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Firestarter Op?


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#121 Rogue Jedi

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Posted 02 June 2014 - 05:21 AM

View PostAlbatroz, on 31 May 2014 - 07:01 AM, said:


Nope, but not easily destroyed, as I used to do with a freakin spider while I was so close to it that it could just smash me or knock me down.

Is that so hard to understand? Look game dynamics: a single spider/jenner/whatever appear and EVERYONE wants to kill it fast. Why? Because they spot for lrms (scout job, good), AND they take too much time to die while they just keep running and firing around like there´s no logical physics in that world (Oh, wait, it doesn´t). I shoot my ac20 at an titanic Atlas and it moves its shoulder. I shoot it at a puny Spider/Jenner/whatever, it gets cored (IF SO) and keeps moving. My god, man, it should be thrown back and to the ground like a little toy.

Focus on what´s important: PHYSICS.

as someone who prefers light and fast mechs most of this sounds good

I would like physical attacks to be viable, it would make piloting lights much more fun (for me playing MWO fun seems directly related to risk, the more risk the more fun).

I would also like to see realistic physics applied to an AC, yes sure make the AC20 powerful enough to knock down a light (especialy if the light is airbourne when hit), again more fun, that should also mean that Hunckbacks and Jaegermechs could get knocked over by the recoil of firing their AC20s, especialy if moving or on uneven ground, and even an Atlas should suffer from the recoil, possibly twisting the torso off target, forcing you to fire the AC20 seperately from other weapons.

#122 Albatroz

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Posted 02 June 2014 - 05:33 AM

View PostWispsy, on 01 June 2014 - 09:21 AM, said:

If it is so easy, how about you get good enough you can make it a level where your opponents can actually aim...how come it is usually at like 9-14% played at a time with up to 40% heavies or assaults.

Being a light is only easy so long as your opponents are bad. One good player will put you out of your misery in seconds. Of course if you make a fresh account and play people in their cadet bonus as a light...yeah super easy!



Yeah, no... I said what I said.

#123 YueFei

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Posted 02 June 2014 - 10:20 PM

View PostAlbatroz, on 02 June 2014 - 05:33 AM, said:

Yeah, no... I said what I said.


Keep playing your Light mechs. If you keep succeeding and keep winning, eventually you'll be pitted against really good marksmen. They'll end you in 2 shots. Sometimes only 1 shot if you twist a little bit too far and give them your back shoulder.

#124 Albatroz

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Posted 03 June 2014 - 09:27 AM

View PostYueFei, on 02 June 2014 - 10:20 PM, said:


Keep playing your Light mechs. If you keep succeeding and keep winning, eventually you'll be pitted against really good marksmen. They'll end you in 2 shots. Sometimes only 1 shot if you twist a little bit too far and give them your back shoulder.


Damn, you talk about this game as it was a real simulator. "Good marksmen"? Really? So there are people that can move that little mouse of theirs like no one? Cool. I´m still saying what I said.

New example: I just shot at close range a firestarter at the torso with an Ac20. Just took its armor off and barely scratch its structure. It ran like there was no tomorrow and kept playing and annoying till some minutes later someone finished him off on the other side of the map. An Ac20! In a light mech, a firestarter!

But ok, it´s easier for you suppose that others are bad players, and that´s why they´re complaining. Fallacy is always the way to go.

#125 SteelLynx

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Posted 03 June 2014 - 09:57 AM

View PostAlbatroz, on 03 June 2014 - 09:27 AM, said:


Damn, you talk about this game as it was a real simulator. "Good marksmen"? Really? So there are people that can move that little mouse of theirs like no one? Cool. I´m still saying what I said.

New example: I just shot at close range a firestarter at the torso with an Ac20. Just took its armor off and barely scratch its structure. It ran like there was no tomorrow and kept playing and annoying till some minutes later someone finished him off on the other side of the map. An Ac20! In a light mech, a firestarter!



Well, I do agree that Firestarters are the biggest "light" threat atm. Actually that's the only one I really care about while piloting a heavy/assault while being backed up by teammates. And being an old tabletop gamer myself, I often find it a bit weird how hard it can be to finish of a light. I think a lot of damage will be lost due to lag. And they doubled the amount of armor/structure at an early beta stage, if I remember correctly. That's been quite a good idea, after all it would be really frustrating to be shot into pieces each game. In MWO luck plays a relatively small role, as opposed to the tabletop game. So yes, there are good marksmen out there, and they'll finish off lights much quicker than "normal" guys do. One-shotting lights is still very unlikely (or bad piloting by the light mech).

I would like to see tripping mechs back in the game. But... and this is really a big "but"... it should be a very rare occassion. It would have a big impact on the game. Teams would concentrate on indirect fire, ECM spotters, very few brawler mechs sticking with the missile barrage squad. Nothing I would like to see in the game, it is static and boring enough sometimes. But screen shakes sound quite interesting... on both the firing and the mech hit. It is really hard to understand why those petty LRM result in such a big shake, while AC20 rounds are sucked up without real notice.

#126 The Flying Gecko

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Posted 03 June 2014 - 10:05 AM

I've played a few on the Firestarters, and would consider getting an Ember if I was willing to spend more money on this game. Definitely waiting to see how the Clans and community warfare change the face of the game before any purchases. The Ember still looks better to me with it's manageable heat /speed /firepower combo

#127 Warge

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Posted 03 June 2014 - 10:07 AM

What's the reason in Death's Knell when there is an Ember?

Edited by Warge, 03 June 2014 - 10:08 AM.


#128 focuspark

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Posted 03 June 2014 - 10:11 AM

View PostWarge, on 03 June 2014 - 10:07 AM, said:

What's the reason in Death's Knell when there is an Ember?

170kph vs 150kph.

#129 Warge

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Posted 03 June 2014 - 10:18 AM

View Postfocuspark, on 03 June 2014 - 10:11 AM, said:

170kph vs 150kph.

Not a big deal. Also Eber has JJs.

#130 focuspark

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Posted 03 June 2014 - 11:58 AM

View PostWarge, on 03 June 2014 - 10:18 AM, said:

Not a big deal. Also Eber has JJs.

I have both, love both. Ember feels incredibly sluggish compared to the TDK but it does feel more solid and those machine guns are a great clean up weapon.

#131 Rando Slim

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Posted 03 June 2014 - 12:10 PM

In short, yes the firestarter is OP, especially when compared to say a medium mech.

#132 Kali Rinpoche

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Posted 03 June 2014 - 12:25 PM

Quote

I have both, love both. Ember feels incredibly sluggish compared to the TDK but it does feel more solid and those machine guns are a great clean up weapon.


I fully agree about the TDK. I love this light mech. While I didn't buy the Ember, I've managed a 6 kill round with the FS9-A, including two solo back armor kills of Atlasi during that round.

FS9's are the only mechs I fear in my VTRs&HGNs. I used to despise Jaggers in the same way until I learned to alpha down their torsos.


FS9-A

Edited by Kali Rinpoche, 03 June 2014 - 12:31 PM.


#133 juxstapo

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Posted 03 June 2014 - 02:54 PM

View PostMungFuSensei, on 07 February 2014 - 11:13 AM, said:

FS9-A

A zombie light? The concept intrigues me

Thought the same thing... didn't work.
Which was 90% me and my inherent inability to spread damage. Report back to these forums if it works out for you if you please.

#134 MonkeyCheese

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Posted 03 June 2014 - 04:50 PM

View PostWarge, on 03 June 2014 - 10:18 AM, said:

Not a big deal. Also Eber has JJs.


What? do you even own a mech that can go 170kph?

No jumpjets sucks yes, but 170kph is a massive deal, and the DKs arms are built perfectly for weaponry moving at that speed.

#135 YueFei

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Posted 03 June 2014 - 09:12 PM

View PostAlbatroz, on 03 June 2014 - 09:27 AM, said:


Damn, you talk about this game as it was a real simulator. "Good marksmen"? Really? So there are people that can move that little mouse of theirs like no one? Cool. I´m still saying what I said.

New example: I just shot at close range a firestarter at the torso with an Ac20. Just took its armor off and barely scratch its structure. It ran like there was no tomorrow and kept playing and annoying till some minutes later someone finished him off on the other side of the map. An Ac20! In a light mech, a firestarter!

But ok, it´s easier for you suppose that others are bad players, and that´s why they´re complaining. Fallacy is always the way to go.


I don't know what point you're trying to make? If you had hit the Firestarter in the leg once, the next shot you land on the same leg is pretty much gonna rip it off.

That's 2 shots. Which is what I said.

You can add can't you? And hopefully you have some semblance of reading comprehension?

So you stopped playing Light mechs cuz you thought it was too easy. I suggested that you keep playing them, because at some point you'll be pitted against really good players, and the game will be challenging, exciting, and interesting for you because you'll have to learn and improve as well to survive against them.

Do you always respond to friendly suggestions with snide hostility? Maybe you shouldn't get so emotionally worked up over a game. Not a simulator. That's your words. I never implied this game was a simulator, buddy. ;)

#136 IraqiWalker

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Posted 03 June 2014 - 09:32 PM

View PostWarge, on 03 June 2014 - 10:18 AM, said:

Not a big deal. Also Eber has JJs.

The TDK is a LOT more stable, twists faster and better, and is almost half the size of an Ember.

The 170Kph difference is still something to be considered. It's going to run circles around everything. Also, don't forget, when you are jump jetting, you are moving in one direction, and your moving slowly. So people can hit you better.

Also, the commando chassis arms are much better at protecting the torsos, in comparison to the FS9 chassis.

#137 Warge

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Posted 04 June 2014 - 01:09 AM

View PostMonkeyCheese, on 03 June 2014 - 04:50 PM, said:

What? do you even own a mech that can go 170kph? ...and the DKs arms are built perfectly for weaponry moving at that speed.

I have all Commando Mechs and tell you what: most maps designed not for fast movers.

View PostMonkeyCheese, on 03 June 2014 - 04:50 PM, said:

No jumpjets sucks yes, but 170kph is a massive deal,

20kph difference vs 4*MG? Don't think it's fair trade.

Edited by Warge, 04 June 2014 - 01:09 AM.


#138 SteelLynx

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Posted 04 June 2014 - 06:06 AM

View PostWarge, on 04 June 2014 - 01:09 AM, said:

I have all Commando Mechs and tell you what: most maps designed not for fast movers.

20kph difference vs 4*MG? Don't think it's fair trade.



First of all I'd say, each map has its pros and cons. Though some maps lack cover (alpine), it's still not impossible to do well in a light mech. It's all about timing. Charging a lance of enemy mechs in a Commando without proper distraction will most certainly be suicide.

Second. You're comparing a Commando to the Firestarter. Both are light mechs, right. With the slight difference in tonnage. A Firestarter weighs 40% more than a Commando. How could you expect them to perform exactly the same? In Battletech, each mech had a Combat Value (CV) or, maybe more common, they cost a certain amount of C-Bills. One small example:

CMD-2D CV 541 Cost 1,891,250 C-Bills
FS9-H CV 694 Cost 3,046,950 C-Bills

As soon as matchmaking (and I hope that'll find its way into the game) takes CV or C-Bill-Cost into account, you might see thing different.

#139 xMintaka

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Posted 04 June 2014 - 06:22 AM

View PostMonkeyCheese, on 03 June 2014 - 04:50 PM, said:


What? do you even own a mech that can go 170kph?

No jumpjets sucks yes, but 170kph is a massive deal, and the DKs arms are built perfectly for weaponry moving at that speed.


I agree with this. The Commando's in general are great fun and TDK is my favourite of the bunch (tied with my Megaman -1B). The Ember is just better though. Feels sluggish, sure. But it's tankier and MG's > unarmoured legs. So much fun.

#140 The Flying Gecko

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Posted 04 June 2014 - 06:24 AM

The Ember is bar-none the best light in the game. I often see them racking up 600-900 damage.





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