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It's got 6 Support Weapon slots (and 4 energy slots), so you can arm it to the teeth & do vicious melee attacks.
My usual two builds are:
2x Med Laser, 6x Machine Gun, Jump Jets; or
4x Med Laser, 6x Machine Gun
edit: with max front armor, 25-35 rear armor
I don't bother with flamers & trying to overheat things. I go for the backstab, with lots of guns.
(I also don't use it once the enemy starts fielding lots of heavies. At that point, my "light & fast backstabber" position gets filled by a Griffin-1N or preferably 2N)
Firestarters can take advantage from it for tactics like hit & run and backstabbing foes, very effectively for their weight. Look for weapons like SL++, ERSL++ and MG++.
Flamers carry a suboptimal ammo capacity.
There are SL++ for 25 damage each, or 0t MG++ that are much more effective in my book.
I use COIL L too. Urban maps and a COIL on a FST is brutally effective because you end your turn with 6 evasion, a lot of LOS blocking when played tactically and one less enemy Mech on the board.
as a light mech you can also delay your turn until last, and then go first on the next turn. effectively taking two turns in a row with the previously mentioned weapon loadouts and tactics makes the Firestarter deadly for its tonnage.
Just about any low to mid-ish level 1v1 duel is free money as a result.
YMMV with mods, ofc. Like, in BTA 3062, while evasion tanking is easier -- notably, you don't lose evasion when shot at -- there's also more AoE weaponry that will cause damage regardless of evasion if you happen to be close enough to wherever the shell or missile landed, and the AI will bring them to bear against you.
I understand why they changed it for this game. Endless flamer spam would get old quick.
The change made in BEX is nice, unlimited ammo but spreads out the heat to balance it. I still would rather have the MGs or SLs though.
With a side of "It would be better if you could use nearly as many mechs as the enemy", because enemy tonnage bloat cuts into their niche. A half working enemy firestarter is a problem because it will be alongside more mechs than you have. While the most powerful firestarter in the universe in your hands is going to be run ragged even when you flank take advantage of initiative as much as possible.
*flashbacks to ramming the rear bumper of a mission target vehicle with a laser spam firestarter, and it failing to kill them. Sighing, and finally retiring his lights unless a gimmick basically forces him to use one.*
Man, anyone else remember when pre-launch lots of people were screaming "Melee OP! A spider can one hit melee kill tanks all game!"