The Underrated Locust
#261
Posted 30 May 2014 - 05:31 PM
#263
Posted 30 May 2014 - 05:36 PM
Bigbacon, on 30 May 2014 - 05:32 PM, said:
this is true... the others ALL require it or watch paint dry as your heat bar SLOWLY drops....
Haven't really felt the need for it on any of mine actually - but I run kinda odd builds, plus I spend a lot of time squirreling
(IE running away trying more not to get shot than to shoot)
One of my best scoring Locust actually uses a 100std engine as well as SHS- but shhh! Don't tell anyone!
#264
Posted 30 May 2014 - 05:49 PM
#265
Posted 30 May 2014 - 05:53 PM
VexDarkness, on 30 May 2014 - 05:49 PM, said:
Rather like the spider - but trade JJ for more speed
.... but with less armor and firepower in the trade.
Slightly better as a vulture though (in my experience anyways) as the Spider encourages you to be more aggressive - which is a good way to not live long enough to be able to vulture.
#266
Posted 30 May 2014 - 06:02 PM
Shar Wolf, on 30 May 2014 - 05:53 PM, said:
One of the hardest things for me to learn with my Locusts - don't be aggressive. During my best games in my -3M (4 ML, TAG) I spent the first third of the match TAGging for the LRMboats. Even if I had a clean shot I wouldn't take it - all it does is say "hey, please shoot me!"
#267
Posted 30 May 2014 - 06:05 PM
Buckminster, on 30 May 2014 - 06:02 PM, said:
There are exceptions (neck deep in water for example) but yeah.
On the one hand - that one lesson makes you that much deadlier in everything else
(and translates fairly well into assaults, though more as "plan well ahead" than "do not be aggressive")
#268
Posted 31 May 2014 - 03:52 AM
http://starshipvonbr...eenShot0004.jpg
http://starshipvonbr...eenShot0008.jpg
http://starshipvonbr...eenShot0011.jpg
http://starshipvonbr...eenShot0018.jpg
http://starshipvonbr...eenShot0019.jpg
http://starshipvonbr...eenShot0031.jpg
http://starshipvonbr...eenShot0032.jpg
http://starshipvonbr...eenShot0034.jpg
http://starshipvonbr...eenShot0035.jpg
#269
Posted 31 May 2014 - 04:54 AM
Bigbacon, on 31 May 2014 - 03:52 AM, said:
http://starshipvonbr...eenShot0004.jpg
http://starshipvonbr...eenShot0008.jpg
http://starshipvonbr...eenShot0011.jpg
http://starshipvonbr...eenShot0018.jpg
http://starshipvonbr...eenShot0019.jpg
http://starshipvonbr...eenShot0031.jpg
http://starshipvonbr...eenShot0032.jpg
http://starshipvonbr...eenShot0034.jpg
http://starshipvonbr...eenShot0035.jpg
Great performance all in all. I notice that twice you got 11 assists. So close to the full 12 XD
#270
Posted 31 May 2014 - 08:35 AM
All - On any Locust you can run LPL only. PPC damage at close range, effective on a fast Mech that moves in, shoots, then runs. Here is one way to do it, LPL would go CT on all others.
1V - Started with the ERLL & 2MG. Sniper and Vulture build.
Then did both MPL & 4MG plus ML & 4MG. Each has advantages.
he AC2 sniper was not much when I tried it both with 1 ton ammo and 2 tons.
3M - Due to heat issues, started with 3ML & TAG. Learned to manage the 3ML Alpha heat. TAG gives away the Mech too much, given the armor, I would not recommend it. Then I went 4ML. Learned to manage the 4ML Alpha but I could never see myself going 5ML. After running the 1E, I would recommend 3ML & 2SL, see the 1E section.
3S - Some did ML & 2Streaks, others did pure SRMs. I ran 1MPL & 2SRM2 then 1ML & 2SRM2. Somehow I did better than some other Locust pilots, might be because of what is in the ammo section.
1M - Still Mastering it. First did 2ML & 2SRM2 similar to the 3S. While effective, it actually can get too high on heat unlike the 3S. Now working on Elite trying 2ML & 2LRM5, interesting mix of 3 roles (Scout, LRM boat, Vulture) but runs very armor light. Might try 2ML & NARC.
1E - Figured 4SPL & 2SL was a good start for heat management. I can use both weapons for a while then only the SLs when I need to cool off without running. After getting Basics, switched to 4ML & 2SL. Same thing though I have more range but heat up faster. I tend to use 4ML either in drive bys or poking over terrain, once the scale is high, switch to SL until it drops. 3M could do the same with 3ML & 2SL.
Ammo - I tend to only bring 1 ton ammo for anything except when trying the LRM Locust. I find Locusts don't last long enough for 2 tons to be used up enough.
#271
Posted 31 May 2014 - 10:09 PM
Merchant, on 31 May 2014 - 08:35 AM, said:
All - On any Locust you can run LPL only. PPC damage at close range, effective on a fast Mech that moves in, shoots, then runs. Here is one way to do it, LPL would go CT on all others.
1V - Started with the ERLL & 2MG. Sniper and Vulture build.
Then did both MPL & 4MG plus ML & 4MG. Each has advantages.
he AC2 sniper was not much when I tried it both with 1 ton ammo and 2 tons.
3M - Due to heat issues, started with 3ML & TAG. Learned to manage the 3ML Alpha heat. TAG gives away the Mech too much, given the armor, I would not recommend it. Then I went 4ML. Learned to manage the 4ML Alpha but I could never see myself going 5ML. After running the 1E, I would recommend 3ML & 2SL, see the 1E section.
3S - Some did ML & 2Streaks, others did pure SRMs. I ran 1MPL & 2SRM2 then 1ML & 2SRM2. Somehow I did better than some other Locust pilots, might be because of what is in the ammo section.
1M - Still Mastering it. First did 2ML & 2SRM2 similar to the 3S. While effective, it actually can get too high on heat unlike the 3S. Now working on Elite trying 2ML & 2LRM5, interesting mix of 3 roles (Scout, LRM boat, Vulture) but runs very armor light. Might try 2ML & NARC.
1E - Figured 4SPL & 2SL was a good start for heat management. I can use both weapons for a while then only the SLs when I need to cool off without running. After getting Basics, switched to 4ML & 2SL. Same thing though I have more range but heat up faster. I tend to use 4ML either in drive bys or poking over terrain, once the scale is high, switch to SL until it drops. 3M could do the same with 3ML & 2SL.
Ammo - I tend to only bring 1 ton ammo for anything except when trying the LRM Locust. I find Locusts don't last long enough for 2 tons to be used up enough.
Thank you very much. I haven't had a chance to test out the new Locusts, however, once I do, I will add them to the OP. Your insight is very appreciated, and I hope you would allow me to quote some of what you posted here.
#272
Posted 01 June 2014 - 07:00 AM
I've trying out the LRMCusttm today....
god it is an awful mess...
#274
Posted 01 June 2014 - 07:53 AM
sadly alot of the missiles go to waste.
Edited by Bigbacon, 01 June 2014 - 07:53 AM.
#275
Posted 01 June 2014 - 10:49 AM
#276
Posted 01 June 2014 - 10:56 AM
Buckminster, on 01 June 2014 - 10:49 AM, said:
but you are always vulnerable when you get caught. I always have to have a back up weapon even if it is a lonely SL...I can't bring myself to not have a weapon with infinite ammo.
tag is too much of a beacon for me all
Edited by Bigbacon, 01 June 2014 - 10:58 AM.
#277
Posted 01 June 2014 - 02:57 PM
Bigbacon, on 01 June 2014 - 10:56 AM, said:
but you are always vulnerable when you get caught. I always have to have a back up weapon even if it is a lonely SL...I can't bring myself to not have a weapon with infinite ammo.
tag is too much of a beacon for me all
Also, in locations with water, try and do the submarine play. Pop out to fire the missiles, and then immediately dive back down, to avoid return fire.
#278
Posted 01 June 2014 - 03:08 PM
Chagatay, on 23 February 2014 - 04:56 PM, said:
I truly feel sorry for the pink misty remains of the locust pilots I have killed with PPCs....they are the TRUE mechwarriors.
Real men pilot Hunchback, and Centurion's.
But true Mechwarrior pilots: Urbanmech!
#280
Posted 01 June 2014 - 04:44 PM
if you are with friendlies and can keep the enemies outside that minimum range it works well and you are so fast you can out run locks and other LRMs
Edited by Bigbacon, 01 June 2014 - 05:08 PM.
8 user(s) are reading this topic
0 members, 8 guests, 0 anonymous users