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Firestarters Are Completely Op


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#161 Kmieciu

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Posted 17 November 2014 - 02:12 AM

Emeber was the best light around the first MWO tournament, right when the Victor was the best assault. Things have changed TWICE since that time.
First, the laser and machinegun hit detection took a dive (because of the new servers) Suddenly, the Oxide (SRM20) became the new best light mech.
Then, the quirks made the FS9-A even better (1vs1), while a Huggin became a DPS monster (but still too easy to destroy a leg).

#162 Atkins0n

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Posted 17 November 2014 - 03:10 AM

View PostFupDup, on 14 November 2014 - 08:37 AM, said:

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...


Actually thats correct in most cases, except in light tonnage drops, light duels or brawling decks the A with 8 small pulses actually does some pretty insane damage. Tbh I wouldn't be surprised if they did nerf it. I also wouldn't be surprised if they left it since even with range module its what maybe 250 max distance? Anyways I for one perfer the H since I can just poke and dmg farm away, but I know aduivo perfers the A.

Edited by Atkins0n, 17 November 2014 - 03:10 AM.


#163 Atkins0n

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Posted 17 November 2014 - 03:14 AM

View PostHades Trooper, on 16 November 2014 - 10:52 PM, said:


it wasn't even moving, your delusional to think i can rank in the top 70 for events on every time and not hit my target


Obvious troll is obvious.

#164 Brizna

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Posted 17 November 2014 - 04:23 AM

Not firestarters and not completly but variant with Small Pulse Lasers is fearfull indeed.

#165 Bulvar Jorgensson

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Posted 17 November 2014 - 04:26 AM

hsr, server lag, small hit boxes........

the above reasons can all cause fast (any mech going 120+) to seem impervious to weapon fire.

I have chosen to play clan mechs for the most part and yes the bane of slow clan mechs is poor team coverage combined with fast mech swarming (how many players have been jumped in the E6 corner, 4 mechs moving into HPG against a 8 man fast maul)

Pgi have not helped solve these issues, instead they have focused on producing mechs to sell to us, their loyal customers.

hopefully in the coming months, this situation will improve, till that time give covering support to your lance/star mates and learn to deal with fast mechs (shoot the legs, problem solved).

Edited by Bulvar Jorgensson, 17 November 2014 - 04:29 AM.


#166 valinor89

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Posted 17 November 2014 - 05:02 AM

I used to run my firestarter S with 2 AMS and 7 Small Pulse Lasers long before the quirkening and pulse lasers buff took effect. It was very fun to zip along at 140kps (xl280) and jumpjetting arround. It felt like those plane simulators. Sweep and wubwub. Rinse and repeat.

BUT, the 90m range mae it tricky. Sure I got plenty of kills but if I couldnt flank the range made it impossible.

Haven't tried now because i don't have the firestarter A, but 130m sounds like it would make those builds work.

#167 Jeffrey Wilder

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Posted 17 November 2014 - 05:15 AM

I have been playing the FS for some time since launch. Pretty tanky mech with a standard engine (yes, I run standard) but the outcome will always be the same if MM decides it's turn for you to lose.

No FS can carry 11 players.

#168 Verkhne

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Posted 17 November 2014 - 05:28 AM

Very enjoyable mech. Clans would love to get kit like this.

#169 Roland

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Posted 17 November 2014 - 05:54 AM

Well it's ridiculous that the OP is playing from Australia, and doesn't understand that the source of his problems is his network connection.

You can't just slow everything in the game down to accommodate the lowest common denominator when it comes to network connectivity.

#170 mrpetzold

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Posted 17 November 2014 - 06:09 AM

The OP high ping and low fps who only can get in top 70 in tourneys having trouble hitting the target / bad hit registration.. How weird. Bad hit registrations goes for everything. Here the other day in the oxide I was in a direwolfs back. He was already cherry red but my first 4(!) alpha's didnt register any damage at all. I'm sure players have had the same problem when shooting at me. Everyone suffers from the same when it comes to hit registration.

And dont complaint about the firestarters specificly. Its finally a viable mech where not only the ember can be used.

Edited by mrpetzold, 17 November 2014 - 06:10 AM.


#171 Blood Rose

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Posted 17 November 2014 - 06:27 AM

View PostKiiyor, on 14 November 2014 - 07:42 AM, said:

Incorrect, IMHO. Lights are already under represented and under powered compared to heavies and assaults.

Why is it that so many people seem repulsed by the idea of competitive lights?


Their puny minds can not comprehend that death can come in such a small, fast moving package. Which is why I love my Tech level 2 Jenner JR7. XL 300 engine, Endo, DHS, 4 Mlasers and an SRM4 with a ton of munitions. Alternate config is the same, except the weapons are replaced with 2 Mlaser and 1 Llaser.

#172 ShinVector

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Posted 17 November 2014 - 08:35 AM

View PostAppogee, on 16 November 2014 - 11:11 PM, said:

Thanks, will try one out tonight :)


Edit: I did too.


I was wondering what the hype was about... I own 3 Master Firestartersed already but didn't own this particular one.. So.. I just brought it last night.

I don't see what all the fuss is about... I just see delicious rear CTs. B)
Yup... It's still in Basic....

Posted Image

Edited by ShinVector, 17 November 2014 - 08:40 AM.


#173 mogs01gt

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Posted 17 November 2014 - 08:48 AM

View PostKmieciu, on 17 November 2014 - 02:12 AM, said:

Emeber was the best light around the first MWO tournament, right when the Victor was the best assault. Things have changed TWICE since that time.First, the laser and machinegun hit detection took a dive (because of the new servers) Suddenly, the Oxide (SRM20) became the new best light mech.Then, the quirks made the FS9-A even better (1vs1), while a Huggin became a DPS monster (but still too easy to destroy a leg).

I made the mistake of ignoring an Oxide over the weekend....wont happen again :P. But I would still rather 1v1 an Oxide over an FS9.

Edited by mogs01gt, 17 November 2014 - 08:48 AM.


#174 Dillirium

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Posted 17 November 2014 - 10:01 AM

This post made me laugh a bit. I do love my FS9A but there are a few matches where I appear and I get double gaused from the start (I die and do 0 dmg). There are other matches, usually pubs, where I do good dmg and get kills. That's because people leave assaults behind or I attack other lights. Bottom line: if you use team work, you'll find that those scary light mechs are not scary.

I hung out with my group to protect our assaults and engaged other lights mostly. FS9A is great at combating narc + tag or assault killer lights.

Btw... i have to be within 127m to be effective.. Your team should kill me... If you were alone... DW!

#175 PurpleNinja

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Posted 17 November 2014 - 10:02 AM

NERF IS, buff clans.

#176 Col Jaime Wolf

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Posted 17 November 2014 - 11:25 AM

having alot of experience with smashing lights with ac20's i can say that while all lights seem to "tank" more then they should. the firestarter specifically tanks way way way better then other lights.

like many have said if i hit a raven with my ac20 bam dead or leg is gone. hit a locust hes down for the count, same with jenners he's either gonna be dead or hurtin so bad that he can no longer run about and dance around my buddies. spiders are a little harder to hit but still i leg them often and kill them outright with a well lined up shot.

commandos can be lag-tastic but i notice its ping related IE a high ping comando will tank damage that a low ping commando cannot. most commandos do drop from a single ac20 shot or are left crippled with a cherry red ST.

clan lights tend to take another shot just because they are heavier but are really freaking easy to hit with ac20's

but firestarters..... something is up with them. i have hit them repeatedly sometimes in the same spot and not even broken their armor. no light should be taking 3+ac20 shots to the same location that's just absurd. the only thing that seems to work is to hit them in the legs repeatedly with pulse lasers and powerful ac's or gauss and you might get lucky. but honestly im really good with ac20's and can reliably hit lights legs even when their moving 150+ at close range. I know im hitting those firestarters but they just don't seem to be registering the damage.

that being said im far more terrified of an ember or a well piloted commando (they are very spry) or MG spider then most lights. You should not be letting SPL be getting the better of you when you can be smart, aim for the legs or an open torso (all lights rock XL's and i mean all of them).

one point of contention is that SRM's tend to be totally useless against lights unless you line up a perfect shot at less then 50m and even then it feels like 50%+ of the missiles simply miss same with LRMS most just seem to magically not register (30 damage to most lights can be fatal an lrm 50 should be almost one shoting them if not outright killing them). ya i know streaks are great for smashing lights but an IS mech will have to dedicate all of his missile slots to be effective and clan streaks are just kinda a joke with their massive cool downs.

that being said I pilot all lights (cept clans and jenners, never could get past that duck bill problem) and have mastered 17 in total. my personal preference has always been commandos for their sheer speed and agility. I have firestarters and i honestly feel like im cheating. I can get away with way more, tank way more and score far higher with them then my spider's ravens or even my personal favorite TDK. I know from experience that in any light i am only 1 pinpoint away from death even at full armor. doesn't feel that way in firestarters honestly they simply do not take the damage its not players missing, its not HSR or W/E BS.

its got to be something about them specifically because it does feel like straight up damage reduction. i still wouldn't say they are "OP" but they are definitely out of line with other 35 ton mechs. they are the timberwolf of their weight class, having all the advantages of speed and JJ, with none of the disadvantages like lack of firepower, lack of armor or being 1 shot from death at any time. and as a whole they do leave the other lights far behind. if the firestarter ever gets ECM i would call it OP. because then it would just be straight better than any light period.

Edited by Mellifluer, 17 November 2014 - 11:33 AM.


#177 hybrid black

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Posted 17 November 2014 - 11:30 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.



First off if your talking light vs light a clan will win with streaks

Two only pathetic scrubs will pull a hack card im sorry you suck, but the best medium is a clan the best heavy yep a clan and one of the best assaults yep a clan... now i know you started this because of a firestarter but you have more problems then that sorry.

#178 Col Jaime Wolf

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Posted 17 November 2014 - 11:39 AM

View Posthybrid black, on 17 November 2014 - 11:30 AM, said:

First off if your talking light vs light a clan will win with streaks

Two only pathetic scrubs will pull a hack card im sorry you suck, but the best medium is a clan the best heavy yep a clan and one of the best assaults yep a clan... now i know you started this because of a firestarter but you have more problems then that sorry.


and yup.... best lights probably are IS but that will change as soon as a 150kph+ clan light hits the field then all bets are off.

best med? doomcrow, shadowhawks might come close with griffins but ya doomcrow stomps all the competition i should know i own them all

best heavy? timberwolf by far out of all my heavies (15) my best 3 are all timberwolves

best assault? i say atlas but that's just personal preference. best assault really depends on what team your stuck with and what map your on but that's actually kinda nice.

#179 Darian DelFord

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Posted 17 November 2014 - 05:24 PM

View Postmogs01gt, on 17 November 2014 - 08:48 AM, said:

I made the mistake of ignoring an Oxide over the weekend....wont happen again :P. But I would still rather 1v1 an Oxide over an FS9.



What people are not seeing with both oxides and the A build of the Fire-starter. To be effective you have to be under 200 Meters. For a light that can easily turn into a death sentence. Been playing the oxide quite a bit since the quirking happened,used to use the streak build. But now, It has a punch, but is extremely limited in what it can do. Limited ammo really really hurts this thing :( But both suffer from the same problem. The higher ELO brackets absolutely crucify you if you make a mistake.

#180 Mindwipe

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Posted 18 November 2014 - 05:12 AM

Firestarters tend to not handle fighting on slopes well. Their ability to look up and down is terrible and if they've locked their arms to focus their wub it's even more comical. I've been running a 3M Locust all weekend with small wub lasers and it's been a blast. A nice change from the perpetually empty ammo bins of my Oxide.

I can't say I'm seeing tons of FS9-A's out there, but like every light (and double for Raven's) just leg them. It's really simple, and has been the light solution for well over a year now. I don't know why all the slow boats feel they must always shoot center mass. Trust me, leg a light in the corner of Alpine and as you line up that finishing shot you'll see four assaults bound over the hill and fall on the legged light like well...locusts. It's like freaking magic I swear.

So, yeah, same advice as always, leg them. Honestly it work for Locusts through Dire Whales surprising well.





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