Liev Andropov, on 27 June 2013 - 08:01 AM, said:
The reason the Locust isn't really viable seems due more to the C-bill and XP mechanics. Scouting and base capping doesn't grant the resources needed to purchase upgrades and level up skills. Destroying arms and legs, doing damage, and getting the killshot does. That's why the light scout mechs (non-Jenner, non-3L) are such a grind to level up, because the leveling takes significantly longer than it does with a damage dealer.
Unless PGI is looking to modify the C-bill and XP mechanics or upgrade values for light mechs, they will remain "unhelpful." Given that we haven't heard anything about such a modification, there's not much of a reason for someone who doesn't know the Locust lore to want that mech.
That would certainly make the Locust useable, but considering that it will never be faster than heavier lights, even after the speed cap is removed, there still won't be a real reason to use it. The only difference between it and a heavier scout would be the heavy scout would be able to put up a fight against hunter/killer light mechs that chased it down. That and with its tiny tonnage you'd have practically no room for TAG/BAP/NARC if you also wanted weapons. Not to mention that it can't take ECM at all.
Signal27, on 27 June 2013 - 04:27 AM, said:
A significantly smaller size than even a 35 tonner would probably make 20-tonners still worth piloting in spite of everything you mentioned.
The 'Mando isn't significantly smaller than the Spider and I doubt the Locust will be significantly smaller than that. Even if it was though it would have to be very, very small indeed to avoid enough fire to make up for the almost 50% difference in armor between it and a Spider, the lack of jumpjets and the tiny weapon loadout.
Even then smaller hitboxes would just means more splash damage until PGI fix Streaks.
Edited by Mahws, 27 June 2013 - 04:33 PM.