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The Underrated Locust


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#4441 Thor Sten

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Posted 06 December 2016 - 05:12 PM

Radar Derp is essential. I think for every mech (seeing an Enemy Atlas "sneak" from cover to cover in Caustic Valley, disappearing ever so often, so nobody get's a lock on him, was kinda awesome, to bad I used a missle boat in that match Posted Image ). Advanced Seismic is just VERY nice to have (but OTOH standing still with a Locust feels so wrong Posted Image ), I think it's mostly useful where Hill Climb is of no use, so they kinda complement each other nicely.

Hill climb is not especially powerful (quite useless in most of Mining Collective, HPG Manifold or River City), but really fun. An assault pilot wants to play smart, bringing his back to the wall? Well, run up that wall and shoot him in the back. From above. Ok, maybe not if the wall's 90 degrees, but it works unnerving often, letting the enemy drop his guard ("Oh screw it. Might as well give up to the OP Locust Master Race and face death like a man..." Posted Image ) or at least drop the intention of sticking to that wall.

#4442 IraqiWalker

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Posted 06 December 2016 - 05:25 PM

View PostThor Sten, on 06 December 2016 - 05:12 PM, said:

Radar Derp is essential. I think for every mech (seeing an Enemy Atlas "sneak" from cover to cover in Caustic Valley, disappearing ever so often, so nobody get's a lock on him, was kinda awesome, to bad I used a missle boat in that match Posted Image ). Advanced Seismic is just VERY nice to have (but OTOH standing still with a Locust feels so wrong Posted Image ), I think it's mostly useful where Hill Climb is of no use, so they kinda complement each other nicely.

Hill climb is not especially powerful (quite useless in most of Mining Collective, HPG Manifold or River City), but really fun. An assault pilot wants to play smart, bringing his back to the wall? Well, run up that wall and shoot him in the back. From above. Ok, maybe not if the wall's 90 degrees, but it works unnerving often, letting the enemy drop his guard ("Oh screw it. Might as well give up to the OP Locust Master Race and face death like a man..." Posted Image ) or at least drop the intention of sticking to that wall.

The main reason I use Seismic on my Locusts is to check what's around a corner, before I turn. Since going 150Kph into a boom jager is not fun. Stand still for 2 seconds, see the blips on the radar, and then round the corner at top speed.

#4443 Nerd Incognito

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Posted 07 December 2016 - 12:21 PM

View PostArkama, on 02 December 2016 - 11:39 PM, said:

Our numbers grow... Good... Good...

I might have to try Hill Climb.
Still a bit frustrated by the poor amount of rewards I'm usually given for piloting the little bug. You really gotta play them for the love of the game.


I bought 3 variants, including the PB, during the last light mech sale, but put them on the shelf for a time. Lately, I've been trotting out the PB again and I too am frustrated by how little the rewards we receive for playing them and doing things like splitting/distracting the enemy team.

That said, I've also noticed that I am actually shaky and adrenaline filled after playing with a locust--something that I just don't get from any other mech. The speed you're moving, the risk of one-shot death, and the pure chaos you sow is a potent brew.

Edited by Nerd Incognito, 07 December 2016 - 12:21 PM.


#4444 Virlutris

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Posted 07 December 2016 - 12:51 PM

View PostZoltan Fargo, on 01 December 2016 - 06:23 PM, said:


Never actually considered Hill Climb, is it really that potent? I've just made do with learning where I can get up normally but I suppose this would increase my maneuverability a step further which would be nice. Is the module for decreased fall damage to legs worth it? My initial assumption would be no, but I'm assuming there would be fringe cases where it is viable, however by the same token I shouldn't be putting myself into those situations in the first place and the damage is already pretty low that I wouldn't care about it.

There's only been one time that I lost a leg to fall damage, was on old Frozen City, last guy alive and in my 1V with ERLL. There were 3 guys remaining and a guy rounded a corner on me and I fled off a cliff in panic with a cherry red leg and no armor on it, it blew up and managed to get the rest resulting in a win. But I don't think it would have helped in that case...

Do you think the fall damage module would be better if it instead increased the height from which you could fall and not take damage rather than decreasing leg damage taken from falling by like what is it? 30% or something?


Interesting question on the mechanics of fall damage. My off-the-cuff answer (which I'm totally willing to hear better-formed arguments about):

Let's keep in mind that the current mechanic is tied to vertical speed and weight class. Height is only relevant if it means there's enough distance to accelerate to a speed that would cause damage, in addition to how much speed the mech's gained before landing.

I don't see the height-adjustment mechanic making a big difference, at least on the long falls that would prompt me to consider it on a Locust. I'd consider a height adjustment tweak more beneficial on a JJ Poptart personally. Then again, I'm pursuadable based on data. :)

As it's built, I'd consider a fall damage module if there were tight parameters that would make it extremely useful, like running breakneck off high cliffs because time is of the essence. So, fast-capping on Alpine. What I find more effective is the same effort to understand avenues of approach, applied to my downslope navigation.

If I take the correct angle, down even on the steepest incline, I can maintain contact while I "slide" down the hill. As long as I maintain minimum contact, I don't take damage. The fall damage mechanic is specifically tied to vertical speed during airtime. Sliding down the hill is totally safe, in fact it's the inverse of face-surfing up hills using JJs on other chassis. ;)

TL;DR: If the fall damage mechanic were different, it the height tweak might very well be be more useful for a niche application. Hill climb is already more niche than I usually go for. It's fun, yes, but I prefer Radar Dep and Seismic almost universally.

#4445 Nerokar

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Posted 07 December 2016 - 10:53 PM

I have a problem.

I had a healthy relationship to my TBR. There was nothing we both could not do. TBR and I, we are some kind of perfect team.

But ones I needed to try something different. So I had some fun time with PB. It feeled so different. It was so... new and exciting. And I know the TBR and I, we both still rock. Yea we have fun. We still turn the tides of the battles. But it become some kind of routine. Even killing a fresh KDK in 1v1 brawl doesn't bring satisfaction... Afterwards I try to imagine how great this would feel with PB...

This damn little locust...

Edited by Nerokar, 07 December 2016 - 10:58 PM.


#4446 invernomuto

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Posted 08 December 2016 - 04:37 AM

Having fun with these little pests. I never thought such small mech could be su much fun. Yesterday with my 1V with a single LPL I did over 400 damage in Polar Highland (and I hate that map). I had great time flanking the enemy team coming out from nowhere and then disappearing. And they mostly ignored me because there were better priority target, like the Ultraviolet I used as my shield ;-)

Edited by invernomuto, 08 December 2016 - 09:53 AM.


#4447 loopala

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Posted 08 December 2016 - 09:28 AM

PSA

Caution there are battle mech sales persons who are pushing Locusts. Once bitten by the locust bug mechwarriors are known to crave speed to the point 140kph seems slow. Beware once bitten you will spend your online time driving little death machines that make very little Cbill/XP.

Please consulate with your doctor to see if you are healthy enough to pilot a Locust. Side effects include, but are not limited to, Adrenalin shakes, blurred vision due to assaults flying by at 160kph, hand cramps form the death grip on the mouse, loss of PSA or no gain in PSA resulting in being stuck in a lower tier, rage quits due to being one shoted 1 min into a match, a total loss of respect for "Fattie" mechs, inflated ego, loss of ego, mutter/yelling and other emotional out bursts,

#4448 Blind Baku

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Posted 08 December 2016 - 11:16 AM

View Postloopala, on 08 December 2016 - 09:28 AM, said:

PSA

Caution there are battle mech sales persons who are pushing Locusts. Once bitten by the locust bug mechwarriors are known to crave speed to the point 140kph seems slow. Beware once bitten you will spend your online time driving little death machines that make very little Cbill/XP.

Please consulate with your doctor to see if you are healthy enough to pilot a Locust. Side effects include, but are not limited to, Adrenalin shakes, blurred vision due to assaults flying by at 160kph, hand cramps form the death grip on the mouse, loss of PSA or no gain in PSA resulting in being stuck in a lower tier, rage quits due to being one shoted 1 min into a match, a total loss of respect for "Fattie" mechs, inflated ego, loss of ego, mutter/yelling and other emotional out bursts,


Don't forget how many people who contract Locust Pilot Status get addicted to asSALT tears. Seriously it's a gateway mech.

#4449 Virlutris

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Posted 08 December 2016 - 11:46 AM

View Postloopala, on 08 December 2016 - 09:28 AM, said:

PSA

Caution there are battle mech sales persons who are pushing Locusts. Once bitten by the locust bug mechwarriors are known to crave speed to the point 140kph seems slow. Beware once bitten you will spend your online time driving little death machines that make very little Cbill/XP.

Please consulate with your doctor to see if you are healthy enough to pilot a Locust. Side effects include, but are not limited to, Adrenalin shakes, blurred vision due to assaults flying by at 160kph, hand cramps form the death grip on the mouse, loss of PSA or no gain in PSA resulting in being stuck in a lower tier, rage quits due to being one shoted 1 min into a match, a total loss of respect for "Fattie" mechs, inflated ego, loss of ego, mutter/yelling and other emotional out bursts,


Did you seek treatment for your own "Locust bug" bite? I saw you in that Urbie last night. How bad were the tremors from your withdrahits withdrawals? The shock from the whiplash alone due to changing from speed to anti-speed would kill most normal human beings.

Edit: spelling

Edited by Virlutris, 09 December 2016 - 09:16 AM.


#4450 loopala

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Posted 09 December 2016 - 07:57 AM

View PostVirlutris, on 08 December 2016 - 11:46 AM, said:

Did you seek treatment for your own "Locust bug" bite? I saw you in that Urbie last night. How bad were the tremors from your withdrahits? The shock from the whiplash alone due to changing from speed to anti-speed would kill most normal human beings.


LOL

Tis the season for the Santa Urbie

Posted Image

or Robot Santa, which Santa Urbie reminds me of



#4451 loopala

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Posted 09 December 2016 - 08:02 AM

OH BTW the only know partial cure for the Locust Bug is a stable of fully mastered Locusts.

Posted Image


which come Tuesday goes away. have to see what the new skill tree holds for my little monsters

there maybe no cure.....

#4452 SilentScreamer

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Posted 09 December 2016 - 08:33 AM

View Postloopala, on 09 December 2016 - 08:02 AM, said:

OH BTW the only know partial cure for the Locust Bug is a stable of fully mastered Locusts.

Posted Image


which come Tuesday goes away. have to see what the new skill tree holds for my little monsters

there maybe no cure.....


Don't give up those locusts yet. Skill tree change isn't Tuesday/December patch it is "early 2017".
https://mwomercs.com...map-and-beyond/

#4453 loopala

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Posted 09 December 2016 - 08:55 AM

i guess i miss read the date.

but don't worry i have yet to give up on Locusts.

to paraphrase another member of the Locusts for life club (too lazy to look it up you know who you are Posted Image )

any other mech gets hit with the nerf hammer much crying. Locusts get hit with the nerf hammer locust pilots be "bring it on"

#4454 Virlutris

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Posted 09 December 2016 - 09:14 AM

Mybe I should consider mastering my last couple Locusts before the en-Skill-ening.

You know, so I can have one of those neat pics with all my mastered Locusts. >.>

#4455 Thor Sten

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Posted 09 December 2016 - 10:29 AM

View Postloopala, on 08 December 2016 - 09:28 AM, said:

PSA

Caution there are battle mech sales persons who are pushing Locusts. Once bitten by the locust bug mechwarriors are known to crave speed to the point 140kph seems slow. Beware once bitten you will spend your online time driving little death machines that make very little Cbill/XP.

Please consulate with your doctor to see if you are healthy enough to pilot a Locust. Side effects include, but are not limited to, Adrenalin shakes, blurred vision due to assaults flying by at 160kph, hand cramps form the death grip on the mouse, loss of PSA or no gain in PSA resulting in being stuck in a lower tier, rage quits due to being one shoted 1 min into a match, a total loss of respect for "Fattie" mechs, inflated ego, loss of ego, mutter/yelling and other emotional out bursts,


Warnings may be exaggerated. I bet Big Pharma is behind this. Or the Clans. Must be the Clans.

Sure, 140kph may feel slow, but that's to be expected, because 160kph already feels slow. That is, until the bullets start heading your way. Then it feels Way to Slow. But at least, then the promised adrenaline kicks in.

As for very little Cbill/XP and low PSA: It's an uphill battle, sure, but that's what's Hill Climb is good for Posted Image.

Also this doesn't have to be fate:
Spoiler

Edited by Thor Sten, 09 December 2016 - 03:07 PM.


#4456 3xnihilo

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Posted 10 December 2016 - 07:45 AM

Ok, so math is not my greatest strength, but it seems like the ROF buff coming up is being compensated for by quirk reductions to leave the ROF on all the mechs that use machine guns basically unchanged or only slightly boosted (or if my math is right a .01 decrease to the spider 5k). But, the COF reduction should be really helpful!

#4457 Virlutris

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Posted 10 December 2016 - 11:04 AM

View Post3xnihilo, on 10 December 2016 - 07:45 AM, said:

Ok, so math is not my greatest strength, but it seems like the ROF buff coming up is being compensated for by quirk reductions to leave the ROF on all the mechs that use machine guns basically unchanged or only slightly boosted (or if my math is right a .01 decrease to the spider 5k). But, the COF reduction should be really helpful!


You've got it right, though.

The currently buffed mechs should remain the same (or at least very close), and everybody else gets a buff.

#4458 Jordan Hunter

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Posted 12 December 2016 - 02:44 AM

OK, so it's been while. Haven't played MWO since '13. Elited the only 3 Locusts available at the time before RL interfered and I moved on to other projects. But I never uninstalled the client and one day last month, just decided to click on it for a whim. After much patching, I have enjoyed getting back into my lil' bug. But things are very different now, not that I was any good back in '13. Which is why I started reading this thread for tips and ideas, all 224 pages...Only now got to the end and I had a question. Does everyone run a 190 on their Locust or is it workable to have the 180 or even 170? I was thinking about moving down a rung or two to put a little more firepower in and have some different builds available but wasn't sure if the 180 or 170 would be a better buy.

#4459 3xnihilo

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Posted 12 December 2016 - 04:15 AM

View PostJordan Hunter, on 12 December 2016 - 02:44 AM, said:

OK, so it's been while. Haven't played MWO since '13. Elited the only 3 Locusts available at the time before RL interfered and I moved on to other projects. But I never uninstalled the client and one day last month, just decided to click on it for a whim. After much patching, I have enjoyed getting back into my lil' bug. But things are very different now, not that I was any good back in '13. Which is why I started reading this thread for tips and ideas, all 224 pages...Only now got to the end and I had a question. Does everyone run a 190 on their Locust or is it workable to have the 180 or even 170? I was thinking about moving down a rung or two to put a little more firepower in and have some different builds available but wasn't sure if the 180 or 170 would be a better buy.


The 190 is pretty much the go to engine. Especially on the energy Locusts. That said, the xl180 is pretty common in a couple different builds, the 3S often uses it to fit more ammo and I have heard a couple pilots like it on the PB for some weight saving. I don't think many people drop as low as the 170 though, so I would recommend the 180.

#4460 Blind Baku

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Posted 12 December 2016 - 06:59 AM

View PostJordan Hunter, on 12 December 2016 - 02:44 AM, said:

OK, so it's been while. Haven't played MWO since '13. Elited the only 3 Locusts available at the time before RL interfered and I moved on to other projects. But I never uninstalled the client and one day last month, just decided to click on it for a whim. After much patching, I have enjoyed getting back into my lil' bug. But things are very different now, not that I was any good back in '13. Which is why I started reading this thread for tips and ideas, all 224 pages...Only now got to the end and I had a question. Does everyone run a 190 on their Locust or is it workable to have the 180 or even 170? I was thinking about moving down a rung or two to put a little more firepower in and have some different builds available but wasn't sure if the 180 or 170 would be a better buy.

Only if you absolutely have to shave somewhere, like a PPC PB, but ECM helps that one.





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