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How To Locust?


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#1 FRAGTAST1C

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Posted 05 January 2020 - 08:10 PM

I've never piloted any 20t mech other than the Piranha Cipher. I bought the Locust booster pack a couple of months ago when it was on sale. So, I have the Locust Pirate's Bane, 3M and 1E(C).

Unfortunately, the GrimMech's database has a build for the PB which I'm not too keen on (as I rather have 2 MPLs + 2 ERSL and no MGs) and for the missile Locust. Build-wise, I'll probably keep doing a mix of MPLs and SML or SPLs + SL.

The problem is the skills. I can't have all of the consumables, so 2 Coolshots, 2 Arty/Air strikes and 1 UAV is what I'll go for. All the Range nodes and get the Heat Gen. and Cooldown nodes as I go along the Firepower tree, nothing in the Survival but max Speed Tweak. ECM nodes for the PB and full Radar Dep. for the other variants.

Other than those, am I missing anything?

#2 Maddermax

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Posted 05 January 2020 - 11:29 PM

For Pirates Bane, I go 3 Medium lasers, 1 small, 2MGs, stealth armor, and strip the arms entirely, and nearly all the head too. Sounds a bit odd with the mixed lasers, but it works well enough, and there's nothing I'd like to strip to get the extra half ton.

Set the Stealth key to something very convenient - I use F, so I can flip back and forth as needed.

For skills, max speed tweak, full ECM bubble, double strikes (I usually go 2xstrikes + UAV), all the laser nodes. Those are pretty universal. I also take both Magazine Capacity nodes, but mainly just as I like the cooldown/range nodes along the way anyway.

From there, probably the operations tree would be best, however, I go a bit differently. I go radar Deprivation and part of the survival track. You get very little armor from it, but it really does make a difference I feel - those extra few laser swipes before your legs go boom keep you running a lot longer. The Radar Deprivation is for those times you lose your stealth for any reason - when someone does get a lock on you, you want it broken as soon as possible. Usually not such an issue now that Stealth doesn't cause constant heat build-up, so running around with it is easier, but you do lose a lot of enemy location information keeping it on all the time. Also, TAG is still a thing, so being able to break locks instantly by walking past a pole is helpful.

Throw any extra points into Cooldown on your lasers.



#3 LordNothing

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Posted 06 January 2020 - 12:15 AM

first rule is never stop. even hill humping can get you killed. early game do scouting and hit and runs. if you see an isolated assault, go for a back shot, but break off if it looks like he shows any signs of competence. when attacking be constantly aware of your escape routes. mid game you can start stirring up ****, bait targets into your team or kite them while your team thins them out. late game you can start getting brazen and attack directly. look for open components and take em out.

#4 Brizna

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Posted 06 January 2020 - 04:15 AM

I disagree with the non stopping, first rule is to stop any time you need to and its safe, don't otherwise. Obviously knowing when you can stop and when you can't depends heavily on your battle awareness, or in other words your capacity to know what's going on around you with the limited information you get from your viewing angle, mini map, coms and that general experience that helps you to intuitively guess what's going to happen most likely in a certain situation and map. Simply running around mindlessly and randomly is only going to get you shot at, better to stop in a safe place gather information and think your next move.

But yeah stopping at a "safe" place only to get dual gaussed to insta-dead is embarrassing, learn from your mistake and evaluate better next time.

#5 ShiverMeRivets

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Posted 06 January 2020 - 11:26 AM

Stop and stop often. “Slow is the way to go”.
When you poke an assult wait to see where his return fire goes so you can asses his aiming skills. Also, keep some distance so that assult will not step over you - collision damage is your enemy!

#6 LordNothing

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Posted 06 January 2020 - 08:27 PM

View PostBrizna, on 06 January 2020 - 04:15 AM, said:

I disagree with the non stopping, first rule is to stop any time you need to and its safe, don't otherwise. Obviously knowing when you can stop and when you can't depends heavily on your battle awareness, or in other words your capacity to know what's going on around you with the limited information you get from your viewing angle, mini map, coms and that general experience that helps you to intuitively guess what's going to happen most likely in a certain situation and map. Simply running around mindlessly and randomly is only going to get you shot at, better to stop in a safe place gather information and think your next move.

But yeah stopping at a "safe" place only to get dual gaussed to insta-dead is embarrassing, learn from your mistake and evaluate better next time.


you can move in sort of a holding pattern. holding position more or less while keeping the throttle maxed. sometimes its necessary while you wait for your team to get into position. im not advocating running out mindlessly into the map, but for lights speed is armor and stopping is like taking it off. you never know when there is a stealth ghillie lurking around. and in that situation moving may be the difference between getting legged and getting away. but you are right about the situational awareness aspects of running a light, that is very important.

#7 Prototelis

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Posted 07 January 2020 - 03:34 AM

Only stop in front of people you know can't hit you, and start moving right before they come off of cooldown and can fire.

It's infuriating to them, and they will probably call you a cheater.

#8 mad kat

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Posted 08 January 2020 - 01:32 AM

Ah the Locust. The mech of the best pilots in game.

Look at this thread there's loads of useful tricks here:

https://mwomercs.com...errated-locust/

Also you don't even need weapons in a locust to be deadly. (Probably my finest achivement in MWO)

https://youtu.be/G53uy3glEKQ.

Generally speaking i found to not bother with the manoeuvrability skill tree the locust is plenty twitchy enough. That being said speed tweak is helpful to a point but only if you've satisfied other nodes first. And if you want to play it for backstabby aggro acceleration and deceleration quirks greatly help. Armour nodes are a must and any cooldown bias you can get helps.

But the Locust (and flea) comes in being very picky with what fights to get into and crucially when to GTFO. There isn't much more satisfying than solo'ing a direfail by staying behind it and chewing through its blubber with impunity. (Okay maybe swatting a locust or flea with an AC20 when moving is satisfying too) which brings me on to the next point.

Generally speaking a stopped locust is a dead locust. Not entirely true but being erratic with throttle as well as direction is key. But all of that is dwarfed by the skill of picking targets. See a lone lrm boat go for it. See a slow assault like a direfail or fafnir lagging behind go for the rear armour. But as soon as attention is turned on you you need to of spotted an escape route. And if you see streaks don't go anywhere near!

And remember a well piloted locust can be more deadly than charlie lance full of derps.

#9 FRAGTAST1C

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Posted 08 January 2020 - 02:37 AM

View Postmad kat, on 08 January 2020 - 01:32 AM, said:

Armour nodes are a must


But why though? There's hardly any armour on there in the first place. So, what's a few % more of that? I'd rather get full Speed Tweak and use top speed as armour.

#10 Prototelis

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Posted 08 January 2020 - 05:08 AM

I don't armor node lights unless they already have durability quirks.

Edited by Prototelis, 08 January 2020 - 05:08 AM.


#11 Lykaon

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Posted 08 January 2020 - 12:26 PM

I used to run a Pirate's Bane with the following.

170XL (it's fast enough)
Endo Steel
Light ferro with arms and head arm trimmed
10 DHS
ECM
4X ER-Mediums
2X LMGs (for the reach)
1 ton LMG ammo (packed in the head)

Early game it's used for poking targets from a flank or rear to take pressure off your team mates on the front. I would use the LMGs while under stealth (ECM) to perform what was nicknamed the Piranha scare.your target gets MG'ed in the back and can not risk it not being a piranha so has to react like it's life threatening except once they turn away from the front they don't see anything because your ECM prevents detection at max LMG range essentially invisable. Very distracting.

Mid to late game you get stuck in and finish off damaged foes from the rear or flanks using the ECM to make escapes if you draw to much attention.

Edited by Lykaon, 08 January 2020 - 12:31 PM.


#12 CFC Conky

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Posted 08 January 2020 - 07:49 PM

Hey Frag,

My PB is a pretty good earner in QP, not so much from damage inflicted but from spotting/scouting/uav bonuses. That said, when I can wolfpack with other lights I can get some pretty good scores and kills. I run mine with four smpls. I dumped most of the skill points into mobility (speed tweak) and sensors.

Good hunting,
CFC Conky

#13 FRAGTAST1C

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Posted 08 January 2020 - 08:33 PM

The main thing I am unsure of whether to go with Stealth armour or not, on both the ECM Locust and Flea. If I go with Stealth, I'd have to drop to SHS 'cause of the slots issue.

#14 Maddermax

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Posted 08 January 2020 - 08:59 PM

FRAGTAST1C said:

1578544403[/url]' post='6314153']
The main thing I am unsure of whether to go with Stealth armour or not, on both the ECM Locust and Flea. If I go with Stealth, I'd have to drop to SHS 'cause of the slots issue.


On flea it’s a problem if you try to keep the MASC, but I can fit 4 lasers, 2mgs, ton of ammo, stealth+ECM, 3 external DHS, Endo and XL with a slot to spare on Pirates Bane.

Edited by Maddermax, 08 January 2020 - 09:19 PM.


#15 Prototelis

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Posted 08 January 2020 - 09:05 PM

A flea without masc is a slow less agile locust.

#16 Maddermax

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Posted 08 January 2020 - 09:09 PM

Prototelis said:

1578546357[/url]' post='6314163']
A flea without masc is a slow less agile locust.


Yep, which is why I like the FLEA-17 with 6/7 lasers, over the -20. You can go stealth/MASC, but you end up with so little fire power, it isn’t worth it.

edit, actually, it seems MASC only takes one slot, guess I’m a bit rusty. so I suppose it’s doable with 4 mediums, which isn’t terrible for the -20.

Edited by Maddermax, 08 January 2020 - 09:18 PM.


#17 Prototelis

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Posted 08 January 2020 - 09:14 PM

The problem with the stealth flea isn't firepower, it's heat.

#18 FRAGTAST1C

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Posted 08 January 2020 - 09:17 PM

View PostMaddermax, on 08 January 2020 - 08:59 PM, said:

but I can fit 4 lasers, 2mgs, ton of ammo, stealth+ECM, 3 external DHS, Endo and XL with a slot to spare.


You mean by a mix of ML and ERSL + LMGs on the PB? Or a mix of SPL + SL and normal MGs?

#19 Maddermax

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Posted 08 January 2020 - 09:26 PM

E

FRAGTAST1C said:

1578547026[/url]' post='6314168']

You mean by a mix of ML and ERSL + LMGs on the PB? Or a mix of SPL + SL and normal MGs?

FRAGTAST1C said:

1578547026[/url]' post='6314168']

You mean by a mix of ML and ERSL + LMGs on the PB? Or a mix of SPL + SL and normal MGs?


As I mentioned up top, I take 3 Mediums and a small. I like the range on the mediums over small pulse, but either way is an option. Regular small as well, ERs would match up with the Medium lasers more and make sense for that, but between the heat and slower firing of ERs, the regular small is still a boon for me, but it annoyed the hell out of my friend who tried the build, due to different cool down rates. Regular MGs too, the range on lights is nice, but you already are using spitballs against slabs of metal, the lower damage just doesn’t work as well for me, especially as you’re fairly ammo limited unless you drop to a second small laser.

any 4 single slot lasers will fit though, pick your poison. I’ve seen people take all ER-meds, and just shoot from a fair range, others who only knife fight with SPLs. The regular mediums are, well, a happy medium for me.

Edited by Maddermax, 08 January 2020 - 09:38 PM.


#20 Capt Deadpool

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Posted 08 January 2020 - 11:12 PM

Here was a fun one someone recorded back when I used to run my PB before I switched to the flea. Only locust vid I got, unfortunately. Definitely my two favorite mechs; nothing else thrills quite as much as knowing you can get 1-shot deleted easily.

Originally recorded before stealth armor was implemented I believe, and if I was running it now I'd probably run stealth and swap out a m-pulse for two ER-smalls to make it fit for similar burn time and range.

https://youtu.be/jPGuPs6oZWw





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