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Is The Locust Useless?

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#81 Mole

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Posted 18 February 2018 - 09:15 AM

View PostSir Kyle, on 16 February 2018 - 03:09 AM, said:

I really like the look of the Locust. Ir's like an AT-ST from StarWars. The first one even has a pretty cool weapon arrangement with those 4 machineguns.

But playing games in it, I can't help but feel wholly useless. Even other light mechs have way heavier armaments than 20 tons. I went up against another light mech...he has like 6 beam weapons and two machineguns. Here I am trying to defeat him with 4 heavy machineguns...

I don't have ECM or jump jets or....anything really that the Locust has over any other mechs. It seems wholly inferior.

Am I wrong? Can anyone tell me what the strength or niche of the Locust is? I'd really like to use this mech in a viable manner.


You are playing the Locust LCT-1V it sounds like. The Locust is certainly not a useless 'mech, but the 1V is possibly one of the worst variants. The Locust LCT-1E is my ride and I do quite well in it. With the exception of the Pirate's Bane hero that costs real money to acquire I think it is the most meta of the Locusts. If you want something that's decent as a mid-range harasser, try this: LCT-1E

It's hot as hell, but it works.

If you want to know what I run, I run this: LCT-1E

It's pretty great at knife-fighting.

Something you could also do that I have never really tried, but have considered in the past is this: LCT-1E

Edited by Mole, 18 February 2018 - 09:15 AM.


#82 Y E O N N E

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Posted 18 February 2018 - 09:20 AM

If you drop the engine to a 180, use Light Ferro, and skim some armor, you can get one extra DHS into the Locust. Since you no longer lose agility for dropping engine and the Locust's strength is agility and not top speed, definitely worth it IMHO to get the extra cooling in.

#83 BreakinStuff

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Posted 26 February 2018 - 03:42 AM

Ugh, the LCT-1V isn't useless, earlier this month I killed a blackjack and catapult together in one.

The locust is unforgiving as hell. It's hard to master because if you're not used to it, early on you get a very short life expectancy and your engagements tend to be... short.

If you choose to drive a Trollcust 1V, there's a few things you need to do:

First: wait until a double XP week/weekend. You're gonna need it.

Skills - The firepower tree is a complete waste of time. Don't bother, you don't have enough gun hardpoints to justify this. this is your overflow tree, not a primary tree.

Mobility tree: All of the speed tweaks are mandatory, the rest of it? Speed tweaks. Speed tweaks. Did I mention speed tweaks?

Sensor tree. Max this out. Your Lurm Boats will love you. You will be a good scout.

Survival tree: You want everything here except AMS overload.

For an optimal build on a LCT-1V you will want an XL 190 engine, ferro-fibrous and Endo-steel. 4 machineguns (2 in each arm), one Medium laser in the CT and all the ammo you can pack in.

Rule # 1: Never. Stop. Moving. If it can be done it can be done fast, at max speed, while circling the bigger mech and peppering him with MG fire and being a complete nuisance. Speed is literally your armor, and outside certain edge cases like getting hit by dual gauss, heavy gauss, AC/20's and whatnot you can survive quite a lot.

Rule #1 addendum: You can stand still to core out an assault who's got target fixation on someone else IF he's alone. If he starts turning to fight you, you bug out. You can always come back and harass him more.

Rule #2: You are not an assassin, you are a scout. You exist to move fast and tell the team where to find bad guys. You are also fast and maneuverable enough to be bait. Encounter an enemy light? Run straight for your big buddies and watch them hammer the guy bullying you.

Rule #3: Never run in a straight line. If you run in straight lines piloting light mechs, you will die horribly, rather like the Raven I put twin Gauss shells into the back of with my cyclops. Straight lines is almost as bad as not moving. Smart assault mechs who see light mechs stop moving/shut down, divert fire from the assault in front of them to gib the light mech.

Rule #4: You are one of the world's greatest antagonists. Have you ever heard anyone on comms saying "Don't chase the squirrel?" You ARE that squirrel, and it's incredibly easy to piss off big mechs who should KNOW better and get them chasing you. Get them running in circles chasing you. Run between angry big mechs and enjoy watching them shoot each other trying to kill you. Incoming LRMs? Get close to an enemy assault and hug him! He's the best possible cover against missiles!

Rule #5: Don't go into a match intending to be a big, bad killer of men. Locusts can do brutally excellent work in edge cases when it comes to killing, but almost all of those cases involve the enemy being distracted. Instead, focus on getting spotting bonuses (2000 C-bills every time a mech you have locked gets hit by allied LRMs), keeping your team informed of what enemies are where, and harassing the **** out of people.

Last Rule: You are tiny compared to literally everything else. Abuse this. Hide behind things, sometimes even smaller rocks can block incoming enemy fire because you are a tiny, pain-in-the-*** target that can headbutt an atlas in the crotch. When in doubt, run for the big mechs! But always run.

Special mention: Pirate's Bane.

Play with this one, learn it's quirks and put stealth armor on it and learn how to use the stealth armor efficiently. Pirate's bane is a mech I use for headshot assassinations on heavy and assault mechs. Poke-hide-poke-hide-poke-hide will take practice. And by hide, I mean you shoot someone in the back and run like a ***** 200m and park behind a rock before the big mech is fully turned around. don't just peek and duck behind buildings like you see most mechs do in normal play. You play hide and seek, then poke them again when they've decided you've left.

If you can figure out the knack for playing a locust, this **** never stops being funny. Driving my locust is how I relieve stress after being abandoned by my team (driving my assaults and heavies) in the middle of a push.

Edited by BreakinStuff, 26 February 2018 - 03:54 AM.


#84 Exilyth

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Posted 26 February 2018 - 04:09 PM

Can't stress enough that standing still and running in straight lines are the best way to die in a small light.

View PostMetus regem, on 16 February 2018 - 01:04 PM, said:

Very true, they need a special skill set to make the most of... I generally direct anyone that is interested in them to The Underrated Locust thread... A lot of the data maybe old, but the basic skills and tricks it shows are not.


The quoted and the post directly above this one are the most helpfull in this thread so far.

Edited by Exilyth, 26 February 2018 - 04:11 PM.


#85 bdotalex

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Posted 27 April 2018 - 10:36 PM

I know this post is old but, figure someone should just throw down proof that, with the right pilot, LCT-PB is deadly. **edit** ~ and I'm a casual player that only plays for a few days every month or so, I've seen guys with much higher scores than this. This is what I consider a solid round, not "amazing" or anything.
Posted Image

Edited by bdotalex, 27 April 2018 - 10:52 PM.


#86 LordNothing

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Posted 28 April 2018 - 12:05 AM

in the right hands, murder bot. it the hands of your typical mechwarrior, garbage. for me its in the former category. locust is a very easy mech to play badly.

#87 PocketYoda

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Posted 28 April 2018 - 04:23 AM

All this Urbie is the only legit light mech makes me laugh...


Considering a few years ago they were a laughing stock and only got added as a april fools joke..How far the urbie has progressed.

#88 Bin Goblin

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Posted 28 April 2018 - 04:36 AM

Having good fun with the LCT-3S in division 3. Got a positive W/L ratio, though it is close. What makes it fun is the fact that 99% of the time I am facing heavier mechs, so the challenge is hard. Generally, I either murder them while suffering less than 40 damage, or they know what they are doing and it becomes a much tighter match. CTFs and RFLs are common in division 3, with lots of ballistics and armour making them hard to beat. Only ever seen 1 other light mech, which was someone running another LCT.

#89 Koniving

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Posted 28 April 2018 - 04:50 AM

View PostSir Kyle, on 16 February 2018 - 03:09 AM, said:

I really like the look of the Locust. Ir's like an AT-ST from StarWars. The first one even has a pretty cool weapon arrangement with those 4 machineguns.

But playing games in it, I can't help but feel wholly useless. Even other light mechs have way heavier armaments than 20 tons. I went up against another light mech...he has like 6 beam weapons and two machineguns. Here I am trying to defeat him with 4 heavy machineguns...

I don't have ECM or jump jets or....anything really that the Locust has over any other mechs. It seems wholly inferior.

Am I wrong? Can anyone tell me what the strength or niche of the Locust is? I'd really like to use this mech in a viable manner.


In this video, about the Hunchback 4H, I encounter a Locust and decide to do a small segment on how rediculously overpowered the Locust is.
Skip to 3 minutes.


Effectively to recreate it: Full mobility skill tree, throttle decay (not sure if on or off; its the setting that if you let go of W you stop). Near instant accel, instant stop. Pop out, pop back, no time to be shot.

Edited by Koniving, 28 April 2018 - 04:54 AM.


#90 JediPanther

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Posted 28 April 2018 - 05:28 AM

Few people master light mechs and even fewer the lcts. You master those then go to any clan light and it feels like god mode. that's why you never see me in the ach but on very rare times see me in the 2c jenner. Despite the increase up to 315 xl I love the IS jenner more as it moves in mobility better and is smaller.

If the lct were so OP you'd see threads cry for nerfs against it as well as light que suddenly breaking over 30% into the heavies normal 40-60% It's hard for me to say bad things about the lcts when I got ace of spades with them then repeated it a few times. 1E and PB are in a tie for the best of the lcts and I switch between the two all the time. The rest of my lights only get ran as lol mechs.

Make a mistake in the lct and you are dead. It's unforgiving in its pilot errors with that xl. At best you lost an arm and are shot open ever where. Practice until you get better with it while getting use to dying or give up and go to a heavier (over 20 ton) mech.

#91 Y E O N N E

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Posted 28 April 2018 - 05:29 AM

View PostKoniving, on 28 April 2018 - 04:50 AM, said:


In this video, about the Hunchback 4H, I encounter a Locust and decide to do a small segment on how rediculously overpowered the Locust is.
Skip to 3 minutes.


Effectively to recreate it: Full mobility skill tree, throttle decay (not sure if on or off; its the setting that if you let go of W you stop). Near instant accel, instant stop. Pop out, pop back, no time to be shot.



That's not the Locust being OP as much as it was you having atrocious reaction time (off by almost a whole second) and terrible heat management. You also made the cardinal mistake of taking a 'Mech designed for killing big things near the front line out, alone, against a 'Mech designed for killing isolated targets.

Stop trying to play a line 'Mech like it's a striker.

Also, it's 4 minutes in, not 3.

Edited by Yeonne Greene, 28 April 2018 - 05:40 AM.


#92 JediPanther

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Posted 28 April 2018 - 05:39 AM

View PostKoniving, on 28 April 2018 - 04:50 AM, said:


In this video, about the Hunchback 4H, I encounter a Locust and decide to do a small segment on how rediculously overpowered the Locust is.
Skip to 3 minutes.


Effectively to recreate it: Full mobility skill tree, throttle decay (not sure if on or off; its the setting that if you let go of W you stop). Near instant accel, instant stop. Pop out, pop back, no time to be shot.

Throttle decay would be off. I never have it on in my lcts. for that srm build it's probably the srm 2 or 4 build with max mobility to get all the speed including kinetic burst and a minimal into fire power for the srm ammo per ton and all the missile buffs like spread reduction and increased critical hits.

I couldn't see the exact variant but it was most likely one of these with an xl in the 170-190 range depending on how much ammo. Ammo per ton would give you roughly 10-20 extra missiles and the alpha is 17-18 with limited shots. 220 max /8 per alpha.

LCT-3S srmsbomber

#93 Koniving

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Posted 28 April 2018 - 05:45 AM

I keep mine untouched, mainly because it gives me issues with my throttle stick. I like being able to adjust my speed on the fly and it is in some cases very important to be able to move at half speed or less. For example, Seismic has a detection threshold for movement.... But mostly the need is for heavy and assault mechs and dealing with lights, as you can turn faster at one quarter speed than you can at higher speeds.

#94 Zergling

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Posted 28 April 2018 - 07:41 PM

View PostKoniving, on 28 April 2018 - 04:50 AM, said:

how rediculously overpowered the Locust is.


Please stop making me laugh.

#95 Dino Might

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Posted 28 April 2018 - 08:36 PM

Throwing this up there just for one of the common forum goers who continuously rants about how lights should be fodder for his heavies and assaults....

Long live the Locust!


#96 bdotalex

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Posted 02 May 2018 - 04:56 PM

It doesn't matter if your team blows, you can still rock a light 'mech if you've got good game awareness. I do not think the LCT is OP at ALL. It can be one-shot by a lot of things, even if you guard with your arms correctly~ straight through. Despite my great score cards, I've had plenty of rounds where I get popped immediately right off the start either due to lag, or just a great shot by an enemy 'mech. You need to be aware which 'mechs on the field can do this, and steer clear of them. (large caliber ac's, streaks, gauss, rockets, etc.) When you get the chance, gank them first. You need to be patient, and an opportunist, to pilot a light mech well. It requires switching between the most aggressive tactics, to the most passive tactics at the drop of a hat. Requires discipline...

If you want a light 'mech that is just simply strong as hell with zero pilot skill, that would be the MLX-G. 12 damage per second on the heavy machine guns alone, better armor, never has heat issues, HMG's on the arms, so it has much better shot angle, (you can park directly behind someone and shoot up), oh yeah, and it has jumpjets.

The 3 advantages an LCT has on a MLX-G is that an LCT is faster, can equip stealth, and with the LCT-PB, has 2 throw away arms that you can guard with since all weapons are in the CT, all of which are useless to a player with no game awareness/skill.

I prefer the LCT for the challenge, and also because it's the fastest paced combat you can get in the game right now. It also requires fighting in 3rd person (imo) to bring out it's full potential when crashing enemy groups. (therefore you're not trying to hide, but cause chaos) It draws immense aggro because people assume 3rd person pilots don't know what they are doing, and think they are going to get an easy kill. They take the bait every time. Also, I like fighting in 3rd person.

Here's a few more score boards, win & a defeat, for your viewing pleasure. Both of these matches were yesterday. High dmg, low kills, low assists? ~ I'm going after the cores of the heaviest threats, taking out key players. Also, when the element of surprise is expired, I leave. I don't get tunnel vision, and get myself killed attempting to finish someone off, which often results in them dying to someone else much later on in the match.
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~ my build, for those willing to walk the path (left leg identical to right leg, nothing on left arm, note~ no BAP~ Logic: why waste tonnage when you can just kill the 'mech generating the ecm?)
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~ camo: Pattern~ Fractal, Colours~ Battleship Grey x3
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*edit*~ formatting.

Edited by bdotalex, 02 May 2018 - 05:10 PM.


#97 bdotalex

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Posted 03 May 2018 - 05:45 AM

After another day playing the LCT-PB, I think I've got a pretty good handle on how to use it right, and throughout the day, two things started to emerge as the leading causes of it exploding during a match, lol, which led me to make some changes. The two things are...

#1 Doing things I know I need to do in order to help my team win the match.
~ i.e. run amok in 3rd person through a grouped up enemy team, and shoot at everything wildly, because my team is getting hammered out of position and we need a big distraction to buy them some time, and help us win the game (or we just have a ton of LRM boats that are having trouble getting locks), or I need to latch onto, and kill, a specific 'mech that I know needs to die, or we're going to lose. Even if it means diving a grouped up enemy team to get at them, which often results in me dying as well... with honor that is. HUEHUEHUE... moving on.

#2 Losing a Side Torso.
~ because, despite my best efforts to be the "juke master", some players are simply fantastic snipers, and can hit my ST around my guard arm when I'm blocking, no matter what I do. (Particularly bad from Gauss users)

Conclusion~ Well, There's not much I can do about #1, when you gotta take one for the team, u gotta take one for the team. But #2 we can do something about.

Behold! Mr Butt-stab's final form~ the "IS Shikaku"! aka "Inner Sphere Assassin". Since the house I'm in has Japanese people in it I've decided that my pilot is Japanese. Why? Because I am a positively filthy weeaboo. On to the new build~

Posted Image

Main things I changed~
1. Dropped the Mobility and Auxiliary skill trees entirely, and moved all of their points into Firepower.
2. Dropped all armor by half or more, except the on the legs.
3. Switched to a 170 LE instead of a 180 XL engine.

Why I changed the things~
1. ~ As for mobility, I felt like I was getting better with positioning, and didn't need the speed to get me out of a jam nearly as often. Also, since I never did, and still don't, peek corners like a sissy, and I felt like I was getting better at ganking and staying behind people, I didn't feel like I needed the extra Acceleration or Brake anymore either.
~ As for Auxiliary, simply, I felt like the opportunities were too few, or it was simply too risky for me to take that half a second to line up, to use an airstrike. It could be that I'm just no good with them yet but, for now, I don't really dig 'em. I feel like they're a waste of cbills, and that I'd have better results if I just attacked normally, and secured the kill myself, rather than hoping to get lucky from an airstrike. (Though I admit, it is hilarious to bait pursuing 'mechs around a corner straight into an airstrike.) Anyway, I just run 1 regular old adv. UAV now, since I find good times to use a UAV come up much more often, and don't require any fiddling/setup to use. Damage=time=money friend! and I most often deal more damage with my guns than the airstrikes ever do in that same amount of time.
~ As for Firepower, I felt like what I was doing was effective, but the murdering was capped at my damage output. I therefore maxed out all relevant stats in the firepower tree, to bring that potential up to the highest it could be. I also wanted just a tiiiiiiiny bit more ammo for the MG's, and this did the trick. Lastly, It gave me enough range to easily engage just outside of 100m, which means, those 'mechs who only got 100m seismic sensors never see it commin, which is surprisingly quite a few people. (Your guns are also a lot quieter at that range too, which makes them even less likely to notice what's going on, especially if you pick a target that's already getting hit from elsewhere. They often don't notice there's a new source of damage before it's too late. The difference between a clean assassination and a brawl is about ~2 seconds of reaction time depending on target size, so it matters. A lot.)
2. I wasn't dying to getting legged, or taking too much "regular" damage anymore. I was always dying to skilled players who could manage to shoot around my guard arm, and hit my side torso anyway, with a very high power ballistic weapon. These were 1-shotting me since I had an XL engine, and would require something like 30-40+ armor to not 1-shot me, so it was pointless to try. If I ignored the stuff that was 1-shotting me, by all accounts, I actually had too much armor. So I reduced it by over half. I also now have a better understanding of stealth use, and how I can use it during a fight to deny ssrm locks, and hide which parts of my 'mech are damaged. If an enemy can see I'm nearly legged, they are going to shoot for that leg, but if they cant see anything, they're much more likely to shoot at whatever they think they're most likely to hit, which is whatever side you have exposed to them. You choose which side to expose, therefore, you control where the damage goes. Allowing you to spread it out nicely. They also don't get to see it when they score a nice hit (unless something explodes), which means they never know if they actually did score a nice hit, or to which part, which is demoralizing for them. It's also good for pretending you're hurt when you're really not, (just act like you're panicking) which is great for luring out some poor unsuspecting mech to a 1v1 to get stomped with no support, all good things.
3. This was my answer to the sniper deaths. If a good player is bound to land a good shot around my guard arm and inevitably blow a ST from time to time, I need to be able to shrug it off at least once per match. It's extremely rare to get both ST's blown in the same match, but I'd say there's a decent chance it'll happen once. Also, if you need to kill a particular enemy 'mech very badly for your team, this will give you a much greater chance of surviving their team's support fire while you take them out. (making it more likely you actually finish the job)

*edit* Also, in case anyone was wondering, I switched the side I put my heat sink on because I found myself unconsciously opting to use my right guard arm first all the time, so I figured I'd move it out of harms way. I also found myself in situations where I actually had great opportunity to do cockpit shots at close range, so I tried rolling with adv. zoom to see if it ever came in handy, and, what do you know, it did! So I keep it on full time now.

So far, this build is phenomenal for my playstyle, I'm trying to get a round where I break 1500 dmg, but winning the game comes first, so who knows if that'll ever happen lmao. Also, as I move up through the last few tiers, I'm sure I'll run into much stiffer competition, especially when I hit tier 1, which will give me a much harder time. I would say this build is pretty difficult to play, but it sure is fun. Good hunting!

Edited by bdotalex, 03 May 2018 - 06:42 AM.


#98 Old-dirty B

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Posted 03 May 2018 - 06:04 AM

A light engine won't save you when your legs are getting popped... In higher tier gameplay most opponents will target your legs anyway. Better start building experience and practise not getting shot in the first place.

I run all my locust with an XL190 engine, except the Pirates Bane which i tolerate with an XL180 because of the ECM.

My doctrine how to pilot a locust (based on many many game fielding one) is to take part in combat and contribute but with minimal exposure and attention. Of course grabbing attention helps the team and is part of your "job" and toolset, but you should try to do so without getting seen and thus shot...

One other advice, not "just" dive into the enemy group shooting wildly but first determine which mech you specifically will target (best is a critically damaged one) and then you attack and take out this opponent out and disappear (boom n zoom) to repeat.

Good luck on the path of the Locust!

#99 bdotalex

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Posted 03 May 2018 - 10:34 AM

Honestly, I only die from getting sniped in the torso, sure people target my legs constantly in vain, but I never get legged. Not within my last 50 games at least. LE has already saved me 2 or 3 times today from long range Gauss, so I'm gonna have to disagree with you 110,000% on that one haha. That's right, One-Hundred and Ten-Thousand percent! :D

View PostB3R3ND, on 03 May 2018 - 06:04 AM, said:

Of course grabbing attention helps the team and is part of your "job" and toolset, but you should try to do so without getting seen and thus shot...


So, lemme get this straight. I should make sure, that when I grab their attention, that they don't see me, and they don't shoot at me... lmao, uuuh huh, well, I don't know about you, but when I get attention, I get attention. You know what I'm saying? Unless I have the enemy team convinced that they have a real chance at killing me, I know I don't have em by the b... ahem, I mean, I'm not at the center of their attention where I want to be. Therefore, I convince them that they do have a good chance, by appearing to act like an idiot. When I grab attention it's like I'm rolling through a public shower, and doing a drive-by indiscriminate wet wash-cloth whipping while wearing naught a stitch but a pair of roller blades with LED wheels. It certainly takes some balls, but that's a distraction. What you're talking about sounds like you're hiding in a bush 3 blocks away turning a flashlight on and off in the middle of the day.

View PostB3R3ND, on 03 May 2018 - 06:04 AM, said:

One other advice, not "just" dive into the enemy group shooting wildly but first determine which mech you specifically will target (best is a critically damaged one) and then you attack and take out this opponent out and disappear (boom n zoom) to repeat.


I didn't explain this very clearly in the earlier post. Of course you aren't actually just "diving in and shooting at anything that moves" The point is that you want to appear that way. In the back of my mind, I've got my targets picked, and a solid plan of attack, but I want to look like I'm just an idiot, if that makes any sense.

Your playstyle sounds fine, but it seems a bit too passive/safe for me. Gotta be aggressive if you want on that score board! :3 Speakin' of score boards, I'd like to see some of yours with your LCT's! :D Maybe we can get a little competition goin.

#100 Pain G0D

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Posted 03 May 2018 - 10:44 AM

Well actually i use my locusts for fighting . I stay close to the Assaults and zip between their legs taking pot shots at whomever is shooting at them and hide behind them if I get targeted . Fire support is quite optional if not the best way to play with them .

Yeah and my PB has full damage and survival tree unlocked , He is a little monster . The S variant needs all the missile bonuses it can unlock and i still run out of ammo half the time but it hits hard .

PS the there is nothing wrong with the 1V .





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