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Firestarter Losers


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#1 Valkaryie

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Posted 02 February 2015 - 11:47 AM

i love point blank ac20ing a firestarer loser 3 times and nothing fix the hit boxes on these loser mechs. i wont run my spider cause its broken fix theses mechs then get hit by a 20 they should lose all armour where they get hit. Developers a light mech can take a 20 round ever not in table not in canon. Thats why they hit and run they dont brawl. U made the lights armoured beyond what they actually are. Losers that run them know they are broken.

#2 Pika

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Posted 02 February 2015 - 11:49 AM

While I can't fault you for pointing out that firestarters are unusually powerful, I think you could have delivered it a bit better than that.

A good effort marred by poor delivery. 5/10

#3 Nori Silverrage

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Posted 02 February 2015 - 11:50 AM

Yeah, I'm guessing you are missing or experiencing lag. The AC20 projectile is very slow.

I recently started piloting the firestarters and they definately can be hit by guass and AC20s, though it is hard to do so when they are running across your vision as it should be.

Not sure why there is so much hate on Firestarters. I pilot heavies and assaults alot and they really aren't that hard to put down.

Edited by Nori Silverrage, 02 February 2015 - 11:51 AM.


#4 Flaming oblivion

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Posted 02 February 2015 - 11:52 AM

Firestarters do need fixing , I've fired at them point blank and it hasn't registered. They shouldn't be a easy kill but it shouldn't take me more ammo to put down then a assault.

#5 DEMAX51

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Posted 02 February 2015 - 11:55 AM

I've fired just as many AC20s at Atlases that have simply "passed through" as I have at Firestarters. Hit Reg issues are not 'Mech specific.

Terrible rant-post though. 0/10.

#6 Green Mamba

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Posted 02 February 2015 - 11:56 AM

Bad Programming

#7 Flaming oblivion

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Posted 02 February 2015 - 11:57 AM

I fear the little buggers 150ish kph assaults.

#8 Rhaythe

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Posted 02 February 2015 - 12:00 PM

I was hit in the face by an AC20 while piloting a Firestarter recently and had it register on my rear CT armor. Just saying. Might be explainable by lag, but I ping in the 20 to 30 range.

Doubt it's the hit-boxes, per se. But it does seem to be a wicked combination of the Firestarter and hit-reg math. For whatever reason, hit-reg didn't register on my front torso but sure as hell did when the AC20 vector crossed my rear armor.
That said, I've piloted Firestarters for a long time, and I've only ever noticed that once. They die like any other mech.

#9 Mcgral18

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Posted 02 February 2015 - 12:19 PM

You know, even a Light mech can have over 200 armour. That means over 100 structure. Your AC20 only deals 20 damage.

It can take a few of those, especially if they don't hit the same hitbox.


The more you know.

#10 Kamenjar

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Posted 02 February 2015 - 12:33 PM

View PostMcgral18, on 02 February 2015 - 12:19 PM, said:

...It can take a few of those, especially if they don't hit the same hitbox.

When I read the post I was totally confused... The OP is so bewildered that his almighty AC20 round doesn't rain fire and death upon these pecky lights that know how to play the game. The ofcourse doesn't even bother posting details on WHERE they hit the mech and what was the state of their armor before they shot.

In fact, if a firestarter pilot puts 4 points of armor in the back, that makes it so they have 40 points of armor in the CT AND 22 points of structure. That totals to 3 AC20 rounds = alive, when I do my math. Maybe the OP skipped that class.

Edited by Kamenjar, 02 February 2015 - 12:34 PM.


#11 Mcgral18

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Posted 02 February 2015 - 12:35 PM

View PostKamenjar, on 02 February 2015 - 12:33 PM, said:

When I read the post I was totally confused... The OP is so bewildered that his almighty AC20 round doesn't rain fire and death upon these pecky lights that know how to play the game. The ofcourse doesn't even bother posting details on WHERE they hit the mech and what was the state of their armor before they shot.

In fact, if a firestarter pilot puts 4 points of armor in the back, that makes it so they have 40 points of armor in the CT AND 22 points of structure. That totals to 3 AC20 rounds = alive, when I do my math. Maybe the OP skipped that class.


Well, until you factor Crits in. An AC20 can deal up to 29 damage.


Fun stuff.

#12 Anais Opal

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Posted 02 February 2015 - 12:45 PM

HIt Reg and Hit Box desync problems, been there, seen that.

As for 'losers' sorry but that just says to me you can't hit a light worth a damn or don't know how to deal with one (legs much? reverse circling?)

Agreed with every other post. Rant with no explanation except that an AC20 should be the end to everything it touches.....can i facepalm now? :3

#13 Thunder Child

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Posted 02 February 2015 - 12:47 PM

The issue I have with the little buggers (no matter what mech I drive in, btw) is that no matter WHAT I hit them with, the damage seems to barely register. I can put an AC20 into their CT (at least, on my screen) and either it won't register, OR if it DOES register, suddenly it gets spread across the whole mech (most of the doll goes off-green, instead of one spot going yellow-orange). The strange thing is, every other light takes the hit, and it hurts them. Jenners, Spiders, Commandos, Locusts, they all register a hit like that properly. The Firestarter just shrugs and says "GGClose, L2P", and proceeds to rip my mech apart with precision fire.

And before anyone leaps in and says "Oh, you probably missed, Gitgudsun!", I know the difference between a hit and a miss. If anything, I think it HAS to do with my 240ms Ping (living in New Zealand will do that). I know that whenever I run a Firestarter, the damn thing seems to disintegrate as soon as anyone looks at me. And I'm not a terrible light pilot, because I can handle a Locust or Mist Lynx effectively enough.

I don't know. Something is up with the Firestarter in particular, but LAG in general seems to be a major culprit too.

#14 Adiuvo

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Posted 02 February 2015 - 12:47 PM

I think you're just bad.

#15 Flaming oblivion

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Posted 02 February 2015 - 12:50 PM

^ I think you're a firestarter pilot. That doesn't want to lose its 150kph atlas.

Edited by Flaming oblivion, 02 February 2015 - 12:51 PM.


#16 terrycloth

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Posted 02 February 2015 - 12:54 PM

I had three point-blank AC20 shots go straight through a Timberwolf. AC20s seem to do no damage to anyone facehugging you.

And who's the king of facehugging? That's right, Firestarters. So of course you tend to see it against them first.

#17 Rhaythe

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Posted 02 February 2015 - 12:54 PM

View PostFlaming oblivion, on 02 February 2015 - 12:50 PM, said:

^ I think you're a firestarter pilot. That doesn't want to lose its 150kph atlas.

This kind of thinking is silly. Is there a problem with the Firestarter and hit-reg? Possibly. But it's not like it's a constant thing. Firestarter pilots can't rely on hit-reg/lag/whatever to keep them alive. Those issues do happen occasionally; they just don't happen often enough. Like I said before, FS9's die like everything else.

#18 Kamenjar

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Posted 02 February 2015 - 12:55 PM

View PostMcgral18, on 02 February 2015 - 12:35 PM, said:

Well, until you factor Crits in. An AC20 can deal up to 29 damage.

I thought that that crit damage only gets applied to components, and never as additional damage to overall structure, but I'm by no means a critical hit expert. Especially in CT, I figure the engine will always take that damage, I assume as the way that the way PGI implemented the engine - it can not get destroyed by a critical hit (only by destroying internal structure).

#19 Mcgral18

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Posted 02 February 2015 - 01:08 PM

View PostKamenjar, on 02 February 2015 - 12:55 PM, said:

I thought that that crit damage only gets applied to components, and never as additional damage to overall structure, but I'm by no means a critical hit expert. Especially in CT, I figure the engine will always take that damage, I assume as the way that the way PGI implemented the engine - it can not get destroyed by a critical hit (only by destroying internal structure).


15% of crit damage is dealt back to the Internal Structure. So, the maximum of 3 crits would be 60 critical damage, and 15% of that is 9. FLD weapons deal full crit damage when piercing armour as well, which is a nice benefit.

It also means dual gauss mechs do have a small percentage to one shot max armoured cockpits. Sub 20%, I think it was 17? Two crits are required for that.


Engines can be crit, but it has no real effect, aside from getting that 15% structure damage.
Posted Image


Unless something has changed. That's always possible.

#20 Anais Opal

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Posted 02 February 2015 - 01:19 PM

Dual gauss can destroy an already damaged leg, did it today at 900m to a light Mech, was rather proud of the shot as it was on River night and the Mechs legs were almost impossible to see at that distance.





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