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This Is A Terribly Cruel Joke.


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#41 Kraven Kor

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Posted 16 October 2013 - 07:10 AM

View PostWilliam Knight, on 15 October 2013 - 06:16 PM, said:


Just wait until they get speed tweak.


And MASC :evil:

Seriously, I'll be running a Locust with naught but a TAG and MG or 2, MASC, BAP, and driving people absolutely insane while my teammates pick them apart.

I'll probably mostly explode :trying: to do so, but them's the breaks.

#42 Wookiemart

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Posted 16 October 2013 - 07:10 AM

First of all, the thing is so light and low to the ground that most heavy and assault torso mounted weapons cannot be brought to bare,

Second, The Locust was built exclusively for reconnaissance, and wound up acting as a good anti infantry alternative.

Third, in a one on one with a battlemaster, the Locust will come out a winner 7 times out of ten, assuming the pilot knows what he or she is doing.

Edited by Wookiemart, 16 October 2013 - 07:31 AM.


#43 Lostdragon

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Posted 16 October 2013 - 07:16 AM

View PostWookiemart, on 16 October 2013 - 07:10 AM, said:


Third, in a one on one with a battlemaster, the Locust will come out a winner 7 times out of ten, assuming the pilot knows what he or she is doing.


Maybe... if the Locust is piloted by a very good player and the Battlemaster's pilot is too busy licking the windows in his cockpit to notice the Locust.

#44 Father Tork

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Posted 16 October 2013 - 07:21 AM

View PostLostdragon, on 16 October 2013 - 07:16 AM, said:

Maybe... if the Locust is piloted by a very good player and the Battlemaster's pilot is too busy licking the windows in his cockpit to notice the Locust.


No, the Locust should win if it's 1 on 1 and they're of the same skill level. because the locust can stay behind the battlemaster, and close enough so torso weapons can't hit it.

And I'll say what has already been said, swarms of locusts can annihilate stragglers. Had a match yesterday where 3 locusts took out a centurion and a hunchback. (Almost double the weight)

#45 Bad Andy

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Posted 16 October 2013 - 07:36 AM

the problem is not with the locust, its that there are almost no rewards for scouting

#46 Lostdragon

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Posted 16 October 2013 - 07:42 AM

View PostFather Tork, on 16 October 2013 - 07:21 AM, said:


No, the Locust should win if it's 1 on 1 and they're of the same skill level. because the locust can stay behind the battlemaster, and close enough so torso weapons can't hit it.

And I'll say what has already been said, swarms of locusts can annihilate stragglers. Had a match yesterday where 3 locusts took out a centurion and a hunchback. (Almost double the weight)


Sorry, I just disagree with you 100% here. There is no assault in the game that is too slow and ponderous not to be able to get a light mech in it's FOV before it get's cored from the rear. The assault can also put its back to a wall and force the light to disengage or come into its firing arc. If an assault is getting blown out from the rear by lights without being able to get a shot, especially against a light without JJ, then the assault pilot is just not very good.

#47 Xendojo

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Posted 16 October 2013 - 07:51 AM

View PostXendojo, on 16 October 2013 - 05:40 AM, said:

Posted Image

My very first Match in a stock LCT-3S, Canyon Network, conquest and i survived.

First impression, i like the little mech! Now to figure out how to put 4 SSRM2 on it!! :huh:
Not as easy as it sounds...as it comes with endo and FF stock. Also, in this match i saw another LCT-3S with 1xML and 2xLRM5, that's one way to add some damage from range.

Experience piloting light mechs will definitely increase your life span in this mech.

So yeah, i don't get what you are on about OP. I had no issues, in a STOCK MECH(except i did run hotter than i like to). If you are getting melted, hate to say it, but it's probably because of pilot error.

EDIT: Putting an XL170 on it freed up exactly enough weight to slap 2 more SSRM2 on. Now to free up one more ton for ammo. :)

EDIT#2: Bought all 3 variants, gonna master this little guy for sure.



Switched the SSRM2 to SRM2, added a ton of armor and a ton of ammo. LCT-3S build is GO!!!

XL170
10 SHS
endo and FF

4xSRM2(2 tons ammo)
1xML

Next i will try removing 1 ton of ammo and CASE to add AMS.

#48 Father Tork

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Posted 16 October 2013 - 08:04 AM

The little Mech is fun. Obviously it doesn't compare to the Spider 5k, but it also doesn't have the Hate a Spider does :)

The only slight advantage is when making a 12 man battle group to save on tonnage.

#49 -Muta-

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Posted 16 October 2013 - 08:22 AM

View PostSable Dove, on 15 October 2013 - 04:06 PM, said:

Hold a double-XP weekend that ends right before releasing the Locust, which has officially taken over as the worst mech in the game by a significant margin.

That's some sense of humour you've got there.



View PostDestined, on 15 October 2013 - 04:33 PM, said:

Just wanted to point this out for posterity:

Posted Image

Anyhow, sorry you feel that way. Can you explain in a more precise way what you don't like about the Locust? We'd like to have the feedback.

Cheers!
Destined


Maybe he dies a lot :) <<<Not a cruel joke... perhaps reality.

Locust is small, fast and requires a decent skilled pilot to get the best out of it.

#50 Rift Hawk

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Posted 16 October 2013 - 09:58 AM

If the mech is not able to fill a role, its not the fault of the mech. Its the fault of the game. We're playing COD:Mechs right now. Simple as that.

As far as role warfare goes....it needs to happen. Problem with that is, You can't force someone to play a role with a certain mech. Everyone wants to run around getting 2+ kills and 400 damage a match. You can see it already and there is no role warfare. There is no support. Lances barely play as a Lance. Teams just splinter off and go 5 different directions. Lights run off to find the first mech they can try to solo or suicide themselves running into the entire enemy team. So yeah...good luck with role warfare. The community is too stupid for that.

Edited by Imperial X, 16 October 2013 - 09:59 AM.


#51 Rift Hawk

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Posted 16 October 2013 - 10:05 AM

View PostPOWR, on 16 October 2013 - 01:08 AM, said:

Imperial X - if they did it the way you describe, we'd have a sort of Counter Strike game where people can take one or two hits from pretty much any weapon, and then that's that.

I dunno what sources you're referencing, but looking at sarna.net for weapons that are available for the time period that MWO has positioned itself in, then there aren't really any bigger weapons available that would make much of any sense to introduce.

I also disagree completely that an Atlas is a piece of *** and that it doesn't carry more firepower than others. When I pilot my Atlas around I have way more firepower than I do when piloting my Hunchbacks, and my capacity for sustained fire is also much higher because of the additional heatsinks it carries.


PGI threw out their 1:1 timeline. So in that case, It doesn't really make sense to follow any timeline at all. Clans should have been here months ago. We don't have that. PGI picks and chooses how closely they follow cannon, which at this point is almost not at all. Who cares what time period we're in if PGI isn't going to actually follow a timeline ?

Edit: I'm not saying the Atlas can't be good. I'm just saying its not an Atlas. The Atlas is supposed to be one of the most feared and badass mechs in Mechwarrior. I don't know about you but I have no fear of an Atlas in this game. I have a Kintaro with 20srms and 2 med pulse that can tear an Atlas apart in well under a minute and it usually does. Given that I have run into good Atlas pilots that can hand me my *** very quickly but the ratio that I kill an Atlas in a medium to him killing me, is far in my favor. I have a much harder time and am far more afraid of the catapults with 6 SRM6s or the Jagers with 2 AC/2s and 2 AC/5s. Those take me apart FAST and can also level an Atlas very quickly.

Edited by Imperial X, 16 October 2013 - 10:26 AM.


#52 Nik Reaper

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Posted 16 October 2013 - 10:26 AM

This has been said before, but game development is basically mind control , if the player behavior is different from expected that only means that the devs failed at M.C. over us. Well developed games , while still sometimes getting unexpected results, are made so that the positive player behavior is at the same time the optimal behavior a player can preform.

In other words if the flee and locust as lights had something new and desired to offer, or if the games system made a needed place for them it could work, but so far we are comparing all mechs by raw stats and class, and even when tonnage limits come in it will not change, it will just make those late to choose a mech go for the less optimal rides as the weight constricts the remaining options.

For this kind of game it's very hard to make other "roles" viable in terms of contribution to a team win, as in you can only do damage, cap and spot , if we take cap out of the picture you only do damage as just standing and trying to provide a lock for the LRM boats ( that few actually field being highly situational ) is just not going to work, because the enemy lights that can do damage well will just rush and kill the spotter in short work. As it is you can only do damage and take damage , the more of both you can do the better, so unless downgrading affords you better numbers why would you ever not take the toughest and most hard hitting ( jenner, raven ) options.

Even in WoT tournament games I watched they only play 2 models of tanks for every class in different numbers, 2-3 hard hitters , some times 1-2 arty , 2 scouts and a few suppression autoloaders , so unless the numbers of players or a creation of model specific roles comes in , we are looking at varying number per team of the same 10-15 variants on every organized team, and unless locust gets 200% faster cap or 6 module slots for 2 arty and 2 air strike ... yeah it's not gonna be in there.

#53 Cardos

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Posted 16 October 2013 - 11:47 AM

hmm....that there are just 12ppl per side is true, and that limits its usefulness indeed. at least as long there isnt a weight limit in the game. would be good if there would be a weight limit per side regardless of how many ppl.....i hope it comes sometime in the future. but we will see....anyway, battles with 32 or 64 ppl per side would be great (surething that need way larger maps, but WOULD give lights a HUGE boost ie. a scoutrole), but i guess if it will ever get into the game that would be in a far far away future :/

as far as boosting the locust....i could live with a 250-270 degree scanner arc, maybe with an natuarlly/intergrated 360 target retention or something like that......

Edited by Cardos, 16 October 2013 - 11:48 AM.


#54 Sable Dove

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Posted 16 October 2013 - 12:11 PM

View PostAri Dian, on 16 October 2013 - 04:42 AM, said:

... and 2/3 of the weight of the spider. Hell, what a surprisse.
Yes, one drawback is that the Locust cant have jump jets and is missing the ECM (at least should have one imo).

The point I was making here was that it's nearly the same size as a mech that's 50% heavier than it. Plus it has thicker legs, and a longer, wider profile, which makes it harder to spread what little damage it can withstand. It needs to be scaled down, like a lot of mechs, but it needs it more, because it can only take one or two hits before dying.

View PostLostdragon, on 16 October 2013 - 07:42 AM, said:

There is no assault in the game that is too slow and ponderous not to be able to get a light mech in it's FOV before it get's cored from the rear. The assault can also put its back to a wall and force the light to disengage or come into its firing arc.

That's not entirely true. The Stalkers (except for Misery, and maybe the 3F) can't turn fast enough to face an agile light (I know a Spider can do it, at least).

But that's assuming it has no backup (which means it's probably the only enemy left), and isn't smart enough to put their back against a wall.

#55 LtPoncho

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Posted 16 October 2013 - 12:12 PM

It's still a fun mech to pilot when you want to try doing something different once and awhile, but I suspect the mech will not have much staying power as players will tire quickly of being killed so fast - particularly when you still cannot choose the mech for the drop.

When that changes, expect to see more variation. What would a 12 v 12 look like if players could choose the mech and loadout BEFORE pressing 'Ready'?

#56 Elwood Blues

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Posted 16 October 2013 - 12:12 PM

The 3M works out pretty well for me. I average over 200 damage per match and have lived through over half my drops.

Posted Image

The Locust is the most unforgiving mech for piloting. If you are only OK with lights, chances are you will be very unhappy with your Locust experience.

Edited by Elwood Blues, 16 October 2013 - 12:22 PM.


#57 ShinVector

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Posted 16 October 2013 - 05:49 PM

View PostElwood Blues, on 16 October 2013 - 12:12 PM, said:

The 3M works out pretty well for me. I average over 200 damage per match and have lived through over half my drops.

Posted Image

The Locust is the most unforgiving mech for piloting. If you are only OK with lights, chances are you will be very unhappy with your Locust experience.


I am suffering with the 1V first then moving on to the others which technically should be better.
It doesn't help that ELO matchmaking had put 7 Locust against a team with no lights with 340 Tonnage difference. LOL !!

I am thinking that once I am mastered these pieces of {Scrap}. I would be a better light pilot by the end of it. LOL... :P

Edited by ShinVector, 16 October 2013 - 05:52 PM.


#58 Alex Warden

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Posted 16 October 2013 - 09:27 PM

biggest problem with the locust: due to minimum 4 additionally needed HS it´s 4 tons short of weapons, so it has basically no guns :P

BUT, and that a HUGE but, it IS a 20 ton mech, designed for anti-infantry purposes... so i´m not surprised ;)

#59 Kmieciu

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Posted 16 October 2013 - 10:15 PM

If you could field 5 Locusts against 1 Atlas, it would be a great mech and the Atlas would probably not stand a chance. But since every player can only drop with 1 mech, Atlas will simply be a better choice. Even as a scout :-)

#60 JudgeDeathCZ

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Posted 16 October 2013 - 11:05 PM

View PostKmieciu, on 16 October 2013 - 10:15 PM, said:

If you could field 5 Locusts against 1 Atlas, it would be a great mech and the Atlas would probably not stand a chance. But since every player can only drop with 1 mech, Atlas will simply be a better choice. Even as a scout :-)

Yeah scouting Atlas...said by Steiner ;) .

Anyway I was in SL+4xSRM2(2t of ammo) XL 190 with a teammate ML+4MGuns(2t of ammo) XL 190 and we tore appart Atlas in Less than 2 minutes and he had almost no chance to hit us.It was champion RS so it is pretty big chance it was a newb but still.I was not expecting this :(.
BTW I used about 160 missiles ;) .
They are rly fun to pilot but I do not expect them to rule over rvn-3l or Jenners in 12-man matches :P .





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