So I've decided to write a short section for each of the variants (I admit that I suck with the 3S and can not use it to it's full potential) explaining how it functions and it's strengths and weaknesses.
Boom and Zoom is an important tactic with all three mechs, I should say with all lights, but because of the low armor and high speed on the locust, it is paramount
If you are unfamiliar with BnZ
Spoiler
It's a tactic where you approach an enemy at incredible speeds, preferably from a blind angle and launch an attack at them before disappearing into the chaos. You can use it to land crippling or lethal blows to the enemy.
EDIT: Fixed the LCT-1V build link not showing up.
LCT-1V:
Spoiler
My second favorite baby (COM-2D is my favorite)
My build:
This light mech works in a very different style from most others. You're not supposed to engage the enemy and dance around in fight. The tactic you will use is that of a vulture, and very similar to Boom and Zoom.
First one needs to understand the mechanics of the weaponry, the MGs are not designed for high damage output (I have had 500 damage games with this thing early on, by sheer luck) they are designed for extreme kill potential.
Other than my BLR-1S this mech usually has my highest kill count in a match (not counting the COM-2D since I've had that for pretty much a year) that's what the 1V is designed for, quick elimination of wounded enemies.
Your ML is for fending for yourself and poking at things up to 540 meters. It can also help when peeling armor from enemies, especially unwary ones.
You are to hide somewhere away from the main fight, wait by the side lines and scan the battlefield read out, until you identify a target that has an exposed part with no armor. If you deem it worthy ( a big mech dealing/tanking lots of damage) Dive into the carnage as fast as possible. Your high speed is your advantage here and use your 4 machine guns to saw off that limb or CT, either crippling or killing the opponent out right.
Then disappear into another corner behind your team. Rinse Repeat.
I once had a match where I dealt 80 damage total, but had 5 kills and 7 assissts, and about 15 component destructions. My team, and especially my lance, loved me. I spared them from having to chase that wounded mech and take a few extra hits to get the kill shot. Instead they send me as the garbage disposal guy. I pop up and kill the stragglers and runaways.
In a pug you might get yelled at for KSing, but what matters is that your team wins.
That style of crazy Drive by has won me quite a few matches with this tiny terror. Never underestimate it's potential. It is kind of hilarious when you realize that a 20 ton mech dropped a 85, 70, 65, and 60 ton mechs in one match, as far as weight trades go that is a great one, and that's what this mech is capable of.
As you can see from the build, I have 3 tons of ammo, in case you are in a formation or situation where you will require extended forays into the battle royale.
My build:
Spoiler
This light mech works in a very different style from most others. You're not supposed to engage the enemy and dance around in fight. The tactic you will use is that of a vulture, and very similar to Boom and Zoom.
First one needs to understand the mechanics of the weaponry, the MGs are not designed for high damage output (I have had 500 damage games with this thing early on, by sheer luck) they are designed for extreme kill potential.
Other than my BLR-1S this mech usually has my highest kill count in a match (not counting the COM-2D since I've had that for pretty much a year) that's what the 1V is designed for, quick elimination of wounded enemies.
Your ML is for fending for yourself and poking at things up to 540 meters. It can also help when peeling armor from enemies, especially unwary ones.
You are to hide somewhere away from the main fight, wait by the side lines and scan the battlefield read out, until you identify a target that has an exposed part with no armor. If you deem it worthy ( a big mech dealing/tanking lots of damage) Dive into the carnage as fast as possible. Your high speed is your advantage here and use your 4 machine guns to saw off that limb or CT, either crippling or killing the opponent out right.
Then disappear into another corner behind your team. Rinse Repeat.
I once had a match where I dealt 80 damage total, but had 5 kills and 7 assissts, and about 15 component destructions. My team, and especially my lance, loved me. I spared them from having to chase that wounded mech and take a few extra hits to get the kill shot. Instead they send me as the garbage disposal guy. I pop up and kill the stragglers and runaways.
In a pug you might get yelled at for KSing, but what matters is that your team wins.
That style of crazy Drive by has won me quite a few matches with this tiny terror. Never underestimate it's potential. It is kind of hilarious when you realize that a 20 ton mech dropped a 85, 70, 65, and 60 ton mechs in one match, as far as weight trades go that is a great one, and that's what this mech is capable of.
As you can see from the build, I have 3 tons of ammo, in case you are in a formation or situation where you will require extended forays into the battle royale.
LCT-3M:
Spoiler
The little rascal or the nightmare depending on who you ask and which build I used.
Builds:
Those two builds work in different ways:
Alpha:
This build is designed for high damage and relentless assault against the enemy. With this build I would expect to see the locust in the middle of the fighting more often. Rely on your insane speed and small size to protect you. Always be surgical with those SPLs. Their rate of fire will allow for great damage, especially when set to chain fire.
Your job is going to be to scout, chase off lights and engage the enemy turning any 1v1 into a 2v1 (or 3 if you're moving fast enough to psych them out)
You can replace the SPLs for MLs for more range, I find that my speed brings me immediately into the face of the enemy where my rapid firing SPLs are more beneficial.
Bravo:
This set up is designed more for escort duty, you will not run into it outside of 12 mans very often.
2 of these running in a semicircular pattern around your team's precious assaults will guarantee that they will receive minimal damage (or none if the assaults had AMS too) that's 4AMSs working on 2 mechs only, if these 3Ms do nothing the whole match but deplete all their AMS ammo, they've already paid for their weight and cash and then some. The medium lasers are there to deter other lights, and to help in engagements.
Also, if you're engaging properly, even a 4SSRM mech is gonna have a hard time dealing with you (each AMS shoots 2 missiles per second, that's 4missiles per second with 2 AMSs.)
that's my 3M, also nicknamed "the mini jenner" because it carries just as much firepower, if not more than the "F", at the same speed (with considerably less armor though)
Builds:
Spoiler
Alpha Variant geared for damage:
http://mwo.smurfy-ne...f50672dd25317b2
Bravo Variant geared for escort duty and support:
http://mwo.smurfy-ne...2e11ef89f28db27
Alpha Variant geared for damage:
http://mwo.smurfy-ne...f50672dd25317b2
Bravo Variant geared for escort duty and support:
http://mwo.smurfy-ne...2e11ef89f28db27
Those two builds work in different ways:
Alpha:
This build is designed for high damage and relentless assault against the enemy. With this build I would expect to see the locust in the middle of the fighting more often. Rely on your insane speed and small size to protect you. Always be surgical with those SPLs. Their rate of fire will allow for great damage, especially when set to chain fire.
Your job is going to be to scout, chase off lights and engage the enemy turning any 1v1 into a 2v1 (or 3 if you're moving fast enough to psych them out)
You can replace the SPLs for MLs for more range, I find that my speed brings me immediately into the face of the enemy where my rapid firing SPLs are more beneficial.
Bravo:
This set up is designed more for escort duty, you will not run into it outside of 12 mans very often.
2 of these running in a semicircular pattern around your team's precious assaults will guarantee that they will receive minimal damage (or none if the assaults had AMS too) that's 4AMSs working on 2 mechs only, if these 3Ms do nothing the whole match but deplete all their AMS ammo, they've already paid for their weight and cash and then some. The medium lasers are there to deter other lights, and to help in engagements.
Also, if you're engaging properly, even a 4SSRM mech is gonna have a hard time dealing with you (each AMS shoots 2 missiles per second, that's 4missiles per second with 2 AMSs.)
that's my 3M, also nicknamed "the mini jenner" because it carries just as much firepower, if not more than the "F", at the same speed (with considerably less armor though)
LCT-3S:
Spoiler
The bane of my existence, I have not had a mech p**s me off or frustrate me as much as the 3S.
That is more to do with my particular play style and not the mech. As I have a friend in the same corp as me who swears by them, and I have seen him deal insane amounts of damage with it.
The main downside is that your only armament is missiles, and you WILL run out of them pretty fast.
There are several builds to try with this variant. I prefer these three:
4SRM2s, 2SRM2s (more ammo), 3SSRMs with no BAP. Use a small/ML laser with all of these.
I wish I can say more about this chasis, but I honestly did not stick with it past getting all 8 basics. If anyone here would like to contribute, I would welcome it.
What I can tell you is from my observations of this friend, he prefers SRMs on his 3S with a medium laser I believe, and he plays it in a similar style to the way I play the 1V. However, he never goes anywhere without a wingman or some sort of escort, to occupy the enemy while he cracks their rear CT open.
It works really well for him and he enjoys it. I did not use it properly myself and thus will not offer more opinions/judgement on it.
The bane of my existence, I have not had a mech p**s me off or frustrate me as much as the 3S.
That is more to do with my particular play style and not the mech. As I have a friend in the same corp as me who swears by them, and I have seen him deal insane amounts of damage with it.
The main downside is that your only armament is missiles, and you WILL run out of them pretty fast.
There are several builds to try with this variant. I prefer these three:
4SRM2s, 2SRM2s (more ammo), 3SSRMs with no BAP. Use a small/ML laser with all of these.
I wish I can say more about this chasis, but I honestly did not stick with it past getting all 8 basics. If anyone here would like to contribute, I would welcome it.
What I can tell you is from my observations of this friend, he prefers SRMs on his 3S with a medium laser I believe, and he plays it in a similar style to the way I play the 1V. However, he never goes anywhere without a wingman or some sort of escort, to occupy the enemy while he cracks their rear CT open.
It works really well for him and he enjoys it. I did not use it properly myself and thus will not offer more opinions/judgement on it.
Edited by IraqiWalker, 13 February 2014 - 03:27 PM.