On my Locust today when my legs blew off because I stepped of a rock less than a quarter of my mechs height for the 30th time in a match....
Is this sounding familiar to anyone yet?
In fact nothing beats watch your health steadily drop more than just being out running. If people's legs were as brittle as the Locust we'd all be in wheelchairs FCS!
Oh, I can do a goddamn swan dive, from the friggin peak in alpine, straight to the ground on my Atlas and maybe get 1% damage, but god forbid I don't watch exactly where I am running in my Locust because I might blow my goddamn leg off when I stub a toe!!!!
Ok, I am done venting now. This is a serious issue that this mech has had since its inception, there are countless threads about it, and yet not even the mention of a "fix". Either tune the fall and collision damage to be proportional across the board or just get rid of it.
I know the Locust isn't a frontline light mech. In fact its a terrible mech for any role other than spotting at which it ranks marginal. I do not include tagging and narc as viable roles for this mech, Raven 3L is epic at both due to ECM functionality and having enough mass to carry said devices w/o being slow-Mcweak-sauce.
In its current state its still too slow to not get one shotted by any other mech with 20 points of pinpoint damage.
Other issues stem from the current arrangement with motors under the 250 mark ( a game feature that makes medium and light mechs weaker). Having to mount 3 extra heat sinks kills the internal space on this mech; a mech that needs Endo and FF to fight for every ton. Take the LCT 1V for example, If you mount 4 MG's, 1 ML, and AMS you can only get 1 ton of ammo for the MG's before you run out of weight, which still leaves you with .6 free tons. So you think I'll swap the ML for a SL and get the extra weight needed for the ton of ammo. NOPE no space because w/o the FF you run out tonnage first any way. So you either have to sacrifice engine size and speed, or you ditch the AMS and lose valuable protection, or you sacrifice the firepower, or ditch the double heat sinks and lose stamina in a firefight. Ultimately, this all adds up to a mech with no role it can do well on the battlefield.
It has no individuality it is not the fastest mech, nor the most well armed, nor the best scout. The Death's Knell is faster by 2 KPH, and is heavier by 5 tons. Any 35 ton light will smash it for armor and firepower, and be fast enough to prevent it from getting away.
There are a couple of easy viable fixes, however: one that add the heat sinks back into the motors below 250, and adjust the motors weight accordingly, lower the chassis base weight, or increase the max motor size to 200-freeing up 3 Crit Slots when using DHS. Any one of these should be a simple fix.
Edited by Egomane, 09 May 2014 - 03:20 PM.