[Top 5] Mechwarrior 5 Best Firestarters

Firestarters... for the arsonist mechwarrior in all of us.


[Top 5] Mechwarrior 5 Best Firestarters

Firestarters are iconic for their use of flamers.

Light ‘Mechs have always been a hoot to pilot in Mechwarrior games.  They’re fast, lightly armored, easily outgunned but when used properly, they can wreak havoc on the enemy’s forces.  The Firestarter is one such ‘Mech.  This 35 ton battlemech may not seem like a threat but in the right hands, the Firestarter can not only excel in raid & demolition missions, but also logistically disrupt enemy units.

What makes the Firestarter special, you ask?  Well, it’s the only ‘Mech that specializes in using flamers.  These energy weapons are basically large flamethrowers that can be mounted on battlemechs and deal a shitload of damage to any standing structure or building.  When used on enemy ‘Mechs, the flamer can raise their heat to dangerous levels, forcing them to shut down in the middle of a firefight.  Pretty neat, huh?

Sure, you can slap flamers on any other ‘Mech that has an energy weapon slot, but if you’re a lore geek like me, only the Firestarter will do.  Heck, it’s literally in the ‘Mech’s name.  Sadly, flamers are limited by their range so the Firestarter is built to be mostly a close range combatant.  

In the world of Mechwarrior 5, the Firestarter fills a niche role that not everyone will enjoy.  For those of you who are interested in Firestarters, however, here’s a brief rundown on the best Firestarter variants you can use in the game.

 

5. Firestarter FS9-A

Firestarters can make things hot real fast.

Specs:

  • Weight:  35 tons
  • Armor:  208/250
  • Structure:  125
  • Free Tonnage:  10.69 tons
  • Speed:  97.2 km/h
  • Standard Loadout:  1 Medium Laser & 1 Flamer (Right Arm), 1 Small Laser (Right Torso), 2 Flamers (Center Torso), 1 Medium Laser & 1 Flamer (Left Arm), 1 Small Laser (Left Torso)

The FS9-A is what a Firestarter should be:  a light incendiary ‘Mech that excels at burning down enemy installations and eliminating infantry with ease.  It performs so well at eliminating both structures and foot soldiers that the Firestarter has become so specialized as a result.   It’s hardly used for anything else.

Strengths:

  • Varied weapon loadout that can deal with similar sized foes from medium to short range.
  • Its weapons don’t require ammo, extending its usefulness in the field.
  • Decent armor for a 35 ton battlemech.

Recommended Playstyle:

The Firestarter A is perfect for raid contracts and can even be used without any backup when used wisely.  When used in more difficult missions with allies, drop the small lasers and equip more flamers instead.  With the Firestarter’s speed, it’s relatively easy to flank enemy ‘Mechs.  Fry them with the flamers till they shut down.  Those hostile units will be sitting ducks & any friendly ‘Mech can make short work of them.

The FS9-A is an uncommon ‘Mech that can be bought in industrial hubs as early as 3015.  I suggest the cluster of hubs in Marik territory, as well as the ones near Terra and House Davion.  RNG plays a huge role in this ‘Mech’s appearance so save before visiting a hub system.

 

4. Firestarter FS9-S

Sadly, Anti Missile Systems only seem to be effective against LRMs.

Specs:

  • Weight:  35 tons
  • Armor:  176/250
  • Structure:  125 Endosteel
  • Free Tonnage:  12.19 tons
  • Speed:  97.2 km/h
  • Standard Loadout:  1 Medium Laser & 1 Flamer (Right Arm), 1 Small Laser (Right Torso), 2 Small Lasers (Center Torso), 1 AMS (Left Torso), 1 Medium Laser & 1 Flamer (Left Arm)

While other Firestarters excel only in raids or demolition missions, the FS9-S has advanced features like an anti-missile system & a Beagle Active Probe that also make this ‘Mech an able recon unit.  Despite having mostly close range weapons & with enough practice, players can use the Firestarter S to take out enemy vehicles or other light ‘Mechs.

Strengths:

  • AMS grants the Firestarter S some degree of protection from LRMs.
  • Its Beagle Active Probe identifies hostile targets faster than normal sensors.
  • 6 jump jets enable the FS9-S to traverse difficult terrain.  Ideal for any scout ‘Mech.

Recommended Playstyle:

With the BAP, the FS9-S makes for a reliable reconnaissance unit.  Use it to reveal enemies and bring them down with your better armed ‘Mechs.  With its speed and agility, the S can quickly dart in & out of battle while using its flamers to force hostile ‘Mechs to shut down.  I recently found this to be quite fun, especially in multiplayer mode where your human lance mates know what they’re doing.

The Firestarter S is exclusive to the Heroes of the Inner Sphere DLC and will only start appearing in 3049.  Players can buy the S variant easier in Davion-owned industrial hubs.  Alternatively, the FS9-S may show up as opponents in missions against the Federated Suns and can be obtained as salvage once defeated.

 

3. Firestarter FS9-S1

ECM is a big plus for a light ‘Mech like the Firestarter.

Specs:

  • Weight:  35 tons
  • Armor:  176/250
  • Structure:  125 Endosteel
  • Free Tonnage:  12.19 tons
  • Speed:  97.2 km/h
  • Standard Loadout:  1 Medium Laser & 1 Flamer (Right Arm), 1 Small Laser (Right Torso), 2 Flamers (Center Torso), 1 AMS (Left Torso), 1 Medium Laser & 1 Flamer (Left Arm)

The Firestarter S1 is almost identical to the Firestarter S except this one has an ECM suite instead of a Beagle Active Probe, making it harder for enemies to target the S1.  This makes it a pretty good ‘Mech to use in infiltrations, raids & demolition missions since the S1 has a higher chance of survival & can be used well into mid game.  

Strengths:

  • AMS gives the S1 ample protection against incoming missiles.
  • Has ECM that disrupts enemy sensors and reduces incoming damage from enemy attacks.
  • 6 jump jets make the Firestarter S1 very mobile, able to bypass walls and cliffs with ease.

Recommended Playstyle:

Thanks to its ECM & AMS, the S1 can infiltrate enemy lines and deal some serious damage before they know what’s going on.  This is why the Firestarter S1 is one of the best ‘Mechs to use in raid contracts.  If you’re planning on using an S1 in late game missions, make sure to bring along some heavy hitters as the Firestarter is a light ‘Mech with thin armor.

Included in the Heroes of the Inner Sphere DLC, the Firestarter S1, like the Firestarter S, can be bought in Federated Suns territory when players reach 3049.  Luckily, both are common ‘Mechs there so players can either snoop around in the ‘Mech markets in the industrial hubs there or take contracts against House Davion and hope the S1 shows up as obtainable salvage.

 

2. Firestorm FS9-FS

Machine gunning enemies to death is quite fun, actually.

Specs:

  • Weight:  35 tons
  • Armor:  176/250
  • Structure:  125
  • Free Tonnage:  10.69 tons
  • Speed:  97.2 km/h
  • Standard Loadout:  2 Machine Guns (Right Arm), 1 Medium Laser (Right Torso), 2 Flamers (Center Torso),  2 Machine Guns (Left Arm), 1 Medium Laser (Left Torso)

At short range, Firestorm can deal a lot of damage to targets pretty quickly thanks to its flamers and machine guns.  Even more so if those targets are enemy installations, making this hero Firestarter viable for raids, demolitions or when players just want to shred a hostile ‘Mech’s armor swiftly.

Strengths:

  • 6 jump jets make it an agile harasser that can destroy enemy installations protected by walls.
  • Firestorm’s medium lasers are in the torso, ensuring continued battle effectiveness should its arms get shot off.
  • Its 4 machine guns can shred an hostile ‘Mech’s armor, as well as bring down structures fairly quickly.

Recommended Playstyle:

Like all Firestarters, the Firestorm shines when it’s in close quarters combat.  Hitting enemy units from behind is always a good tactic since armor is thinner there than in the front.  Practice circle strafing as this is a proven tactic in both Mechwarrior 5 & Mechwarrior Online.  Firestorm’s machine guns will do more damage if they are tier 5.  

Firestorm will be available for purchase as soon as players reach the year 3027.  Look for industrial hub systems marked by a skull icon as these are the ones that sell hero ‘Mechs.  Save before heading out to that planetary system & reload if a different ‘Mech shows up.

 

1. Ember FS9-E

Starcraft’s Firebats would’ve loved this ‘Mech.

Specs:

  • Weight:  35 tons
  • Armor:  176/250
  • Structure:  125 Endosteel
  • Free Tonnage:  12.19 tons
  • Speed:  97.2 km/h
  • Standard Loadout:  2 Flamers (Right Arm), 2 Machine Guns (Right Torso), 2 Flamers (Left Arm), 2 Machine Guns (Left Torso)

Ember can deal significant damage in close quarters thanks to its quartet of machine guns and flamers.  What gives Ember the edge is the fact that it has double heat sinks that are better at cooling ‘Mechs down.  Also, Ember becomes available much earlier than the Firestorm, giving players access to a light incendiary ‘Mech sooner.

Strengths:

  • 3 double heat sinks dissipate excess heat faster.
  • 5 jump jets make Ember very agile and capable of bypassing walls in demolition missions.
  • 4 torso-mounted machine guns deal a lot of damage to buildings in a short amount of time.

Recommended Playstyle:

Ember’s weapon loadout limits it to roles that require close combat.  But that same weapon loadout makes Ember perfect for raids and contracts where you need to destroy enemy installations like artillery which is common in beachhead missions.  Flanking & backstabbing enemies is an essential skill for light ‘Mechs like Ember since enemy armor plating is always weakest in the rear.  This makes taking them down easier.  Just make sure not to get surrounded by hostile units.  Ember isn’t indestructible.

Ember shows up in the game very early.  Around 3015.  Pay attention to systems in industrial hubs that have a skull icon.  Save before visiting said system since RNG plays a huge role in what hero ‘Mech will appear.  Reload if another hero ‘Mech spawns instead of Ember. Rinse & repeat.

 

Tier 5 Flamers deal way more damage than standard ones.

It’s not an exaggeration when I say that light ‘Mechs require a bit of skill to use well.  Moreso if that light ‘Mech is a Firestarter whose weapons are mainly focused on close combat.  When piloting light battlemechs like the Firestarter, always remember to keep moving.  Flank your enemies and run for the hills as soon as you start to come under heavy fire.  This is especially true when you’re in the late game where light ‘Mechs aren’t generally recommended.  But if you do decide to bring one, remember that situational awareness is the key to survival.

 

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As the lone practitioner of the ancient martial art of Kung Pao Chicken, Jonathan trains daily for his inevitable fight with Son Goku.
Gamer Since: 1991
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