Locust Variants
#1
Posted 18 October 2014 - 09:26 AM
What are the 3 variants I should consider?
#2
Posted 18 October 2014 - 09:48 AM
3M and 1E are typically considered the best two, packing 5 and 6 energy hardpoints respectively (since energy weapons don't weigh that much). I personally prefer the 3M for its better torso twist range.
1M and 3S are the missile variants (2 energy 2 missile, and 1 energy 4 missile respectively) the problem with these is that you're pretty much limited to bringing SRM2s or Streak2s for your missile weapons (and you don't really have the spare tonnage for a BAP with those streaks)
The 1V is kinda like a Spider 5K, with it's 1 energy and 4 ballistic slots. Typical loadouts would be 1 ERLL 2 machine guns (1/2 ton ammo) or 1 med pulse w/ 4 machine guns and 2 tons of ammo.
Overall I'd say grab the two energy variants for sure, and then either the 1V or one of the missile variants depending on what you think you'd prefer.
Edited by Isabelle, 18 October 2014 - 09:50 AM.
#3
Posted 18 October 2014 - 12:06 PM
#4
Posted 18 October 2014 - 02:01 PM
I have all 5.
1E with 6 SPL (that is 20.4 damage alpha over 0.5 seconds)
3S with 4 SRM2 (not streak) 1ML
are two of my more favorites.
3M with 4SL 1ML and 2AMS
1V with the (obvious) 4MG 1ML
1M mirrors my 3S with 2 SRM4 2ML
180XL for all of them (170 is tempting)
Endo and Ferro for all (except the 1E - which only has Endo)
1E is the only one with DHS.
Edited by Shar Wolf, 18 October 2014 - 02:02 PM.
#5
Posted 18 October 2014 - 02:38 PM
.
1e 190xl, 4ml,2sl ,endo, dhs
3m 170xl, 3mpl,2sl
1m 170xl, smr2,srm4,2ml
Edited by Bigbacon, 18 October 2014 - 02:40 PM.
#6
Posted 18 October 2014 - 09:14 PM
I've enjoyed playing them so much I likely will pick up the other two later.
1E and 3M are the best backstabbers (5 and 6 energy mounts, respectively). Very high damage potential if you boat MLs or SPLs (highest I've gotten so far is 650, though I've seen much higher).
3S and 1M have missile hardpoints. SRMs are really useful in minimizing exposure time, as you can literally turn and spin out immediately after firing. Unfortunately ammo is quite limited on a small mech and the spread can be inaccurate.
1V has 4 ballistic hardpoints and one energy. 4 MG + ML/SPL/Flamer/etc is a pretty natural decision, and I enjoy that more than one big energy weapon and possibly one or two MGs. Low damage on paper but you can seriously cripple (or kill) mechs if you manage to explode their ammo on exposed parts. Pretty much used to disable mechs, so you are even more dependent on your team to open them up.
edit: wow, i just said pretty much what Isabelle did. sorry for that, I should have read it. I just get excited when i talk about these things
Edited by Takashi Uchida, 18 October 2014 - 09:18 PM.
#7
Posted 19 October 2014 - 01:43 AM
#8
Posted 19 October 2014 - 06:28 AM
now trying to decide between the 1V and one of the missile ones (but they are so cheap, I might just get all of them...)
#9
Posted 19 October 2014 - 10:16 AM
ETA:
Added links,
Note:
All of them use the same xl-180 engine.
Occasionally I ditch 1 or more of Dakka-Bug's machine guns to boost up it's armor.
Edited by HlynkaCG, 19 October 2014 - 10:20 AM.
#10
Posted 19 October 2014 - 03:26 PM
Bulletsponge0, on 19 October 2014 - 06:28 AM, said:
now trying to decide between the 1V and one of the missile ones (but they are so cheap, I might just get all of them...)
unless you like things like the spider V.....really just forget the 1V, it really isn't fun.
you just sit around and do nothing until everyone is beat up then you start to fight with your little 120m MGs...
Edited by Bigbacon, 19 October 2014 - 03:27 PM.
#11
#14
Posted 20 October 2014 - 11:22 AM
What each variant brings that the others do not
1E:
- 6E (Arms)
- 2E (CT)
- 2M
- 4B
- 1E
- 4E (Arms)
- 1E
- 2AMS
- 4M
- 1E
Unless otherwise noted - E are all CT, others are all arms
All have an AMS in the RT (3M sticks a second in the LA)
All have a 190 engine cap
Edited by Shar Wolf, 20 October 2014 - 11:24 AM.
#15
Posted 25 October 2014 - 02:53 PM
DHS optional depending on build.
I'd personally say the 'best' are:
1E - 6 Small Lasers or Small Pulse Lasers.
(My prefered build is the 6SPL Knife Fighter. It's basically a short range AC20 Locust)
1M - 2SRM2 / SSRM2 + 2 ML / MPL, with 1/2T to 1.5T of ammo.
(My prefered build is currently 2SRM2, 2MPL, 1T ammo)
1V - There's really only one build for this. ML / MPL + 4MG with 1-2.5T of ammo.
(I favour the MPL at the moment, but switch between the two based on mood)
The other two:
3M - Used to be the 'top bug', (usually running a mix of Small and Medium Lasers) and is still pretty good, but the 1E just outdoes it now with the extra energy point.
Unless you specifically want the CT hardpoint or twin AMS for shenannigans, there's no reason to get it over the 1E.
3S - My very first Locust ever. As much as I enjoy it, it was always... lacking.
Common builds are 1-4 SRM launchers and a laser, or maybe an LRM5 or two for giggles.
The 2E points on the 1M ultimately edges it out ahead.
You could get both the 1E and this, but honestly... why would you, getting the 1E, 1M and 1V means there's good variety, rather than 2 that are samey and one that's different, unless getting all 5 for the sake of it.
But then, I own all 5, all are elited and some are mastered (working on the rest), have bought Phranken and Hotrod Unlocks for the frame and I love the damn things.
Sad I missed out on the Phoenix one, looking forward to the eventual Locust Hero. (I'll even but it for full price!)
#16
Posted 26 October 2014 - 02:44 AM
Ovion, on 25 October 2014 - 02:53 PM, said:
Dont be - (p) locust have really stupid (glowing in thermal) fat wireframe blocking (even more) viewing space.
#17
Posted 26 October 2014 - 10:01 PM
Bilaz, on 26 October 2014 - 02:44 AM, said:
The rage cage is the best.
And the arms really help. Survived gauss because of them countless times.
Overall, I'd say that the 1V is the most fun of the Locusts. I've actually cranked out 300 damage with just the machine guns, and a TAG in CT. With a Small Pulse and a BAP, you can effectively light-hunt, as a miss is MUCH more forgiving. It's more support than the others though, and you need to stick with a buddy.
#18
Posted 27 October 2014 - 08:55 PM
My natural instinct on building the 1V revolves around
- snipe for beginning of match
- machine gun open components at the end of the match
So I run an ER Large + all 4 Machine Guns. Had to shave an extra half ton of armour to make it work, but I don't miss it since I'm basically never under enemy fire if I play it right.
That said, I have horrible luck with MGs and I only bought this variant in hopes that it would make me better at using them. I've gotten to elite and no dice so far, but I'll keep working on it.
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