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Under Powered Locust


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#21 Mordin Ashe

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Posted 16 February 2014 - 09:27 AM

Nah, don't worry, Oxide is fairly useless too and it even costs real money. Would be nice if they do something with weaker lights though.

#22 Khobai

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Posted 16 February 2014 - 09:28 AM

give them deathrays

#23 FupDup

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Posted 16 February 2014 - 09:41 AM

View PostKhobai, on 16 February 2014 - 09:28 AM, said:

give them deathrays

Attached to their heads?

Posted Image

#24 Pz_DC

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Posted 16 February 2014 - 09:46 AM

Locust need ecm or JJ. Something to make it competative with spiders and ravens. Now it realy underpowered.

#25 Deathlike

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Posted 16 February 2014 - 10:27 AM

View PostFupDup, on 16 February 2014 - 09:41 AM, said:

Attached to their heads?




#26 Triordinant

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Posted 16 February 2014 - 11:02 AM

View PostSephlock, on 16 February 2014 - 03:32 AM, said:

They could give them interesting quirks- like making them able to climb hills the way you could prior to the implementation of the hill climbing code.

That actually sounds like a good quirk for a Locust, just like no ghost heat for 3 PPC alpha on an Awesome or a searchlight for a Warhammer (if we ever get a Warhammer).

#27 Supersmacky

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Posted 16 February 2014 - 12:03 PM

Thinking about it, I would love to have a 6 MG version of the locust. The DPS on that would be insane!

SuperSmacky

#28 Karrig Fetladral

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Posted 16 February 2014 - 12:44 PM

You can't modify the hardpoints of it....got to think more abstract

http://www.sarna.net/wiki/Locust

Everyone of the known variants is something that you can build in the game right now... so somethings could be done to improve the locust a little... reducing all of the locust hit boxes, making the mech smaller, more modules slots almost seem necessary sense "scouting" doesn't exist in the game right now (yes you can scout the enemy forces.....but if another light or anti-light moves to engage you, you can't say and fight, the locust is to lightly armored). The locust only can do one thing in the game, skirmish...take a few shots and run away, if something is following you, keep running...

and its so lightly armored that if a stray AC round, PPC or Gauss hits you, your mech might be destroyed, crippled (soon to be dead) or critically damaged. The only hit a Locust can survive more then once is Laser....cause not everyone can hold the beam on one area, spreading out the damage, and the locust keeps on running...

its not the "up front" play of the mech and don't say "buyer beware" ....cause I doubt that many players bought the locust on a whim...

its the re-play ability, the locust has next to none (in my eyes, maybe not yours), I just mastered all the locusts and I will never be playing them again... never point and simple, they will sit and collect dust....

#29 Supersmacky

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Posted 16 February 2014 - 02:51 PM

View PostKarrig, on 16 February 2014 - 12:44 PM, said:

You can't modify the hardpoints of it....got to think more abstract

http://www.sarna.net/wiki/Locust

Everyone of the known variants is something that you can build in the game right now...


Incorrect. If you look through the reference you supplied, there are some that cannot be built at this time in MWO. For instance, the 5T cannot be built (three MGs in each arm). The same goes for the 5V and others.

#30 Noah Brody

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Posted 16 February 2014 - 07:12 PM

I'm not a great pilot, but I do ok with a Locust. As one post above stated.. anonymity is your greatest asset. Don't draw too much attention to yourself.

http://i1112.photobu...eenShot0001.jpg

Edited by Noah Brody, 16 February 2014 - 07:15 PM.


#31 Spheroid

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Posted 16 February 2014 - 07:36 PM

Just now Posted Image

#32 MeiSooHaityu

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Posted 17 February 2014 - 08:51 AM

Locusts are underpowered, but then again so are most of the mechs I pilot, so I tend not to concern myself too much with that :).

You can put down good damage figures with some Locust variants, but that is if your lucky enough not to be chased down by a Jenner or Cicada. Also, the occasional high alpha shot ruins your day really quick.

Its a mech I have fun with and enjoy, but I don't feel it is one I could recommend.

#33 Fuggles

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Posted 17 February 2014 - 09:36 AM

this is from a few nights ago just before ui 2.0. we lost but we were down a few mechs from the start (bottom 2 in charlie lance + im in a locust)

Posted Image

Edited by Fuggles, 17 February 2014 - 09:38 AM.


#34 MountainCopper

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Posted 18 February 2014 - 02:18 AM

As mentioned, the max speed of the Locust isn't high enough to justify its use as a Light. Other Lights are just as fast, or faster when looking at a Commando.
They scaled the amount of hit points across the Lights correctly imo, when you look at them: Spider > Commando > Locust... but the simple fact remains, that you are being legged too quickly.
My conclusion is, that when fighting in a Locust, you will almost always lose the fight because of you being legged and killed shortly after. So, your purpose can't be as a brawler fighting unit or close range harasser.
(Of course, I also died to Locusts running circles around and me being unable to do anything about it.)

And a large part comes from our Mech loadouts being 2x or 3x the firepower of stock loadouts. This has to blamed as well when legging Locusts in one shot...

Edited by GoldenFleece, 19 February 2014 - 02:12 AM.


#35 DaisuSaikoro Nagasawa

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Posted 18 February 2014 - 02:31 AM

What if they put a capture the flag mode with a low tonnage weight limit.

#36 o0cipher0o

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Posted 18 February 2014 - 02:47 AM

Ok, i've been playing the locust for some time now, and i can say that is not that bad. I have an average of 200dmg on the 1v, a 1.40k/d, and i'v been able to make 616dmg in a single match(if you don't believe me i can provide a screen), with the standard ML+4MGs xl190 build.

The only real issues of the locust are two:
1) The way the players use it: it is not like the other lights that can go alone against another mech willing to kill him end be still operational. You need to be in a wolfpack of lights, or even better you have to support heavyes and assaults, providing close range defense and attacking enemies already wounded by them.

2) Leg hitboxes: those are really damn big. As the locust has really tall legs, and not that much armor on them, it could use smaller hitboxes.

That's it. Anyway, i like the fact that everyone thinks that the locust is a bad mech, because so they let me sneak behind them and eat their back armor :) .

Edited by o0cipher0o, 18 February 2014 - 02:58 AM.


#37 Finestaut

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Posted 18 February 2014 - 06:34 AM

The Locust is a victim of the current 'bring the tons' metagame. It's only marginally faster than a Jenner, but has a fraction of the payload. All that it brings to the table is being close to half the weight of competing lights. When we get tonnage limits in, things might shift in it's favor, but that remains to be seen.

#38 El Bandito

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Posted 18 February 2014 - 07:43 AM

No real reason to play the Locust, when Firestarter got everything and more. Just be a bit patient until C-Bill version comes out.

Sure, once in a blue moon you get some amazing stats on a Locust, but you can do it far better and more frequently in a Firestarter.

BTW, damage per match in a Light Mech does not mean much, due to their preferred build of damage over time such as lasers and machine guns. Such weapons tend to spray all over the enemy (as long as your opponent has a brain to torso twist), and while giving some impressive damage stat, does not kill as efficiently as heavier mechs' ACs and PPCs.

Edited by El Bandito, 18 February 2014 - 07:52 AM.


#39 Windsaw

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Posted 18 February 2014 - 07:55 AM

That depends.
Lots of MGs makes a light a killstealer.
It's a bit of a compensation for the other DOT weaponary.

#40 Joseph Mallan

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Posted 18 February 2014 - 07:59 AM

View PostKarrig, on 16 February 2014 - 03:25 AM, said:

OK, I know that this is out of date for the Locust, But I'm using the double xp weekend to get all three of my Locusts mastered....and I really would love to know PGI, why the Locust?

Its 5 tons lighter then the commando making it the lightest mech in the game as of right now...its a one hit wonder (really it is with the meta...), EVERY mech (including other Locusts) in the game can alpha strike the Locust and remove a component (possibly destroying the engine...killing it)....why put something in the game that is so...so ...SO incredibly fragile, and there for useless?

To my knowledge NO one person that plays the locust has "good" stats on it, all of them are negative, please can you look over the locust to some how make it a more competitive mech in all forms of game play, as things are, with everything in the game as it is right now and will be...


The Locust that has been implemented is a joke....just remove it and refund me in MC...


The ONLY way I see this mech being used, is in tonnage limited community groups to fill in....if any player is asked to play a light mech...you go Spider, Raven or Jenner...or now Firestarter


Please be constructive and thoughtful...

Regards,
karrig

you bought the smallest lightest weakest least durable Mech and expected it to be able to do what? :)





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