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Fs9-K Firestarter Build
#1
Posted 30 April 2014 - 03:04 PM
I put a LL in the CT, a medium laser in each arm, 6 heat sinks outside of the engine. Ferro-fibrous armor and endo-steel internals. 210 standard engine.
What suggestions do you have for improving it? I am putting in DHS once I have the money to do so.
#2
Posted 01 May 2014 - 06:18 AM
either that or I swap the PPC for a ERLL
http://mwo.smurfy-ne...21ea6490991a52f
the plus I have with the PPC is damage done without having to hold the laser on target but it comes at the cost of heat. the ER allows to snipe as well and try to deal some damage without having to get up close.
though I try to play more of a support role so deal damage and get targets to stop bothering other friendlies and I don't get into the major mix of fighting until the round has become a cluster of mechs brawling. I also just like trying to get in at flanks to do some damage and move on.
LL also lets you take AMS, but I normally don't carry it on my firestarters.
I would honestly save up and get an XL engine. To me the standards in lights just add too much weight and take away from what you could do with the mech loadout.
Edited by Bigbacon, 01 May 2014 - 06:24 AM.
#4
Posted 01 May 2014 - 06:25 AM
#5
Posted 01 May 2014 - 06:35 AM
The centerline ERLL gives a workable punch at a distance, while each arm carries another large laser's worth of damage in it. The ganged small lasers are actually really useful close-in backstab guns; the shorter beam durations means you get more of your damage on target, the lower heat means you can fire them much more often, and the speed of the maxed-out engine and agility of a near-full compliment of jump jets (armor can be trimmed to get the sixth jet in there, but I don't recommend it; Firestarters benefit more than any other light 'Mech from retaining their full compliment of plate) means you can find backs to stab without trouble even with the short range of the small beamers. A full-on seven-beam alpha is worth 27 damage, which is not a terrible number for a light 'Mech - you're only one small laser shy of the dreaded 6xML JR7-F.
This is my standard fit for the FS9-K, and I'm extremely happy with it. I originally thought that the K-variant was going to be the black sheep of my FS9 collection, the thing I had to work through to get elites out on the S and Ember. Imagine my surprise when it turned out to be one of my best light 'Mechs period. Sure, there's some problems with getting the ERLL on target in a really close scrum on vertical maps - the Firestarter is known for having absolutely terrible pitch characteristics - but at the ranges the weapon is meant to work at the FS9's pitch issues don't bother it at all, and in the ranges where the pitch issues would bother it you shouldn't be using it much anyways.
Edited by 1453 R, 01 May 2014 - 06:35 AM.
#6
Posted 25 May 2014 - 02:09 PM
Edit: i also have 2 JJ, one's all you really NEED but more is better, experiment with your own playstyle and figure out how many Heatsinks you want in there. And near max armor of course, i stripped some off side torso head and arms, hasn't hurt me too bad yet.
Edited by Deadead, 25 May 2014 - 02:11 PM.
#7
Posted 26 May 2014 - 11:25 AM
Rattler85, on 30 April 2014 - 03:04 PM, said:
I put a LL in the CT, a medium laser in each arm, 6 heat sinks outside of the engine. Ferro-fibrous armor and endo-steel internals. 210 standard engine.
What suggestions do you have for improving it? I am putting in DHS once I have the money to do so.
You can pack alot more firepower into that frame. Try this build for a pair of ERLLs, 1 ML, 1SL. Use an XL engine, firestarters are very XL savvy. Pack some jump jets and you're good to go.
Take a look at this build for example.
http://mwo.smurfy-ne...58016ec8bb77ef8
#8
Posted 31 May 2014 - 05:58 AM
#9
Posted 31 May 2014 - 09:01 PM
http://mwo.smurfy-ne...0a8f798381a9772
the ability to alpha strike for 40 is just better and here is why:
If you run around and see a light like a spider or whatever providing ecm support you can oneshot his shoulder. The 8ml will put you to 60 heat, if you fire 6/2 it will be 40%.
Most assaults will falter to 2-3 clean alphas from behind, which you will occasionally get.
Alternatively you can slap on a 280 XL, remove a DHS and put int BAP + 1 additional JJ, if you would like to scout a bit.
#10
Posted 31 May 2014 - 09:12 PM
Pappus, on 31 May 2014 - 09:01 PM, said:
http://mwo.smurfy-ne...0a8f798381a9772
the ability to alpha strike for 40 is just better and here is why:
If you run around and see a light like a spider or whatever providing ecm support you can oneshot his shoulder. The 8ml will put you to 60 heat, if you fire 6/2 it will be 40%.
Most assaults will falter to 2-3 clean alphas from behind, which you will occasionally get.
Alternatively you can slap on a 280 XL, remove a DHS and put int BAP + 1 additional JJ, if you would like to scout a bit.
And weapon groups can be setup to manage heat, when needing to stay in an engagement.
As an alternative the FS9-A can work as an alpha machine, and can afford to lose an arm or two since it carries four hardpoints in the torso.
#11
Posted 31 May 2014 - 09:30 PM
#12
Posted 31 May 2014 - 09:37 PM
Pappus, on 31 May 2014 - 09:30 PM, said:
check this out, it's an older hitbox breakdown, but a fine starting point.
from here.
Edited by Praetor Knight, 31 May 2014 - 09:37 PM.
#14
Posted 31 May 2014 - 09:49 PM
#15
Posted 31 May 2014 - 10:21 PM
#16
Posted 10 June 2014 - 03:08 PM
#18
Posted 13 June 2014 - 06:55 AM
http://mwo.smurfy-ne...5429fe2b1a52686
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