We lose an engine, a heatsink, and a jumpjet, but now we get AMS. When you are pressed into a brawl or sustained DPS situation, you can fire just 5ERML or 6ERML to avoid the heat penalty and deal slightly higher sustained DPS. We do have ghost heat when firing all seven lasers, but it's rather minimal so you can alpha straight through it. The S is the only Firestarter with a heat quirk and more than six hardpoints, so it's the optimal variant for this build. It's up to you whether you are willing to make that sacrifice. The AMS won't really protect you personally that much, but when combined with AMS from your allies it can really help reduce team-wide missile damage. In exchange, you will shoot down some missiles throughout the match. However, as a light mech, the tonnage cost of AMS significantly eats into your budget for speed, jumpjets, and heatsinks - it's a big sacrifice and you will notice the negative impact it has on your performance. Normally I do not recommend ever running AMS unless a mech has at least two hardpoints, which this does. However the FS9-S does have a heat quirk which brings it very close to the top.Ībout AMS - this variant of the Firestarter is one of the few light mechs which can run dual AMS. The FS9-S is not the best Firestarter variant, the FS9-A is superior for having an extra hardpoint. The FS9-S(C) is a Champion version of the standard FS9-S, which means it is identical in all regards except it earns bonus XP so you can level it up faster. Unlike the competing Wolfhound family, all Firestarters have jumpjets. The Firestarter family is currently the best light mech chassis in the game - it has plenty of energy hardpoints to stack weight-efficient weapons so that you can invest tonnage into mobility and cooling. Here are some builds for the (C) of this Firestarter with commentary from Tarogato.
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