

Firestarter Losers
#1
Posted 02 February 2015 - 11:47 AM
#2
Posted 02 February 2015 - 11:49 AM
A good effort marred by poor delivery. 5/10
#3
Posted 02 February 2015 - 11:50 AM
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
Posted 02 February 2015 - 11:52 AM
#5
Posted 02 February 2015 - 11:55 AM
Terrible rant-post though. 0/10.
#6
Posted 02 February 2015 - 11:56 AM
#7
Posted 02 February 2015 - 11:57 AM
#8
Posted 02 February 2015 - 12:00 PM
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
Posted 02 February 2015 - 12:19 PM
It can take a few of those, especially if they don't hit the same hitbox.
The more you know.
#10
Posted 02 February 2015 - 12:33 PM
Mcgral18, on 02 February 2015 - 12:19 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.
Edited by Kamenjar, 02 February 2015 - 12:34 PM.
#11
Posted 02 February 2015 - 12:35 PM
Kamenjar, on 02 February 2015 - 12:33 PM, said:
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
Posted 02 February 2015 - 12:45 PM
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
Posted 02 February 2015 - 12:47 PM
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
Posted 02 February 2015 - 12:47 PM
#15
Posted 02 February 2015 - 12:50 PM
Edited by Flaming oblivion, 02 February 2015 - 12:51 PM.
#16
Posted 02 February 2015 - 12:54 PM
And who's the king of facehugging? That's right, Firestarters. So of course you tend to see it against them first.
#17
Posted 02 February 2015 - 12:54 PM
Flaming oblivion, on 02 February 2015 - 12:50 PM, said:
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
Posted 02 February 2015 - 12:55 PM
Mcgral18, on 02 February 2015 - 12:35 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).
#19
Posted 02 February 2015 - 01:08 PM
Kamenjar, on 02 February 2015 - 12:55 PM, said:
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.

Unless something has changed. That's always possible.
#20
Posted 02 February 2015 - 01:19 PM
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