The Underrated Locust
#4381
Posted 01 November 2016 - 03:29 PM
I would never recommend using LRMs on Lights because you can't mount enough to be even mildly effective and the weapon itself is highly inefficient. Outside of extremely limited circumstances, it's inadvisable... But to each his own.
#4382
Posted 01 November 2016 - 03:48 PM
#4383
Posted 01 November 2016 - 04:20 PM
Thor Sten, on 01 November 2016 - 01:59 PM, said:
thank you. now i know its not me going crazy. its pgi fault. as it should be.
Edited by Ustarish, 01 November 2016 - 04:39 PM.
#4384
Posted 01 November 2016 - 05:08 PM
Ustarish, on 01 November 2016 - 04:20 PM, said:
It happens when you collide with any steep, rounded object, actually. Or really, any piece of terrain with a steep slope. Bonus points when you collide while using jumpjets, because you're going to get stuck in the air for like 10-15 seconds and come down with enough impact to strip 30+ points of health from each leg.
Because apparently fall damage is calculated by airborne duration (minus jumpjetting), instead of the velocity at time of impact, as it should be.
Edited by Fox With A Shotgun, 01 November 2016 - 05:09 PM.
#4385
Posted 01 November 2016 - 06:40 PM
Fox With A Shotgun, on 01 November 2016 - 05:08 PM, said:
It happens when you collide with any steep, rounded object, actually. Or really, any piece of terrain with a steep slope. Bonus points when you collide while using jumpjets, because you're going to get stuck in the air for like 10-15 seconds and come down with enough impact to strip 30+ points of health from each leg.
Because apparently fall damage is calculated by airborne duration (minus jumpjetting), instead of the velocity at time of impact, as it should be.
While the damage taken from those incidents isnt nearly 30 per leg (Closer to 7-12, depending), it does hurt and shouldn't happen... But at least it doesnt happen as often as it did before. And the damage is in fact calculated based on the velocity, not duration. The instances of being stuck and released cause damage because the game is calculating your time stuck as legitimate 'hang time', running the number through the velocity algorithm assuming you've just spent all that time in an unhindered descent, resulting in a high descent speed value. So when you finally get unstuck, it spits out an absurd descent velocity numeric and applies the associated damage value... That's why it hurts.
PGI apparently hasn't figured out that adding a simple Y movement distance check to the code would at least remove the taking damage portion of getting stuck.
Edited by DrxAbstract, 01 November 2016 - 06:43 PM.
#4386
Posted 01 November 2016 - 07:28 PM
This is a problem with all lights, but the Locust in particular. They just don't reward you for noncombat actions.
#4387
Posted 01 November 2016 - 07:31 PM
DrxAbstract, on 01 November 2016 - 06:40 PM, said:
PGI apparently hasn't figured out that adding a simple Y movement distance check to the code would at least remove the taking damage portion of getting stuck.
I've actually had a case on Crimson Straits when I used JJs to try and climb onto one of the round roofed buildings on the tunnel side of the map, and got stuck there for a full minute. My Kit Fox went from full armor on legs to bright orange structure in one fall...
#4388
Posted 01 November 2016 - 09:41 PM
Blind Baku, on 01 November 2016 - 02:32 PM, said:
This was the best I could quickly pump out... I would love to hear is anyone else runs this (or anything like it) and how the heat effects the play.
We have a locust build called "The Littlest LRM Dingy", and it's not really "viable", but it works.
3xnihilo, on 01 November 2016 - 03:48 PM, said:
One of the badges in my signature is actually a reference to that Commando build reducing entire assault lances to dust. You can't imagine it now, but back then that fireball slinging wizard was a walking death engine, and the source of much frustration. Much like Wizards back in 3rd ed. D&D.
#4389
Posted 01 November 2016 - 10:52 PM
IraqiWalker, on 01 November 2016 - 09:41 PM, said:
We have a locust build called "The Littlest LRM Dingy", and it's not really "viable", but it works.
One of the badges in my signature is actually a reference to that Commando build reducing entire assault lances to dust. You can't imagine it now, but back then that fireball slinging wizard was a walking death engine, and the source of much frustration. Much like Wizards back in 3rd ed. D&D.
I personally use the quad ML PB. Much fun. Although, I do dearly wish to get my hands on the 1V. MGS FOR DAYS.
Edit: Those of you who like the Lurm Lolcust will love the Howler. 20 ton clan lurmer that runs almost as fast as the Locust and isn't undertonned on ammo.
Edited by Requiemking, 01 November 2016 - 10:56 PM.
#4390
Posted 02 November 2016 - 03:13 AM
Arkama, on 01 November 2016 - 07:28 PM, said:
Totally. I had a domination game yesterday where I was first to the circle in my LCT-3M and we ran out the timer before the enemy team got there. Nobody on either team had any damage. I made enough c bills to cover the UAV I launched.
Edited by itsGreyspot, 02 November 2016 - 03:16 AM.
#4391
Posted 02 November 2016 - 07:35 AM
Blind Baku, on 01 November 2016 - 02:32 PM, said:
This was the best I could quickly pump out... I would love to hear is anyone else runs this (or anything like it) and how the heat effects the play.
back when the LCT 1M had insane energy range quirks(the energy range quirks got tag out to 1100m something) i ran the littlest lrm dingy with tag with good results.
http://mwo.smurfy-ne...79065df43ba524a
basicly it was swing wide get behind the reds and tag. from anywhere from 500m to 1000m. once you had good locks and could count on the team to use them you moved up and pounded on other LRM boats hiding in the rear. god help you if you got caught by another light. anything else and you could out run get 300M plus range circle and hit them with LRMs. you really had to watch out for AMS. but when you caught an LRM crab hiding in the back it was lights out as you could core out it's rear CT in about 3 good volleys.
the best part of teh littlest LRM dingy was when you were last mech and everybody was raging about a locust with just LRMS. good practice avoiding getting hit when you run into the RED ball and count coup with just a tag and no ammo
Edited by loopala, 02 November 2016 - 05:47 PM.
#4392
Posted 02 November 2016 - 05:08 PM
Fox With A Shotgun, on 01 November 2016 - 07:31 PM, said:
I've actually had a case on Crimson Straits when I used JJs to try and climb onto one of the round roofed buildings on the tunnel side of the map, and got stuck there for a full minute. My Kit Fox went from full armor on legs to bright orange structure in one fall...
That was supposed to read "for me". I havn't run a JJ-capable Light in a few weeks, so my leg damage lately has been from running down hillsides and finding a movie stunt ramp along the way at 165kph that makes the last half of the descent a not-so-elegant free fall, with an Tail Spin-esque landing. Forget about the enemy shooting us, we do a fantastic job of beating ourselves up already.
#4393
Posted 03 November 2016 - 06:21 AM
http://mwo.smurfy-ne...79065df43ba524a
played squirrel in the early game, till the reds engaged our heavies. doubled back with a RVN and a crow chasing me ran right through the middle of the reds murder ball popped a UAV dropped my arty and skedaddled to the other side of my team. a locust was messing with my lrm boats, so i engaged. well HOTH is pretty wide open. i was able to stay at 200~300m hold tag on the red locust and got a solo kill on a locust in a locust with just LRMs wish i had the gun cameras rolling...
been playing too many assaults lately almost forgot how much fun the littlest LRM dingy is.
in another game kept a LRM DDC busy for over 5 min. while the team dealt with the rest of them. heck even had a hunchback come over to play for 3 of those minutes. DDC was mad as i had stripped most of his rear armor before he turned around to see what was there. took him 3 times to see me. hide wait for him to start lobbing lrm, Peak out, TAG, nail with 10 LRMs from 200m, watch hips, hide, repeat. silly atlas hiding in the back all alone. getting only 180 dam....
#4394
Posted 03 November 2016 - 09:10 AM
I managed to sneal in a good 4 hours of game play the other night (a rarity of me these days) and had modest (at best) success with my LRM MLX while streaming, but it was a lot of fun seeing what kind of shenanigans you can do in an LRM light.
#4395
Posted 03 November 2016 - 10:18 AM
#4396
Posted 03 November 2016 - 05:27 PM
Autologus, on 03 November 2016 - 10:18 AM, said:
Or, if you really want to troll someone by becoming a two-shot claymore mine, 4 x SRM6 + XL100, 0.5 tons ammo.
The reaction on a direwhale when you power back on when he walks past and you unload into his rear CT...glorious.
#4397
Posted 07 November 2016 - 10:38 AM
Blind Baku, on 03 November 2016 - 09:10 AM, said:
I managed to sneal in a good 4 hours of game play the other night (a rarity of me these days) and had modest (at best) success with my LRM MLX while streaming, but it was a lot of fun seeing what kind of shenanigans you can do in an LRM light.
You know, I have an absurd amount of fun in my Lynxes. Ixve even got one with 3xSRM4 that approximates a jumping Commando.
I'm mighty tempted to (t)roll out a LRM version for a few drops of lolz. It's incredibly irresponsiblen sure. But then that's a big part of why Lynxes are fun to begin with.
#4398
Posted 07 November 2016 - 01:46 PM
Virlutris, on 07 November 2016 - 10:38 AM, said:
I'm mighty tempted to (t)roll out a LRM version for a few drops of lolz. It's incredibly irresponsiblen sure. But then that's a big part of why Lynxes are fun to begin with.
The build I use (I've got the three that I keep running, ECM/ERPPC - which is a fun LCT too, "Butt Goblin" = 2SRM4 3 SPL 2(?)t ammo, or the LRM with 2LRM5s/ERML/ECM) doesn't consistantly score as high as the non-LRM builds but trolling people in an ECM LRM light that poptarts for days can be a lot of fun.
#4399
Posted 14 November 2016 - 07:50 AM
Small Laser
• Range increased to 150 (from 135)
• Max Range increased to 300 (from 270)
LCT-1E, STD190, 3DHS, 6SLs, Max armor (except head, only 5 there).
Zombie LCT?
Edited by Blind Baku, 14 November 2016 - 07:51 AM.
#4400
Posted 14 November 2016 - 08:10 AM
Blind Baku, on 14 November 2016 - 07:50 AM, said:
Small Laser
• Range increased to 150 (from 135)
• Max Range increased to 300 (from 270)
LCT-1E, STD190, 3DHS, 6SLs, Max armor (except head, only 5 there).
Zombie LCT?
The 1e used to have really good sl quirks and that build was pretty decent. But, I don't know that a small range increase will make that much of a difference, but maybe. They could have reduced cooldown time too and it might have made sl a worthwhile weapon.
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