necessarily think in terms of a single variant's viability, but consider the best variant available from the chassis as a whole. This gives you:

Jenner: The strongest light killer, primarily utilizing missiles for this role
Spider: The strongest jump capable ECM
Raven: The strongest ECM long range sniper
Firestarter: The strongest energy boating light
Commando: The strongest ECM capable missile boating light (Ok, clutching at straws here)
Locust: The most powerful whole-cockpit-ejection-system (most cockpits don't eject with guns and legs)

I am looking forward to the S model so that I might stand a hope in hell of fending off a Jenner that's decided to become my best friend. The E variant is good fun with it's ability to be a tweaked Spider 5D sniper - you can trade ECM for heavier armour, 4 machine guns and an extra ER Large.


LMAO

That might be the funniest thing I read all day.

#43 Satan n stuff

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Posted 06 February 2014 - 10:19 AM

View PostSteelgrave, on 06 February 2014 - 09:57 AM, said:


LMAO

That might be the funniest thing I read all day.

http://www.nogutsnog...hp?topic=1170.0

#44 Ngamok

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Posted 06 February 2014 - 10:33 AM

View PostWispsy, on 05 February 2014 - 04:02 AM, said:


There is no ECM Firestarter. The other variants will not be as good as this one, except as I said the double AMS in times of many magic missiles.


No ECM Firestarter as we aren't getting one or: The FS9-S was introduced in 3049.
  • FS9-S1 The FS9-S1 is identical to the FS9-S except that it carries a Guardian ECM Suite instead of the Beagle Active Probe. BV (1.0) = 613[19], BV (2.0) = 820[18]


#45 ReXspec

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Posted 06 February 2014 - 10:36 AM

View PostNgamok, on 06 February 2014 - 10:33 AM, said:


No ECM Firestarter as we aren't getting one or: The FS9-S was introduced in 3049.
  • FS9-S1 The FS9-S1 is identical to the FS9-S except that it carries a Guardian ECM Suite instead of the Beagle Active Probe. BV (1.0) = 613[19], BV (2.0) = 820[18]


... and that is why the FS was one of the best Lights in the BT universe. : /

#46 Almond Brown

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Posted 06 February 2014 - 10:40 AM

There is one thing about the new Light Mech. Only Light Mech pilots will enjoy them. It is unlikely that a Heavy or Assault Pilot will switch down to an Ember, the same way they didn't switch when the other "cool" Lights were intro'd.

Just another Light Mech added to the list of those who already are a pain in the arse to all those Mechs heavier than itself. LOL ;)

#47 Damocles

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Posted 06 February 2014 - 10:41 AM

View PostNgamok, on 06 February 2014 - 10:33 AM, said:

No ECM Firestarter as we aren't getting one


Correct. There is no S1 in the pilot skill list.

#48 Ngamok

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Posted 06 February 2014 - 10:47 AM

View PostDamocles, on 06 February 2014 - 10:41 AM, said:


Correct. There is no S1 in the pilot skill list.


Ahhh, didn't even realize they added in the variants to the list already.

#49 Roadkill

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Posted 06 February 2014 - 01:06 PM

View PostNgamok, on 06 February 2014 - 10:47 AM, said:

Ahhh, didn't even realize they added in the variants to the list already.

Off the top of my head, we're getting A, Ember, H, K, and S. But not S1.

#50 AlmightyAeng

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Posted 06 February 2014 - 01:08 PM

Smurfy's has the potential chassis' up online. We'll see how accurate they are.

#51 Roadkill

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Posted 06 February 2014 - 03:02 PM

View PostGhost Badger, on 06 February 2014 - 01:08 PM, said:

Smurfy's has the potential chassis' up online. We'll see how accurate they are.

They're already in the game, too, they're just locked. Smurfy's pulls their data from the game files, so they're accurate as-of this patch. They might change before launch, in which case Smurfy's will get the update as soon as it's online.

#52 MungFuSensei

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Posted 06 February 2014 - 11:20 PM

It's pretty damn big for a light. That makes it easier to hit. The arms are proportionately as large as a centurion's, and those are where the end game weapons are. If all you're looking at is the stats on paper, then yes, it seems to outclass all the other lights. In game, however, it moves like a medium, even if it has the speed of a light. It turns slowly, has poor torso movement range. It isn't much smaller than a blackjack, and is easier to hit than a cicada.

It is nowhere near P2W. Every damn hero mech that comes out is greeted by the cry of "P2W! P2W!" but after a month or two the data shows nothing of the sort.

#53 SirLANsalot

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Posted 06 February 2014 - 11:37 PM

So the ******* here saying the ember is better then the jenner? ya right.....NOT.


Ember is good vs other bigger mechs, but falls quite short against its own kind. Jenner-F has the same issue, but the D doesn't. Jenner-D can (and should) run 2 Streaks and 4ML, streaks are great against other lights, and the jenny is plenty fast, well armored. The Ember, ya its got the 4ML with actuators but that actually makes it harder to keep on a fast light target, while you yourself are zipping around.

Same issue happens with the MG spider, its good vs big boys, but those MG's might as well be useless vs other lights.



None of the other Firestarter mechs will have Missile hardpoints, which makes these mechs strong vs larger targets, but weaker vs there own kind. The one with 8 Energy Hardpoints might be the one that can contend with fighting other lights just due to sheer numbers of ML's.

#54 Adiuvo

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Posted 06 February 2014 - 11:49 PM

View PostSirLANsalot, on 06 February 2014 - 11:37 PM, said:

So the ******* here saying the ember is better then the jenner? ya right.....NOT.


Ember is good vs other bigger mechs, but falls quite short against its own kind. Jenner-F has the same issue, but the D doesn't. Jenner-D can (and should) run 2 Streaks and 4ML, streaks are great against other lights, and the jenny is plenty fast, well armored. The Ember, ya its got the 4ML with actuators but that actually makes it harder to keep on a fast light target, while you yourself are zipping around.

Same issue happens with the MG spider, its good vs big boys, but those MG's might as well be useless vs other lights.



None of the other Firestarter mechs will have Missile hardpoints, which makes these mechs strong vs larger targets, but weaker vs there own kind. The one with 8 Energy Hardpoints might be the one that can contend with fighting other lights just due to sheer numbers of ML's.

Erm...

1) The main job of lights isn't to kill other lights. Their horribly inefficient at that role. Direct fire weapons like PPCs/AC20s do this best. Mediums are what should be killing lights, either through that or magic missiles.

2) Actuators are only a benefit for aiming. If they make it more difficult for you to aim that's a problem with player skill. Either practice and gain the benefits or turn on arm lock.

3) MGs on an open component do massive amounts of DPS for zero heat. In a light fight this will be incredibly useful. The Jenner's big problem was always its sustain capabilities and the Ember has infinite sustain. It will always out DPS a Jenner-F or K, though the D shouldn't have any problems due to it having magic missiles.

4) 8 energy hardpoints does not mean you should put 8ML. That one should instead run 6 with all in the arms, so you essentially get a Jenner-F with horizontal arm movement and much much better hitboxes.

#55 Shiro Matsumoto

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Posted 07 February 2014 - 12:00 AM

Its a Tradeoff to Jenners. You dont have the missiles of a Jenner, or a 6ML salvo, so you will dearly miss some punch, but once the armor is breached on an enemy location, the quad MGs are a gutripper in getting crits and finishing off the enemy... so yes, its diffrent, not better.

Looking forward to see the other variants. After the Jocust, its finally a good light Mech again.

#56 MungFuSensei

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Posted 07 February 2014 - 12:02 AM

View PostAdiuvo, on 06 February 2014 - 11:49 PM, said:

4) 8 energy hardpoints does not mean you should put 8ML. That one should instead run 6 with all in the arms, so you essentially get a Jenner-F with horizontal arm movement and much much better hitboxes.


Try shooting the arms off of a jenner. Then try shooting the arms off a firestarter. "Better hitboxes"....no. Please stop judging the mech from its stats on paper. In practice it is not the light-god everyone is making it out to be.

#57 arkanis

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Posted 07 February 2014 - 12:04 AM

LOL, "a viable light mech". Poor them, they need so much love. Mediums are OP!

View PostJohnnyWayne, on 05 February 2014 - 03:24 AM, said:

Well finally the light players get a viable light and now people cry... But yeah... I don't know. I think a good gamedesigner doesn't let older content die in favor of new content. So both have a point.


#58 Wispsy

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Posted 07 February 2014 - 01:22 AM

View PostMungFuSensei, on 07 February 2014 - 12:02 AM, said:


Try shooting the arms off of a jenner. Then try shooting the arms off a firestarter. "Better hitboxes"....no. Please stop judging the mech from its stats on paper. In practice it is not the light-god everyone is making it out to be.


The idea is to lose your arms before your ct...however I do not see any reason to use 6mls when you can use 4mls 4mgs, except to get double AMS.

#59 MungFuSensei

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Posted 07 February 2014 - 01:50 AM

View PostWispsy, on 07 February 2014 - 01:22 AM, said:


The idea is to lose your arms before your ct...however I do not see any reason to use 6mls when you can use 4mls 4mgs, except to get double AMS.


Yeah, but the majority of your firepower is located in your arms. You lose one arm and your threat level drops dramatically. A jenner, as long as it is still alive, is almost always at full threat level because you can't really disarm it. It's either dead, or it has its full weapon loadout. Nothing in between. So while a firestarter may be more durable and stick in the fight longer due to sacrificial arms, losing those arms pretty much neuters the mech (except for mine, because I'm a weirdo and run an LB10x and 2 MLs).

#60 dario03

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Posted 07 February 2014 - 02:00 AM

View PostMungFuSensei, on 07 February 2014 - 01:50 AM, said:


Yeah, but the majority of your firepower is located in your arms. You lose one arm and your threat level drops dramatically. A jenner, as long as it is still alive, is almost always at full threat level because you can't really disarm it. It's either dead, or it has its full weapon loadout. Nothing in between. So while a firestarter may be more durable and stick in the fight longer due to sacrificial arms, losing those arms pretty much neuters the mech (except for mine, because I'm a weirdo and run an LB10x and 2 MLs).


That would be good if the Jenner CT had a bunch more armor than a firestarter but it doesn't. So yeah you lose a good bit of your firepower if the fire starter gets a arm blown off but you're still alive so your still doing some damage or can run off and cap if in those modes. Mean while any bullet, laser, ppc, missle, etc is magnetically attracted to the Jenner's CT so it doesn't matter if you still have your arms when you die, you still can't do anything.





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