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Ultimate Guide To The Locust


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#81 Shadey99

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Posted 03 December 2013 - 05:18 AM

View PostLt Waldo, on 02 December 2013 - 06:51 PM, said:

The one thing they could have added is one of the models with ECM (which I'm really surprised they didn't). They are just way to vulnerable to missiles and at least one ECM capable Locust would have made them slightly more viable. AMS requires too much weight sacrifice.


This just speaks volumes for how vastly overpowered ECM is.

The reason we don't see a ECM Locust is because the only ECM Locust is the LCT-5W2 which is a Word of Blake design from 3085 (Nearly 40 years in the future). It's one of those odd things they won't alter from TT. We also lack the C3 system and Light Ferro Fibrous armor in that model, so unless we get those it is unlikely we will ever see the 5W2.

Edited by Shadey99, 17 December 2013 - 01:19 PM.


#82 Buckminster

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Posted 03 December 2013 - 05:37 AM

View PostShadey99, on 03 December 2013 - 05:18 AM, said:


This just speaks volumes for how vastly overpowered ECM is.

The reason we don't see a ECM Locust is because the only ECM Lcoust is the LCT-5W2 which is a Word of Blake design from 3085 (Nearly 40 years in the future). It's one of those odd things they won't alter from TT. We also lack the C3 system in that model, so unless we get C3 it is unlikely we will ever see the 5W2. Not to mention the Light Ferro Fibrous armor.

I'd buy that as a reason we won't see an ECM Locust, except that we have a Commando with ECM, and Commandos with engine caps that make them as fast as the Locust. Why is a 6/9 mech allowed to go as fast as an 8/12 mech? If we are following TT lore, than the Commando should move 75% slower than it does.

#83 Cimarb

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Posted 03 December 2013 - 07:27 AM

View PostLt Waldo, on 02 December 2013 - 06:51 PM, said:

I unlocked uo to the Master level for all 3, but it took waaaaaay longer than it did for the Shadowhawks. Lights are still screwed in the experience department, even when you try to snipe several mechs for the assist points.

I sold the 3S because I just couldn't get a missile Locust I was happy with, but I'll probably finish mastering the other two. Bought a Jenner to go with my Sarah so I could level the other lights. I'm keeping the other 2 for now and I've had an OK time trying to play them... but it's been frustrating leveling them because it takes so much longer than any other mech.

The one thing they could have added is one of the models with ECM (which I'm really surprised they didn't). They are just way to vulnerable to missiles and at least one ECM capable Locust would have made them slightly more viable. AMS requires too much weight sacrifice.

I mastered all of my BLRs way quicker than anything else, with Locust coming in second and Shadowhawks on their heels. Thunderbolts were actually the hardest for me, especially the early unlocks. They all have their strong points, so you just have to find your groove with them.

I would LOVE to have ECM in the Locust, though! I really think that would put them over the top for my favorite mech currently, but I don't think it will happen. A hero Locust with ECM would be amazing, just saying... So much better than yet another Jenner variant...

#84 Shadey99

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Posted 03 December 2013 - 02:37 PM

View PostBuckminster, on 03 December 2013 - 05:37 AM, said:

I'd buy that as a reason we won't see an ECM Locust, except that we have a Commando with ECM, and Commandos with engine caps that make them as fast as the Locust. Why is a 6/9 mech allowed to go as fast as an 8/12 mech? If we are following TT lore, than the Commando should move 75% slower than it does.


The commando is the odd exception. Every other mech in the game follows their rules (like the 1.4x stock engine rating as max engine rating). However when they released the Locust it seems the 'the Locust will obsolete the Commando' people whined enough they got the rules broken to keep the Commando simply better. Or at least conditionally better off.

#85 Cimarb

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Posted 04 December 2013 - 09:11 AM

View PostShadey99, on 03 December 2013 - 02:37 PM, said:


The commando is the odd exception. Every other mech in the game follows their rules (like the 1.4x stock engine rating as max engine rating). However when they released the Locust it seems the 'the Locust will obsolete the Commando' people whined enough they got the rules broken to keep the Commando simply better. Or at least conditionally better off.

"Squeaky wheel gets the grease." Now give the poor Locust an ECM, because it is the worstest mech in the game without it and I'll quit playing if it doesn't happen next patch!!1!1!1!1!2!2!1!

Ok, so I'm not quitting, but it would be really cool if that worked...

#86 TimePeriod

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Posted 14 December 2013 - 11:20 AM

Been playing 15 hours of Locust so far and what I have to say about it:

Worst 15 hours ever spent. This "Mech" (Friggen squik-toy if anything) is a waste of your time. You are too light to mount anything good, need XL190 engine and everything mastered to make any kind of impact. If it was not the last on my Lights to finish mastering I have no doubt that I would have ditched it on the side of the road with all the other lousy mechs I have ever piloted.

Other people may disagree with me, even try to tell me how much I suck, how much I am doing it wrong or some such but this is my experience so far with the Locust. This Mech' is a lousy trash-can, end of story.

#87 Alekzander Smirnoff

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Posted 14 December 2013 - 12:22 PM

I use my lct's for mainly scouting and artillery dropping, with some harassment once the battle gets going. I don't expect to do over 200 damage but I do my share of chasing lights off of other mechs and damaging them down to the point I either kill them or they die shortly there after from larger mechs coming around.

I'll give you this though, 170kph is hard to target anything solidly, pulse lasers is the way to go.

#88 Geek Verve

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Posted 14 December 2013 - 12:47 PM

I appreciate the guide. You clearly put a lot of time into it. However, aside from the Builds section and the tip on how to use the higher-mounted weapons, I didn't see much that didn't apply to pretty much *all* lights.

Therefore, my question remains: why run a Locust rather than another, better-equipped light mech? Not trying to be snarky, I just have three Locusts rusting away in my garage, and I'm still trying to find a reason to play them.

Edited by Geek Verve, 14 December 2013 - 12:49 PM.


#89 Cimarb

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Posted 14 December 2013 - 10:06 PM

View PostTimePeriod, on 14 December 2013 - 11:20 AM, said:

Been playing 15 hours of Locust so far and what I have to say about it: "stuff"

View PostGeek Verve, on 14 December 2013 - 12:47 PM, said:

I appreciate the guide. You clearly put a lot of time into it. However, aside from the Builds section and the tip on how to use the higher-mounted weapons, I didn't see much that didn't apply to pretty much *all* lights.

Therefore, my question remains: why run a Locust rather than another, better-equipped light mech? Not trying to be snarky, I just have three Locusts rusting away in my garage, and I'm still trying to find a reason to play them.

Name your favorite light mech and tell me why to run it over another mech. I have no clue how people play commandos, yet they are some people's favorite mechs. I see a lot of Ravens running around, some with amazing success, but I have never cared for them. A lot of people are saying the Locust is horrible, but I love it. It's all about how you like to play and what works well for you. I would rather have variety than a single light mech for everyone.

If you don't like the Locust, don't use it. Some of us really enjoy it, though.

#90 Klaa

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Posted 14 December 2013 - 11:09 PM

The need for speed!

#91 Lagit6

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Posted 15 December 2013 - 07:43 AM

Thanks for the guide.
Was having trouble playing the Locust in some matches.

#92 Buckminster

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Posted 15 December 2013 - 09:54 AM

View PostGeek Verve, on 14 December 2013 - 12:47 PM, said:

Therefore, my question remains: why run a Locust rather than another, better-equipped light mech? Not trying to be snarky, I just have three Locusts rusting away in my garage, and I'm still trying to find a reason to play them.

For me, it's a combination of factors.
  • I already have them. They came in my Phoenix pack, and I'm not going to buy a different light because it's "better"
  • The challenge. There is definitely a thrill to running a mech that is handicapped
  • The agility. With a 190XL, and the efficiencies unlocked, this thing can move like nobody's business.
  • The size. Seriously, it disappears in some water. A lot of mechs can't even see you.
  • The nostalgia. The Locust was one of the classics, back from the old BT days. IIRC, it was one of the first mechs you got in Crescent Hawks Revenge.
  • Stupid builds. When you are piloting a mech that you know is a throw away, you feel free to get a little more creative with your builds.
  • It's kind of liberating. When you drop in a Locust, you expect to suck. So when you have a mediocre game, it feels really good.
I do wish they'd make the legs a little less fragile against running damage, and I admittedly have to be in the right mood to want to play it. The Locust just isn't for everyone.

#93 Cimarb

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Posted 15 December 2013 - 10:00 AM

View PostBuckminster, on 15 December 2013 - 09:54 AM, said:

I do wish they'd make the legs a little less fragile against running damage, and I admittedly have to be in the right mood to want to play it. The Locust just isn't for everyone.

Exactly. For me, it's the mirror image of an atlas. I don't care for the atlas, as I can't stuff enough weapons on it to make it worth the molasses speed and responsiveness. The Locust can't mount {Scrap}, but makes up for it with amazing speed and responsiveness.

#94 HlynkaCG

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Posted 15 December 2013 - 11:17 AM

View PostBuckminster, on 15 December 2013 - 09:54 AM, said:

  • The challenge. There is definitely a thrill to running a mech that is handicapped
  • The nostalgia. The Locust was one of the classics, back from the old BT days. IIRC, it was one of the first mechs you got in Crescent Hawks Revenge.
  • Stupid builds. When you are piloting a mech that you know is a throw away, you feel free to get a little more creative with your builds.
  • It's kind of liberating. When you drop in a Locust, you expect to suck. So when you have a mediocre game, it feels really good.





Emphasis mine.

The locust has quickly become my "Zen mech" and one of my all-around favorites to run for exactly these reasons. Simply surviving a match feels pretty good, actually doing well feels amazing, and draw's massive bragging rights.

My favored Locust builds are named "Sting I", "Sting II", and "Ankle-biter"

My LCT-1M(P) and 3M are essentially identical. I named them both "Sting" because they have a sharp point and glow blue in the presence of Kuritians and Clanners. :D I circle at the edge of an engagement picking off the wounded and sniping enemies in the back with my ER when they aren't looking. I just trade the 1V's machine guns for a set of small lasers on the 3M.

My 3S plays a bit different, and frankly it's shocking how much you can rack up in the way of damage and kills simply by hanging back 200-300m and combining the fire of two LRM-5s with a medium laser. Most mechs only carry 8 - 16 points of rear armor and you can chew through that in a few seconds if your target is distracted by one of your larger teammates. Even without DHS you can fire almost continuously without overheating so get out there and score some points. :blink:

Edited by HlynkaCG, 15 December 2013 - 12:36 PM.


#95 Shadey99

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Posted 17 December 2013 - 01:28 PM

View PostTimePeriod, on 14 December 2013 - 11:20 AM, said:

Been playing 15 hours of Locust so far and what I have to say about it:

Worst 15 hours ever spent. This "Mech" (Friggen squik-toy if anything) is a waste of your time. You are too light to mount anything good, need XL190 engine and everything mastered to make any kind of impact. If it was not the last on my Lights to finish mastering I have no doubt that I would have ditched it on the side of the road with all the other lousy mechs I have ever piloted.

Other people may disagree with me, even try to tell me how much I suck, how much I am doing it wrong or some such but this is my experience so far with the Locust. This Mech' is a lousy trash-can, end of story.

I won't say your doing it wrong. The Locust is not for everyone and if it does not suit you look elsewhere. Far be it for me to say someone must like the Locust. :D

View PostGeek Verve, on 14 December 2013 - 12:47 PM, said:

I appreciate the guide. You clearly put a lot of time into it. However, aside from the Builds section and the tip on how to use the higher-mounted weapons, I didn't see much that didn't apply to pretty much *all* lights.

Therefore, my question remains: why run a Locust rather than another, better-equipped light mech? Not trying to be snarky, I just have three Locusts rusting away in my garage, and I'm still trying to find a reason to play them.

Well having played Jenners to mastery now, I can say that the Locust does still peak over ridges better. Otherwise it does have alot of tactics in common with other lights, it is a light I'd assume a certain amount of carry over. I also left off alot of situational tricks and a need to analyze the match as you play. Which is more true in a Locust than other lights (except maybe the Spider with it's fairly low firepower).

View PostCimarb, on 14 December 2013 - 10:06 PM, said:

Name your favorite light mech and tell me why to run it over another mech. I have no clue how people play commandos, yet they are some people's favorite mechs. I see a lot of Ravens running around, some with amazing success, but I have never cared for them. A lot of people are saying the Locust is horrible, but I love it. It's all about how you like to play and what works well for you. I would rather have variety than a single light mech for everyone.

If you don't like the Locust, don't use it. Some of us really enjoy it, though.

Exactly. Even if I like my Spiders and Jenners, the Locust doesn't feel that much like either of them. And you will either like it or you won't. I still love the thrill though of outscoring everyone else on my team in the lightest most under-appreciated mech in the game. Of course the next round I'll trip on a rock, get stepped on by a friendly, and die horribly without doing anything... But that is just the way it is.

#96 Yig

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Posted 24 December 2013 - 11:01 PM

Thanks for making that thread Shadey.

It will help a lot.

#97 Haji1096

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Posted 31 December 2013 - 01:15 PM

I'm on my way to mastering all three variants. Just got my speed tweak an all 3 yesterday.

One think I would like to add is control scheme matters for the Locust. Its speed and fast torso twist quirk can be disorientating. I lowered the sensitivity on my mouse a bit and started using throttle decay. Throttle decay makes it a lot easier to control your speed when turning in close quarters, so you don't fly off an edge and damage your legs.

I have the 3M set up with an XL170 and an ER PPC.

I set up the 1V with XL190 1 ERLL and a BAP.

The idea behind the first two mechs is to control the engagement range with your speed and provide harrasing fire.

For the 3S, I've settled on XL190, 2 Streaks, 1 ton ammo, BAP and an MPL. Standard anti light mech.

I do agree that the Locust should be made impervious to fall damage. Its really annoying.

#98 Dead one

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Posted 31 December 2013 - 05:45 PM

Lolcust = assault mech :rolleyes:
Spoiler


pretty standard build for the 3M, for those too lazy to search for it :http://mwo.smurfy-ne...d5e080376d597a0

#99 jper4

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Posted 31 December 2013 - 06:34 PM

View PostHlynkaCG, on 15 December 2013 - 11:17 AM, said:


My 3S plays a bit different, and frankly it's shocking how much you can rack up in the way of damage and kills simply by hanging back 200-300m and combining the fire of two LRM-5s with a medium laser. Most mechs only carry 8 - 16 points of rear armor and you can chew through that in a few seconds if your target is distracted by one of your larger teammates. Even without DHS you can fire almost continuously without overheating so get out there and score some points. :rolleyes:


i used to go with the dual LRM5s and happily lob LRMs out while capping or whatever, then some light or something would show up and even spiders laugh at your 1ML as you can't get away from them fast enough (cause you know- pebbles on the ground legging you) so i swapped out one of the LRMs for an SRM 4 and a ton of ammo. now i still try to use up all my LRM ammo first but now if something gets too close at least you have a little bit more to fight back with if you can;t outrun it.

also comes in handy if, after the LRMs are used up, there are lots of damaged mechs running around at that point in the match (you hope or your team's probably all dead by now) and adding some SRMs to that lone ML when you move in to harrass can actually be somewhat effective at that point.

and in a general note on Locusts i find that if i actually kill something in one it's almost like i've killed twice that many because of my lack of skill with them and the underdogness of the Locust in general. i think i got two kills once since using them. 3M i think it was. but i like the "LRM dingy" (cause Locusts are too tiny to qualify as "boats") 3S the best because of the silly factor. and i figure it's good practice for if/when the urbie gets added in. "Urbie?useless? Ha! i mastered LOCUSTS!"

#100 Dirt Bag Don

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Posted 15 January 2014 - 01:02 AM

just started playing my locust 3m today and got a 477 damage game with 1 kill, 10 assists and 7 components destroyed... using the 5ML build. How i wish a locust would not require 10 heat sinks then i could build the 2xAC2 locust I dream of. oh well.





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