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Locust And Flea 16 Center Armor


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#21 Fiest

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Posted 30 August 2013 - 10:36 AM

The flip side of the that logic is to take the lightest mech you can and use it as a pure scout while staying out of combat. Then the rest of the team can use the extra tonnage to -say- bring an assault over a heavy.

Given the mentioned fragility of the locust and commando I feel that 630-730 for 12 mechs is a high limit. It averages to 52.5-60 tons (which is still more than double a locust) and the vast majority of players still wouldn't drop in commando or locusts. I'd suggest something closer to 575 tons for 12.

Also why is there a lower limit?

Or no player limits with only tonnage restrictions. So you could drop 8 cataphracts vs 28 locusts

Edited by Fiest, 30 August 2013 - 10:00 PM.


#22 XANi

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Posted 30 August 2013 - 10:45 AM

View PostFiest, on 30 August 2013 - 10:36 AM, said:

Or no player limits with only tonnage restrictions. So you could drop 8 cataphracts vs 28 locusts

I'd like to see that. AC/20 locust swarm

#23 Fiest

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Posted 30 August 2013 - 09:51 PM

View PostXANi, on 30 August 2013 - 10:45 AM, said:

I'd like to see that. AC/20 locust swarm


sadly not possible since you can't give them the required 10 heat sinks.
ES structure, ac/20 and 1 ton of ammo leaves 4 tons for engine, heat sinks and maybe some armour

#24 stjobe

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Posted 31 August 2013 - 02:16 AM

View PostFiest, on 30 August 2013 - 09:51 PM, said:

sadly not possible since you can't give them the required 10 heat sinks.

A stock LCT-1V has just three tons for weapons.
A tricked out LCT-1V with Endo Steel, an XL170 engine, and max armour has 6.44 tons for weapons (6.93 with Ferro-Fibruous).
A stripped LCT-1V with Endo Steel. an XL100 engine, and no armour has 12.5 tons for weapons.

So the largest ballistic you could theoretically fit is a LB-10X with a single ton of ammo.
An UAC/5 with a ton of ammo could even let you have a couple of tons of armour.
But realistically, it will be MGs in those ballistic slots.

#25 Lagfest

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Posted 02 September 2013 - 02:26 AM

Once we get to see what map we will be playing on before we pick mechs, these light fast mechs will dominate metropolitan maps... on big empty ones they get eaten alive atm.

#26 Jzaltheral

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Posted 12 September 2013 - 11:11 AM

The Locust is the first mech IU have seen where it makes sense to keep the single heat sinks. Upgrading them gains you nothing, unless you're planning to upgrade the medium laser.

Here's an off the cuff.

Locust

#27 Bront

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Posted 12 September 2013 - 12:41 PM

View PostJzaltheral, on 12 September 2013 - 11:11 AM, said:

The Locust is the first mech IU have seen where it makes sense to keep the single heat sinks. Upgrading them gains you nothing, unless you're planning to upgrade the medium laser.

Here's an off the cuff.

Locust

On hot maps it might help. I see the eventual loadout to be an ERLL and 2 MGs, but not sure if you can fit that all if you get FF and sacrifice a few points of armor.

Like This (Looks like you could)

#28 CheeseThief

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Posted 12 September 2013 - 10:36 PM

With 2/3rds armour, an 170XL, endo and the needed heat sinks, a locust can fit 8 ton worth of weapons.

The 1V doesn't look too flash but the other varients will be able to make good use of that space. The 3M will come with at least 5 energy hard points and the 3S comes stock with a pair of SSRM2's.

#29 Rasc4l

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Posted 13 September 2013 - 01:02 AM

View PostJzaltheral, on 12 September 2013 - 11:11 AM, said:

The Locust is the first mech IU have seen where it makes sense to keep the single heat sinks. Upgrading them gains you nothing, unless you're planning to upgrade the medium laser.


I thought this to be true for my 4MG+ML spider who in the beginning long had 10 single heat sinks. Until a new patch introduced Terra Therma. Broke any illusion that there would be at least some far fetched case where SHS would be viable. Well, maybe it's true for locust.

#30 Marmon Rzohr

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Posted 14 September 2013 - 09:33 AM

The Locust and the Flea will be mechs that exist for fun. :) They won't be there for serious play. There is nearly no reason to take a sub 35 ton light mech. Other lights will tear you apart, and you're no faster then them, so you can't run.

#31 stjobe

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Posted 14 September 2013 - 10:26 AM

View PostMarmon Rzohr, on 14 September 2013 - 09:33 AM, said:

The Locust and the Flea will be mechs that exist for fun. :) They won't be there for serious play. There is nearly no reason to take a sub 35 ton light mech. Other lights will tear you apart, and you're no faster then them, so you can't run.

I've played Commandos for over a year now, why should 5 tons less faze me?

#32 Marmon Rzohr

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Posted 14 September 2013 - 10:53 AM

View Poststjobe, on 14 September 2013 - 10:26 AM, said:

I've played Commandos for over a year now, why should 5 tons less faze me?


Because that's now 10 tons less, with no JJs, no more speed, very little extra agility. Not saying that it will be unplayable, just saying that if you'll want to win a game, let's say, in a tournament, you'll probably want to take one of the bigger boys. :)
(that's what I mean by "serious play")

That being said, they might be hugely fun to pilot depending on how PGI does the finer points of the chassis and I'll be getting them for sure :D

#33 ShinVector

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Posted 07 October 2013 - 10:43 PM

PGI must give Locust from crazy torso twist and pitch to be anything close to a viable ERLL mech.
Haiz.. :)

Every single dual gauss mech out there is gonna scream.. LOCUST !! 1 Shot target practice !!

Edited by ShinVector, 07 October 2013 - 10:44 PM.


#34 Wintersdark

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Posted 08 October 2013 - 01:32 AM

View PostMarmon Rzohr, on 14 September 2013 - 09:33 AM, said:

The Locust and the Flea will be mechs that exist for fun. :) They won't be there for serious play. There is nearly no reason to take a sub 35 ton light mech. Other lights will tear you apart, and you're no faster then them, so you can't run.


No longer the case. The Locust will sport up to a 190 engine, allowing it a top speed of over 170kph.

#35 Training Instructor

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Posted 08 October 2013 - 01:47 AM

Even with 170kph, it's going to take you some time to really outdistance a Jenner. During this time, you'll be getting hit with streaks or six medium lasers to the legs and back.

#36 stjobe

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Posted 08 October 2013 - 02:05 AM

View PostWintersdark, on 08 October 2013 - 01:32 AM, said:


No longer the case. The Locust will sport up to a 190 engine, allowing it a top speed of over 170kph.

I just want to note that the speed cap raise hasn't been confirmed by a dev yet. It's still speculation from the fact that they raised the engine cap on the Locust (although why they would do that without raising the speed cap is another good question)

#37 Wintersdark

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Posted 08 October 2013 - 08:08 AM

View Poststjobe, on 08 October 2013 - 02:05 AM, said:

I just want to note that the speed cap raise hasn't been confirmed by a dev yet. It's still speculation from the fact that they raised the engine cap on the Locust (although why they would do that without raising the speed cap is another good question)

While technically speculation, no mech is actually speed capped, are they? They all have engine limits that put them at the speed cap.

So, it stands to reason that increasing the engine by 20 points will indeed allow it to move faster. Otherwise, well, it's just silly. There's no reason to do one without the other. I understand things where capped down in Closed beta.

It'd be like giving the Locust an additional hardpoint that they inexplicably cannot use. While PGI has been known to implement baffling, bizzare new mechanics, I think it's pretty reasonable to conclude that the tonnage:engine size:speed calculations will remain constant.

#38 Funkupotamous

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Posted 08 October 2013 - 10:31 AM

I for one am excited that we're only a week away from having the game's next-to-be tiniest nuisance :D The question will then be; is it possible to weave between mechs and ankle bite, or is it better to snipe/spot because of hitboxes. We'll find out soon enough.

#39 ohtochooseaname

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Posted 08 October 2013 - 01:14 PM

Also, remember that it has 12 armor for internals. AC20 to the back is instant death...front not so much. Just don't show your back to the enemy!

#40 Daekar

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Posted 09 October 2013 - 09:11 PM

The only reason I can see for even bothering to build this much is that the CW game models are going to make it desirable to save tonnage and mean it's worth having a nearly helpless set of eyes so you can beef up other forces. Otherwise... well it's just stupid, really.





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