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Locust Combat Guide (Wip)

Guide Locust

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#1 Old-dirty B

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Posted 13 April 2017 - 04:10 AM

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WARNING: The information & tactics outlined in this guide do not comply with the Locust intended use, severe damage to the Locust AND/OR the enemy team may occur!

I'm an avid Locust pilot and i wanted to share my gameplay knowledge and experience to help you pilot the Locust and to spice up your gameplay. The goal of this guide is to improve your combat effectiveness and transform this little scout into a ferocious precision killer.

This will not be easy and you probably will die a lot but as you gain experience you will soon take out many more enemies in return!

The mech:
This guide has been written based on the usage of the Locust LCT-1E or Locust LCT-3M, both excel in close combat and are considered the best variants of the Locust line-up.

General strategy:
As you might know, the Locust was originally designed as a scout and you probably have already been requested often (or even told) to cap zones, to sprint for and "get inside" the circle, to find the enemy or take care of lights capping our base. From here on, we will put that aside and we enter each round primarily to eliminate our enemy as quickly and silently possible.

The locust is the smallest and one of the fastest mechs available. The locust biggest weakness is its durability but it makes up more then enough with speed, manoeuvrability and size.

Avoid taking the enemy head on and look for ways to get to their rear, find singled out, lagging behind, over extending, distracted targets or damaged targets. With the Locust you can move fast, stealthy, get around the enemy and operate on your own.
Use any map feature to close in and get to their weak-spots and hit your target weak-spots, damaged components, backs or legs. Use cover as your armor and to conceal your presence. Use your teammates as distraction, use cap zones, bases, circles etc as your tools to lure, bait, to split up or to confuse your enemy.

The 4 phases of combat:
There are four phases in combat, ideally you go from one phase to another in the given order:

Find the enemy
To be able to engage and destroy the enemy you first need to find them. Finding the enemy also allows your team to prepare, move and engage and thus distract the enemy allowing you more freedom of movement and actions. You move around the map and towards the enemy to locate them, preferably using stealth as that leaves more options to proceed open.
Once you have found the enemy you can decide how to proceed: if the enemy is unaware of your presence or is distracted / occupied by your team you can proceed to stalk or flank the enemy. If the enemy is aware, if your stealth approach failed you should break contact. Avoid going straight into combat (head-on), do this only when you have no other options or if you have a severe advantage over your opponent otherwise you have much better chances in an attack via a flank or stalk.

Stalk or flank the enemy
When the enemy is not focused on you or even better is unaware of your presence you can close in for an engagement and attack from a dead angle or blind spot. A flank is usually performed when the enemy is already engaged with your team, using cover you get around and attack the enemy from a direction where they are not looking. A stalk is usually performed behind enemy lines where you can follow, creep up and close in with unaware enemies hanging at the back or flanks (sniping or lurming). While stalking you try to get in pointblank range with your target

Engage the enemy
Depending on the situation and approach you use hit n run, backstab or tail-chase tactics to attack the enemy, ideally from a dead angle or blind spot to avoid detection and more import to avoid fire. Attacks on the flanks usually asks for hit n run tactics because the enemy usually has a general idea of your presence and more easily directs its attention (and fire) into your direction. A stalk usually leads to a backstab or tail-chase. Try to keep up your situational awareness, especially in combat, to stay in the enemies blind spot and thus avoid fire!

Break contact
When you get too much attention and fire you need to break contact and do a tactical retreat. Use evasive / dodging manoeuvres to spread or avoid damage and increase your distance to the enemy and find cover or concealment to hide and disappear (a tactical shutdown often does wonders). From a tactical retreat you can setup an ambush or go back to finding the enemy and re-engage (but only via a flank or stalk!). A tactical retreat often pulls one more more enemies away from the main fight, after you build up enough distance they most often abort the chase, split up or over extent. Most often a ideal ambush, backstab or tail-chase opportunity arises from this manoeuvre.

Exploit your opponents blindspot, stealth is your armor:

The enemy cant hit what it cant see, use your speed and size advantage to exploit this weakness and compensate your main weakness: lack of armor.

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blind spot: "a place or area where vision is completely or partially obscured or hearing is difficult or impossible"

All battlemechs seen in MWO are more or less similar in design, they all are "front loaded". This basically means that all the weapons are facing forwards and most of the armor is distributed to the front. Furthermore, the cockpit and thus the field of view of the pilot is at the front, also the sensor which detects enemy mechs is facing forward (a cone of +/- 100 degrees). This means the back or rear of a battlemech is a big weak spot, not only is there the least armor, no weapons can be fired to the rear and nothing can be seen nor detected. Add to that the limited turning speed, rotation range and speed, especially for the bigger and heavier mechs which severely hampers their ability to respond to threats or attacks from the rear.

The area or cone behind an enemy mech where vision and detection is obscured is called the "blind-spot". The Locust, because of its size, speed and agility, is by far most suited to exploit this weakness. Operating inside this blind spot means you are able to fight enemy mechs at a very close range with minimal or no exposure and prevents the enemy to exploit your biggest weakness: lack of armor!

Staying inside the blindspot
The blind spot is roughly 260 degrees wide, very roughly directly to your targets sides and all the way around the back, this is applicable to all mechs regardless of class, size and weight. The turning and torso rotation speed of your target will vary, big chunky assaults will have the worst turning and rotation speeds while lights, especially the Locust, have very very good turning and rotation speed. To exploit the blindspot you are most advantageous against the slowest and biggest enemies. Furthermore, the further you are away from your target, the quicker you have to respond to counter your targets turning / rotation to stay inside the blindspot. In short, the closer you are to your target, the easier it will be to remain unseen and undetected.
The size, speed and agility of the Locust should be used to move in to this blindspot and attack your target and break contact when you no longer are able to stay there, when you get too much attention.

Local blindspot and global bindspot
The "local" blindspot is what i call the blindspot relative to your target, if you are able to remain at the back of your target you will always be inside the local blindspot. However, there's also a "global" blindspot which is the sum or combined area of all enemy blindspots together. Mostly your team is facing the enemy team and vice versa, this means the global blindspot is roughly behind and a bit to the sides of the enemy group.

While you are inside the blind spot of your target, safe in the local blindspot, you cannot be detected, targetted nor being shot by your target. However other enemies are still able to see and detect your presence (if they are facing you). To be fully safe, you should not only be inside the local but also the global blindspot. While its not that hard to stay inside the local blindspot but all the more to stay in the global blindspot at the same time, its often not completely necessary but to minimise failure at least consider it and choose your target and your positioning in order to exploit the local and global blindspot the most. For example keeping your target in between you and the rest of the enemy team or choosing a target that is distanced from the rest of the enemy team. All in all, staying in the local blindspot is your main priority, the global blindspot second.

PS. This guide is a work in process, more information will be added along the line...

Edited by B3R3ND, 18 April 2017 - 11:07 AM.


#2 Old-dirty B

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Posted 13 April 2017 - 04:20 AM

The Locust Toolbox - tactics, battle-drills, tricks:

Dogfight
A close range battle between two or more (light) opponents. Pilots are aware of each others presence and try to dodge incoming fire while trying to do damage to vital components, usually legs are targetted.

Hit 'n Run
Use your speed and available cover to move around the enemy / enemy team and hit your target by surprise and then quickly fade away to attack from another angle. If you remain unseen you can distract many enemies and cause confusion and thus lowering their combat effectiveness.

Backstab
Using stealth to get around and at the back of your target where you surprise attack the rear ct (or legs). Usually after the first strike your opponent will try to turn and face you, you rotate and move to counter and stay in his back and remain unseen.

Tail-Chase
Using stealth or smart movement to get on the tail of a moving light, copying or counter evasive movements to stay on the tail, remain unseen and strike the rear ct of your opponent. Similar to the backstab but performed while chasing.

Baiting
Attracting attention deliberately or when you get attention by a failed sneak attempt, you can try to bait and lure enemy away from the main-group split them up and / or to setup an ambush. Be aware for mechs specifically geared to handle lights such as the "streakcat", "streakcrow" or "streakdog", these mechs tend to take the bait...

Tactical-Retreat
To retreat or disengage from a confrontation and to bait or lure the enemy into an ambush or trap. This ambush or trap can be one or more teammates or self deployed.

Parthian-Shot
While (fake) retreating and in between evasive / dodging manoeuvres you turn or rotate to shoot at the pursuing enemy.

Tactical-Shutdown
Powering down (in preferably an overwatch and concealed position) to maximise stealth and avoid detection to break contact or get into a favourable position that allows you to backstab or tail-chase an enemy.

Blocking
When your target moved out of cover to poke at your team, when your target is already in an engagement with your team or when he's taking suppressive fire (LRM's) you can block his way into safety by standing directly behind. Your target will then take additional damage and will be distracted allowing you to backstab less noticeable.

Clinching
Some very tall targets, especially with high mounted torso weapons, are not able to look down / shoot down enough to see and hit you. This allows you to hide "in plain sight". You can use this same technique when mechs jump up, you dash right below them and they wont be able to see and hit you.

Cha-Cha-Cha
Quickly rocking back and forward to hold an position without standing still to minimise chances to take heavy damage

Straight line of death
Moving in a straight line often towards or away from an enemy. Will often result in critical damage or even destruction. Don't do it!

Edited by B3R3ND, 18 April 2017 - 11:07 AM.


#3 Renfis

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Posted 15 April 2017 - 12:54 PM

Looking forward to reading more. I love the Locust, although I prefer the PB (4SPL 2MG) or 1V (1MPL 4MG). I really like the MGs for backstabbing and even the one MPL usually chews through the back armour of most assaults in one or maybe two strikes. If no good oppurtunity to assassinate lone mechs presents itself, it's a beast when it comes to running around between the legs of every other mech when the lines clash, and the MGs just melts open components.

#4 Old-dirty B

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Posted 18 April 2017 - 04:12 AM

Good to hear you like the locust, at first i was into the PB and 1V but after i gained experience i was starting to miss the lack of short range firepower and dps (compared to the 1E and 3M). On top of that ECM of the PB was more hurting my stealth (radar distortion) then i gained from it...

Btw, ive updated the main post by adding "the 4 phases of combat", next iteration i will go more into depth of the "blind spot" aka "locust paradise"! :P

#5 Old-dirty B

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Posted 18 April 2017 - 10:53 AM

Updated main post, added a section about "the blindspot".

#6 DeeHawk

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Posted 19 April 2017 - 12:46 AM

View PostB3R3ND, on 18 April 2017 - 04:12 AM, said:

Good to hear you like the locust, at first i was into the PB and 1V but after i gained experience i was starting to miss the lack of short range firepower and dps (compared to the 1E and 3M). On top of that ECM of the PB was more hurting my stealth (radar distortion) then i gained from it...


Have to agree, the PB is meant for another playstyle, as the 1,5 ton ECM must become of more use than just closing in and countering to be viable.

Excellent guide so far!

Got something regarding chosing target component:
You're almost in position to backstab a somewhat lonely Assault. Where are you gonna shoot? Rear CT if you intend a quick kill, sure. But in close quarters, he will quickly be able to shield his back, so practically your damage would be wasted, as you cant finish his rear. (Your incoming help will probably shoot him in the front as well).
But he can't shield his legs from you. So start off with the legs, if you doubt you can finish the rear.

Also, Target Info Gathering as 3rd module, have helped me a lot getting a quick assasination in the middle of the enemy team.

#7 Old-dirty B

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Posted 19 April 2017 - 02:12 AM

Thanks for your input and comments! Indeed, the ECM doesnt do much when you are already in the blindspot and when you do run into another light when you cant easily create distance i would rather have more firepower and dps... and duke it out in a dogfight ;)

Anyway backstabbing in close quartere is tricky because your space to counter your opponents movement is limited, experienced players will instantly know what is happening after your initial strike and try to backup against some cover. I would be tempted to hit the back (or even better the but which also is considered back ct) but the legs are always a good choise, especially when in doubt. Perhaps a better choise of tactics would be to alpha your target (from a position you can easily vanish) untill your target responds and then either try to bait or lure him into a more favourable position, hit n run from another dead angle or perhaps stalk your target more untill he moves into a less restricted area.

Next iteration of the guide i want to go into depth for interesting modules such as seismic sensor, radar derp, info gathering and some others.

#8 DeeHawk

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Posted 21 April 2017 - 03:46 AM

Since this thread primarily regards the 1E and 3M variants, I'll just leave this here.

If anyone else beside me, have trouble imagining if 5 Small Pulse Laser with 25% Cooldown Reduction is better than 6 Small Pulse Laser without, take a look.

Horizontal axis is time in seconds, and the timeline starts as you fire your first alpha.
Posted Image


3M has a time advantage on the 2nd and 3rd shots.
1E has a time advatange on it's 3rd and 4th shot, which will hit before the 4th and 5th shot of the 3M, tho for slightly less damage.

In almost any case, I'd rather shoot less times (1E) for the same damage, even though the 3M has a slightly higher DPS at the same Damage/Heat. Also, the 1E gives you all arm weapons, which i highly recommend on the locust.


Conclusion
3M gives slightly more dps, at the cost of extra heat (linear correlation), but has to hit more times (duh)

However there's 3 major factors at play, not included in these purely mathematical results:
1. Wasted time between the end of your weapon recycle time, and the time you fire again.
2. The higher the alpha, the more damage you lose by not hitting your enemy/hitting from more than optimal range.
3. The timeline doesn't come close to resemble realistic use in combat, as you break off engagement, make circles, generally evade fire and rarely have a good opportunity to press & hold your your alpha button.

It's really up to preference, but I'm not letting go of my 24 alpha! :D

Edited by DeeHawk, 21 April 2017 - 04:49 AM.


#9 Renfis

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Posted 22 April 2017 - 04:01 PM

The PB really suffers if you mount ECM on it, it takes away to much firepower, but just because it CAN mount ECM doesn't mean you have to! Speedtanking, evading and hiding works alot better for me. Didn't like the PB at all until I removed the ECM, now it's my favourite! (again, MGs are so much fun!)

Although, I usually have great matches 1/5 of the time, decent games 1/5 and total crash and burn 3/5 of the time, so I've still got some ways to go :P

Edited by Renfis, 22 April 2017 - 04:02 PM.


#10 Old-dirty B

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Posted 28 April 2017 - 02:13 AM

View PostDeeHawk, on 21 April 2017 - 03:46 AM, said:

Since this thread primarily regards the 1E and 3M variants, I'll just leave this here.

If anyone else beside me, have trouble imagining if 5 Small Pulse Laser with 25% Cooldown Reduction is better than 6 Small Pulse Laser without, take a look.
...
In almost any case, I'd rather shoot less times (1E) for the same damage, even though the 3M has a slightly higher DPS at the same Damage/Heat. Also, the 1E gives you all arm weapons, which i highly recommend on the locust.

Conclusion
3M gives slightly more dps, at the cost of extra heat (linear correlation), but has to hit more times (duh)

However there's 3 major factors at play, not included in these purely mathematical results:
1. Wasted time between the end of your weapon recycle time, and the time you fire again.
2. The higher the alpha, the more damage you lose by not hitting your enemy/hitting from more than optimal range.
3. The timeline doesn't come close to resemble realistic use in combat, as you break off engagement, make circles, generally evade fire and rarely have a good opportunity to press & hold your your alpha button.

It's really up to preference, but I'm not letting go of my 24 alpha! Posted Image


Thanks for your contribution! Very interesting to put the firepower / dps down in a graph for these variants. There's one thing missing in this comparison, the 3M is able to run 4 external heatsinks versus the mandatory 3 of the 1E.

In the end it means that the 3M is able to have a slightly higher dps and slightly higher sustainable dps (runs a tad cooler) but needs more moments to take aim and shoot to keep that advantage. In practise an elited 3M vs elited 1E has about 0.5 seconds less cooldown time or in other words 0.5 seconds less time time to line up a shot to keep its dps advantage.

From my practise, the 3M is the better backstabber where you don't need much time to line up the next shot and thus have no issue to keep up the dps advantage. Here the 3M outputs more damage in the same time and thus downs the "victim" slightly quicker.

In a more mobile and dynamic engagement, especially in a dogfight, the 1E has my preference because you will probably need more time to line up a shot then the cooldown of your weapons. But then again this also depends highly on your accuracy, if you are not able to cripple your opponent before you run hot, the 3M is again more advantageous because of its higher sustainable dps.

All in all, it highly depends on your way of play, accuracy, movement - skill - which variant is better. In general i would say the 3M is a bit more forgiving, the 1E is slightly more suited for high tier gameplay.

#11 Old-dirty B

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Posted 28 April 2017 - 02:30 AM

BTW, it has to be seen how effective the locust remains when we get the skill tree, from my limited tests the small pulse 1E and its associated gameplay pretty much can be retained (as it was the least quirked variant), the 3M and especially the 1V will be nerfed harder because both "need" pretty big quirks to keep up.

Edited by B3R3ND, 28 April 2017 - 02:32 AM.


#12 DeeHawk

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Posted 28 April 2017 - 02:41 AM

Yeah I didn't factor in heat capacity or dissipation at all.
I haven't played the 3M, so I'll go with your conclusion as well, it sounds sensible, Although 11 heatsinks only makes for a marginal improvement to 10, it is a valid point for the 3M, as it has a slight dps lead in the first place.

But don't forget the all arms hardpoints of the 1E, which delivers full damage from any vertical angle. I make use of those arms quite often. 'Cliff diver'-kills are my favourite.

*edit*
Skill tree. Yes. That'll hurt a lot on some Mechs. The 1V will be nerfed to the point of never being played again.

Edited by DeeHawk, 28 April 2017 - 02:44 AM.


#13 Old-dirty B

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Posted 28 April 2017 - 02:51 AM

Yes, havent addressed your remark about the arms and thats a very valid one, thats also something that the 1E has over the 3M. The arm mounted weapons make up for the poor torso pitch, i often need / use it.

About the skill tree, hopefully PGI will do some passes on the benefits per skill node for each of the specific variants and adjusts these accordingly, especially those that needed big quirks to compete like the 1V.





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