Forced to build your mech a certain way? They aren't penalizing you for wanting to build your mech differently. If you want to run your 1V with 4 MG then it's still better than it is currently as you get some general ballistic buffs. I personally run mine with an ER LL but I wouldn't be crying if they buffed the MG instead.
Locust Buffs
Started by Mothykins, Oct 02 2014 07:29 PM
42 replies to this topic
#41
Posted 03 October 2014 - 08:57 AM
#42
Posted 03 October 2014 - 09:17 AM
So the ballastic locust that comes default with a medium laser gets an ER-LL perk so it can be a sniper?
Hurrrr....
This is how you build a 1V sniper mech
http://mwo.smurfy-ne...20d2dd5c61f9e5b
*also adjust the armor so it isnt symetrical... my bad*
Hurrrr....
This is how you build a 1V sniper mech
http://mwo.smurfy-ne...20d2dd5c61f9e5b
*also adjust the armor so it isnt symetrical... my bad*
Edited by LORD ORION, 03 October 2014 - 09:18 AM.
#43
Posted 03 October 2014 - 01:07 PM
They need to be careful with these specific weapon buffs. A AC20 quirk HNK-4G is one thing as that is what the mech was built around and the HNK series has other mechs with ballistic if you prefer smaller calibers. But with the 1V it is the only ballistic locust available yet they are marginalizing the ballistics in favor of a single energy weapon. There are better approaches that can still support the sniper concept without penalizing all other builds into subpar statis which is what the locust doesn't need in any form.
Example weapon quirks:
MG range increase
MG damage increase: (damage is the way to go for a locust cause ammo requires tonnage and tonnage is at a premium on a mech as light as the locust. So say a 100% increase in Rate of Fire would be 20 hits in 1 sec for 0.1 damage a hit. A 100% increase in damage would be 10 hits in 1 sec at 0.2 damage a hit while not eating though ammo like crazy. They both equal the same as far as DPS, but the RoF would require more ammo and tonnage that which a locust can't afford)
Laser Range increase: 100% for Small lasers(pulse)/50% for medium lasers(pulse)/33% for large lasers(pulse)
Laser Beam Duration decrease: Universal 20%
Laser Cooldown Reduction: 100%
So their sniper approach is still there, but if players are willing to take the risks a 4 MG with double damage and a rapid firing long range medium laser or medium pulse could be just as potent and rewarding. So build diversity would be much better which is what most players want without pigeonholing the mech into a 1 build wonder. The same holds true for the S variant it should have good build options available so if you want to use a 4 x srm2 or 4 x ssrm2 or 2 x lrm 5 all should be viable options.
Example weapon quirks:
MG range increase
MG damage increase: (damage is the way to go for a locust cause ammo requires tonnage and tonnage is at a premium on a mech as light as the locust. So say a 100% increase in Rate of Fire would be 20 hits in 1 sec for 0.1 damage a hit. A 100% increase in damage would be 10 hits in 1 sec at 0.2 damage a hit while not eating though ammo like crazy. They both equal the same as far as DPS, but the RoF would require more ammo and tonnage that which a locust can't afford)
Laser Range increase: 100% for Small lasers(pulse)/50% for medium lasers(pulse)/33% for large lasers(pulse)
Laser Beam Duration decrease: Universal 20%
Laser Cooldown Reduction: 100%
So their sniper approach is still there, but if players are willing to take the risks a 4 MG with double damage and a rapid firing long range medium laser or medium pulse could be just as potent and rewarding. So build diversity would be much better which is what most players want without pigeonholing the mech into a 1 build wonder. The same holds true for the S variant it should have good build options available so if you want to use a 4 x srm2 or 4 x ssrm2 or 2 x lrm 5 all should be viable options.
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