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Firestarters Are Completely Op


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#1 Hades Trooper

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Posted 11 November 2014 - 03:42 AM

8 small pulse with those ranges and heat is plain OP.

thats no even counting the hit boxes that are near invulernable

#2 Revorn

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Posted 11 November 2014 - 03:44 AM

The Hittboxes looks like a Problem, to me too. But its maybe only my Aim, iam not realy sure. :unsure:

#3 Crunk Prime

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Posted 11 November 2014 - 03:47 AM

Mechs moving at high speeds still have wonky hitboxes and hit detection. They can randomly absorb hits and take no damage. Seems like the faster you go, the high the chances are of it happening.

#4 Alistair Winter

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Posted 11 November 2014 - 03:50 AM

Yeah, but the Locust 3M has +10% cooldown for SPLs. These two mechs seem pretty balanced to me.

#5 MeiSooHaityu

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Posted 11 November 2014 - 03:58 AM

View PostAlistair Winter, on 11 November 2014 - 03:50 AM, said:

Yeah, but the Locust 3M has +10% cooldown for SPLs. These two mechs seem pretty balanced to me.


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 NextGame

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Posted 11 November 2014 - 04:06 AM

every element of this game has somebody declaring it to be OP, which must equate to the game being pretty balanced tbh.

#7 Chrithu

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Posted 11 November 2014 - 04:09 AM

I agree that hitboxes/hitdetection is way off against the small fast mechs for lasers and pulse lasers. Can't judge SRMs. But what works great is the AC20 + AC 10 combo on my Ilya Murromets. Just aim for their general direction and you either kill them right away or at least scrap an arm or leg.

Edited by Jason Parker, 11 November 2014 - 04:09 AM.


#8 151st Light Horse Regiment

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Posted 11 November 2014 - 04:24 AM

I fired 2 or 3 bursts of UAC30 at an FS yesterday and all it did was make the leg armor slightly red.

Wut.

#9 Kiiyor

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Posted 11 November 2014 - 04:51 AM

Because heaven forbid there's a competitive light strutting around ;)

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 Ross Willox

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Posted 11 November 2014 - 04:56 AM

View PostMeiSooHaityu, on 11 November 2014 - 03:58 AM, said:

8 sounds pretty wicked though. Wonder how sustainable (heat wise) it is. Plus, does the Firestarter have any SPLaser quirks?


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 bluepiglet

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Posted 11 November 2014 - 04:57 AM

Hit reg is where the problem lays, and it's one of many things PGI should but ain't paying attention to yet busy making those money printing Hero/Clan mechs.

Edited by bluepiglet, 11 November 2014 - 04:57 AM.


#12 Chrithu

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Posted 11 November 2014 - 04:59 AM

View PostRoss Willox, on 11 November 2014 - 04:56 AM, said:

The hit reg thing is a general topic not only with the FS.


True it affects anything that goes faster than 120.

#13 MadPanda

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Posted 11 November 2014 - 04:59 AM

The hitboxes are broken above legs thats for sure. Even if I see firestarter with open ct, I will go for the legs because the CT/ST just magically absorbs all hits without much damage. The legs seem somewhat fine with their hit detection so you can actually leg them in reasonable time. Then you can core them on the CT when they aren't moving.

#14 Demonic

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Posted 11 November 2014 - 05:24 AM

How cheap is to come here after being owned by a light mech and tell everybody " this mech is op"...
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 Lily from animove

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Posted 11 November 2014 - 05:28 AM

the amount of times I see FS9s on the top of the scorebaord being excessively high in dmg and stuff makes me wonder if they aren't a bit overbuffed at all.

but then, no wonder when you can hit them but not damage. if hitreg would work, they would probably be ok.

#16 Elfman

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Posted 11 November 2014 - 05:32 AM

Its not just hit reg its the mysterious jumping ping from 80-800 which seems to affect a few lights when you start shooting at them only to normalise at 80 when they are not being shot but are doing the shooting

Not quiet sure what PGI can do about that

#17 FupDup

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Posted 11 November 2014 - 05:38 AM

People, this is what the Firestarter's hitboxes look like:

Posted Image

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 LowSubmarino

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Posted 11 November 2014 - 05:46 AM

The only light I ever had problems with was the spider. It just wouldnt die and my aim is pretty good as I have played many online shooters for like an eternity.

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 MeiSooHaityu

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Posted 11 November 2014 - 05:55 AM

View PostFupDup, on 11 November 2014 - 05:38 AM, said:

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.


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 Joey Tankblaster

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Posted 11 November 2014 - 06:27 AM

Started to play with the FS9-A equipped with 8 SPL, XL295 plus SPL modules. Broke my damage record in the first game. This beast gives me constantly good results. But you should take into consideration that you must go into close quarter combat and a lucky shot costs you a leg, arm, ST or whatever. As mentioned above: its high risk and high reward. I wouldn't call it OP.





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