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When Can We Expect Buffs/reworks To Locust?


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#1 Merix

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Posted 15 October 2013 - 03:52 PM

These mechs simply don't work.

They have a 20 KPH advantage but no ECM, or jump jets. Max armor still gets one shot, and they can't bring any weaponry to defend themselves. Top it all off with the fact that it has the worst cockpit in the game and this feels like you are just laughing at people that bought them. Something needs done to fix locusts.

Edited by Merix, 15 October 2013 - 03:54 PM.


#2 Sable Dove

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Posted 15 October 2013 - 04:01 PM

Probably never.

But let's not forget they also have the advantage of a horribly-obstructed cockpit, and they're very agile! So agile that even without efficiencies, and with 0.4 of the default sensitivity, they are near-impossible to aim with while moving.

#3 Mehlan

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Posted 15 October 2013 - 04:59 PM

Rofl mech isn't even a day old yet.... this is where the men get seperated from the boys.

#4 Chaotic Knight

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Posted 16 October 2013 - 03:53 PM

It needs a buff like the spider and its overlapping tiny hit boxes. Spiders with the enhanced engine are doing better not just because of tonnage but also because of broken hit boxes. The Locust at 169 is still viable and an excellent scout, but one lucky shot (which doesn't have to be anywhere near the legs) and its stopped. And then on top of that even though its legs are almost comparable to a raven it still cannot traverse the smallest rock on the ground and gets stuck easily. Light piloting is by far the hardest in our current game meta (unless your in a spider) and seeing as lots of people love the fast little buggers and going 170kph in a 20ton mech is extremely fun i hope it gets buffed. :P

#5 Poppaukko

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Posted 16 October 2013 - 04:14 PM

Locusts work fine, at least the Phoenix one.

Posted Image

#6 Zeee

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Posted 16 October 2013 - 05:03 PM

Imo they need to be smaller, i been running my ilya 3x LBX shotgun, conquest mode and these bugs are too easy to leg. They go POP!

#7 ShinVector

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Posted 16 October 2013 - 06:30 PM

What I don't understand is why the locust has on 2 module slots ?
Why not 3 or 4 ???

#8 ICEFANG13

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Posted 16 October 2013 - 06:36 PM

View PostShinVector, on 16 October 2013 - 06:30 PM, said:

What I don't understand is why the locust has on 2 module slots ?
Why not 3 or 4 ???


I also saw that all were at 2 and was surprised, a lot of new mechs have been that way though.

#9 Poppaukko

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Posted 17 October 2013 - 02:06 PM

View PostICEFANG13, on 16 October 2013 - 06:36 PM, said:


I also saw that all were at 2 and was surprised, a lot of new mechs have been that way though.

Locusts should definitely have more module slots. Their speed and air/artillery strikes could then make a real difference.

#10 DeaconW

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Posted 17 October 2013 - 03:11 PM

"Erh Ma Gerd, my 20-ton mech can't ROFLstomp an Atlas! PGI fix now!"

#11 Alex Warden

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Posted 17 October 2013 - 04:44 PM

it´s a 20 tons anti-infantry mech...it´s fast, that´s all... it´s a Locust... more module slots would be fine, maybe would give them a purpose in the current game

Edited by Alex Warden, 17 October 2013 - 04:45 PM.


#12 Deathlike

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Posted 17 October 2013 - 04:46 PM

Only until the "true engine update" comes along (Flea and MASC debut), this won't get revisited for a while.

Edited by Deathlike, 17 October 2013 - 04:50 PM.


#13 Past

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Posted 17 October 2013 - 07:03 PM

Let a Locust launch with 9 heatsinks up the leg armor by 2 to 18 and the CT armor by 1 to 25 and i would love the locust to bits more bits than are left of it after it gets hit with an AC20.

The heat sink change would free up a ton on the 1V & 3S to upgrade a med laser to med pulse or grab an extra ton of ammo & the armor change would get rid of the spare weight on 3M builds though i would use 18 armor on the legs for all of them. I get 90% legged 10% cored in my locusts its so easy to hit those legs :)

#14 ShinVector

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Posted 17 October 2013 - 07:24 PM

View PostAlex Warden, on 17 October 2013 - 04:44 PM, said:

it´s a 20 tons anti-infantry mech...it´s fast, that´s all... it´s a Locust... more module slots would be fine, maybe would give them a purpose in the current game


Kinda makes you wonder...
What can a 20 Ton mech better than a 100 Ton mech against infantry... ?
Like anyone can flamers right ?

We need little human mobs in MWO... That's would be fun....

#15 Bad Andy

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Posted 17 October 2013 - 08:18 PM

Without real tonnage limits on drops there will never really be any reason to bring a 20 ton light when you can bring a 30-35 ton one.

#16 BloodyDziq

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Posted 18 October 2013 - 12:02 AM

View PostBad Andy, on 17 October 2013 - 08:18 PM, said:

Without real tonnage limits on drops there will never really be any reason to bring a 20 ton light when you can bring a 30-35 ton one.

I strongly disagree. I had a match last night (in my Locust), and there were 6 or 7 lights, Locust and Jenners, we went for the cap, and the enemy team did no even manage to return to base. It wasn't much fun, but win is a win. :)





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