Difference between revisions of "Locust IIC"

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Line 5: Line 5:
 
| Faction = Clan
 
| Faction = Clan
 
| Tickets = 2
 
| Tickets = 2
| Tier = 3
+
| Tier = 4
 
| Tonnage = 25
 
| Tonnage = 25
 
| Speed = 130
 
| Speed = 130
Line 20: Line 20:
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
 +
<li>[[iJJ]]
 
<li>[[BAP]]
 
<li>[[BAP]]
<li>[[iJJ]]
 
 
<li>3 [[DHS]]
 
<li>3 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
Line 35: Line 35:
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
 +
<li>[[iJJ]]
 
<li>[[BAP]]
 
<li>[[BAP]]
<li>[[iJJ]]
 
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
Line 57: Line 57:
 
</ul>
 
</ul>
  
| Price C = 30 300
+
| Price C = 34 100
 
| ArmorT C = 25 779
 
| ArmorT C = 25 779
 
| Engine C = 200 Standard
 
| Engine C = 200 Standard
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>1x [[CERML]]
+
<li>1x [[HML]]
<li>2x [[ATM3|ATM3 (Std)]]
+
<li>2x [[CERML]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[JJ]]
 
<li>[[JJ]]
<li>0 [[DHS]]
+
<li>2 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 34 100
+
| Price D = 31 800
 
| ArmorT D = 25 779
 
| ArmorT D = 25 779
 
| Engine D = 200 Standard
 
| Engine D = 200 Standard
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>1x [[HML]]
+
<li>3x [[LRM5]]
<li>2x [[CERML]]
+
<li>2x [[CSPL]]
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[JJ]]
 
<li>[[JJ]]
<li>2 [[DHS]]
+
<li>0 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
Line 88: Line 88:
  
 
| Price E = 32 500
 
| Price E = 32 500
| ArmorT E = 25 546
+
| ArmorT E = 23 934
 
| Engine E = 200 Standard
 
| Engine E = 200 Standard
 
| Weapons E = <ul>
 
| Weapons E = <ul>
Line 100: Line 100:
 
</ul>
 
</ul>
  
| Price F = 33 800
+
| Price F = 36 300
 
| ArmorT F = 27 739
 
| ArmorT F = 27 739
 
| Engine F = 200 Standard
 
| Engine F = 200 Standard
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>1x [[CSRM4]]
+
<li>2x [[Heavy Flamer]]
<li>4x [[HSL]]
+
<li>4x [[iHSL]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
Line 132: Line 132:
 
| Armor H = 1380
 
| Armor H = 1380
 
| Armor CT = 3709
 
| Armor CT = 3709
| Armor LT = 2296
+
| Armor LRT = 2296
| Armor RT = 2296
 
 
| Armor B = 2119
 
| Armor B = 2119
 
| Armor LRA = 1960
 
| Armor LRA = 1960
 +
| Armor RE = 1845
 
| Armor LRL = 3179
 
| Armor LRL = 3179
 
| Armor INT = 1908
 
| Armor INT = 1908
| Armor RE = 1845
 
  
| Version140 = 0.14.0
+
| Version153 = 0.19.1
 
}}
 
}}
  
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.
+
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 150: Line 149:
 
===Prime===
 
===Prime===
 
{{Starter}}
 
{{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 almost 5 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.
+
A [[short range]] [[support]] [[skirmisher]]. Best played [[poking]] from cover and focusing on [[arming]] targets.
 +
 
 +
{{Commentbox
 +
| Comment1=The Locust IIC is a simple [[starter]] sporting 5 [[cERSL]]s, plus a [[BAP]] can sniff out hidden enemies. It has a standard engine which makes it extremely tanky while [[twist fighting]]. The Prime is a bit of a one trick pony, but I have seen it draw some serious fire away from bigger pushes by jetting around like a runaway balloon with its [[iJJ]].
 +
| Writer1= Willow}}
  
 
===Variant A - ''"Al-Azif"''===
 
===Variant A - ''"Al-Azif"''===
 
{{Starter}}
 
{{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.
+
A DPS [[brawler]]. Focus fire on vehicles first in order to take advantage of the 6 [[HMG]]'s [[tank hunter|bonus damage]] to vehicles and air assets. One [[HEATM3]] contributes good [[screen shake]].
 +
 
 +
{{Commentbox
 +
| Comment1=This is a very strong brawler because it can out-DPS most other assets at the same tonnage, plus the standard engine gives it more durability. Do not jam the HMGs because the jam duration is longer than the cooldown duration. [[Twist fighting|Twist]] when you are not able to keep firing, and use the [[HEATM3]] for [[screen shake]]. Use your [[MASC]] to pursue or escape from targets.
 +
| Writer1= Willow}}
  
 
===Variant B===
 
===Variant B===
 
{{Starter}}
 
{{Starter}}
{{fluff}}
+
[[Support]] mech with a [[NARC]] and no free tons for it.
A long range skirmisher, the wise Locust B pilot will stay far from the front-lines and engage their target at range. Sporting two [[CLRM5|Clan Long Range Missiles 5]] and a [[cERLL|Clan Extended Range Large Laser]], this variant can spit out chain-fired LRMs every 2 seconds punctuated by accurate long range laser shots. If you notice the green fire of AMS shooting down your missiles, switch to group fire mode to attempt to overwhelm the enemy's AMS. One advanced tactic used by the B pilot is to switch to group fire mode, 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.
+
 
 +
{{Commentbox
 +
| Comment1=I have never taken this asset and I can't see myself using it. It has incredibly low DPS. It doesn't even have [[jump jets]] to [[poptart]] with the [[NARC]]. I would recommend a [[Hephaestus]] over this thing, but if you're playing puretech and you need a clan [[NARC]] on legs from the start, this is the mech to take.
 +
| Writer1= Willow}}
  
===Variant C - ''"Hangnail"''===
+
===Variant C ===
 
{{Starter}}
 
{{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.
+
A [[mid range]] [[skirmisher]] with a high [[alpha strike]]. [[Poke]] from cover as much as you can, and use the iJJ to reposition.
  
===Variant D===
+
{{Commentbox
 +
| Comment1=A mid-range skirmisher. 2 [[cERML]]s reach out to 700 meters while the HML reaches out to 400. Half of your [[alpha]] is dealt by the HML. Try playing this from 350 meters.
 +
| Writer1= Willow}}
 +
 
 +
===Variant D - ''"Daisy"''===
 
{{Starter}}
 
{{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. Note that it sports 1/2 ton less armor that some of the other Locusts'.
+
Extremely weak [[LRM]] [[missile boat]] in the [[early game]] (because faster assets will outrun missiles), but is stronger in the [[mid game]]. [[Chainfire]] to extend the [[cLRM]]'s [[screen shake]].
 +
 
 +
{{Commentbox
 +
| Comment1=A popular noob trap and extremely weak in the early game, but a surprisingly flexible brawler in the mid game due to the [[cSPL]]s and the [[cLRM]]'s tiny minimum range. Keep your speed up and use the and 360 [[torso twist]] to keep enemies within optimal range at all times.
 +
| Writer1= Willow}}
  
 
===Variant E===
 
===Variant E===
 
{{Starter}}
 
{{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.
+
Powerful and speedy [[cSPL]] [[brawler]] with [[MASC]]. Focus on [[arming]] targets. Great at hit and runs, but suffers from lighter armor.
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.
+
 
 +
{{Commentbox
 +
| Comment1=This is an interesting mech because the 5 [[cSPL]]s implies brawler, but the lighter armor makes a considerable difference for the tonnage. Use the MASC only in emergencies because two DHS won't be able to cool you down fast enough before a fight breaks out, and you're going to want all of your heat bar to dump lasers into the enemy.
 +
| Writer1= Willow}}
  
 
===Variant F===
 
===Variant F===
 
{{Starter}}
 
{{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.
+
A [[brawling]] [[support]] mech. Prioritize using the [[Heavy Flamer]]s to distract targets during big team battles.
 +
 
 +
{{Commentbox
 +
| Comment1=This is a surprisingly weak 1v1 mech, so I would recommend using this specifically in team fights. The [[iHSL]]s do not have the DPS nor the heat to win very many battles on their own, plus you have to lead your target in order to use the Heavy Flamer so you can't even use both at the same time. You are also likely to overheat very quickly if you try.
 +
| Writer1= Willow}}
  
 
===Variant G===
 
===Variant G===
 
{{Starter}}
 
{{Starter}}
{{fluff}}
+
A [[SSRM|Streak SRM]] [[missile boat]]. Prioritize using the [[cSSRM4]]s and use the [[iJJ]] to draw fire.
Utilizing [[EOptics]] to locate your target to unleash the [[CUAC5|Ultra AutoCannon-5]] with it's high burst DPS capability through LOS or as a Jump Sniper with the [[JJ|Standard Jump Jets]]. Two [[CERSL]] provide a punch at 450m, good for finishing off crippled units and fighting off BA. Two [[Flamer|Flamers]] to over heat your victim or ruining a hord of BAs. Use this units speed and run in groups.
 
  
 +
{{Commentbox
 +
| Comment1=This can be a decent streak boat to pick, especially if you use your [[iJJ]] to be the first to open an engagement and draw the first volley away from your team while also giving you an opportunity to fire back accurately with the lock-on. Hide to cool down, and then continue engaging. Go to second line if your armor gets low, but stick around to cause more [[screen shake]]. Mind your heat because it has no heatsinks.
 +
| Writer1= Willow}}
  
 
==History==
 
==History==
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==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 02:05, 22 July 2026

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: 23 934
Engine Size: 200 Standard
F:
Price: 36 300 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 0.19.1

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

A short range support skirmisher. Best played poking from cover and focusing on arming targets.

Player Comments:
The Locust IIC is a simple starter sporting 5 cERSLs, plus a BAP can sniff out hidden enemies. It has a standard engine which makes it extremely tanky while twist fighting. The Prime is a bit of a one trick pony, but I have seen it draw some serious fire away from bigger pushes by jetting around like a runaway balloon with its iJJ.
Willow


Variant A - "Al-Azif"

Starter Asset

A DPS brawler. Focus fire on vehicles first in order to take advantage of the 6 HMG's bonus damage to vehicles and air assets. One HEATM3 contributes good screen shake.

Player Comments:
This is a very strong brawler because it can out-DPS most other assets at the same tonnage, plus the standard engine gives it more durability. Do not jam the HMGs because the jam duration is longer than the cooldown duration. Twist when you are not able to keep firing, and use the HEATM3 for screen shake. Use your MASC to pursue or escape from targets.
Willow


Variant B

Starter Asset

Support mech with a NARC and no free tons for it.

Player Comments:
I have never taken this asset and I can't see myself using it. It has incredibly low DPS. It doesn't even have jump jets to poptart with the NARC. I would recommend a Hephaestus over this thing, but if you're playing puretech and you need a clan NARC on legs from the start, this is the mech to take.
Willow


Variant C

Starter Asset

A mid range skirmisher with a high alpha strike. Poke from cover as much as you can, and use the iJJ to reposition.

Player Comments:
A mid-range skirmisher. 2 cERMLs reach out to 700 meters while the HML reaches out to 400. Half of your alpha is dealt by the HML. Try playing this from 350 meters.
Willow


Variant D - "Daisy"

Starter Asset

Extremely weak LRM missile boat in the early game (because faster assets will outrun missiles), but is stronger in the mid game. Chainfire to extend the cLRM's screen shake.

Player Comments:
A popular noob trap and extremely weak in the early game, but a surprisingly flexible brawler in the mid game due to the cSPLs and the cLRM's tiny minimum range. Keep your speed up and use the and 360 torso twist to keep enemies within optimal range at all times.
Willow


Variant E

Starter Asset

Powerful and speedy cSPL brawler with MASC. Focus on arming targets. Great at hit and runs, but suffers from lighter armor.

Player Comments:
This is an interesting mech because the 5 cSPLs implies brawler, but the lighter armor makes a considerable difference for the tonnage. Use the MASC only in emergencies because two DHS won't be able to cool you down fast enough before a fight breaks out, and you're going to want all of your heat bar to dump lasers into the enemy.
Willow


Variant F

Starter Asset

A brawling support mech. Prioritize using the Heavy Flamers to distract targets during big team battles.

Player Comments:
This is a surprisingly weak 1v1 mech, so I would recommend using this specifically in team fights. The iHSLs do not have the DPS nor the heat to win very many battles on their own, plus you have to lead your target in order to use the Heavy Flamer so you can't even use both at the same time. You are also likely to overheat very quickly if you try.
Willow


Variant G

Starter Asset

A Streak SRM missile boat. Prioritize using the cSSRM4s and use the iJJ to draw fire.

Player Comments:
This can be a decent streak boat to pick, especially if you use your iJJ to be the first to open an engagement and draw the first volley away from your team while also giving you an opportunity to fire back accurately with the lock-on. Hide to cool down, and then continue engaging. Go to second line if your armor gets low, but stick around to cause more screen shake. Mind your heat because it has no heatsinks.
Willow


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

BattleTech Reference