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The Underrated Locust


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#1581 3xnihilo

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Posted 30 December 2014 - 11:01 AM

I am in Pennsylvania and if this is a regularly occurring event Saturdays are when I will be most likely to make it. (I am still planning on being available after 5:30pm New Year's Day in case that turns into an event.)

#1582 64K RAM SYSTEM

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Posted 30 December 2014 - 11:02 AM

I feel sad that they gave the Locust 1V a Large laser quirk... Would have been awesome if it had some good machine gun quirks instad. (Boosting the MG damage output and range.) As the mech stands now the machine guns are just too weak compared to the small lasers of LCT-1E. And sniping with a Locust is no fun. You want to run in close with those little mechs and cause havoc.

#1583 Ovion

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Posted 30 December 2014 - 01:01 PM

View Post64K RAM SYSTEM, on 30 December 2014 - 11:02 AM, said:

I feel sad that they gave the Locust 1V a Large laser quirk... Would have been awesome if it had some good machine gun quirks instad. (Boosting the MG damage output and range.) As the mech stands now the machine guns are just too weak compared to the small lasers of LCT-1E. And sniping with a Locust is no fun. You want to run in close with those little mechs and cause havoc.
The quirks of the 1V are: (standard locust speed + armour quirks)
Energy Cooldown +25% (ER Large Laser Cooldown +50%)
Laser Duration -12.5% (ER Large Laser Duration -25%)
Energy Range +15%
Ballistic Range +15%

So even not using the ERLL, there's still some pretty beefy quirks going on there.

That said, both my 1Vs (yes, I own two) play pretty similar, even though one has the ERLL + 2MGs, and the other is MPL+4MGs.

Both are fast harrassers, making close passes.

The ERLL one can just make some opening fire from cover as it circles wide if it wants, and can make heavy hitting passes with its rapid fire ERLL.

The 4MG one still cycles that MPL pretty damn fast, meaning I can come in, open up with the MGs and MPL, put in a few dozen MG rounds and 3-4 MPL shots before they even know I'm there, and by that point, I'm already on my way off.

Yes, the 1E/3M and 1M all outdamage it in straight alpha potential, but that doesn't mean the 1V is bad, or that quirks lock it to a single build.

#1584 3xnihilo

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Posted 31 December 2014 - 04:31 AM

It seems I have upset the locust fairies. In my first 11 matches with the PB I have won only 1 despite scoring as well or better than I do in my other locusts which are some of my top mechs for w/l ratio. . . Is it because I bought the Cicadas? They were never meant to replace you! Please, I might break down in tears if I have to go another day without double xp for my beautiful Pirates Bane *Sniff*

#1585 Xoco

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Posted 31 December 2014 - 06:50 AM

OMG, I finally broke 100dmg! (I actually did 180-ish!) Hooray!

Anyway, the name on the forums is the in-game name too, right? I'll start adding people. I kinda live in Thailand, so I'm 4 hours off from NZ and about 10 from Cali. The worst part is the 300+ms latency. Having 5 enemies rendered around you after you round a corner can be a bit of a nasty surprise, haha.


I tried an AC2 build on PB (just took the stock PB, remove all other weapons, remove armor, smack an AC2 and 2 sets of ammo on there--still have ECM though). It was great fun. The AC2 is pretty easy to hit with from range. However, running out of ammo is a real problem. How do you get over having an actual hard cap on how much damage you can do? Aim for the head?

#1586 3xnihilo

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Posted 31 December 2014 - 10:05 AM

Xoco, you can add me in game if you like I am often on in the mornings here which corresponds to your evenings we might see each other.

As far as the ac2 on a locust, it is not my preferred build (4ml or 4sml,2mg on the PB) but if that is what you like, then aim for areas where the armor has already been stripped from the enemy mech. Especially on ammo heavy mechs (running ac's,srm's, lrm's, etc.). If you cause an ammo explosion you get credit for the damage it does too.

#1587 Tim East

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Posted 31 December 2014 - 11:40 AM

Wish I could get the Locust IIC and put a LBX2 in there. That would be a crit-seeking troll machine.

#1588 Ovion

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Posted 31 December 2014 - 12:03 PM

View PostTim East, on 31 December 2014 - 11:40 AM, said:

Wish I could get the Locust IIC and put a LBX2 in there. That would be a crit-seeking troll machine.
That'd be nice.

Strangely, the Locust IIC doesn't have any ballistict variants till the Locust IIC 6+7, which aren't available till post 3059.

Apart from 1 variant with 2 SSRM2s, one with 2 ATM3's, one with 6 HMGs, one with 6 APGauss Rifles, it's an almost purely energy mech, with 5 pure energy variants.

It's a lovely looking mech though:
Posted Image

Edited by Ovion, 31 December 2014 - 12:05 PM.


#1589 Ovion

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Posted 31 December 2014 - 12:18 PM

Also - I really want Rocket Launchers.

RL20's would make locusts terrrifying to everyone, with a potential (one-time) alpha of 86. (RL 15's are more weight efficent though, so who knows, may?)

I'd certainly whack an RL15 on my Anansi, and a 10 on anything with a head M point. :P

#1590 IraqiWalker

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Posted 31 December 2014 - 09:02 PM

View PostOvion, on 31 December 2014 - 12:18 PM, said:

Also - I really want Rocket Launchers.

RL20's would make locusts terrrifying to everyone, with a potential (one-time) alpha of 86. (RL 15's are more weight efficent though, so who knows, may?)

I'd certainly whack an RL15 on my Anansi, and a 10 on anything with a head M point. :P


The problem you'll run into with RLs being introduced, is why would anyone use SRMs then? In TT SRMs actually had guidance, and could home in on targets if the target is NARC'd. While RLs were just deadfire like our SRMs.

True, they would be one time use, but they would make up for it with sheer devastation.

#1591 juxstapo

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Posted 31 December 2014 - 09:19 PM

Wow, seriously, I'm starting to think the Locust is kinda... underrated

#1592 Alaskan Nobody

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Posted 31 December 2014 - 09:21 PM

They are well worth their (very low) price. :P

#1593 Ovion

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Posted 01 January 2015 - 06:41 AM

View PostIraqiWalker, on 31 December 2014 - 09:02 PM, said:

The problem you'll run into with RLs being introduced, is why would anyone use SRMs then? In TT SRMs actually had guidance, and could home in on targets if the target is NARC'd. While RLs were just deadfire like our SRMs.

True, they would be one time use, but they would make up for it with sheer devastation.
Specifically that they are one time use.

Yes, it's a huge one-hit assault, yes it's low weight.
However It's 1 damage per Rocket vs 2 / 2.3 damage per SRM.

Yes, a RL10 is 0.5T, uses 1 slot and does 10 damage with a 540M range (though the spread at that range is probably horrendous), but that's only equivalanet to 4-5 SRMs.
Meaning an SRM4 about matches it per volley, and SRM6's out damage. A SRM4 needs at least 2.5T to be used, and a SRM6 needs 3.5T instead of 0.5, and has half the range, but even with a Half Ton of Ammo, both can do up to 115 damage for that.
Yes the RL20 is 1.5T, meaning you can easily put it on a locust in place of an SRM2+0.5T of ammo.
Yes, it's a 360M range and 20 damage, but that SRM2 can put out that same 115 damage as above over time.

So you can put out an alpha of 80 with 4 RL20s, but 2 SRM6's with .5t of ammo can do it in 3 volleys for only .5T more, and still get another 1.5 volloys out.

The nice of the Rocket Launcher series of weapons is the low weight and that it dumps it's load in one hit.
It makes a fantasitc backup weapon if you have a free slot, or free 0.5-1.5T of weapons, that little bit of extra kick without dedicating a significant amount of resources to it, at the payoff of sustainability.

Or, in the case of the Locust and similar fast mechs, it gives you a swift punch to open with.
You can choose a priority target, swoop in and end it.
Sure afterwards you've only got 1 light backup weapon, but you walked up and destroyed something big first. :)

#1594 IraqiWalker

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Posted 01 January 2015 - 06:44 AM

View PostOvion, on 01 January 2015 - 06:41 AM, said:

Specifically that they are one time use.

Yes, it's a huge one-hit assault, yes it's low weight.
However It's 1 damage per Rocket vs 2 / 2.3 damage per SRM.

Yes, a RL10 is 0.5T, uses 1 slot and does 10 damage with a 540M range (though the spread at that range is probably horrendous), but that's only equivalanet to 4-5 SRMs.
Meaning an SRM4 about matches it per volley, and SRM6's out damage. A SRM4 needs at least 2.5T to be used, and a SRM6 needs 3.5T instead of 0.5, and has half the range, but even with a Half Ton of Ammo, both can do up to 115 damage for that.
Yes the RL20 is 1.5T, meaning you can easily put it on a locust in place of an SRM2+0.5T of ammo.
Yes, it's a 360M range and 20 damage, but that SRM2 can put out that same 115 damage as above over time.

So you can put out an alpha of 80 with 4 RL20s, but 2 SRM6's with .5t of ammo can do it in 3 volleys for only .5T more, and still get another 1.5 volloys out.

The nice of the Rocket Launcher series of weapons is the low weight and that it dumps it's load in one hit.
It makes a fantasitc backup weapon if you have a free slot, or free 0.5-1.5T of weapons, that little bit of extra kick without dedicating a significant amount of resources to it, at the payoff of sustainability.

Or, in the case of the Locust and similar fast mechs, it gives you a swift punch to open with.
You can choose a priority target, swoop in and end it.
Sure afterwards you've only got 1 light backup weapon, but you walked up and destroyed something big first. :)


The LCT-3S would become a true monster (4 Missile hardpoints). Just walk up to one mech and hit it with 4 RL 20s) That assault mech is no longer in the fight.

#1595 Xoco

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Posted 01 January 2015 - 06:47 AM

View PostOvion, on 31 December 2014 - 12:03 PM, said:

That'd be nice.

Strangely, the Locust IIC doesn't have any ballistict variants till the Locust IIC 6+7, which aren't available till post 3059.

Apart from 1 variant with 2 SSRM2s, one with 2 ATM3's, one with 6 HMGs, one with 6 APGauss Rifles, it's an almost purely energy mech, with 5 pure energy variants.

It's a lovely looking mech though:
Posted Image

So pretty.

Are all the mechs that are in the game from the books/games? (As in, they have the same names/hard points/specs)?

I finally dropped a 190XL engine onto my missile guy (now rocking 2x SRM4). I'm still pretty bad at it, but at least I can break 150dmg barrier with it now. Just need a good name for it and a proper coloring scheme. I hope PGI puts those paints on discount soon.

#1596 Ovion

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Posted 01 January 2015 - 07:08 AM

View PostShar Wolf, on 31 December 2014 - 09:21 PM, said:

They are well worth their (very low) price. :P
On the one hand.... yes, they're worth everything I've put into them....

On the other:
Locusts x7:
9,120,588 C-Bills + 1500MC
This isn't too bad. 7 mechs for the cost of an Atlas. Good so far. Ok, so most will have 6 at most, but hey.

After that, you've got to get Endo-Steel and Ferro-Fibrous for each.
That's 5 FF and 4 Endo respectively for another million and change.

Then all but two need DHS.
5xDHS = 7,500,000 C-Bills.
Ok, so this is partially my own fault, you can easily halve these amounts, but then it isn't taking it to the logical extreme and isn't as amusing. ;)
Plus these numbers are for the Locust enthusiast.

Then you're looking at 1-6 XL190's at 3,103,083 a pop.
And you need to pay for the armour, weapons, ammo and heatsinks.

So for 7, kitted out properly, you're looking at 38,392,156 C-Bills (and 1500MC) in hardware.

Still, 7 mechs kitted out at an average of 5.5mil C-Bills apiece, not too bad.

Then we move to modules!
Without going too hard into it, you're looking at 9,080,000 each in Weapons modules and consumable, plus (an interchangable) 18 million in Mech Moduels.

So that's 119,952,156 million C-Bills. :(
And if you're especially crazy and don't want to have to switch round modules, that's another 108mil. :(

227,952,156 C-Bills.
That's what I need to kit them all out to the gills, that's my goal by christmas 2015..

I'm part way there already, and it's only about 600,000c-bills a day I need to earn.
Perfectly reasonable.

#1597 Ovion

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Posted 01 January 2015 - 07:12 AM

View PostXoco, on 01 January 2015 - 06:47 AM, said:

So pretty.

Are all the mechs that are in the game from the books/games? (As in, they have the same names/hard points/specs)?

I finally dropped a 190XL engine onto my missile guy (now rocking 2x SRM4). I'm still pretty bad at it, but at least I can break 150dmg barrier with it now. Just need a good name for it and a proper coloring scheme. I hope PGI puts those paints on discount soon.
Yes. Bar a couple of Heros (Though most heroes are only in name, rather than hardpoint matching) and one Enforcer Variant, every mechs from TT, and the stock loadout is the stock TT loadout.

Variants available are as per the timeline and when it was released.

#1598 IraqiWalker

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Posted 01 January 2015 - 07:15 AM

View PostXoco, on 01 January 2015 - 06:47 AM, said:

Are all the mechs that are in the game from the books/games? (As in, they have the same names/hard points/specs)?


Yes. So far they are from the game (some variants are not. Made up by PGI, like some of the heroes). Every chassis we have is from the game.

#1599 3xnihilo

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Posted 01 January 2015 - 09:31 AM

View PostXoco, on 01 January 2015 - 06:47 AM, said:

Just need a good name for it and a proper coloring scheme. I hope PGI puts those paints on discount soon.



I named all of mine after cookies 1e-Oreo, 3s-Chip, 3m-Grasshopper, PB-Tag-a-long (if you haves a Girl Scout you understand).

#1600 STEF_

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Posted 01 January 2015 - 12:07 PM

As said in previous posts, after mastering com and firestarters, I wanted to pilot locust.
This is my first run :)Posted Image

I think LCT is OP.
A couple of kills were stolen... it would be 5 k.... :(





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