Firestarters Are Completely Op
#1
Posted 11 November 2014 - 03:42 AM
thats no even counting the hit boxes that are near invulernable
#2
Posted 11 November 2014 - 03:44 AM
#3
Posted 11 November 2014 - 03:47 AM
#4
Posted 11 November 2014 - 03:50 AM
#5
Posted 11 November 2014 - 03:58 AM
Alistair Winter, on 11 November 2014 - 03:50 AM, said:
That Locust 3M is a fun little mech now with 5 SPLasers. 8 would be nice, but 5 can be alpha spammed on most maps continuously without overheating. So nice.
8 sounds pretty wicked though. Wonder how sustainable (heat wise) it is. Plus, does the Firestarter have any SPLaser quirks?
#6
Posted 11 November 2014 - 04:06 AM
#7
Posted 11 November 2014 - 04:09 AM
Edited by Jason Parker, 11 November 2014 - 04:09 AM.
#8
Posted 11 November 2014 - 04:24 AM
Wut.
#9
Posted 11 November 2014 - 04:51 AM
In all seriousness though, does it do as well as a MadCat or StormCrow?
Don't confuse competitive with OP. We save our lights.
#10
Posted 11 November 2014 - 04:56 AM
MeiSooHaityu, on 11 November 2014 - 03:58 AM, said:
It has - pretty good ones:
FS9-A
Small Pulse Range +7.5%
Energy Weapon Range +7.5%
Small Pulse Heat Generation -7.5%
Energy Weapon Heat Generation -7.5%
+ the general SPL Buff and no ghost heat
I played this mech (full mastered with Radar Deprivation, Seismic Sensor and spl range&cooldown modules) a lot the last days and it makes so much fun, but it feels too strong (mainly because of the good heat management in this mech).
But there are enemy teams who can deal with it, often the better players know about the danger of this mech and don't ignore it. Together with bigger IS ACs (also good ER PPC aimers, SRM boats) they can kill you very quick because you have to get very close. Also mechs with pulse lasers aiming for your legs could kill/disable you before you are a threat for them.
But if you get ignored/underestimated and can get close you really wreck all kinds of mechs in no time with fast shooting/short duration 32 alphas - especially if you know when to aim for what (legs, side torsos, rear etc.)
Most fun is to pick single LRM boats behind enemy lines with this mech.
The hit reg thing is a general topic not only with the FS.
Edited by Ross Willox, 11 November 2014 - 05:04 AM.
#11
Posted 11 November 2014 - 04:57 AM
Edited by bluepiglet, 11 November 2014 - 04:57 AM.
#13
Posted 11 November 2014 - 04:59 AM
#14
Posted 11 November 2014 - 05:24 AM
There is a maximum in every game estabilishing: "Big risk = Big reward".
I encourage you to take that light mech without ECM and pure 130m range and see how you perform... that mech is ok (underperforming before) but behind that mech, usually, there is a very skilled pilot.
Edited by Demonic, 11 November 2014 - 05:25 AM.
#15
Posted 11 November 2014 - 05:28 AM
but then, no wonder when you can hit them but not damage. if hitreg would work, they would probably be ok.
#16
Posted 11 November 2014 - 05:32 AM
Not quiet sure what PGI can do about that
#17
Posted 11 November 2014 - 05:38 AM
Which part is "broken?"
As for the Small Pulse range, it's only 126.5 meters from the quirk. If you have the module, that brings it up to 137.5 meters, which is an entire WHOPPING 2.5 meters longer than an unmodified Small Laser. Lel.
#18
Posted 11 November 2014 - 05:46 AM
Now, with the duration buff of lets say the mpls, eg in the thunderbolt, they finally die when I meet them. The spider is so slender that it has a significant advantage in terms of hitboxes. The poor ice ferret went into the other direction lol. Its body basically screams 'hit me'. It really is hard to miss that poor little bugger.
I dont mind lights dishing out obscene dmg. But that some - like the spider - have that kind of superior hitboxes and overall design (so slender) is kinda unfair. That said a lot of mechs have those advantages or disadvantages. As a balance the spider doesnt have the dmg output.
Edited by oneda, 11 November 2014 - 05:46 AM.
#19
Posted 11 November 2014 - 05:55 AM
FupDup, on 11 November 2014 - 05:38 AM, said:
Oddly the quirks to SPLasers really makes a difference. I ran 5 MLasers on the 3M pre-quirk, and I prefer the SPLasers now post-quirk. They seem more effective.
I think it is the short cool down and beam duration. They apply damage quick, recycle quick for good DPS, and stay cool. The MLaser has superior range but was way hotter and had the longer duration and cool down.
Now with the range extension quirk for SPLasers and a range extension module, SPLasers are pretty good on it.
Just like all short range lights, just be mindful of your surroundings. Know when to press the attack and try to always have an escape plan.
Edited by MeiSooHaityu, 11 November 2014 - 05:57 AM.
#20
Posted 11 November 2014 - 06:27 AM
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