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Firestarter Fs9-H


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#1 Archer337

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Posted 03 May 2014 - 08:17 PM

So I'm a new player that's been playing around with Firestarters. I initially ran a K with 6ML and an XL280 and was doing fairly well, but it was really lacking on maps like Alpine where the range of the MLs just wasn't cutting it. After getting the basics on the K, I switched it out for the H, because of the ballistic hardpoints. I've attached a picture of my loadout at the moment, but for those who can't see, I'm running the same XL280, with an ERLL, 2ML and 2MGs. Is there any way you guys can see to improve it?

Posted Image

Finally, what do you guys suggest as the third variant? The A and E seem really similar to each other, and to the K. I'm not sure where I should go.

#2 crossflip

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Posted 03 May 2014 - 09:25 PM

I've almost mastered a K, a H and an S. The K is your go-to close range firestarter because of the arm hardpoints. The H is unique among the C-Bill chassis because it has access to ballistic hardpoints. I think you mean the A and the S seem really similar, because E is the hero variant, the Ember. The Ember has four ballistic and four energy hardpoints so it's like a souped up H. There's little difference between the remaining two, but the A has one more energy hardpoint whereas the S ships with a BAP and AMS and endo already installed. I'd suggest the A unless you want to save C-bills on buying a BAP or Endo.

#3 Bartholomew bartholomew

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Posted 03 May 2014 - 09:39 PM

Go with the S. It has two AMS hardponits. That alone is enough difference for variety. I painted mine bright yellow and run out in the open to attract lurms.

#4 Archer337

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Posted 03 May 2014 - 10:06 PM

View Postcrossflip, on 03 May 2014 - 09:25 PM, said:

I think you mean the A and the S seem really similar, because E is the hero variant, the Ember.


That's right. Just not thinking too well :P

#5 danneskold

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Posted 13 May 2014 - 12:04 PM

Your build implies you want to be up close, but have some longer range ability.

here is what I dont like about your build. You arent committing to what you want to do. At long range, you will use the ER to peck. up close, you will pretty much burn your ML and MGs. The longer cool down on the LL will be felt, and even though its only .25 seconds longer than the ML, it feels much longer in combat, and it will mess up your alpha shots with your ML. If you get a good shot, you want all weapons ready.

With mgs taken out, your set up has an alpha of 19. 4 ML has alpha of 20. 2 LL has alpha of 18.

All the damage is comparable. So due to the weapon sync issue, I would either us the MLs and MGs, and learn to close the distance, or ditch the MGS, and get into a dual LL set up. Having all your weapons sync is big in the end, and the 2xLL set up can still be used at closer range. The real gem of the ML is its damage to wt, so generally, as you can have more weapons and other equipment, like HS with the MLs, it does better. 2x LL is 10 tons. 4ML plus 2 MG and ammo is 6, leaving 4 for more engine, armor or HS.

If you really want the MGS and have the 2xLL then you have to give up some speed, which has its own situational pitfalls, but could be done.

Thats my .02.

Edited by danneskold, 13 May 2014 - 12:26 PM.


#6 Spheroid

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Posted 13 May 2014 - 07:59 PM

I think the symmetry could be improved by splitting the mlas between both arms and sticking the LLAS in the CT.

#7 danneskold

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Posted 15 May 2014 - 07:45 AM

LL in CT makes it suffer from poor torso articulation. I wouldnt do that, and I think it fires slightly lower than arms, which means more exposure to use.

Edited by danneskold, 15 May 2014 - 07:45 AM.


#8 Modo44

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Posted 15 May 2014 - 08:10 AM

I found dual MGs alone to be puny. You need some CT energy weapons to make it useful. I ran 4xML+2xMG+SPL+Flamer, XL295 for a while, and it was OK (decent damage and troll factor combined).

But that worked too similar to the normal Ember build, so I decided to set up a Clan light test rig with 4xML+UAC5, XL225. It does much better than expected, including vs other lights.

BTW, more than 10 back armor on a light is criminal. 10 is already very high. You virtually always have means to not show your ass.

#9 Belorion

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Posted 17 May 2014 - 05:07 PM

The only Firestarter I have set up different is the Ember...

All the other ones I use 3ML + 1LL.

#10 Escef

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Posted 17 May 2014 - 11:23 PM

Firstly, I'd strip 6 points of armor off the head and use it to up-armor the legs. FS9s rarely get hit in the head (the hitbox is tiny), but people go for your legs hard. And a light with one leg is usually a dead light.

I run my FS9-H with a 255XL, 3xML, and an AC5. A bit slower than most Firestarter builds, but it works.

The K I run with a 280XL, 2xML, and a LPL.

The S is also a 280XL, 2xML, but it also runs an ERLL and 2xAMS.

EDIT: All of these mechs run a CT weapon. The LL on the K and S, a medium on the H. FS9s can lose arms easily, and the last thing you need is to not have something to shoot with.

Edited by Escef, 17 May 2014 - 11:26 PM.






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