

Firestarters Are Completely Op
#21
Posted 11 November 2014 - 06:29 AM
#22
Posted 11 November 2014 - 06:33 AM
Tastian, on 11 November 2014 - 06:29 AM, said:
the only times they get one shotted is when they stand still or some nasty dualgauss builds. once they move at max speed, they magically eat more damage than assaults.
That is the issue, because they are either on the one side of an extreme or on the other. They need some kind of balance.
#24
Posted 11 November 2014 - 07:04 AM
Lily from animove, on 11 November 2014 - 05:28 AM, said:
but then, no wonder when you can hit them but not damage. if hitreg would work, they would probably be ok.
Yes, only OP things about the firestarter are:
- Hit Reg has gone for crap in the past 3 months.
- Firestarter, unlike most other lights, doesn't have messed up hit-boxes, they are very tight.
#25
Posted 11 November 2014 - 07:09 AM
I've had several dozen drops in the FS9-A since the patch. It's wonderful to finally have some lasers with decent heat efficiency. When the push finally happens you can contribute to every kill without heat issues.
But until the push happens you're basically useless. With modules and quirks my optimal firing range is only ~135m (Locusts are better in that regard). If you haven't tried it then you may be underestimating just how much of a handicap that is. You can't really poke effectively, for one thing; you're within Seismic range all the time, so there's no sneaking up on people. If you get close enough to an enemy to actually damage them then you might have gotten too close to be able to disengage if they decide to chase.
In some ways it's an all-or-nothing build. With the right circumstances you perform very well, and in the wrong circumstances... you're about as useful as a LRM boat surrounded by tall buildings and ECM.
I like it.
Edited by Shlkt, 11 November 2014 - 07:13 AM.
#26
Posted 11 November 2014 - 07:16 AM
Edited by UrsusMorologus, 11 November 2014 - 07:16 AM.
#27
Posted 11 November 2014 - 07:18 AM
Though, to be honest, the Spider is a FAR worse offender for this.
#28
Posted 11 November 2014 - 07:21 AM
It's amazing how fast these things breed.
#30
Posted 11 November 2014 - 07:24 AM
Shlkt, on 11 November 2014 - 07:09 AM, said:
I've had several dozen drops in the FS9-A since the patch. It's wonderful to finally have some lasers with decent heat efficiency. When the push finally happens you can contribute to every kill without heat issues.
But until the push happens you're basically useless. With modules and quirks my optimal firing range is only ~135m (Locusts are better in that regard). If you haven't tried it then you may be underestimating just how much of a handicap that is. You can't really poke effectively, for one thing; you're within Seismic range all the time, so there's no sneaking up on people. If you get close enough to an enemy to actually damage them then you might have gotten too close to be able to disengage if they decide to chase.
In some ways it's an all-or-nothing build. With the right circumstances you perform very well, and in the wrong circumstances... you're about as useful as a LRM boat surrounded by tall buildings and ECM.
I like it.
There is a lot of truth to that. With the range restrictions you have to get close. It is a very dangerous way to play, but also thrilling and very rewarding when it works.
With the quirks, it seems to be working more times than it is not.
The best thing when engaging is to wait for the enemy to be distracted. Even if you are showing up on seismic, that bigger enemy in front of him distracts him and that let's you absolutely wreck him.
I am starting to like light mechs more and more.
#31
Posted 11 November 2014 - 07:28 AM
nehebkau, on 11 November 2014 - 07:04 AM, said:
Yes, only OP things about the firestarter are:
- Hit Reg has gone for crap in the past 3 months.
- Firestarter, unlike most other lights, doesn't have messed up hit-boxes, they are very tight.
For this reason...IS lights are OP.
#32
Posted 11 November 2014 - 07:46 AM
#33
Posted 11 November 2014 - 07:56 AM
I was in a 1 on 1 dual last night to finish out a game. The enemy mech rarely shot at me, and when he did, he was often 15-20 meters behind where I was.
RE the FS9-A - I prefer the FS9-K. Small Lasers with a range of 175, with extra tonnage left over to throw in extra JJs, a larger engine, more heatsinks, BAP, or whatever my heart desires.
The trick with Firestarters though, as with most light mechs, is the legs. Leg shots tend to register better (Likely due to how fast their legs are moving, you're likely to hit something), don't spread damage much except to the other leg, and once you knock one off, lights are toast.
#34
Posted 11 November 2014 - 07:56 AM
FupDup, on 11 November 2014 - 05:38 AM, said:

Which part is "broken?"
The part where you put 3 LPL, 5 MPL, 63 points of damage, against one running straight at you, at 200m, and only turn its RT yellow.
Fun time.
Also managed yesterday, off topic, to put 371 points of damage only into the torso of an Awesome, and not kill it.
Hitreg.
#35
Posted 11 November 2014 - 07:58 AM
#36
Posted 11 November 2014 - 08:05 AM
topgun505, on 11 November 2014 - 07:18 AM, said:
1) They are often the last alive because teams leave them for last while they deal with bigger threats.
2) If they are surviving 6 mechs firing at them, that means those mechs are missing their shots.
#37
Posted 11 November 2014 - 08:07 AM
I get hit a LOT when using Firestarters, but I have had them down below 20% health before I went down many times. I might lose a fresh arm to dual AC20s, but I still have lots of weapons left, SRMs spread out and hit many components. They're tough, but they don't have broken hitboxes.
I see people are talking about firestarters doing "HUGE" damage and "topping the scoreboard", every other thread about OP stuff has loads of screenshots (of carefully selected best games), where are the Firestarter ones?
#38
Posted 11 November 2014 - 08:13 AM
Ultimatum X, on 11 November 2014 - 08:05 AM, said:
2) If they are surviving 6 mechs firing at them, that means those mechs are missing their shots.
lol no it doesnt. I regularly see tons of mechs putting out hundreds of points of damage, that even if 20% of their shots were hitting, these lights would be dead. Doesnt happen all the time...but enough that id say its regular. I love seeing lights where the entire mech is glowing red hot from being hit, but all is armor is still bright yellow, not even orange.
Need HTAL.
#39
Posted 11 November 2014 - 08:16 AM
KraftySOT, on 11 November 2014 - 08:13 AM, said:
Need HTAL.
And I've spectated many a player thinking they are doing more than just grazing a light mech with lasers and complaining in chat.
Many players think they are a better shot than they actually are.
#40
Posted 11 November 2014 - 08:35 AM
However my issue with lights is when they are standign still or moving straight towards me (just as easy of a shot) and somehow I still can't damage them.
Someone spectated me even commented on it the other night--I came around a corner only to surprise a light that had been standing still peeking or something and popped his stationary ass at point blank range with dual ppc/gauss and my ppcs passed right through and only the gauss registered.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users