Jump to content

Locust Lrm Review "nettling Imp"


11 replies to this topic

#1 Arisaka type 099

    Rookie

  • 5 posts

Posted 28 August 2017 - 03:02 PM

I've always been a fan of the Locust, way back to table-top days.
Here is a LRM build; I run around along a distant flank and generally harass while I scout. I have seen this generally good at pealing one or two people away to deal with me :)

Any idea on improvement would be appreciated!
[smurfy]http://mwo.smurfy-ne...eaf5ee526c98bce[/smurfy]

#2 Snotskull

    Member

  • Pip
  • The Altruist
  • The Altruist
  • 14 posts

Posted 29 August 2017 - 11:42 AM

try the 1M

http://mwo.smurfy-ne...040fb56c0d1259d

#3 Arisaka type 099

    Rookie

  • 5 posts

Posted 29 August 2017 - 12:59 PM

View PostSnotskull, on 29 August 2017 - 11:42 AM, said:


I will take a look, thanks!
I bought a 3S because my first build was playing with x4 SRMs, but I found myself doing more spotting for LRMs boats, and wanted to join in :)

#4 stealthraccoon

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,497 posts
  • Locationnestled in a burlap sack, down in the root cellar

Posted 29 August 2017 - 09:03 PM

If you want to LRM as light and fast as possible, I'd recommend using the COM-3A or 1D, the extra 5 tons really adds to your survival:
[smurfy]http://mwo.smurfy-ne...54718facf5362af[/smurfy]


#5 Arisaka type 099

    Rookie

  • 5 posts

Posted 29 August 2017 - 09:14 PM

View PostSnotskull, on 29 August 2017 - 11:42 AM, said:


I don't unfortunately get any saving out of using the 1M :(

#6 stealthraccoon

    Member

  • PipPipPipPipPipPipPipPip
  • Urban Commando
  • Urban Commando
  • 1,497 posts
  • Locationnestled in a burlap sack, down in the root cellar

Posted 30 August 2017 - 05:23 AM

View PostArisaka type 099, on 29 August 2017 - 09:14 PM, said:

I don't unfortunately get any saving out of using the 1M :(

The only advantage the 1M offers is the extra E hard point in the CT - could do something like (since you already bought an XL170)
[smurfy]http://mwo.smurfy-ne...315cbc5ce512454[/smurfy]

More people are equipping AMS, so be mindful about wasting your ammo early in game, spot for the bigger guns and avoid other, better armed lights.

#7 Barkem Squirrel

    Member

  • PipPipPipPipPipPipPipPip
  • The Bowman
  • The Bowman
  • 1,082 posts
  • LocationEarth.

Posted 30 August 2017 - 05:41 AM

I have run the Locust LRM boats many times and really settled on having a 145 XL with just one now ERML and 3 tons of ammo. Sure you are not as fast, but working with other lights or on the edges close to support it works fine.

The truth of these little LRM boats is to get as much damage close as possible or do more damage then the number of LRMs you can carry. I have done it a few times in the two locust, but in the jenner oxide I have done it with 720 LRMs and 900. (there you need good arty or airstrikes.)

#8 Kitty Bacon

    Member

  • PipPipPipPipPipPip
  • The Angel
  • The Angel
  • 320 posts
  • Twitch: Link
  • LocationUtah

Posted 30 August 2017 - 10:23 AM

The LRM Locust! I remember running that when it first came out. People laughed, called it a troll build.... But was it ever effective at what it did. Annoy the piss out of people.

When I ran mine, I got good damage. Granted if even one mech had AMS, you were screwed, but it was still fun.

The Assassin hero has become another really fun mech to run a fast LRM spotter in.

DarkDeath with stealth armor, 2 Mlas and 2 LRM10s. Its just a fun build because you can get behind the enemies with stealth armor then shoot LRMs at them while spotting for your friends. They think they are safe behind that building.. Muahahaha....

#9 jss78

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 2,575 posts
  • LocationHelsinki

Posted 30 August 2017 - 10:50 AM

If you're having fun in LRM Locusts, don't let me tell no.

But in general in this game, mobile LRM boats are seen as a good thing. But the sweet spot is maybe something like a heavy medium or a light heavy. They are fast enough to move with their team and find those nice firing angles, but heavy enough to bring useful firepower. In short, you don't "need" to be as fast as a Locust.

For example the Hunchback 4J has long been considered a good LRM 'mech in this game, though old-school at this point. As an example here is my build. Moves around at 90 km/h, useful backup armament, able to get its own locks with the TAG.

(I love the LRM Locust in Harebrained's new Battletech game. In that game, unlike here, 'mech cost is part of the equation. Those LCT-1M's are quite cost-effective fire support.)

#10 Daggett

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,244 posts
  • Google+: Link
  • LocationGermany

Posted 30 August 2017 - 11:55 AM

I would be worried about the total damage output and end-game usefulness. 360 Missiles mean you can do 360dmg max. Even with your positioning advantage you can expect only half of those to connect. So you will of cause be valuable by distracting the enemy, but after your ammo is gone you are not doing much.
Another problem is your low armor. If anyone catches you, you won't last long.

So my suggestion would be to ditch the Laser AMS and BAP and equip more armor and a backup energy weapon instead. Your speed should save you from enemy lurms and you can't risk to get into BAP range with your armor anyway. This way, you can still cause confusion after your missiles are gone and will often survive a lucky hit.

Using Standard Ferro you could end up with something like this:
LCT-3S

This has the same LRM firepower than your build, a backup weapon for mid/end-game harassment, much more (almost max) armor and maximum speed. The latter will save your life if any enemy light tries to hunt you (which they will). You only lose Laser AMS which is even less important when running 154-165kph and the BAP which you can mitigate by now faster positioning and therefore improved ability to attack targets not protected by ECM.

Edit:
In general reducing the engine does not help on such light mechs. Because you need to equip more heatsinks, the net weight gain will only be a mere ton in your case but you lose a lot of speed which is the locusts main advantage.

Edited by Daggett, 30 August 2017 - 12:06 PM.


#11 Arisaka type 099

    Rookie

  • 5 posts

Posted 30 August 2017 - 02:22 PM

View PostDaggett, on 30 August 2017 - 11:55 AM, said:

I would be worried about the total damage output and end-game usefulness. 360 Missiles mean you can do 360dmg max. Even with your positioning advantage you can expect only half of those to connect. So you will of cause be valuable by distracting the enemy, but after your ammo is gone you are not doing much.
Another problem is your low armor. If anyone catches you, you won't last long.

So my suggestion would be to ditch the Laser AMS and BAP and equip more armor and a backup energy weapon instead. Your speed should save you from enemy lurms and you can't risk to get into BAP range with your armor anyway. This way, you can still cause confusion after your missiles are gone and will often survive a lucky hit.

Using Standard Ferro you could end up with something like this:
LCT-3S

This has the same LRM firepower than your build, a backup weapon for mid/end-game harassment, much more (almost max) armor and maximum speed. The latter will save your life if any enemy light tries to hunt you (which they will). You only lose Laser AMS which is even less important when running 154-165kph and the BAP which you can mitigate by now faster positioning and therefore improved ability to attack targets not protected by ECM.

Edit:
In general reducing the engine does not help on such light mechs. Because you need to equip more heatsinks, the net weight gain will only be a mere ton in your case but you lose a lot of speed which is the locusts main advantage.


I have the AMS and BAP for the sake of being useful in a group. The AMS has saved my bacon several times when other missile boats shoo me away from my spotting/launch area, especially when there is little cover, or when I can't do a full straight run (typically due to needing to serpentine).

My current build does drop the BAP for more ammo & armor. I tried to put some sort of laser too, but having one was very underwhelming in regard to helping out, or defending myself. I am playing with having a TAG and see how that works out.

#12 Darrious Quinn

    Member

  • PipPipPipPipPipPip
  • The Defiant
  • The Defiant
  • 244 posts
  • LocationUS East Coast

Posted 07 September 2017 - 11:42 AM

As a fellow Locust pilot…. I cannot, in good conscience support a LRM locust.

There are plenty of Meta-Try-Hards around that would give you hell just because you mentioned LRMs, never mind in a locust. I'm far from one of them. I do believe in playing what you enjoy, however, you should always be open to playing a platform to its strengths.

I know it seems fun on paper, or in a turn based Battletech environment, but there are too many elements with an LRM locust that work against it. You are stuck skirting around the fight, meaning you rely on your team to find locks for you. This introduces a world of pain in the butt in regards to: Line of Sight, Focusing Fire and Lock Loss. Running twin LRMs, you can’t risk getting close enough to get your own targets because you’re asking to take fire. You are pretty much banking on someone being distracted enough to squirrel after you, which can be helpful assuming your front line is doing well, but ultimately results in you not being able to defend and not doing much to help the team because now instead of sending those few LRM salvos down range…. You’re running for your life. In THAT, we find the meaning of the poor Locust-3S’s life and true calling. To perpetually run for its life from … well… everything, including other locusts.

As one of the weakest of the locust platforms, the 3S is damned to play the role of a missile platform in a game where half of its potential armament just isn’t worth carrying and is difficult to use just through game mechanics and player behavior.

You should play the 3s to its strengths. It’s a fast, agile, annoying ankle-biter who can single handedly fold the oppositions front line in on itself through complete chaos.
A while back when the locusts were first introduced, someone was summed up the locust play style perfectly, “Drive it like you’re invincible”. So with that nugget of wisdom passed on, this was my loadout from the past.

http://mwo.smurfy-ne...ede16c843f5bcc8

This SRM2 build served me very well and will likely prove much more enjoyable and exciting to play. The adrenaline of the ambush and escape really can’t be duplicated from any other mech. It’s the combination of having enough firepower to be a threat AND knowing you could die any second. Stay nimble, stay aggressive. A cautious Locust is a dead locust and for the love of Urbie never stand still. Ever. Even on your base or cap point. NEVER.

Some my cringe at SRM2s. Some will opt for SRM4s which was standard even when I played it. For me however, I found that two groupings of SRM2s allowed for better ammo control and heat management. You alpha when you KNOW you have the shot. You chain fire as you’re strafing and evading targets. Don’t be afraid to double back for a second pass, just make sure it’s from a different direction. Don’t be predictable. If you duck behind a boulder… reappear from behind that tree over’yonder. Never fire when out of range, it only warns them you’re coming. Oh, and try not to engage other lights. Truth of the matter is you are still in a locust and they are still paper thin. With evenly skilled pilots, there really isn’t a single mech a locust could take in a toe to toe dogfight. Remember, it’s not running, its repositioning.

Hope this helped and that you enjoy. Makes me want to dust the my old S3 off and dive back in. So how badly I done get blowed up hahah!

Edited by Darrious Quinn, 07 September 2017 - 11:53 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users