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The Underrated Locust


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#181 Ruccus

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Posted 04 May 2014 - 03:56 AM

View PostIraqiWalker, on 29 April 2014 - 04:52 PM, said:


Nice, that's an interesting set up. I tend to always go max engine, mainly because of the fact that I want as much speed as possible.


When I initially got my three Locusts (Phoenix pack) I used a 180XL in it almost exclusively because I already had the engine from a slower, weapon-heavy Blackjack build I was using. I've since added a 190XL to my parts bin and do notice the difference between equipping the two engines, but the 180XL is competent enough in most situations except tanging with another really fast (160kph+) light. If you've got the fast light on the ropes you need the engine to keep up with him, and if he decides to turn and tangle with you and it doesn't go well for you, you need all the speed you can get to break off and find your closest teammate.

I think with my LCT-3S (triple SRM2 build) I'll keep using the 190XL because with the bigger engine it's easier to unload the SRMs and get out again, but with the 1V and 3M I feel I can drop down to the 180XL and get a useful advantage from the extra half tonne. 160.4kph (180XL plus speed tweak) isn't exactly chopped liver, but it's also not 169.3kph (190XL plus tweak). There are times when you don't need that extra 9kph but can use the extra weight to make a build stronger.

I'd advise against going much slower than 150kph though; I have a feeling it will decrease the mech's survivability exponentially. The stock 160 (129.6kph, 142.6kh with tweak) isn't enough power in my opinion, though when I was using it it was just to test out the stock builds back when the Locust had the bigger leg hitboxes - 140kph might be survivable for a locust now but I haven't tried it; 145.8kph (180XL without tweak) was borderline with the old hitboxes - I had mostly adequate matches, though my disappointing matches seemed to be more common than my good matches to the point that I ended up using GXP (that I'd converted from mech XP during a 50% sale) to buy my way to speed tweak rather than grind the locusts to it.

If I'd have to suggest a general guideline, I'd say ideally you'd want a 190XL until you get Speed Tweak, then if you feel your build can put the extra half tonne to good use you can consider a 180XL. If you have to run a 180XL without tweak from the start (already have a 180XL and you're not Mr. Moneybags, able to drop 6 million credits on two XL engines for a light), then always beware of the fast enemy light and head straight for your closest teammate if he gets a bead on you.

#182 Fire and Salt

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Posted 04 May 2014 - 11:21 AM

There are 3 engines to use in a Locust:
XL190
XL180
XL170

There is a .5 ton step between those 3 sizes. Note that for the 170, you add an external heat sink and then its .5 lighter than the 180.

For oddball builds:
XL145
XL125
XL100


------

My overall KDR in all mechs is a little over 1.4
So the Locust actually boosts my KDR....

(The true reason for this is that I play comp. and my team wont let me use them but whatever...)

Posted Image

Edited by Fire and Salt, 04 May 2014 - 11:28 AM.


#183 Dracol

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Posted 04 May 2014 - 11:41 AM

For me, Locusts and Commandos are fun simply for the 1-shot factor. You gotta be on your toes, always aware of your surroundings, never stop moving, and never run in a straight line. If you're looking for an easy time, look else where.

Now if you're looking for a edge of your seat ride, hello Locust. The OP laid out a nice selection of Loci. I really liked the machine gun tactics he outlined. If caught alone or when the enemy first engages your team, a locust can easily be picked off. But, during the heat of combat, a locust buzzing by sawing off an arm tends to get over looked...especially if it hadn't been picked up on radar prior to the brawl starting.

#184 IraqiWalker

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Posted 04 May 2014 - 11:52 AM

View PostDracol, on 04 May 2014 - 11:41 AM, said:

For me, Locusts and Commandos are fun simply for the 1-shot factor. You gotta be on your toes, always aware of your surroundings, never stop moving, and never run in a straight line. If you're looking for an easy time, look else where.

Now if you're looking for a edge of your seat ride, hello Locust. The OP laid out a nice selection of Loci. I really liked the machine gun tactics he outlined. If caught alone or when the enemy first engages your team, a locust can easily be picked off. But, during the heat of combat, a locust buzzing by sawing off an arm tends to get over looked...especially if it hadn't been picked up on radar prior to the brawl starting.


That's why Having an ECM mech in the middle of the fray to scramble detection even more, is a great boon. Can't tell you how many times I've had games where I managed to sit still behind an enemy big mech, right between their legs, and just rip their legs off. One time I did that to a 3LBX cataphract, the ammo explosion from his leg freaked the hell out of me, and I started running around in terror thinking someone called an arty on top of me. Hearing me on comms made my entire lance burst out laughing.

#185 Bigbacon

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Posted 05 May 2014 - 03:29 AM

I'm really confused with the 1V (4 ballistics)

using 4MGs and 1 MPL and just not getting it....you are useless until the brawls happen and even then you can't help until the big boys start trashing other mechs.

big open maps you are toast, maps like Manifold you can run around and hit N run.

I guess I just don't get the usefulness of the MG. I know they do like no armor damage but even if you unload hundreds of rounds still seems like you can't help out. Out of the locusts I have, I find this one to be the worst.

#186 Bigbacon

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Posted 05 May 2014 - 03:33 AM

View PostDracol, on 04 May 2014 - 11:41 AM, said:

For me, Locusts and Commandos are fun simply for the 1-shot factor. You gotta be on your toes, always aware of your surroundings, never stop moving, and never run in a straight line. If you're looking for an easy time, look else where.

Now if you're looking for a edge of your seat ride, hello Locust. The OP laid out a nice selection of Loci. I really liked the machine gun tactics he outlined. If caught alone or when the enemy first engages your team, a locust can easily be picked off. But, during the heat of combat, a locust buzzing by sawing off an arm tends to get over looked...especially if it hadn't been picked up on radar prior to the brawl starting.


this is what I've been trying to spend some time doing, specially on maps where LRM boats like to sit way in the back somewhere with no friends to immediately help them out. Just never seem to have enough fire power to make it work though or my circling skills are terrible.

Still digging the 1E and now kinda liking the 3M. There is something great about coming out with a good round in a locust. Seeing 300-400 DMG, plenty of assists and a few kills is a good time for the lightest mech

#187 IraqiWalker

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Posted 05 May 2014 - 08:04 AM

View PostBigbacon, on 05 May 2014 - 03:29 AM, said:

I'm really confused with the 1V (4 ballistics)

using 4MGs and 1 MPL and just not getting it....you are useless until the brawls happen and even then you can't help until the big boys start trashing other mechs.

big open maps you are toast, maps like Manifold you can run around and hit N run.

I guess I just don't get the usefulness of the MG. I know they do like no armor damage but even if you unload hundreds of rounds still seems like you can't help out. Out of the locusts I have, I find this one to be the worst.


Drop the MPL, that's step one. Switch to ML.

You are not going to be a big damage mech, you're a vulture, your job is to pick the dying and make them dead.

The MGs deal small amounts of damage, however, they have a high rate of critting (inflicting damage to internal components) as such, use them to hit areas with no armor left. Don't brawl, don't stay in the fight more than a minute.

You dive in, deal some damage, maybe even get a kill, and dive out.

It's not unusual for me to end a game with 150 damage, but 4 kills in that LCT-1V. I let the big boys deal the damage, then I shear some limbs and CTs from the enemies they crack open, and that allows them to focus on killing something else faster. I've had a game where I ended with 98 damage, 0 kills, and 10 assists. The only thing I did that game is target weapons on enemy mechs.

Took off the side torso on a 6MG jager, and made it lose 3 of the MGs, plus an ERLL. Then took off the arm on a Yen Lo, the side torso on a Gauss Misery, the right arm on a Boar's Head, and legged a couple of lights, before running away and letting someone else kill them. Got no kills, but I crippled half the enemy team.

Don't expect high damage numbers in the 1V, but expect a lot of internal destruction, and kills. That's what the MGs do.

For high damage I recommend the 3M, with 5MLs, or SPLs, it's a beast.

#188 Ruccus

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Posted 05 May 2014 - 09:21 AM

View PostBigbacon, on 05 May 2014 - 03:29 AM, said:

I'm really confused with the 1V (4 ballistics)

using 4MGs and 1 MPL and just not getting it....you are useless until the brawls happen and even then you can't help until the big boys start trashing other mechs.

big open maps you are toast, maps like Manifold you can run around and hit N run.

I guess I just don't get the usefulness of the MG. I know they do like no armor damage but even if you unload hundreds of rounds still seems like you can't help out. Out of the locusts I have, I find this one to be the worst.


As IraqiWalker mentions, you're a vulture not a hunter. I think my 1V currently has a small laser and BAP as its 'two tonnes that aren't MGs' just to get target information quicker and annoy ECM lights, and I remember yesterday a 3 kill conquest match on Therma where I capped two points then got into the action. By that time there were wounded enemy mechs so the MGs were in constant use.

Another option is to swap the ML for a TAG. Assuming you have some missile boats on your team, tagging enemies helps you get credits and helps you to soften up enemy mechs for when you swoop in for a kill. I remember using that build while sneaking around River City and running into an ECM Raven (who was doing the same). I opened up on it with my MGs and the TAG and a few seconds later I see three vollies of LRMs arcing through the air at the Raven - he broke off the engagement and died later, giving me an assist.

For a map-specific tactic for HPG Manifold, I find that many mechs can't fit under the ramp leading up to the top tier in the center but the Locust can - I use that to hide from heavier mechs I'm picking away at in that area of the map, and being close to the wall and a corner helps to block LRM volleys. You can use the Training Grounds to launch into maps to find areas you might not think to look for during a match, which is something to go regardless of which mech to want to pilot. Knowing where a Locust can hide to TAG or snipe enemy mechs, what hills you can climb that heavier mechs can't, and where you can shut down and hide in case you're the last mech on a Conquest match where you're waiting for the win can help you and your team a lot.

#189 Dawnstealer

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Posted 05 May 2014 - 09:35 AM

It is really difficult to have a great game in a Locust, but they are fun. My current build I'm running right now exemplifies this:

http://mwo.smurfy-ne...60e915337520585

#190 IraqiWalker

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Posted 05 May 2014 - 01:06 PM

View PostDawnstealer, on 05 May 2014 - 09:35 AM, said:

It is really difficult to have a great game in a Locust, but they are fun. My current build I'm running right now exemplifies this:

http://mwo.smurfy-ne...60e915337520585

I love seeing crazy builds like that. So many of those "this shouldn't work, but it somehow does" designs, are just fun to play.

#191 Dawnstealer

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Posted 05 May 2014 - 01:13 PM

It's real hit or miss - I've hat a few games where I've had three kills and 400 damage, but the majority of the time, I get snap-shotted by a Gauss or AC20, and that's the game.

#192 Bigbacon

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Posted 05 May 2014 - 02:48 PM

View PostDawnstealer, on 05 May 2014 - 01:13 PM, said:

It's real hit or miss - I've hat a few games where I've had three kills and 400 damage, but the majority of the time, I get snap-shotted by a Gauss or AC20, and that's the game.


that how my locust rounds go as well.

#193 Bigbacon

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Posted 06 May 2014 - 05:24 AM

so...does artimis + SRM do anything? worth it?

#194 Bigbacon

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Posted 06 May 2014 - 06:06 AM

and has anyone tried the 1M with 170XL, 2 SRM2, and 2 ML?

without DHS, I assume it will run into heat issues?

also now undecided if my current setup is better to have an extra ton of SRM ammo or have BAP.

Edited by Bigbacon, 06 May 2014 - 06:07 AM.


#195 Alaskan Nobody

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Posted 06 May 2014 - 07:24 AM

View PostBigbacon, on 06 May 2014 - 05:24 AM, said:

so...does artimis + SRM do anything? worth it?

Tightens the spread - but you just don't have the tonnage. :)

View PostBigbacon, on 06 May 2014 - 06:06 AM, said:

and has anyone tried the 1M with 170XL, 2 SRM2, and 2 ML?

without DHS, I assume it will run into heat issues?

I ran an XL180 2SRM2 1ML on the other missile one (with AMS mounted) it didn't run to hot on SHS....

#196 IraqiWalker

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Posted 06 May 2014 - 09:57 AM

View PostBigbacon, on 06 May 2014 - 06:06 AM, said:

and has anyone tried the 1M with 170XL, 2 SRM2, and 2 ML?

without DHS, I assume it will run into heat issues?

also now undecided if my current setup is better to have an extra ton of SRM ammo or have BAP.

BAP is not going to be useful to you if you are running SRM2s. Unless you meant SSRM2s. Then BAP becomes helpful.

#197 Bigbacon

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Posted 06 May 2014 - 01:07 PM

does BAP help my teammates at all?

#198 IraqiWalker

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Posted 06 May 2014 - 01:12 PM

View PostBigbacon, on 06 May 2014 - 01:07 PM, said:

does BAP help my teammates at all?

Yes. Here's how:

1- You will be able to lock on to enemies from longer range. So it will be helpful for scouting and basic spotting. (I would though leave it to other lights to do that, as the weight trade off might be too much)

2- If you are within an ECM field, you will shut down 1 ECM, and that helps your entire team (2 ECMs overlapped will counter your BAP)

Those are the two solid benefits for having BAP on a mech. On a locust I would rarely recommend it, unless you are running 2SSRM2s on a LCT-3S.

#199 Bigbacon

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Posted 06 May 2014 - 04:15 PM

man I just had an oddly awesome round in a 1V with only an ERLL.....
1 kill, 7 assists, 300 some damage and I survived like 5 minutes by myself vs 3 others on manifold....

manifold has got to the best map in the game....so many opportunities to get stuff done.

#200 IraqiWalker

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Posted 06 May 2014 - 07:19 PM

View PostBigbacon, on 06 May 2014 - 04:15 PM, said:

man I just had an oddly awesome round in a 1V with only an ERLL.....
1 kill, 7 assists, 300 some damage and I survived like 5 minutes by myself vs 3 others on manifold....

manifold has got to the best map in the game....so many opportunities to get stuff done.

Glad you're enjoying it.

I personally love manifold when I'm running lights. So many nooks and crannies to hide and slip through. Here's something to try out next time. The ramps that lead to the top of the "Pyramid" you can actually squeeze under them in a light mech, and a lot of the time people won't even notice that you're there. Can be real fun when trying to juke someone. Or when dodging LRMs.





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