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Firestarters Are Completely Op


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#21 CDLord HHGD

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Posted 14 November 2014 - 08:17 AM

View PostViges, on 14 November 2014 - 07:06 AM, said:

So many OP lights in queue - 3% - my head explodes!

Posted Image

Is it bad I know that's from Season two (due to Polaski as the doctor)?

#22 Roland

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Posted 14 November 2014 - 08:20 AM

View PostHades Trooper, on 14 November 2014 - 04:36 AM, said:

8 small pulse firestarter is a friggin joke.

IS lights where already completely OP compared to clans lights and now this, game is become unplayable for clans.

NERF after NERF after NERF and now more IS buffs,

As i've said before IS won't ever have to worry about terra being taken overr cause unless you use a hack like some people i'm certain do, PGI will save the IS by examples of these kinds riduclise quirks while nerfing the clans.

You are a terrible pilot.

#23 Quxudica

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Posted 14 November 2014 - 08:28 AM

View Postcdlord, on 14 November 2014 - 08:17 AM, said:

Is it bad I know that's from Season two (due to Polaski as the doctor)?


Not at all. Maybe if you knew exactly what scene and episode it was like I do however..

Edited by Quxudica, 14 November 2014 - 08:29 AM.


#24 FupDup

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Posted 14 November 2014 - 08:37 AM

Brotip: According to "Sources," the top "competitive" light right now is actually the Firestarter H, due entirely to its Medium Laser range boost quirks. The ability to poke out further with the de-facto bread-and-butter weapon of the light class is a gamechanger.

And why are you letting Small Pulse Laser mechs kill you? They have to get uber close for that to happen, in which case lining up shots won't be particularly difficult...

#25 Rear Admiral Tier 6

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Posted 14 November 2014 - 08:51 AM

Yes a 150 kph light that can take 2-3 35 pinpoint alphas while utterly destroying dedicated streak boats and light hunters is totally balanced and no need of hitbox/hit detection check.
Other nerfs no,just the hitbox and detection check.

#26 Mister Blastman

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Posted 14 November 2014 - 08:52 AM

Oh give me a break, OP. Before we only had a 6 mlas Jenner and a 4 mlas, 4 mgun ember. Now we also have a 8 splas Firestarter. Be happy! Not sad. :(

Edited by Mister Blastman, 14 November 2014 - 09:00 AM.


#27 Gallowglas

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Posted 14 November 2014 - 09:01 AM

I don't care so much about their firepower as I do the fact that you can sometimes put a full alpha dead center of one and have it walk away with barely any damage registered.

#28 Devilsfury

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Posted 14 November 2014 - 09:16 AM

This is 100% the truth! All of those mech are stupid when it comes to hit registration. Now with the quirks, the firestarter A model is now the God of lights. You can kill any mech in game with 3 alphas, (back shots) most lights and mediums with 1-2. Now Im not saying the IS did not need some love. THEY DID! But, you cant go overboard and make certain mechs grossly overpowered. Look at the Thunderbolt SS with 7 mpl. Talk about melting things....Good Lord!

**I meant to quote one of the previous posts about how Firestarters have the ability to shrug off damage and/or have bad hit detection. You can shoot a Jenner with a high alpha and it is hurt, component destroyed or dead. On the Firestarter, you might get something yellow. Same goes with Spiders, Commandos and the CrapFerret. Put their hit detection with 8 spl and its a lethal combo.

Edited by Devilsfury, 14 November 2014 - 09:22 AM.


#29 Jaeger Gonzo

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Posted 14 November 2014 - 09:20 AM

Well yeah, but those firestarters are really just ridicully OP.

#30 QuantumButler

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Posted 14 November 2014 - 10:13 AM

>compared to clan lights

No **** IS lights are better than clan lights, the clan lights we have have the speed and firepower of a medium mech but the armor of a light, they're the closest thing in this game to the Urban mech so far, don't compare firestarters to the current Clan lights, because there can be no comparison.

Clan lights are slow lights, slow lights are dead lights, except for where they offer special utility like the AMSx3 ECM kitfox.

Compare them to other IS lights, where yes, they are still pretty much best in class, they are the top-tier endgame avatar of light class battlemechs.

Now if you mean their hitreg? Yeah I agree, hitreg needs to be fixed, on all mechs, lots of mediums and even some heavies can abuse hitreg too however.

And then when hitreg gets fixed people complain TTK is too low [because it is], we know this because hiteg worked near perfectly for a couple weeks in the past and everything just died really fast. Faster than you die if you run face first into a Daishi in your 50 ton Is robot now.

Edited by QuantumButler, 14 November 2014 - 10:16 AM.


#31 Darian DelFord

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Posted 14 November 2014 - 10:16 AM

View PostGallowglas, on 14 November 2014 - 09:01 AM, said:

I don't care so much about their firepower as I do the fact that you can sometimes put a full alpha dead center of one and have it walk away with barely any damage registered.



Ummm hate to burst your bubble but that road goes both ways. Cant tell you how many times I have alpha'ed a DW in the back with 6 ML"s and have it register no damage as a Jenner.

Do not think of clan lights as IS lights, not a fair comparison. I will tell you thought if you ignore them they will hurt you just like an IS light will.

For me in my jenner, Clan lights are the first to be hunted.

Ferret has changed the field a little bit. Its a Med mech that can actually keep up. More scared of them than I am of the SC's with 6 SSRM 6's now.

Edited by Darian DelFord, 14 November 2014 - 10:19 AM.


#32 QuantumButler

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Posted 14 November 2014 - 10:19 AM

View PostDarian DelFord, on 14 November 2014 - 10:16 AM, said:



Ummm hate to burst your bubble but that road goes both ways. Cant tell you how many times I have alpha'ed a DW in the back with 6 ML"s and have it register no damage as a Jenner.


This is always fun, I hit a summoner yesterday 3 times with 24 srms dead center, he was not moving. Only on volley did expected damage, the other two turned his legs light orange [his CT was exposed and red, he should have died, twice]

#33 Darian DelFord

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Posted 14 November 2014 - 10:21 AM

View PostQuantumButler, on 14 November 2014 - 10:19 AM, said:

This is always fun, I hit a summoner yesterday 3 times with 24 srms dead center, he was not moving. Only on volley did expected damage, the other two turned his legs light orange [his CT was exposed and red, he should have died, twice]



We have all been there, its not just a "Light" problem. Its affecting every weight class. However people love pinning it in light mechs and their "OP'ness"

#34 o0Marduk0o

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Posted 14 November 2014 - 10:25 AM

Small Pulse Lasers. 138 meters of OPness.

#35 Bishop Steiner

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Posted 14 November 2014 - 10:26 AM

View Posto0Marduk0o, on 14 November 2014 - 10:25 AM, said:

Small Pulse Lasers. 138 meters of OPness.

If your mech can run into a pack of heavy and assaults, fire 2-3 alphas into stuff, run out and only have yellow to orange armor to show for it? Yeah that 138 meters can become pretty OP.

#36 QuantumButler

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Posted 14 November 2014 - 10:31 AM

View PostDarian DelFord, on 14 November 2014 - 10:21 AM, said:



We have all been there, its not just a "Light" problem. Its affecting every weight class. However people love pinning it in light mechs and their "OP'ness"


It's because light mechs move fast, so it makes the hitreg even worse, and it's harder to hit them in the first place anyway, when your one chance to alpha a light fails to do damage you get pissed right off because he runs away and you only got the one chance, whereas if your volley fails to hurt an Atlas, not such a big deal, he isn't running anywhere.

View PostDarian DelFord, on 14 November 2014 - 10:21 AM, said:



We have all been there, its not just a "Light" problem. Its affecting every weight class. However people love pinning it in light mechs and their "OP'ness"


Yeah but more often than not you suddenly lose all speed because you dare assume you could walk over a 1 foot tall rock that was actually a completely impassable barrier to your 35 ton death machine.

#37 Bishop Steiner

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Posted 14 November 2014 - 10:33 AM

View PostDarian DelFord, on 14 November 2014 - 10:21 AM, said:



We have all been there, its not just a "Light" problem. Its affecting every weight class. However people love pinning it in light mechs and their "OP'ness"

Because with speed, and or JJs, the hit reg issues are greatly compounded. You see those bad registries far less the bigger, dumber and slower the mech. Yes, occasionally, I have seen a stationary Assault have the issue, but it's pretty bloody rare compared to the Lights that take a volley that could fell a Heavy, and don't even breach the armor, or exposed internal Lights take an ac20 from my Hunchy and not lose the component.

Mind you, some of this is angle of fire and ghost hit boxes.

Go into Testing Ground, chose the Atlas. Stand directly in front and see how many salvoes it takes to core.

Now stand over on it's flanks with a 50750% angle or so, target the mech, and after the st pops, keep firing and see how many salvos it takes. It ain't just the Centy that seems to get phantom hitbox protection, at times.

#38 o0Marduk0o

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Posted 14 November 2014 - 10:47 AM

View PostBishop Steiner, on 14 November 2014 - 10:26 AM, said:

If your mech can run into a pack of heavy and assaults, fire 2-3 alphas into stuff, run out and only have yellow to orange armor to show for it? Yeah that 138 meters can become pretty OP.

It's all about positioning, when an opponent has to come VERY CLOSE to deal any damage. With half the range of a Medium Laser you often have to leave cover to get to your target in the first place. It is high risk vs reward. You see a dozen lights who die without breaking the 200 dmg mark, when getting hit by a good shot.
When a group of mechs fail to deal serious damage to a light mech moving through their group, then don't blame the light mech or hitboxes in general.
A mech like this is strong in areas with much cover like River City between the buildings but it is your turn to choose the place to fight.
On maps like Alpine you can do nothing for the first half of the match until a brawl starts.

View PostBishop Steiner, on 14 November 2014 - 10:33 AM, said:


Now stand over on it's flanks with a 50750% angle or so, target the mech, and after the st pops, keep firing and see how many salvos it takes. It ain't just the Centy that seems to get phantom hitbox protection, at times.

What do you test here? You shoot the side torso and want to see when the center is gone?

#39 Rando Slim

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Posted 14 November 2014 - 10:48 AM

The issue with Firestarters is they have Spider-ish hitboxes, i.e. tiny (a.k.a. "good") hitboxes and bad hit reg. Firestarters are dangerous but you have to know what you are doing in a light mech. Theres a guy in my unit who can literally get 600-800 damage almost every game in one, but I don't know that I would say they are OP compared to all the Clan laser vomit stuff that cores anything in 2 shots. And what are all these nerfs to clans I keep hearing about? Okay they've fiddled with the heat.....like twice.........and also BUFFED clan large pulses, medium pulses, and both small laser types........I must be missing something cause I don't see this supposed repeated nerfing of clan mechs. I mean you get weapons that are 33 percent better, they SHOULD run hotter.

Edited by Scrotacus 42, 14 November 2014 - 10:49 AM.


#40 ALKALIN3

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Posted 14 November 2014 - 10:52 AM

View PostScrotacus 42, on 14 November 2014 - 10:48 AM, said:

Theres a guy in my unit who can literally get 600-800 damage almost every game in one


Are my ears burning? ;)

I would agree that the hit reg is off at times. I personally don't know enough to comment on coding or server side hit reg but I can speak to being smoked CT with dual gauss and showing the damage of being hit by a nerf football in my FS9-H....may have to due with the server side reg or the big difference in ping, im just not learned enough.

Edited by Aodh, 14 November 2014 - 10:56 AM.






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