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M0Rt0S' Locust - Water/fire/earth


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#1 M0RT0S II

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Posted 31 October 2013 - 06:22 PM

I utilize the strengths that ultra-light mechs have. Such as having unarmored sections on the mech. As well as having the capability to use XL engines.

The locust, CANNOT fight head to head in almost any fight. Even against other lights. It is not designed by the developers to be this.

If you have ever played any FPS other than MWO, you would be cringing at the amount of damaged people would allow themselves to take. The Locust brings back the 'pure' FPS fighting style.

Ducking....dodging....sniping....running....luring....trapping

A true locust pilot, does not get hit...strategy does not allow an opportunity.

And then when you DO take damage, it is minimal...and spread.

...

With that being said, here are my 3 variants on locust.

LCT-1V / (Water)
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The ballistic version is a scavenger. The MG's are best against 2 things. Vitals and lights (mostly in a fire fight...which is not desirable on this mech). It is best to snipe/support your team with this mech. Watching for weaknesses in the enemy, and taking them out faster than usual. Personally I believe this mech is best in city maps, to allow you to sneak up on opponents and take them out quickly.

These are the tactic principles to this mech:
-Strip armor at a distance
-Use your hight and elevation against 'tall' enemy
-Use MG's only on vitals

LCT-3M / (Fire)
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The energy version is a hunter. 3 small laser, and 1 small pulse laser, make this mech a nightmare against occupied assaults. The constant damage and unrivaled speed is what lets this mech run circles against jenners too. Playing this variant takes serious skill, because this is the closest to classic FPS as it gets. If you have better aim, and maneuverability, you will be able to defeat other lights with a serious fire power and speed advantage. As well as exploiting the blind spots of any mech outside of the ultra-light category. Personally I believe that the best place for this mech is BEHIND an opponent...so they take oncoming missiles and friendly fire.

These are the tactic principles to this mech:
-Use superior DPS to outpower other lights
-KNOW your enemies weapon layout, and disarm them
-Spread damage, and outmaneuver your enemy

LCT-3S / (Earth)
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The missile version is a mid-field sniper. Theoretically, your missiles will be able to do 200 damage before you are out of ammo..BUT they have a 270m range...which is 3x further than your lasers, and 2x further than your MGs. This is a very technical mech that uses the mechs size to it's advantage. It is CRITICAL to separate your arms weapon groups so you can hide just around a corner and release vollies of missiles without being hit. This allows the mech to disarm or disleg assault mechs...which is a horrible thing to be when you are separated from your allies. This mech is good in larger maps, because it separates enemies and makes them vulnerable.

These are the tactic principles to this mech:
-Aim for component destruction, not kills
-Conserve ammo by using only 1 arm at a time
-Lure or slow enemies by legging and running away

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=
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*IMPORTANT TACTICS AND INFORMATION*
-0 armor on Arms/Head
-Ammo is stored in Head
-Your arms are first and formost SHIELDS, you will always have a LL until you are dead
-Never get hit
-Spread damage
-NEVER FALL, thats why you DONT have JJ's
-NEVER JUMP, you are nothing without 2 legs...all of your tactics are void
-Stay away from lights unless you are in a group
-You DON'T have ECM, you are not a spider
-LCT-3M, CAN overheat...never let this happen
-The cockpit is narrow and has tunnel vision, compensate for this by thinking ahead of what you see




Hope you guys enjoy these and try them out. They are kind of expensive since you need literally every modification and the highest XL engine...but they are ******* fun to play! Enjoy!

#2 xMintaka

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Posted 03 November 2013 - 12:45 PM

With regards to the 3M, which is the only one I've got elited:

3M

Wouldn't this be a better option? Same speed, more firepower, more armour, same heat efficiency.
The only thing that my version downgrades from yours is sustained DPS, but you shouldn't be around to do any sort of sustained damage. Typically with that build I do strafing runs on rear CT's/already damaged components, alpha on the way past and run off to cool down (although you can alpha twice in a row quite happily). Rinse and repeat.

#3 MonkeyCheese

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Posted 04 November 2013 - 01:34 AM

I love difficulty but your lack of armor is just insane.

Sure direct large alpha shots will pop a locust but glancing lasers and lrms will pop your unarmored build...

Edited by MonkeyCheese, 04 November 2013 - 01:36 AM.


#4 Buckminster

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Posted 04 November 2013 - 05:23 AM

I've actually found armor isn't as important on a Locust. Here's how I've been running my -3S:

http://mwo.smurfy-ne...6e7387bafe32d22

The key is to avoid prolonged contact with *anyone* that is paying attention to you. If your target is ignoring you, than hammer away. But as soon as someone focuses on you, use that speed to get as far away as possible. Disengage, pick another target. This has been my favorite Locust to date, and I can't wait to get those efficiencies unlocked so I can realize the full potential of the chassis.

#5 Nehkrosis

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Posted 04 November 2013 - 05:35 AM

Nice post in general OP, and welcome to the forums.

#6 Xanilos

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Posted 04 November 2013 - 11:41 AM

My personal favorite locust loadout is a 3M with 4ML 2 AMS 2AMS ammo 10DHS. I usually wait until the two blobs engage and either go behind the enemy blob or stay with my own and fire on wounded enemies. I have only gotten to play 1 match in it since I got speedtweak,but it was a 512 damage match. Also i like being able to support the team with the AMS and be immune to streakboats.
smurfy link: http://mwo.smurfy-ne...432a40e1bc1cdd6

Edited by Xanilos, 04 November 2013 - 11:41 AM.


#7 M0RT0S II

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Posted 04 November 2013 - 01:01 PM

In regards to the, 'having no armor is a bad idea...' Leme explain this.

First, you require no armor to the cockpit. You will NEVER get hit there...ever. It's nearly impossible, unless you are standing there and asking for it. This allows .5 additional tons.

Second, removing the armor from both arms allows .75 additional tons of armor for your mech (.75 + .5 = 1.25). This 1.25 tons is quintessential because the XL engines move around 2-3 engines per ton. Being 1.25 lighter allows you to literally move about 10-15 kph faster.

XL 180 = 5.5 tons (7 Heatsinks)

XL 170 = 4 tons (6 Heatsinks) *6 heatsinks mean this XL engine actually weighs 5 tons because you need 10 Heatsinks to function*

The difference of 160KPH and 145KPH is outrunning a Spider-5D in a 1v1 and surviving. They have more armor, aimable weapons, JJs, ECM, and identical firepower...they are just slightly slower...which allows you a running advantage.

Third, THE REASON I ALWAYS USE Large Lasers ON THE CORE. The arms are MEANT to be disposable. They are shields, when you lose all of your weapon arms, you will always have a LL. Which is the core play style of this hit and run specialist.

This is also why I use 4 SL and 1 LL instead of 5 ML like this mech does: LCT-3M

I switch to ONLY using the 4 SL when I'm close, and then ONLY use the LL when I'm at a distance...so NO they do not have the same heat eff. My 'Fire Locust' does not overheat...but I bet your 5 ML locust overheats a LOT quicker. While you are further away with 4-5 MLs overheating...I am sniping you in my allies ranks...never overheating...with about twice the range, always.

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On another note, I do not like streaks because they take way too long to lock, and I rather fire my srm vollies instantly when I duck out behind a corner, and then back in. They also weigh about 2 more tons, which do not allow 1 of 2 essential components. Either a LL on the core, or at most a XL 170 engine instead of a XL 180...which is not a big gap...but 10 KPH is BIG when your an ultra light.

I guess it's a matter of taste, because it does allow about 11 armor for the arms (when using streaks and a XL 170), but I prefer speed.

#8 MonkeyCheese

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Posted 06 November 2013 - 04:18 PM

View PostM0RT0S II, on 04 November 2013 - 01:01 PM, said:


First, you require no armor to the cockpit. You will NEVER get hit there...ever. It's nearly impossible, unless you are standing there and asking for it. This allows .5 additional tons.



You know that is a perfectly good idea, shall test it out.

#9 xMintaka

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Posted 06 November 2013 - 06:12 PM

MORTOS, after thinking it through, your suggestion for the LL and four SLas does seem quite logical. You are correct in your assumption that the 5Mlas build is hot. Very much so. If I'm using that and Terra Therma comes up there's not a great deal you can do.

I'll try it out and report back.





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