The Underrated Locust
#781
Posted 12 September 2014 - 01:30 PM
But that's me.
#782
Posted 12 September 2014 - 03:24 PM
Bigbacon, on 12 September 2014 - 12:15 PM, said:
Yes, this will happen I wasn't totally sold on them when I only had the 3s but the 1e won me over. The 190xl is top priority on my shopping list right now and I am about halfway there so it won't be long.
#783
Posted 13 September 2014 - 07:28 PM
I think the E will be my go-to.
#787
Posted 14 September 2014 - 11:18 AM
Today I got 6 kills and dealt 684 damage in my 1E. I pretty much single-handedly assassinated 2 Stalkers, 1 Shadowhawk and 1 Catapult in their rear CT's. We still lost, and I was the only player on my team with kills.
It's funny how some matches turn out.
#788
Posted 14 September 2014 - 11:37 AM
like this?
http://mwo.smurfy-ne...89cd8abec4b5784
or
http://mwo.smurfy-ne...45bf4bf78bb6852
Edited by Bigbacon, 14 September 2014 - 11:37 AM.
#791
Posted 14 September 2014 - 12:33 PM
Why on earth locust have 18 max armor in head? i'd rather have that armor elsewhere... i mean more than 10% of all armor in a place not likely to get hit at all. No reason to shoot there even if i'm standing still, since leg is easier to hit and without it i'm dead meat, or side torso - still death (and less armor there)... if it was known that said cabin have 5 max armor - maybe someone would start shooting there, thus saving my (now even more armored) legs and side torsoes. (given that i hardly remember being less than 40% - good chunk of precious hp also resides in useless head).
(Also i'm not happy that lrm manage to hit me even i'f i'm going full speed - thats just stupid imo)
#792
Posted 14 September 2014 - 12:35 PM
Same as all mechs have a set minimum 10 heat sinks.
That's just how it is.
It's like, why does an Assault Mech with 100+ points of armour in places still only have 15+18pts of armour in the head.
Honestly, I think it should scale.
Cockpit have a set crit value of 15hp, then the armour / head internal points scales to the weight.
This wouldn't increase armour elsewhere for the locust, but it'd help Assaults a little.
Also moaning that LRMs going at 160m/s (576km/h) can catch your mech going at most 48m/s (173km/h) is a bit ludicrous.
(And missiles irl go even faster than this, with sub-sonic munitions going around 800km/h and super-sonic going over 1225km/h.)
Edited by Ovion, 14 September 2014 - 12:49 PM.
#793
Posted 14 September 2014 - 02:39 PM
Ovion, on 14 September 2014 - 12:35 PM, said:
Same as all mechs have a set minimum 10 heat sinks.
That's just how it is.
It's like, why does an Assault Mech with 100+ points of armour in places still only have 15+18pts of armour in the head.
Honestly, I think it should scale.
Cockpit have a set crit value of 15hp, then the armour / head internal points scales to the weight.
This wouldn't increase armour elsewhere for the locust, but it'd help Assaults a little.
Also moaning that LRMs going at 160m/s (576km/h) can catch your mech going at most 48m/s (173km/h) is a bit ludicrous.
(And missiles irl go even faster than this, with sub-sonic munitions going around 800km/h and super-sonic going over 1225km/h.)
It doesn't have to be so. i mean 10 heatsinks - i get it - all reactors are more or less the same. But armor values are already quite different from tabletop values and its obvious that locust cockpit is actually quite small (which is already a penalty of sort - losing up to 30% of visual space on a very fast mech) - so it would be nice to get it's hitbox bigger so it actually gets hits with anything other than missiles (so that armor helps somehow - now i run with 1 and have not noticed any difference) or better yet transfer some of that armor in other places.
How they work has little to do with real missiles, but even they have different % to hit for targets with different profile and speed - for instance some infamous 2.8mach anti-air missile (system) on top of 2mach target speed limit have 80-90% to hit interceptor target, 30-60% to hit helicopter and 20-50% to hit cruise missile (note that both helicopters and (some) cruise missiles fly less than 1 mach - yet...).
But I'm looking at it from ingame balance point of view - different classes supposed to have different roles and all that - yet in open space any mech gets hit by lrms (small sometimes not so much - yet they have less armor) - when it would make more sense for lrms to be usefull againts big-slow moving mechs and useless against small-fast moving ones - so lrm-only or lrm-heavy teams would have hard time dealing with one and easy time dealing with other. I'm only a player, so i may be wrong - but still i think thats how it should work. (Not that its uplayable or unenjoyable as it is)
#794
Posted 14 September 2014 - 04:05 PM
All variants have stock times two.
Large hulking mechs are significantly more at risk from light mechs (on their own - you're meant to work as a group to counter that).
A LOT of my kills in Locusts have been lone, or pairs of Assault / Heavy mechs, that just can't cope with the speed as you figure eight them to death. (Or in some absolutely hilarious cases, stand touching them, under their weapons arc and shoot them in the chest till they die).
It's also why you use cover, and don't stand still or move in a predictable pattern.
Yes, if you stand in / move through an open field, expect to get hit - and not just by LRMs, Lasers, PPCs, Autocannons and Gauss will all reach out and touch you in the open.
LRMs however will at least warn you about it first, at that point you can make a hard left or head to cover.
It's why people who complain about LRMs confuse and irritate - because LRMs are not that easy to use. They're also easy to avoid, with several hard counters available that no other weapon system has to deal with.
Well, this turned into an I'm-tired induced rant of a personal peeve, so I'll whack it in a spoiler to save guys from it and add a TL;DR at the bottom.
While LRMs are heavier, often team-reliant, requiring you to get and hold locks and have hard counters.
#795
Posted 16 September 2014 - 09:58 AM
#796
Posted 17 September 2014 - 10:34 AM
Cavale, on 16 September 2014 - 09:58 AM, said:
i would rather the MPL over BAP.
1V needs all the fire power it can get...though i ran mine with a LL and 2MGs i think OR just a single LPL
Edited by Bigbacon, 17 September 2014 - 10:35 AM.
#799
Posted 17 September 2014 - 02:01 PM
Cavale, on 17 September 2014 - 01:13 PM, said:
Technically you can use it for scouting. However, it only increases your range up to 1000 Meters, if you want it installed. I'd recommend getting the advanced sensor module in there as well. So you can really spot from long range.
#800
Posted 17 September 2014 - 07:36 PM
IraqiWalker, on 17 September 2014 - 02:01 PM, said:
Technically you can use it for scouting. However, it only increases your range up to 1000 Meters, if you want it installed. I'd recommend getting the advanced sensor module in there as well. So you can really spot from long range.
Was what I was doing.
upon actually swapping though, it seems damage is the same because of recycle time. Might try mods..?
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