Quick review of the Locust Quirks now they've fixed the post:
Locust 1E - Tier 4 Brawler
(6E - common loadout, 6SPL / 6SML)
- Comments:
If this covers Small and Small Pulse Lasers, it'll be amazing.
I doubt it will though.
I'll try it with 6SL instead of 6SPL, but I think that SPL may still be better.
Can still run it with the SPLs and just have +30% and -10% though, rather than +60%, -20%.
Should still simply improve the build I already run regardless.
Locust 1M - Tier 5 Skirmisher
(2E, 2M - common loadout 2 ML/MPL, 2SRM2/SSRM2)
- Comments:
It'd be nice if this covered Medium Pulse aswell, but like the 1E it's doubtful.
The missile ones are a nice overall boost, and even using Pulse It'll still just improve my standard build.
Locust 1V - Tier 5 Support
(1E, 4B - common loadout 1ML/MPL, 4MG)
This... makes no sense.
The ERLL build is a rarely used build, and has no relation to it's stock build or purpose either.
With an ERLL, you can either fit:
An XL190 and no other weapons.
-or-
An XL170 with 2MGs and a half ton of ammo (need to drop some armour too)
+50% to cooldown, -25% duration and +15% range isn't bad for the ERLL, but... a sniping weapon on a mech that dies when it stops moving?
I feel this is the first real miss in the locust quirks.
Locust 3M - Tier 4 Brawler
(5E - Common loadout mixed Small and Medium lasers)
- Comments:
I can't help but feel this should have swapped quirks with the 1E.
Other than that? S'fine.
Locust 3S - Tier 4 Skirmisher
(1E, 4M - I'm not actually sure what the common builds are for this anymore. 2-4SRM2s/SSRM2s? with a ML/MPL?)
- Comments: Seems alright, much the same as the 1M, with range boosts instead of cooling?
Overall the boosts seem fine, just the 3M and 1E should switch quirks, and I don't know what's going on with the 1V...
Anyone agree / disagree?