Well, in the early game is indeed a scary one.Firestarter is the "best" mech in the game.
Change my mind .
Well, in the early game is indeed a scary one.Firestarter is the "best" mech in the game.
Change my mind .
Well, in the early game is indeed a scary one.
EHP? What does it mean, Edmon?In the late game when it has 21,000 EHP it's even better. (The most an assault can get is 8,400).
But assaults and heavies usually have a lot more firepower, and they can pack longer range firepower, as well as more tools to manage heat for using JJs at the same time. You can cheese most five skull missions with a single Marauder, sometimes without being shot once (depending on their number and how many of them have Sensor Lock), a bit harder (or as easy but for a somewhat smaller set of 5-sk missions) with some top tier assaults, and so on with other high tier assaults, then other heavies...In the late game when it has 21,000 EHP it's even better. (The most an assault can get is 8,400).
I think he means effective hit points, how many virtual armor+struct points you have taking into account damage reduction and evasion.EHP? What does it mean, Edmon?
But assaults and heavies usually have a lot more firepower, and they can pack longer range firepower, as well as more tools to manage heat for using JJs at the same time. You can cheese most five skull missions with a single Marauder, sometimes without being shot once (depending on their number and how many of them have Sensor Lock), a bit harder (or as easy but for a somewhat smaller set of 5-sk missions) with some top tier assaults, and so on with other high tier assaults, then other heavies...
I think he means effective hit points, how many virtual armor+struct points you have taking into account damage reduction and evasion.
How that makes the FS the best game when you can accomplish pretty much the same with just one (heavier) mech?.And this is what makes the Firestarter the best mech in game IMO. It is a light, so no penalties for chassis size, it is very fast and jump capable, meaning you can design it to fit your playstyle, and in the hands of a high piloting skill mechwarrior, it is very, very hard for the AI to hit. I have routinely taken a lance of Firestarters on 5 skull missions and walked away with only minor damage.
I can routinely take a single Marauder and complete most five skull missions (meaning non time limited or requiring more than one mech) with minor or no damage at all. As I said, sometimes I'm not even fired upon once, no "not hit" but not fired upon, they don't get even the opportunity to miss. And if I can do it then any experienced player can do it, I'm not very into strategy games and I'm not exactly a genius player.You simply can't do that with heavier mechs.
Firestarter is the "best" mech in the game.
Change my mind .
Honestly in heavy metal is doesn't matter what mech you use. Even the Cicada is OP. I used one with arm mods to clean out 5 skull missions just to prove that I could. The global increase to evasion of an additional +3 in heavy metal made the game at least 15% easier for the player if not more and allows even mediums and some heavies to evasion stack. Previously, only lights could actually achieve it readily.
How did the previous evasion model benefit light 'mechs more than mediums again? I mostly played around release before HM, and can't quite recall. Was it just the extra 5% penalty to be hit being relatively more significant?
I have hard time believing 5% extra penalty, even if relatively more important, makes a 6/9/6 'mech with 16.5 ton loadout superior to 6/9/8 'mech with 38 ton effective loadout.
I think you overestimate evasion for mechs other than lights. Yes, that's of the utter most importance for light mechs, but only because they lack firepower and cooling for sustainable damage while jumping (if you add JJs). For a heavy-assault, while still something to consider you don't rely on it, but you may rely on long range plus firepower plus LoS management using JJs in order to avoid damage or nullify foes before they can deal any.Honestly in heavy metal is doesn't matter what mech you use. Even the Cicada is OP. I used one with arm mods to clean out 5 skull missions just to prove that I could. The global increase to evasion of an additional +3 in heavy metal made the game at least 15% easier for the player if not more and allows even mediums and some heavies to evasion stack. Previously, only lights could actually achieve it readily.
Previously a light could get +3 for being a light and +3 from a defense gyro. A medium could only get +1 for being a medium and +3 for a gyro.
Yeah, but an Anni with 4x UAC10++ (2 x 72 damage per weapon) is soooo much fun.