The Underrated Locust
#121
Posted 13 March 2014 - 01:17 PM
#122
Posted 13 March 2014 - 05:36 PM
Khajja nar Jatargk, on 13 March 2014 - 11:42 AM, said:
Will you be competing in Quartum Bellum?
I don't think I will be competing in that. Partly because this is the first I've heard of it XD.
However, I'll be sure to drop by. I haven't been to C4 in a while now.
#123
Posted 13 March 2014 - 06:00 PM
mbebe23, on 13 March 2014 - 01:17 PM, said:
If you think thats something you should see me in my Spider
http://mwomercs.com/...ost__p__3220186
IraqiWalker, on 13 March 2014 - 05:36 PM, said:
However, I'll be sure to drop by. I haven't been to C4 in a while now.
eh? aren't you HHoD? I may be mistaken. Anyway its their 4v4 competition taking place next week. 220-270 tons
#124
Posted 14 March 2014 - 09:11 AM
#125
#126
Posted 14 March 2014 - 02:55 PM
did some Locusting earlier today but nowhere close to that category. 3M and 3S i've been breaking 200 on fairly regularly. think best today was a tad over 300 in the 3M, but the 1V seems to be the killer of the three lately, couple of 2 kill matches but sub 200 dmg- good KSer i guess. still get those sub 100 matches of course- usually when i try acting like a light instead of a Locust. scouting, fleeing from any light you see, and hang with the big mechs tends to work best in the non-3Ms
worst game (as far as the rest of the team went) i did 115 or so damage with the 3S i think it was. and was 4th highest scorer- only half the team even broke 100dmg and top was around 250ish. i had gone from epsi to theta capping and by the time i was done there were two people left on my team. kinda don't want to know what they did. if a locust makes you look bad...
also i swapped my 3S design again. went to 3 SRM2s and a MPL, seems slightly more effective and i don't run out of ammo quite as fast. SRM2s seem better at hitting lights than the bigger launchers for some reason.
#127
Posted 18 March 2014 - 07:24 AM
#128
Posted 18 March 2014 - 10:11 AM
Edit: I read the patch notes, and I am dissapoint. I was hoping that they'd reduce the damage you take while running in a Locust.
Edited by Buckminster, 18 March 2014 - 10:32 AM.
#129
Posted 18 March 2014 - 11:07 AM
Now give them a 4th Module Slot, buff their Speed, make MASC available - make one Locust into an ECM Variant and remove that 10 Heatsink Minimum and it might become a good light Mech.
And one Thing I love and hate about the Locust : the Cockpit. It feels really cool - just would love to see more when sitting in it. Vision is somewhat limited in those Cockpits.
btw. Hit and Run is all you can do with Locusts atm.
Another Way what you could do with it : Pack UAV+Artillery+Air Strike in it and drop them while running through Enemy Lines.
Reminds me that PGI should increase UAV Duration
Edited by Joe Decker, 18 March 2014 - 11:09 AM.
#130
Posted 18 March 2014 - 11:11 AM
#132
Posted 18 March 2014 - 11:22 AM
Joe Decker, on 18 March 2014 - 11:07 AM, said:
Now give them a 4th Module Slot, buff their Speed, make MASC available - make one Locust into an ECM Variant and remove that 10 Heatsink Minimum and it might become a good light Mech.
And one Thing I love and hate about the Locust : the Cockpit. It feels really cool - just would love to see more when sitting in it. Vision is somewhat limited in those Cockpits.
btw. Hit and Run is all you can do with Locusts atm.
Another Way what you could do with it : Pack UAV+Artillery+Air Strike in it and drop them while running through Enemy Lines.
Reminds me that PGI should increase UAV Duration
Mate: navigate to C:\program files(86)\Piranha games\Mechwarrior online\
at top left of folder window click organize>folder and search options>view>
scroll untill you find "hide extensions for known file types" Uncheck>click ok.
right click in window>new>text document> Name it "user.cfg" click yes
right click user.cfg>open with notepad
Paste in this:
Quote
save
Start mechwarrior and enjoy a better cockpit view
#133
Posted 18 March 2014 - 12:05 PM
#134
Posted 18 March 2014 - 07:48 PM
LoPanShui, on 18 March 2014 - 12:05 PM, said:
-queue awesome stats-
Good job. Also, with the new update the locust should be even more survivable.
#135
Posted 18 March 2014 - 08:51 PM
#136
Posted 18 March 2014 - 09:39 PM
I started using the hold w method for movement in order to take advantage of the Locust's high acceleration.
#137
Posted 19 March 2014 - 05:36 AM
Haji1096, on 18 March 2014 - 09:39 PM, said:
How's that been working out for you?
Honestly, I have a hard time with the 3S. I tried 4 SSRMs, but found that if I didn't have BAP and came across ECM my day was ruined, and that I had to make too many armor sacrifices. I tried dropping it to 3 or 2 SSRMs so I could add armor and BAP, and it still was lacking. I tried running it with 2 SRM4s and a SL (190XL, 125 armor) but didn't really have much more luck. My next thing was going to be playing with a pair of LRM5s.
A big part is using things like Artillery Strike. Get a group of mechs close together that don't realize you're there - that's a LOT of damage.
Edit: I've also considered lopsided builds. If you put both weapons in one arm, then you can save a good half ton of armor weight. The non-symmetrical thing really bothers me though.
Edited by Buckminster, 19 March 2014 - 05:39 AM.
#138
Posted 19 March 2014 - 09:20 AM
Buckminster, on 19 March 2014 - 05:36 AM, said:
Honestly, I have a hard time with the 3S. I tried 4 SSRMs, but found that if I didn't have BAP and came across ECM my day was ruined, and that I had to make too many armor sacrifices. I tried dropping it to 3 or 2 SSRMs so I could add armor and BAP, and it still was lacking. I tried running it with 2 SRM4s and a SL (190XL, 125 armor) but didn't really have much more luck. My next thing was going to be playing with a pair of LRM5s.
A big part is using things like Artillery Strike. Get a group of mechs close together that don't realize you're there - that's a LOT of damage.
Edit: I've also considered lopsided builds. If you put both weapons in one arm, then you can save a good half ton of armor weight. The non-symmetrical thing really bothers me though.
It works pretty well when my team has other lights that have a higher threat level than me, of course that would work with any Locust build. If a light pilot is scared of the streaks and doesn't realize how underarmored I am, then it gives me an advantage. Usually average between 200 to 300 damage, with my max being 417. The load out does not work well against assaults and runs a bit hot.
Here is the link to the mechspecs Locust 3S board:
http://www.mechspecs...php?board=169.0
#139
Posted 19 March 2014 - 10:37 AM
HammerToes51, on 18 March 2014 - 08:51 PM, said:
Glad we could help you.
This is the main reason I started this guide.
Haji1096, on 18 March 2014 - 09:39 PM, said:
I started using the hold w method for movement in order to take advantage of the Locust's high acceleration.
I would honestly recommend not using 4SSRM2s at all. Instead if you really want SSRMs put three of them and use the weight of the 4th (1.5 tons) to install a BAP. I found that 2SSRMs is an okay set up. But 3-4SRM2s was doing better for me. However that is very style dependent and as mentioned above, I am terrible with the 3S.
#140
Posted 19 March 2014 - 11:31 AM
IraqiWalker, on 19 March 2014 - 10:37 AM, said:
This is the main reason I started this guide.
I would honestly recommend not using 4SSRM2s at all. Instead if you really want SSRMs put three of them and use the weight of the 4th (1.5 tons) to install a BAP. I found that 2SSRMs is an okay set up. But 3-4SRM2s was doing better for me. However that is very style dependent and as mentioned above, I am terrible with the 3S.
Agreed. The S and I didnt get along at all. I actually bought into phoenix late and grabbed it first for cbills because I knew the grind was gonna be a suckfest.
Had my 3m out for a bit last night during the lrmpocalypse. Didnt do too bad. 3.00 in a couple drops
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