I have a lot of the light heroes but I wouldn't say that any of them are must-haves. Here's my brief thoughts on the ones I have:
The Death's Knell: In the context of Commandos, The Death's Knell is considered the best one but still not great enough that you see them. I have four medium lasers and AMS on mine with a max XL engine and this is one of the only builds that makes sense on it so that's what you'll see it if you see a TDK at all (plus or minus the AMS). I like mine but I also haven't touched it in awhile.
Ember: The Ember was the sh*t back in the day. This thing was a monster but lost it's edge when machine guns were nerfed. I'd say it's still good but not really anything to write home about anymore. Mine has 4 medium lasers and 4 machine guns, a max XL, and most or all the jumpjets it can fit. The jumpjets give it an added maneuverability and quick turn capability that helps a lot when fighting real close.
Pirate's Bane: Since you liked the Locust, this would be my recommendation. The PB is the only Locust that can carry ECM. A lot of people will either pack 4 medium lasers or 4 small pulse lasers on this guy and zip around. I'm actually insane and run the stock loadout with 4 small lasers and 2 machine guns but I also run my -1V with 4 machine guns and a medium pulse laser so that's the kind of guy I am. The ECM on the PB is handy for flanking unnoticed. Strike targets that are already dealing with your teammates and try staying away from other lights. At best, a light v light fight usually ends up with one dead and the other legged.
Huggin: I don't actually have a Huggin anymore because I rage sold it for defying everything a Raven should be (i.e. an electronic warfare support). After that, it got the quirks that let it fire off SRMs like machine guns which apparently made it really good. Then those quirks got nerfed and now we are here today. I can't speak to how it is exactly now but you don't see a lot so I'd avoid it unless you like launching SRMs while running at high speed.
TheFourthAlly, on 29 July 2016 - 12:24 AM, said:
That's certainly true, but if I pick up a hero, adding one (or two, depending on c-bill cost) for a bit less c-bills seems like the clever thing to do. Unless Heroes don't need to unlock any skills with xp. I thought they did though?
Locusts are the cheapest chassis in the game so you wouldn't be saving much. The only expensive part is outfiting them, particularly XL engines, so the sale won't help with that. If you have your eye on other mechs, I'd use the sale to get them and get the Locusts later. If not, then go for it. And you're correct, Heroes unlock skills just like normal mechs.
Edited by DrRedCoat, 29 July 2016 - 12:32 AM.