You expact this, right? It is a bit hot, yes, but it is fun!. More fun than the 5x MLas version I would say.
NOT as good as a Jenner due to heat and no JJ, but definitely fun with the extra speed. Try to fire left or right hand at long range, and only do Alpha when it is a sure location hit.
Quirk pass 2 really helps this build: LCT-1E Additional Structure (LL&RL) +16 (from 8) Armor Strength (LA&RA) 50% Energy Weapon Range +25% (generic 25% vs 60 SL /30 energy) Energy Weapon Heat -25% (generic 25% vs 20 SL/10 Energy) Laser Duration -25% (25% from 0) Acceleration +25% Deceleration +50% On the down side it drops range from 378m to 364.5m incl range module. Thats countered by three improvements: - Heat per medium laser drops from 3.6 to 3.0 or 21.6 to 18 heat for the whole volley. - Duration drops from 0.9 to 0.675 which is huge in a drive by mech like the Locust. - Your legs each get 8 pts more structure
I'll admit, when I finally get around to playing Locusts, this will be one of the builds that makes me want to do it
5/5, Used this loadout to master the mech, and it works better than any Locust, due to the higher alpha damage
Saw this build running around on HPG yesterday: The player finished of one Atlas (STD Engine, LT&RT Cored), one Dire (~90%) and 2-3 more Heavy Mechs (if i remember right a Jaegermech and a Thunderbolt), whilst all team-members (including me^^) were spectating. In the hands of a skilled light player, a murder machine!
Like most Locusts it CAN do brilliantly but a lot depends on the opposition and their armament. For example, Atlases are quite easy to stay alive against as are most non pulse or gauss mechs. If they deathball its a lot harder. Group queue... its really hard against decent opponents as they cover each other and are in a slightly spread out deathball usually so your non-targets can shoot you on your fly by's. Love my locusts though - you just have to be willing to accept that sometimes you'll get one volleyed.
This mech is really on the edge of being great, it's just a bit hot, and a bit thin. A cool shot goes a long way with those 25% reduced heat generation quirks, and Shock Absorbance does too, as you often have to decide to jump off a cliff rather than take any incoming fire. My usual stat check in after mastering a mech: 17W/11L, 73K/14D 5.21 K/D 2.6 K/Match, 527 damage per match. Fun mech, would play it voluntarily with currrent quirks (which I would not say about the ERLL or SRM LCT), and gave it a 75 MC paint job. Can't wait to play it with Shock Absorbance, as I ground it up with Seismic/Radar Derp.
5/5, Fun, fast, and furious, the Prick is the mini-Jenner you always wanted. Engage, alpha, disengage; this thing runs HOT.
5/5, The obvious, and great, quirk oriented build. The range and laser duration are absolutely amazing. And more alpha then tonnage, always a good thing