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Locust Needs Some Retuning!

BattleMechs Balance

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#61 Deathlike

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Posted 09 May 2014 - 08:58 AM

View PostFupDup, on 09 May 2014 - 08:47 AM, said:

Baby don't hurt me.


Posted Image


Damn you, now I can't say mean things.... for now.

#62 FupDup

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Posted 09 May 2014 - 09:05 AM

View PostJoseph Mallan, on 09 May 2014 - 08:51 AM, said:

Its OK Fup... I'll just use the Tip!



(Sorry for bad video quality, can't find any better ones on short notice).

#63 Nothing Whatsoever

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Posted 09 May 2014 - 10:18 AM

Some retuning and additions I'd like to see that could help gameplay, along with helping the Locust:
  • Disable Speed Tweak from all mechs for now (done with a few other Mech Tree Efficiencies already)
  • Adjust max Engine Ratings as necessary (Increases in most cases)
  • Modify SRMs to compensate for Cryengine limits, for example:
Spoiler
  • Reduce Heat on MPL (-1), ML (-1), SPL (-0.4), SL (-1)
  • Then consider setting a Heat Penalty Cap on them: MPL (3), ML (4), SPL (6), SL (7)
  • Consider adding one Ballistic Hardpoint to each arm on the LCT-1V (brings it to 6 total Ballistic Slots) to help that particular variant in relation to the SDR-5K, Ember and Huginn
  • Consider reducing or removing the splash effect on MG's if they stay Hit-Scan (stand 120 M from a target and watch multiple sections light up from damage to see what I mean), or make them fire projectiles.
  • Allow the first 10 DHS either inside or out of the engine to be full DHS.
  • Rework the Pilot Lab, improving the Mech and Pilot Trees
  • Implement Collision Damage Code (currently just using Fall Damage from what I understand)
  • Fix Fall Damage Code (not doing proper damage at accurate heights)


#64 Trauglodyte

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Posted 09 May 2014 - 10:50 AM

View PostFupDup, on 09 May 2014 - 08:00 AM, said:

Did I ever say I wanted the Locust's role to be direct fighting? We just need things like Role Warfare where scouting/spotting/etc matter a lot more than they do now, and to make the Locust one of the best mechs for scouting/spotting/whatever.

Giving the Locust a role doesn't magically give it a "trophy" just for having a player select it. You'd only get a "trophy" if you'd perform well with it...like every single other mech in the game. The "participation trophy" argument is non-nonsensical.


The big issue with the Locust, though, is indirectly out of its control. On the small maps, there simply isn't anywhere to go to avoid what is inbound, whether it be Light mechs down range damage. On Alpine, Tourmaline, Caustic, and maybe Terra Therma, you've got option. On something like Forrest Colony, there simply isn't anywhere to run. What's worse is that you've got no way to reduce your sensor signature, ala ECM, so everyone can see you just fine which leads me back to my first point.

#65 Bishop Steiner

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Posted 09 May 2014 - 11:08 AM

View PostIraqiWalker, on 09 May 2014 - 07:29 AM, said:

I've had the problem of running into bigger mechs and losing some damage on my legs (which mechs perfect sense, and is logical), but other than that, my Locust seems fine.

Also I think you meant to say the TDK is faster by 20Kph.

Yes, the Locust right now is handicapped until we get MASC implemented. However, I disagree with you on the 1V example not having room. My build has max armor, 4MGs, 1ML, and 3 tons of ammo, with an XL 170.

The Locust's main advantage is that it's the smallest and hardest to hit mech in the game, and when it comes to it's battlefield roles I completely disagree with you (click the link in my sig and read on). The Locust is capable of a lot. Spotting is just one thing it can do. My 1V is one of the most lethal mechs I have, the 3M in both configurations is great as either a tiny gunboat, with 5MLs or SPLs, or escort mech with 2AMS.

if only it was as hard to hit as a Spider, actually....yet it isn't .

View PostJoseph Mallan, on 09 May 2014 - 07:48 AM, said:

Dude, List any 20 ton Mechs that is "Combat Ready" Locusts are a 'run forest run!' Scout! Like every 20 ton Mech... Heck one is even advertising the fact. The Fireball!
Posted Image

always liked the evil egg......
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and I don't know why...(I think cuz it looks like the Urbie's younger, track star cousin?)

#66 FupDup

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Posted 09 May 2014 - 04:24 PM

View PostTrauglodyte, on 09 May 2014 - 10:50 AM, said:


The big issue with the Locust, though, is indirectly out of its control. On the small maps, there simply isn't anywhere to go to avoid what is inbound, whether it be Light mechs down range damage. On Alpine, Tourmaline, Caustic, and maybe Terra Therma, you've got option. On something like Forrest Colony, there simply isn't anywhere to run. What's worse is that you've got no way to reduce your sensor signature, ala ECM, so everyone can see you just fine which leads me back to my first point.

Yup. So many issues with the maps, sensor system (i.e. why no passive mode?), etc. etc. that all converge on the Lolcust chassis.

#67 Khobai

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Posted 09 May 2014 - 07:14 PM

Well the last thing the game needs is more mechs with ECM. ECM is such a blight on this game.

I would like to see the minimum 10 heatsink rule removed though. Or maybe even change the 245 and lower engines so they all include 10 internal heatsinks.

#68 80sGlamRockSensation David Bowie

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Posted 09 May 2014 - 07:20 PM

Before you ever see commando's and locusts holding their own, they need a game that doesn't **** them over.

Remove the 10 minimum heatsink rule and suddenly both chasis' have 3 desperately needed tons back to make some half decent loadouts.

#69 FupDup

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Posted 09 May 2014 - 07:23 PM

View Postmwhighlander, on 09 May 2014 - 07:20 PM, said:

Before you ever see commando's and locusts holding their own, they need a game that doesn't **** them over.

Remove the 10 minimum heatsink rule and suddenly both chasis' have 3 desperately needed tons back to make some half decent loadouts.

The energy-focused variants for both mechs wouldn't really gain any tonnage, because they need all of those 10 sinks due to how weak our current sinks are. :\

My own idea is to just make the sub-250 engines have all 10 sinks located on the inside, rather than having some mounted on the outside (i.e. most Locusts need 3-4 external DHS right now, I'm asking for those 3-4 to be moved into the engine rather than the outside). This would free up quite a bit of critical space, allowing for some more loadout options (the Commando 2D in particular benefits from this, as it no longer would have to use SHS to get an extra ton of SSRM ammo).

#70 Corwin Vickers

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Posted 09 May 2014 - 08:24 PM

Locusts legs are still handicapped since their release because of all they crying from no aim scrub assaults at the time.

Add on top of that an artificial speed cap on them and of course they are no good.


They could be good though.


Also, fall damage should be proportional. If a locust loses 1% from a fall an atlast should lose 1%. If a locust can break a leg from running then the atlas should be able to break a leg from running. It's physics. When it comes to falling it should actually be MUCH worse for the atlas and yet in MWO it's the opposite.





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