

Locusts Vs Spiders
#101
Posted 02 November 2013 - 11:05 AM
The spider 5k can actually kill an ssrm locust before suffering fatal damage. That's how weak locust armour is. Machine guns can kill it from full armour... Machine guns really really suck against armour.
#102
Posted 02 November 2013 - 11:12 AM
#103
Posted 02 November 2013 - 12:06 PM
#105
Posted 02 November 2013 - 12:45 PM
Wispsy, on 02 November 2013 - 05:35 AM, said:
As for the topic at hand. The Spider is far superior to the Locust. There is no competition. I mean a machine gun spider 5k can take out any single variant, even the ssrm one, from full health. If you want to claim they are scouts and the extra 20kph helps somewhat then you might as well use a spider 5V, it has lots of jumpjets to go with it and better hit boxes with twice the armour. If you want it as an execute mech with machine guns well, the 5k is just miles better. Same speed, jumpjets, more arm movement, better hit boxes, twice armour, more ammo. If you think the laser one (I do not know why people would ever take this, it has no gimmick, you might as well be a stupid tdk and have more armour and arm movement and heat efficiency) then you could get similar alpha, better dps, longer range, better hit boxes, twice armour, jumpjets(which are still a huge advantage), better arm movement and ECM all on the 5D.
Simply put, the locust has too little armour and no ECM or jumpjets. It practically turns like a raven and moves the same speed as a handful of other chassis which are all far better in their respective roles. By bringing a locust you are essentially declaring to your team that you need to be carried and should be treated like a disconnect. Not helpful.
Thanks for the backup wispsy. Jump jets make a huge difference, but even if the spider didn't have JJ the increased armor and better hitboxes should be enough to kill a pesky locust.
***** n stuff, on 02 November 2013 - 04:47 AM, said:
Using jump jets for anything but quick turns in a light fight is like saying "leg me please". A 180 turn leaves you wide open to anything the other light would like to throw at you and actually jumping over something does the same. The only way you could possibly make it easier to kill you is by not moving at all. As for you calling me incompetent, I'll be happy to prove you wrong should we ever meet on the battlefield. I've been here a lot longer than you have so trust me, I know a thing or two about how this game is played.

Just because you've played a game longer doesn't mean you are good at it.
Edited by pwnface, 02 November 2013 - 12:55 PM.
#106
Posted 02 November 2013 - 12:50 PM
#107
Posted 02 November 2013 - 01:52 PM
stjobe, on 24 October 2013 - 01:33 AM, said:

And yes, the Locust needs role warfare badly; if scouting and spotting were both useful and rewarding the Locust would have some reason to drop - in the current MWO the only reason to use it is for hardmode and/or shiggles.
I'd argue that the SDR chassis is worse than the LCT chassis though:
* The SDR-5V is the single most useless 'mech variant in the game
* The SDR-5K is about as bad as the LCT-1V
* The LCT-3M and 3S are okay
* The SDR-5D is a good variant.
On the whole, the SDR line is worse off than the LCT line - were it not for hit detection issues it would just have the 5D as viable, and that because of ECM, nothing else. The LCT-3M and 3S pack a serious punch at least.
I'm going to eat some crow and take this back; sure, I've gotten 2-3 kills in any of the Locust variants, but they're just too flimsy.
#109
Posted 02 November 2013 - 03:35 PM
#110
Posted 02 November 2013 - 04:12 PM
ICEFANG13, on 02 November 2013 - 03:35 PM, said:
The Commando can do the 3M (DK/1B, unless you think 5 meds is viable on a lolcust) and a better/more effective version of the 3S (2D).
The Spider can do the 1V (5K) and a more survivable version of the 3M (5D).
And the worst part is the outside of the ECM variants... these light mechs can catch the lolcust.
Edited by Deathlike, 02 November 2013 - 04:12 PM.
#111
Posted 02 November 2013 - 06:55 PM

#112
Posted 03 November 2013 - 02:32 AM
Khobai, on 17 October 2013 - 09:46 AM, said:
In other words, double armor/structure helps the Spider but not the Locust, and thats why the Locust dies so much faster.
It's really time for PGI to consider increasing internal structure on all mechs...
The Locust is a paer doll = all mechs need more internal hit points
Sorry, I cannot follow that argument.
Maybe PGI should consider to be a bit more flexible on armor points.
As everybody maxes out torso armor all mechs in a similar weight class
have the same armor (e.g. Jager vs Thunderbolt)
This is aweful some mechs should just be a bit stronger than others.
e.g.
Hunchback > Centurion > Trebuchet
Thunderbolt > Catapult > JagerMech
Jenner > Raven
back to topic:
The Locust has just enough hit points to survive 1 AC20 hit in leg, torso or side torso.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users