Lt Waldo, on 23 October 2013 - 10:46 AM, said:
Good build guide... I had settled on some very similar load outs.
But... I still just can't get the handle on the Locust. I play Jenners, Cicadas and Spiders almost exclusively, but just can't be as productive in this little bvgger. It feels like leveling these b@stards is the longest Sisyphean slog ever. Is it just me? I'm not sure I can see any advantage with these guys over other lights. I'm going to keep at it, but likely will ditch the other variants as soon as I get 1 to elite (assuming I don't give up sooner).
The big problem with the Locust is that the 1V is basically a Spider 5K @ 20 tons, the 3M is a Jenner F @ 20 tons, and the 3S is a Commando 2D @ 20 tons. None of the variants is really unique in hardpoints and as a smaller mech than any of those it will feel like a less effective version of those mechs.
Heck to break it down even more...
The Spider 5K has 10 more tons, Higher max armor, slimmer profile though very slightly taller, 6 possible Jump Jets (for .5 tons each), and identical max speed as the LCT-1V currently. In fact it can do a 4MG+LPL build that is impossible for the Locust.
The Commando 2D has 5 more tons, Higher max armor, is roughly similar in size, has one less missile hard point (that the Locust has troubel using anyways) and otherwise matching numbers/types (though it's energy is in the arm giving it the option of a PPC), has ECM, and is slightly slower than a LCT-3S.
The Jenner F has 15 more tons, more max armor, a very similar profile though it is 'larger' than the Locust, has an extra energy hard point all of which are in the arms, 5 possible jump jets (for .5 tons each), and slightly slower max speed. The only real wins for the Locust are the slight edge in speed and a second AMS.
Nostalgia, a desire to play something not optimal, or just wanting a challenge are the real reasons to play a Locust.
Btw I will add a Narc LCT-3S eventually.