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.