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Locusts Need Extra Mod Slot

Balance BattleMechs Metagame

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#1 Sheriff Cinco

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Posted 27 April 2014 - 12:28 PM

Let's be real, Locusts are garbage. Don't tell me about the game you had with 1000+ damage. I own all the variants and can still say they suck.
Why don't they have an extra module slot?
Would that ease the sucking?
Thoughts?

Edited by Egomane, 27 April 2014 - 01:09 PM.


#2 Josef Nader

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Posted 27 April 2014 - 12:35 PM

Yeah, the Locusts really could use a bonus slot. They're fun, but they need all the help they can get.

#3 101011

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Posted 27 April 2014 - 12:36 PM

Locusts need a lot more than an extra mod slot, quiaff?

#4 Sephlock

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Posted 27 April 2014 - 12:45 PM

View Post101011, on 27 April 2014 - 12:36 PM, said:

Locusts need a lot more than an extra mod slot, quiaff?

Aff. Maybe two or three more. Or five. Seriously, you could cram every module available on there and they just MIGHT be okay, considering that other lights can roflstomp most of them ;P.

#5 Malleus011

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Posted 27 April 2014 - 02:31 PM

IMHO, I'd make the following updates:

All Locusts: Triple 'safe fall' height before taking damage.

LCT-1V: 5+1 Module slots, ECM hardpoint
LCT-1S: 4+1 Module slots
LCT-1M: 3+1 Module slots, ECM hardpoint
LCT-1E: 3+1 Module slots, 10% additional torso twist range
LCT-3M: 4+1 Module slots

Those updates, at a bare minimum, would give the Locusts a touch more battlefield role.

#6 wanderer

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Posted 27 April 2014 - 04:05 PM

Heh. I always took arty/airstrikes on those for a "grenadier", and extra module slots would mean UAV's would be cake as well.

#7 Ovion

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Posted 28 April 2014 - 06:05 AM

I think fixing it so it can go faster would help.

Shouldn't it be able to take a 225 sized engine?
Wouldn't that make its top speed along the lines of 180+?

I think that'd go a long way to helping the Locust personally.

#8 Khobai

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Posted 28 April 2014 - 06:13 AM

1) Locust should get a bonus module slot.
2) They should get rid of the dumb 10 heatsink minimum rule because no locust actually needs 10 heatsinks.
3) At least one Locust variant should have ECM.
4) Locust cockpit needs to get fixed so the view isnt obstructed.

That still doesnt make the Locust viable, but its a start...

Edited by Khobai, 28 April 2014 - 06:14 AM.


#9 Monkey Lover

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Posted 28 April 2014 - 07:43 AM

locust needs a "one mech ecm" where only it is covered by it. IG. its to small to be targeted.

#10 t9nv3

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Posted 28 April 2014 - 08:00 AM

View PostMonkey Lover, on 28 April 2014 - 07:43 AM, said:

locust needs a "one mech ecm" where only it is covered by it. IG. its to small to be targeted.


Exactly, even something like one mech ECM (which could be implemented through something like "stealth armor") would make this mech playable without breaking it. You cant do much for the armor loadout and tonnage, but It needs a little something more than it currently has. I would love to be able to field a locust without feeling like I'm gimping my team.

Lots of reasonable suggestions in this thread. Its not like we want it to be OP, just playable. Hopefully PGI gives it some love eventually. More variants of the same deathtrap don't help.

Edited by t9nv3, 28 April 2014 - 08:01 AM.


#11 DONTOR

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Posted 28 April 2014 - 08:04 AM

There are some other mechs in this game with 4 total module slots on the less viable variants of certan chassis, Jenners, Spiders. I think thats it aside from the 3L, and DDC which are the best variants for the most part. Thing is every locust is a sub par variant so give em all atleat 4 minimum.

#12 Curccu

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Posted 28 April 2014 - 08:11 AM

View PostSephlock, on 27 April 2014 - 12:45 PM, said:

Aff. Maybe two or three more. Or five. Seriously, you could cram every module available on there and they just MIGHT be okay, considering that other lights can roflstomp most of them ;P.

But we don't have extra armor / speed / hitbox reduction modules yet.





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