Locust Hero Ideas
#1
Posted 06 September 2014 - 07:27 AM
Im thinking something crazy:
engine 190
5E
5B
1 ECM
quirks
1.3x sensor range
1.3x climbing speed
I would call it the '17' because of the 17 years cycle for locust swarms.
#2
Posted 06 September 2014 - 04:01 PM
Not only is that pay to win, but it would ruin the fun of the mech.
I also feel that a hero locust needs to have at least 3 energy slots. Energy is a great choice when you only have 20 tons to work with, especially when you are forced to have 10 heat sinks whether you want them or not.
I would prefer:
RA: 2E 1B
LA: 2E 1B
Engine: XL190
Quirks: Same as the LCT-1E (slight torso range nerf)
-OR-
RA: 2B 1E
LA: 2E 1B
Engine: XL190
Quirks: Same as the LCT-1E (slight torso range nerf)
-OR-
RA: 1E 1B
LA: 1E 1B
CT: 2E
Engine: XL190
Quirks: Same as the LCT-1E (slight torso range nerf)
-OR-
RA: 1E 1B
LA: 1E 1B
CT: 1E
Engine: XL190
Quirks: None.
-OR-
CT: 2E
LT: 1E
RA: 1B, 1M
LA: 1B
Engine: XL190
Quirks: Same as the LCT-1E (slight torso range nerf)
-OR-
CT: 1E
LA: 1E
RA: 1E
Engine: XL200
Quirks: Same as the LCT-1M (slight torso range buff)
-OR-
CT: 1E
LA: 1E
RA: 1E
Engine: XL190
Jump Jets: 2
Quirks: None
Edited by Fire and Salt, 06 September 2014 - 04:05 PM.
#3
Posted 10 September 2014 - 07:22 PM
I love the 2 energy slots in center torso, and maybe paired with an energy and ballistic in each arm - but what I would really like is 3 AMS...
#4
Posted 12 September 2014 - 04:30 PM
Fit it with a 180XL engine, 3xSRM2 with two tons of ammo, 2 Small Lasers, 96 armour, double heatsinks, endo, and an ECM. If going with two AMS mounts, swap out the ECM (but keep the mount) for two AMS and a half ton of ammo.
Edited by Ruccus, 12 September 2014 - 04:31 PM.
#5
Posted 12 September 2014 - 04:45 PM
#6
Posted 13 September 2014 - 09:56 AM
#7
Posted 13 September 2014 - 10:37 AM
#8
Posted 13 September 2014 - 11:00 AM
#9
Posted 13 September 2014 - 11:01 AM
#11
Posted 13 September 2014 - 11:55 AM
6-9+ armour on all locations with massively increased turn speed to give it the best manuverability of any mech
1 missle 3 ballistic 1 energy
Edited by kesuga7, 13 September 2014 - 12:02 PM.
#14
Posted 14 September 2014 - 05:36 AM
InspectorG, on 13 September 2014 - 07:20 PM, said:
I actually wouldn't want a head laser unless the laser that visually appears on the mech is not included in the head's hitbox. The last thing I want is a circular laser lens virtually doubling the size of my head hitbox, forcing me to put more armour there (same reason I'm a bit leery of putting torso missiles on my Summoner unless I have to - it gives the enemy a big barrel on my shoulder to aim at).
Does anyone know whether shooting the Hunchback's head laser lens will get you a hit on the Hunchback's head?
#15
Posted 14 September 2014 - 08:53 AM
Ruccus, on 14 September 2014 - 05:36 AM, said:
Does anyone know whether shooting the Hunchback's head laser lens will get you a hit on the Hunchback's head?
As far as the Hunchback...thats a good question.
As far as the Locust getting shot in the head...it usually takes less effort to one-shot a Locust, the CT and Legs are relatively just as fragile.
I mean, c'mon, if someone goes through the trouble to headshot you, they either had you unaware and you stopped still for too long.
A random headshot is just that, random and a risk of piloting a mech.
#16
Posted 14 September 2014 - 09:10 AM
#17
Posted 14 September 2014 - 10:37 AM
#18
Posted 14 September 2014 - 11:51 PM
Locust "Mix Master"
Hardpoints
RA: n/a
LA: n/a
RT: 1 AMS
LT: /possibly ECM/
CT: 2 B, 2 E, 2 M.
RL: n/a
LL: n/a
Stock hero weapons:
RA: n/a
LA: n/a
RT: XL 190, 2 Double heatsink
LT: XL 190, 1 Double Heatsink, 1 BAP, 1 CASE, 1 ton Streak SRM ammo
CT: 1 Med pulse, 1 Streak SRM 2, XL 190
RL: n/a
LL: n/a
Engine: 190 XL
Armour: Standard
Structure: Endo Steel
Heatsinks: Double
Quirks: Torso Yaw: 150[color=#FFFFFF]°[/color]
Structure Strength (LL and RL) 5.00% (normal light mech quirk)
10% radar deprivation. enemy takes 10% longer to get target info
(rest of tonnage goes to armour ofc)
Why this? Each locust variant so far focuses on each type of weapon
1V = 4 ballistic + 1 energy
1S = 4 missile + 1 energy
3M = 4 energy + 1 energy
While odd ones are the
1M = 2 Missile + 2 energy
1E = 6 energy + 0 energy
We can't do something that's 100% missile, it wouldn't fit that and enough ammo to do anything good and it'll be a depressing version of an oxide.
Can't do a MG + missile build as that would be a huggin rip off.
And any other things that previous hero mechs did would be nothing knew as the 3 'main' locust already do these.
so to make it unique, I think it should be able to do 'any' kinda build with any kind of weapons restricted to 2 slots and in the CT.
Got the idea of one of the awesomes that has 2 missile, 2 energy in the CT.
Would you rather have 2 medium lasers? 1 er large laser? 2 SSRM 2's? 1 MG, 1 Med pulse? etc.
Just a mad-idea.
Another idea is....
RA: 3 B
LA: n/a
RT: 1 AMS
LT: n/a
CT: n/a
RL: n/a
LL: 3B
RA: 3 Machine Guns
LA: n/a
RT: XL 190 2 MG ammo
LT: XL 190 1 MG ammo
CT: XL 190
RL: n/a
LL: 3 machine Guns
Engine: XL 190
Heatsinks = Double
Rest = nearly maxed armour.
I was gonna suggest locust 3V (1V with extra laser in ct, would be 2 ballistic, 2 energy) but then I realized it could be a normal MW: O mech...
This is all I can add to the idea atm that other people didn't mention...
ECM would be nice. Jumpjets is... I do not think it'll happen. No locust has it in lore and they didn't add any mech so far that has no JJ...
Another idea I had is a rip off koto which would be 1 E head, 1 E each arm, and 1 E CT. could be cool with ECM as well...
#19
Posted 15 September 2014 - 12:46 AM
So I really dont know
ECM - I just dont see happening unless it is drastically changed or is a "solo" ecm
Jumpjets - sure I could actually see this if it was just 1 or 2, its not like the 2 jumpjet capabilities of the huggin or jester is anything special or amazing, just slightly useful. Also there is just as much risk as reward getting airborne with a locust considering its poor armor. you could come back to the ground dead from another mech or fall damage.
Missiles - We already got the 3S that can barely run 4x srm2 as it is and we already have the 1M that comes stock with 2 lrm5s
Energy - Already got a 6 energy hardpoint locust
Ballistics - AKA Machine guns, sure we got the 1V with 4 machine guns but it also has a energy hardpoint that does a lot of the work. I think a hero locust could really fill the "12 machinegun spider" role that never came. Like a little suicidal friend to the Arrow and the 6MG Jager.
I mean seriously what else is there other than going ALL machineguns? I dont want a clone hero I own all the locust variants because they all have different builds and approaches when piloting.
All the other currently possible roles/builds in lore are taken by the current variants so lots of the other variants will be pointless. I dont think we will see the 5M with the 240xl engine cus of netcode (current max is 190xl) The masc variant and masc itself are still way out of our timeline. and any other ideas are also out of our timeline or contain clan tech and more tonnage like the Koto and the Locust IIC.
So yeah the only different but not OP direction I would choose would be all machineguns like say 6-8 and nothing else hardpoint wise, possibly a single jumpjet but like I said that has its share of negatives too.
#20
Posted 15 September 2014 - 01:01 AM
Think of it 4 MGs, 3 SRM 2s, and 2 Small Lasers and when some one dies the locust should make a locust sound to humiliate the opponent that they where killed by the smallest mech in game with the smallest weapons in the game.
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