Difference between revisions of "Locust IIC"

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<!-- template taken from Soli, WIP -->
 
 
{{ stub }}
 
 
 
{{Mech|
 
{{Mech|
| Image = File: soon ;)
+
| Image = File:LocustIIC.png
 +
| ImageGif = File:LocustIIC_spin.gif
 
| Class = Light
 
| Class = Light
 
| Faction = Clan
 
| Faction = Clan
| Tickets = 3
+
| Tickets = 2
 
| Tier = 4
 
| Tier = 4
 
| Tonnage = 25
 
| Tonnage = 25
| Speed = ?
+
| Speed = 130
| SpeedWithMasc = ?
+
| SpeedWithMasc = 181
 
| Rotation = 360
 
| Rotation = 360
| PitchStand =  -to +
+
| PitchStand =  -to +35°
| PitchCrouch =  -to +
+
| PitchCrouch =  -to +45°
  
| Price Prime = 35 400
+
| Price Prime = 35 750
| ArmorT Prime = 23 968
+
| ArmorT Prime = 27 739
 
| Engine Prime = 200 Standard
 
| Engine Prime = 200 Standard
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>5x [[CERSBL]]
+
<li>5x [[CERSL]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
<li>2 [[DHS]]
+
<li>[[iJJ]]
 +
<li>[[BAP]]
 +
<li>3 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>5t [[Armor]]
+
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 36 900
+
| Price A = 33 050
| ArmorT A = 23 968
+
| ArmorT A = 27 739
 
| Engine A = 200 Standard
 
| Engine A = 200 Standard
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>1x [[CLPL]]
+
<li>1x [[ATM3|ATM3 (HE)]]
<li>3x [[CSRM2]]
+
<li>6x [[HMG]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
<li>[[EOptics]]
+
<li>[[iJJ]]
<li> [[iJJ]]
+
<li>[[BAP]]
<li>2 [[DHS]]
+
<li>0 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>5t [[Armor]]
+
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 43 000
+
| Price B = 34 400
| ArmorT B = 23 968
+
| ArmorT B = 25 779
 
| Engine B = 200 Standard
 
| Engine B = 200 Standard
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>
+
<li>1x [[CERLL]]
 +
<li>1x [[ATM3|ATM3 (ER)]]
 +
<li>1x [[cNARC]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[MASC]]
 
<li>[[JJ]]
 
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>2 [[DHS]]
+
<li>0 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>5t [[Armor]]
+
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price C = 33 800
+
| Price C = 34 100
| ArmorT C = 23 968
+
| ArmorT C = 25 779
 
| Engine C = 200 Standard
 
| Engine C = 200 Standard
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>2x [[ATM3#High Explosive|ATM3 (HE)]]
+
<li>1x [[HML]]
<li>4x [[Flamer]]
+
<li>2x [[CERML]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>[[MASC]]
+
<li>[[EOptics]]
 +
<li>[[JJ]]
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>5t [[Armor]]
+
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 31 000
+
| Price D = 31 800
| ArmorT D = 27 897
+
| ArmorT D = 25 779
 
| Engine D = 200 Standard
 
| Engine D = 200 Standard
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>1x [[CLBX10]]
+
<li>3x [[LRM5]]
<li>2x [[CERSBL]]
+
<li>2x [[CSPL]]
<li>2x [[MG]]
 
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
<li>0 [[DHS]]
+
<li>[[EOptics]]
 +
<li>[[JJ]]
 +
<li>2 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 41 500
+
| Price E = 32 500
| ArmorT E = 23 968
+
| ArmorT E = 25 546
 
| Engine E = 200 Standard
 
| Engine E = 200 Standard
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>1x [[CERPPC]]
+
<li>5x [[CSPL]]
<li>3x [[CERSBL]]
 
<li>2x [[MG]]
 
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
<li>[[EOptics]]
+
<li>[[MASC]]
<li>[[JJ]]
+
<li>2 [[DHS]]
<li>3 [[DHS]]
+
<li>0 [[free tons]]
<li>0 [[free ton]]
 
 
<li>5t [[Armor]]
 
<li>5t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 44 500
+
| Price F = 33 800
| ArmorT F = 22 006
+
| ArmorT F = 27 739
 
| Engine F = 200 Standard
 
| Engine F = 200 Standard
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>2x [[CERSBL]]
+
<li>1x [[CSRM4]]
<li>2x [[CMPL]]
+
<li>4x [[HSL]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
<li>[[GECM]]
+
<li>[[JJ]]
<li>[[MASC]]
+
<li>1 [[DHS]]
<li>[[EOptics]]
+
<li>0 [[free tons]]
<li>[[iJJ]]
+
<li>5.5t [[Armor]]
<li>3 [[DHS]]
 
<li>0 [[free ton]]
 
<li>4.5t [[Armor]]
 
 
</ul>
 
</ul>
  
| Price G = 33 900
+
| Price G = 35 300
| ArmorT G = 23 968
+
| ArmorT G = 25 779
 
| Engine G = 200 Standard
 
| Engine G = 200 Standard
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>1x [[CUAC5]]
+
<li>2x [[CSSRM4]]
<li>1x [[CERMBL]]
+
<li>2x [[CERSL]]
<li>2x [[CSSRM2]]
 
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[JJ]]
+
<li>[[iJJ]]
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
<li>0 [[free ton]]
+
<li>0 [[free tons]]
<li>5t [[Armor]]
+
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Armor H = ?
+
| Pods = RE
| Armor CT = ?
+
| Armor H = 1380
| Armor LT = ?
+
| Armor CT = 3709
| Armor RT = ?
+
| Armor LRT = 2296
| Armor B = ?
+
| Armor B = 2119
| Armor LRA = ?
+
| Armor LRA = 1960
| Armor LRL = ?
+
| Armor RE = 1845
| Armor INT = ?
+
| Armor LRL = 3179
 +
| Armor INT = 1908
  
<!-- Current for 0.N/A -->
+
| Version153 = 0.16.1
 
}}
 
}}
The Locust IIC is the fast light mech. The mech however, is weak in terms of armor and can easily be destroyed if the pilot is over confident.  Built by the [[Clans]] with [[Engines#Standard Engine|STD]] engine installed on all chassis, designed for Hit & Run combat.
+
 
 +
The '''Locust IIC''' is a highly maneuverable [[Clan]] [[Light Mech]]. While it carries considerably low [[armor]] for a light mech, it makes up for this with its high movement speed, 360° Torso yaw and many hit-and-run weapon loadouts. All Locusts have standard [[engines]], which makes it possible to survive longer on the battlefield than XL engine mechs when one of the side torsos gets destroyed. Care should be taken piloting this mech from the top of a hill, one of the few occasions where the poor downward torso pitch is noticeable and renders the Locust unable to fire at enemies below it.
  
  
Line 152: Line 148:
  
 
===Prime===
 
===Prime===
The Prime is probably one of the best Solitaires available. Its [[cHLL]] gives it a high-heat, high-exposure, high-damage medium-range punch. The Prime also mounts 3 [[cHSL]]s in its arms and side torso as backup weapons. At 4 [[DHS]]es, the highest number of any Solitaire, the Prime can only barely handle its heat. Being equipped with only heavy lasers means that the Prime is forced to face its opponent for extended periods of time denying the Prime the ability to torso twist after each volley to conceal it's main gun. The Prime works best when used in concert with other mechs that can soak up damage for it.
+
{{Starter}}
 +
The role of a striker mech is to lay down hurt to the enemy while some other friendly unit is taking the damage. Should your damage tanking mate fall victim to it, make sure to implement your escape route with haste while laying down laser fire. Having said that, let it be known that the [[CERSL|Clan Extended Range Small Laser]] has the damage profile nearly equaling that of the [[ML|standard medium laser]] (5:7 damage per hit) we see across the Inner Sphere. This in effect means, the Prime has about 3 and a half medium lasers worth of pinpoint damage which makes dismembering other light mechs its specialty. Not bad, right? Now get in the mech and ''go get'em tiger!'' The [[BAP]] will provide extra 200m of detection range and the [[iJJ]] ease hasty departures behind massive obstacles, should the need for that suddenly arise.
  
===Variant A===
+
===Variant A - ''"Al-Azif"''===
The A is also a hot-running mech like the Prime. Instead of a [[cHLL]], the A is equipped with a [[cLPL]] giving it a 850m range, far beyond the Prime's 600m range. For short-range the A has 3 [[cSRM2]]s. The pin-point accuracy of the A's weapons make it excellent for shooting off arms and focusing individual components, or killing [[Battle Armor]] using the SRMs in a chain-fire configuration. Clever use of the A's [[iJJ|improved Jump Jets]] enable it to kite slow enemies until support can arrive.
+
{{Starter}}
 +
Let the thunder of your 6 [[HMG|Heavy Machine Guns]] strike fear into your opponents while your [[ATM3|ATM3 - High Explosive]] missiles crash into their weakening armor without pause. An exclusive close range and very mobile brawler using its [[iJJ|Improved Jump Jets]], this high DPS Locust can seriously wreck unaware or occupied enemies. Tanks and hovercrafts are prime targets for the [[HMG]]s as they get a healthy [[Damage_Types|damage]] modifier from its light kinetic rounds. Smart use of its [[iJJ]]s allows you to hunt down wounded retreating mechs or avoiding an enemy alpha attack that would cripple your light armor. Running into an ongoing battle, aggravating larger mechs and double-backing towards friendly lines while taunting them with [[HMG]] and [[ATM|ATMHE]] fire is a favorite Al-Azif pilot tactic.
  
 
===Variant B===
 
===Variant B===
In effect the most manoeuvrable variant, if not the fastest ground unit, period, Solitaire B augments its blinding speed with [[MASC]] and [[JJ|Jump Jets]]. Using its agility to discreetly get into a spotting vantage point, it's capable of using its [[TAG]] to designate targets for friendly artillery units. Its main armament is a [[cERLBL]] capable of pinpoint strikes to 900m out, a range . Backing that up are a pair of [[cSPL]] for point defence and two [[MG|Machineguns]] for long range harassment and increased protection against BA. All in all its weaponry isn't very threatening, but it's the superior choice compared to the C variant, the only other Solitaire equipped with MASC. It's not uncommon to see it as a starter in TC, picked by players hoping to get the first cap. Its two [[DHS]] have no chance of managing the careless use all of its equipment and weaponry.
+
{{Starter}}
 +
A long range skirmisher, the wise Locust B pilot will stay far from the front-lines and engage their target at range. Sporting a [[ATM|Advanced Tactical Missile 3(ER)]] and a [[cERLL|Clan Extended Range Large Laser]], this variant can spit out missles every second punctuated by accurate long range laser shots. One advanced tactic used by the B pilot is to lock onto a target, firing and immediately [[Gameplay_Tactics#Flicking|Flicking]] your target piper as far away as possible from your target to curve the volley. The majority of the missiles will arc high above obstacles that normally would have blocked the volley, slamming successfully into your foe. To assist your teammates use your speed and agility to move in just under the 700 meter range to release a [[CNARC|Narc]] on your oppenents.
  
===Variant C===
+
===Variant C - ''"Hangnail"''===
The C variant is the flamer boat of the bunch. One of the three Solitaires equipped with [[MASC]], it is capable of reaching the fastest land speeds in the game (212kph), leading itself well to fast initial caps, or stealthy backcap duty. Its armament consists of four [[Flamers]] meant for overheating heat intensive opponents, making some of the heavier clan assets especially attractive targets if singled out. Pilots should keep in mind that overheating enemies counts as them killing themselves, resulting in no extra points for the flamer boat. This is somewhat alleviated by the variant's pair of [[ATM|ATM3(HE)]] that allow you to lay  your claim on the damage percentage dealt on the enemy, despite not being a straight on threatening weapon. All in all this is a very situational asset, dedicated to annoying enemies by having them frantically reach for the coolant button while covering their line of sight in flames and shaking their screen with missiles.
+
{{Section out of date|0.16.1}}
 +
{{Starter}}
 +
Skirmishing at medium range allows the aptly named Hangnail to thoroughly annoy the pants off of its target. Dumping three highly maneuverable [[ATM|Advanced Tactical Missiles]] every 2-3 seconds along with accurate [[ERML|Extended Range Medium Laser]] shots, while constantly moving & staying aware of your surroundings to always keep the range open is a favorable tactic of the Hangnail. [[JJ|Jumpjets]] to help dodge incoming fire, jump-sniping or traverse rough terrain.
  
 
===Variant D===
 
===Variant D===
What used to be a variant carrying an oversized [[LBX20]] was scaled down to keep with build rules and common sense. Solitaire D now carries a single [[LBX10]], not as powerful as its predecessor but always reliable. A pair of [[cERSBL|Small Lasers]] and two [[MG|Machineguns]] provide backup firepower for the mid to close range engagements it will find itself in, and are a collective nightmare for approaching [[BA|Battle Armour]]. Compared to the other Solitaires it generates minimal heat, but at the same time doesn't sport any heatsinks besides those supplied with its reactor. Forgoing flashy weaponry or fancy equipment it is afforded an 0.5 ton of armour while making it the cheapest solitaire, allowing the user to donate significant sums to fellow players at game start.
+
{{Section out of date|0.16.1}}
 +
{{Starter}}
 +
Equipped with energy weapons only for long battlefield endurance, the D variant can cut into enemy armor with its twin [[ERML|Extended Range Medium Lasers]] at range. Once the range drops, double your damage with your [[HML|Heavy Medium Laser]] to give other light mechs a wake-up call that you're packing some serious alpha punches. A steady handed pilot is required to maximize the potential of this Locust as well as using the [[JJ|jumpjets]] to help dodge incoming fire.
  
 
===Variant E===
 
===Variant E===
The Solitaire E is one of the best snipers out of all light mechs. The E mounts a [[CERPPC|Clan Extended Range PPC]] and [[Jump_Jets|Standard Jump Jets]], which allow for very long range [[Gameplay Tactics#Poptarting|poptarting]]. It carries on the Solitaire tradition by mounting an array of close range weapons, including some 3 [[cERSBL]]s and 2 [[MG|Machine Guns]] for hunting battle armor.
+
{{Starter}}
 +
The urgent surgeon's plan: Turn off your radar, locate your victim visually and engage [[MASC]]. Swoop down on your opponent and open up with all five [[CSPL|Clan small pulse lasers]] to accurately remove their appendages.
 +
Should your skill and luck serve you well, you'll soon have to deal with a relatively (h)armless victim. Yet if overwhelmed, engage [[MASC]] and sprint away towards safety. The 2 [[DHS]] will struggle to deal with continual firing and mascing so learn your striker well. Note your escape routes as this variant lacks jumpjets and is the lightest armored Locust.
  
 
===Variant F===
 
===Variant F===
This variant of the Solitaire trades direct firepower and armor for an unparalleled movement suite with its [[MASC]] and the [[GECM]] to move unnoticed. Its [[cERSBL]]s and [[cMPL]]s allow it to silently remove enemy rear torsos in between bouts of sneaking onto objectives.
+
{{Starter}}
 +
With moderate motion augmenting equipment in the form of [[JJ]] this unit still can traverse obstacles off limits to many vehicles short of the flying class. The [[CSRM4]] launcher provides a break from the strain the single [[DHS]] will suffer from the [[HSL|Heavy Small Laser quartet]]. Should the environment be harsh enough, splitting the lasers in two firing groups might prove both smart and wise. No spare reloads for the missile launcher means taking care that the majority of salvos count. A striker at the heart, can brawl in a pinch, but only against light opposition not prepared to meet a brawler. If in battle, rather seek departure routes instead of too many likely victims.
  
 
===Variant G===
 
===Variant G===
While most Solitaires opt for dropping a high alpha strike and scurrying out of the fray, this one has significantly more sustain with its [[UAC5]] enabling it to have significantly higher DPS, especially coupled with its fast recycling [[SSRM2]]s assisting in close engagements. A single [[cERMBL]] keeps the Solitaire's burst alpha somewhat relevant at 700m as well.
+
{{Starter}}
 
+
Utilizing [[EOptics]] to locate your target & survey the field, then dash in and unleash your dual [[CSSRM|CSSRM4]] with it's high burst DPS capability, quick lock on time and fast reload or as a Jump Sniper with the [[IJJ|Improved Jump Jets]]. Two [[CERSL]] provide a punch at the same range 450m, good for finishing off crippled units and fighting off BA. Use this units speed and run in groups.
 
 
  
 
==History==
 
==History==
The Locust IIC released in 0.11.0.
+
The Locust IIC was added in version 0.11.0.
  
  
 
==Canon==
 
==Canon==
One of the best known BattleMechs in the Inner Sphere for its low production and operation costs, the Locust is also well known in the Clans. In 2832, Clan Mongoose unleashed an upgraded version of the venerable 'Mech on the Clans, known as the Locust IIC. The speedy design complemented Mongoose tactics, enabling them to win many Trials. When Clan Smoke Jaguar absorbed the Mongooses, they became the owners of the production line on Circe. This subsequently fell to Clan Jade Falcon following the de facto annihilation of the Jaguars. In addition to those three Clans, Clan Wolf has often used the Locust IIC as a garrison unit. Since it is a second-line unit Inner Sphere MechWarriors rarely see it in action.
+
One of the best-known BattleMechs in the Inner Sphere for its low production and operation costs, the Locust is also well known in the Clans. In 2832, Clan Mongoose unleashed an upgraded version of the venerable 'Mech on the Clans, known as the Locust IIC. The speedy design complemented Mongoose tactics, enabling them to win many Trials. When Clan Smoke Jaguar absorbed the Mongooses, they became the owners of the production line on Circe. This subsequently fell to Clan Jade Falcon following the de facto annihilation of the Jaguars. In addition to those three Clans, Clan Wolf has often used the Locust IIC as a garrison unit. Since it is a second-line unit Inner Sphere MechWarriors rarely see it in action. Notable Pilots - [CJF} Dead Salmon -MERC, ~SJ~ Red -CL, Spooky -MERC
  
 
Date Introduced 2832 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Stricker
 
Date Introduced 2832 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Stricker

Latest revision as of 02:38, 28 July 2023

Locust IIC
LocustIIC spin.gif
360.png
LocustIIC.png
360.png
Class: Light Mech
Faction: Clan
Ticket cost: 2 upon destruction
Tier: 4
Tonnage: 25 tons
Speed: 130 km/h (181 km/h with MASC)
Torso yaw: 360°
Torso pitch: -9° to +35° while standing
-9° to +45° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 35 750 CBills
Total armor: 27 739
Engine Size: 200 Standard
A:
Price: 33 050 CBills
Total armor: 27 739
Engine Size: 200 Standard
B:
Price: 34 400 CBills
Total armor: 25 779
Engine Size: 200 Standard
C:
Price: 34 100 CBills
Total armor: 25 779
Engine Size: 200 Standard
D:
Price: 31 800 CBills
Total armor: 25 779
Engine Size: 200 Standard
E:
Price: 32 500 CBills
Total armor: 25 546
Engine Size: 200 Standard
F:
Price: 33 800 CBills
Total armor: 27 739
Engine Size: 200 Standard
G:
Price: 35 300 CBills
Total armor: 25 779
Engine Size: 200 Standard
Armor Points Distribution
BT
RE
HD
LA
LL
LT
CT
RT
RA
RL
INT
2119
1845
1380
1960
1960
3179
2296
3709
2296
1960
3179
1908

All stats current as of release 0.16.1

The Locust IIC is a highly maneuverable Clan Light Mech. While it carries considerably low armor for a light mech, it makes up for this with its high movement speed, 360° Torso yaw and many hit-and-run weapon loadouts. All Locusts have standard engines, which makes it possible to survive longer on the battlefield than XL engine mechs when one of the side torsos gets destroyed. Care should be taken piloting this mech from the top of a hill, one of the few occasions where the poor downward torso pitch is noticeable and renders the Locust unable to fire at enemies below it.


Roles and Gameplay Hints

Prime

Starter Asset

The role of a striker mech is to lay down hurt to the enemy while some other friendly unit is taking the damage. Should your damage tanking mate fall victim to it, make sure to implement your escape route with haste while laying down laser fire. Having said that, let it be known that the Clan Extended Range Small Laser has the damage profile nearly equaling that of the standard medium laser (5:7 damage per hit) we see across the Inner Sphere. This in effect means, the Prime has about 3 and a half medium lasers worth of pinpoint damage which makes dismembering other light mechs its specialty. Not bad, right? Now get in the mech and go get'em tiger! The BAP will provide extra 200m of detection range and the iJJ ease hasty departures behind massive obstacles, should the need for that suddenly arise.

Variant A - "Al-Azif"

Starter Asset

Let the thunder of your 6 Heavy Machine Guns strike fear into your opponents while your ATM3 - High Explosive missiles crash into their weakening armor without pause. An exclusive close range and very mobile brawler using its Improved Jump Jets, this high DPS Locust can seriously wreck unaware or occupied enemies. Tanks and hovercrafts are prime targets for the HMGs as they get a healthy damage modifier from its light kinetic rounds. Smart use of its iJJs allows you to hunt down wounded retreating mechs or avoiding an enemy alpha attack that would cripple your light armor. Running into an ongoing battle, aggravating larger mechs and double-backing towards friendly lines while taunting them with HMG and ATMHE fire is a favorite Al-Azif pilot tactic.

Variant B

Starter Asset

A long range skirmisher, the wise Locust B pilot will stay far from the front-lines and engage their target at range. Sporting a Advanced Tactical Missile 3(ER) and a Clan Extended Range Large Laser, this variant can spit out missles every second punctuated by accurate long range laser shots. One advanced tactic used by the B pilot is to lock onto a target, firing and immediately Flicking your target piper as far away as possible from your target to curve the volley. The majority of the missiles will arc high above obstacles that normally would have blocked the volley, slamming successfully into your foe. To assist your teammates use your speed and agility to move in just under the 700 meter range to release a Narc on your oppenents.

Variant C - "Hangnail"

Section Out of Date
This section contains out-of-date information since the release of version 0.16.1. You may help MWLL Wiki by logging in and updating it.
Starter Asset

Skirmishing at medium range allows the aptly named Hangnail to thoroughly annoy the pants off of its target. Dumping three highly maneuverable Advanced Tactical Missiles every 2-3 seconds along with accurate Extended Range Medium Laser shots, while constantly moving & staying aware of your surroundings to always keep the range open is a favorable tactic of the Hangnail. Jumpjets to help dodge incoming fire, jump-sniping or traverse rough terrain.

Variant D

Section Out of Date
This section contains out-of-date information since the release of version 0.16.1. You may help MWLL Wiki by logging in and updating it.
Starter Asset

Equipped with energy weapons only for long battlefield endurance, the D variant can cut into enemy armor with its twin Extended Range Medium Lasers at range. Once the range drops, double your damage with your Heavy Medium Laser to give other light mechs a wake-up call that you're packing some serious alpha punches. A steady handed pilot is required to maximize the potential of this Locust as well as using the jumpjets to help dodge incoming fire.

Variant E

Starter Asset

The urgent surgeon's plan: Turn off your radar, locate your victim visually and engage MASC. Swoop down on your opponent and open up with all five Clan small pulse lasers to accurately remove their appendages. Should your skill and luck serve you well, you'll soon have to deal with a relatively (h)armless victim. Yet if overwhelmed, engage MASC and sprint away towards safety. The 2 DHS will struggle to deal with continual firing and mascing so learn your striker well. Note your escape routes as this variant lacks jumpjets and is the lightest armored Locust.

Variant F

Starter Asset

With moderate motion augmenting equipment in the form of JJ this unit still can traverse obstacles off limits to many vehicles short of the flying class. The CSRM4 launcher provides a break from the strain the single DHS will suffer from the Heavy Small Laser quartet. Should the environment be harsh enough, splitting the lasers in two firing groups might prove both smart and wise. No spare reloads for the missile launcher means taking care that the majority of salvos count. A striker at the heart, can brawl in a pinch, but only against light opposition not prepared to meet a brawler. If in battle, rather seek departure routes instead of too many likely victims.

Variant G

Starter Asset

Utilizing EOptics to locate your target & survey the field, then dash in and unleash your dual CSSRM4 with it's high burst DPS capability, quick lock on time and fast reload or as a Jump Sniper with the Improved Jump Jets. Two CERSL provide a punch at the same range 450m, good for finishing off crippled units and fighting off BA. Use this units speed and run in groups.

History

The Locust IIC was added in version 0.11.0.


Canon

One of the best-known BattleMechs in the Inner Sphere for its low production and operation costs, the Locust is also well known in the Clans. In 2832, Clan Mongoose unleashed an upgraded version of the venerable 'Mech on the Clans, known as the Locust IIC. The speedy design complemented Mongoose tactics, enabling them to win many Trials. When Clan Smoke Jaguar absorbed the Mongooses, they became the owners of the production line on Circe. This subsequently fell to Clan Jade Falcon following the de facto annihilation of the Jaguars. In addition to those three Clans, Clan Wolf has often used the Locust IIC as a garrison unit. Since it is a second-line unit Inner Sphere MechWarriors rarely see it in action. Notable Pilots - [CJF} Dead Salmon -MERC, ~SJ~ Red -CL, Spooky -MERC

Date Introduced 2832 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Stricker

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