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In Contrast To The Burning Of Locusts


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#41 Rhaythe

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Posted 13 January 2014 - 06:02 PM

View PostLORD TSARKON, on 13 January 2014 - 03:28 PM, said:

Yes I know the game is about Fun First... not Super efficient Builds... but people like you are the reason the MAtch maker Fails alot (perhaps Mech Builds should be in the Match maker ?)


I'm going to take a huge leap of faith here and assume you really, really are saying all this with the best of intentions.
  • Doubles will free up no weight. I run a 170 engine, so 4 heat sinks are required.
  • I don't like the idea of sacrificing an MG in both arms, so I will not put them both in one arm so I can run a 175
  • This whole thread is just about the 1V. My 3M has double heat sinks. I'm not that dumb.
  • I rarely overheat with singles in this 1V build. So really, what will I gain?
Is it the best build? No. Am I even the best player for it? Hell no. But I was able to take a mech chassis that everyone in this forum seems to hate and turn it into something worthwhile just with a little effort. And I'm pretty sure those lessons will pay off in spades next time I jump in my Raven. I already spent money on the Phoenix package - I might as well get something out of all the mechs in it.

And frankly - after all the griping in this thread that I meant for humorous and light approach - I just don't give a damn what your definition of fun is. If you think you're qualified to come on a forum and tell someone else how they have enjoy a game, your opinion means jack to me.

#42 Bishop Steiner

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Posted 13 January 2014 - 06:03 PM

fun OP Rhaythe!

I love my Locusts! I'm no light pilot, and so while I have mastered most of them, the only ones I currently own are my Sarah's Jenner, my Founder's Jenner, and my 3 Locusts. I've already sold off the 2 non (P) Thunderbolts, but ain't no way I plan on giving up on my Locusts!

Seriously, the most important thing I learned...is to not grind them. When I need a break from 12 man, grinding other mechs, or the like, I break out the Lolcust for the rest of the night, and either go PUGing, or running with a 4 man Locust lance. And all that, I often have actually been the last emch standing, and won the match in it. I hear the metawhores now..... but if you can do it in a Locust, you could do more in a Commando even! Except, time and again, I have proven I can't, lol! I suck in Jenners and Commandos and Spiders. I do OK in the Raven 3L, so yeah I probably could do more there. But I didn't enjoy driving it. I LOVE driving my MarioKart Mech!

#43 Zordicron

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Posted 13 January 2014 - 11:12 PM

I am juuuuust about all elited on the 3 locust.

I did 4 mg and SL on the 1v
1 ERPPC originally on the 3M, recently went to ERLL and dual AMS
Started out with 4 SRM2 on the 3S, decided to alter the loadout like a day ago because matchmaker is so F'd right now, I couldnt find a decent match without goind 100% conquest. So now I run a BAP, ML, 2 SSRM, and stuck a sensor range and cap accel module in it.

To play "no range MG locust" is VERY interesting, and requires some pretty solid awareness to pull off. it does marvelous on maps like terra therma. It bites at light mech duals. It gets wrecked by streak boats. It is fantastic for aiding your fatlas pal in his brawl. Stand with the team. dont scout, maybe target foes that arent targeted yet so the team can see them, etc, but you cant expose. A single volley of PPC or AC5's will cripple you. Eventually, (but not always) there will develope some kind of brawl. You should move to intercept, and add support fire. Gennerally, if you just MG away, the enemy will not notice you right off if he is getting blasted by lasers and such from another team mate. NOTE: if your pal is brawling 1 vs 4 or somthing, well, you cant help that poor *******. When you engage, try to aim at a back panel, but more importantly, Anything with internals showing. 4x MG at optimal range on anything exposed is actually pretty brutal. Disarmed enemy is not as good as a dead one, but makes things go much better especially when you can rip that arm off or blow that torso fast. I love nailing Side torso on an atlas for example. Plus, Atlas generally gives a "tell" when he has changed his focus onto you, allowing time for escape. Componant destruction adds up, savior kills add up, raw dmg can add up sometimes. Just dont ever stop moving unless firing into the back of a lone mech.

The 3M, ERPPC sniper was fairly easyt to run, just gotta stay out at long range, and find a place to play peek a boo. no JJ means no jump snipes. So you need a place to stand along side some cover. If something looks to get pissed and head your way, time to rejoin team and move to a new spot. This thing is pretty wicked bad at light mech duals too, but I have legged my fair share when my bad Ping allows. I switched to ERLL, and dual AMS, mostly because lately puggies have a lot of LRM, and a lot of morons that dont want to avoid them. So i do what I can to protect them. Plus max range streak boat gets partly mitigated(take that, ECM raven trying to run me down)

The 3S, well, it was a fantastic striker loadout with the 16 point SRM alpha. And then I got so disgusted with SRM hit detection, I just coulndt do it anymore. PLus Matchmaker is loco lately, so it helped to run pure conquest. I ran my SRM striker pretty balls to the walls. it was important to stay concealed until you could find a straggler, or until the enemy left behind an assault or two for you to harrass. Ran hot. didnt matter, you couldnt fire off the salvos that quick anyway, because that meant you were around too long and people would start looking for you. Does best in a small group again, throwing in that alpha strike to compliment other's brawls. had numerus 250+ dmg games while working on just basics, and even on SHS originally(now that was hot) as I said above, I revamped this to conquest cap/light mech warfare loadout. Have done well in W/L with it, but the dmg and whatnot is worse. Also, it just cant hold it's own against a 6 ML jenner, not without a friend. Scares of some other loadouts though, mostly because some light pilots flee upon the first SSRM salvo.


Really, in the end, A Locust is two giant leg hitboxes with a laser in between. I am finding them amusing, but it is no lie anything they can do, a jenner or spider can do 3x better. They need to top out even faster IMO to have a place, like 185kph+ faster.

#44 Cavendish

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Posted 14 January 2014 - 03:17 AM

View PostLORD TSARKON, on 13 January 2014 - 03:28 PM, said:


While I applaud (somewhat) your tenacity and perseverance for gimping yourself already in a gimped mech... this is a team GAme...

Just spending 1.5 million credits increases your heat efficiency by 30 percent.... and gives you an extra 1.15 Tons Free...

You are doing yourself a huge disservice to your team in such a crappy loadout..

I"m not trying to Troll... go ahead and play with SINgle Heatsinks in a Light Mech... as a fellow Light Mech Pilot I will call you out whenever I see you on the Battlefield and let my teammates know that you are Hurting the Team in such a craptastic build..

99 percent of the Builds in this game require Double HeatSinks to be effective...

Yes I know the game is about Fun First... not Super efficient Builds... but people like you are the reason the MAtch maker Fails alot (perhaps Mech Builds should be in the Match maker ?)

This is not the best I"ve seen in the forums... but Fun for me is destroying the enemy team...
Here is my Double Heatsink Locust having fun... we lost but I still have Fun... too bad you are making your teammates work harder because of your selfish attitude toward the game
Posted Image


To be honest, a Locust, regardless of build, usualy helps the team a LOT (in PUGs). Why? Because when that tiny little mech shows up, there are always 2-3 mechs that starts running after it for a "quick kill". That means that your usless mech just cost the enemy team 2 players that, while being stupid, could have helped in a push/defense/killzone.

I see this over and over and over again. Locust (or any light really) shows up, some on the team runs off chasing it. Never mind they wont catch up, never mind they are probl. gonna run into some assults around the corner, never mind they are no better then the guy standing D/C in the middle... Worst case, you buy your team a min or two of numerical superiority, best case, you lead a few mechs to their doom at the hands of the Jager squad you lead them to.

Its far from the worst way of helping your team (Im looking at you, the only mech with ECM that just ran of to "scout" leaving the entire group without cover).

#45 Rhaythe

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Posted 14 January 2014 - 04:53 AM

View PostEldagore, on 13 January 2014 - 11:12 PM, said:

Really, in the end, A Locust is two giant leg hitboxes with a laser in between. I am finding them amusing, but it is no lie anything they can do, a jenner or spider can do 3x better. They need to top out even faster IMO to have a place, like 185kph+ faster.

I don't disagree with anything you say there. But they are definitely a challenge, and a fun one at that.

View PostCavendish, on 14 January 2014 - 03:17 AM, said:


To be honest, a Locust, regardless of build, usualy helps the team a LOT (in PUGs). Why? Because when that tiny little mech shows up, there are always 2-3 mechs that starts running after it for a "quick kill". That means that your usless mech just cost the enemy team 2 players that, while being stupid, could have helped in a push/defense/killzone.


That didn't happen too terribly much for me. In fact, a lot of people saw me in a Locust, and when I turned-tail to retreat (which I did often) I rarely got pursued. I think people assumed I had a max-engine in there and didn't even bother.

But if you can get your enemy to "chase the rabbit", so much the better! I wasn't gutsy enough in the 1V to ****'em off.

#46 Ngamok

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Posted 14 January 2014 - 10:30 AM

I mastered the one I could not sell. The other two got sold once I hit 8/8 Basic with them.





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