Locust IIC

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Revision as of 21:48, 4 December 2019 by RickHunter (talk | contribs) (Variant A - "Al-Azif")
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Locust IIC
LocustIIC spin.gif
360.png
LocustIIC.png
360.png
Class: Light Mech
Faction: Clan
Ticket cost: 2 upon destruction
Tier: 3
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: 29 048
Engine Size: 200 Standard
A:
Price: 33 050 CBills
Total armor: 29 048
Engine Size: 200 Standard
B:
Price: 31 200 CBills
Total armor: 25 779
Engine Size: 200 Standard
C:
Price: 33 300 CBills
Total armor: 25 779
Engine Size: 200 Standard
D:
Price: 34 100 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: 29 048
Engine Size: 200 Standard
G:
Price: 36 500 CBills
Total armor: 25 779
Engine Size: 200 Standard
Armor Points Distribution
BT
RE
HD
LA
LL
LT
CT
RT
RA
RL
INT
2232
1845
1380
2065
2065
3349
2419
3907
2419
2065
3349
2009

All stats current as of release 0.15.3

The Locust IIC is a Clan light mech. While it carries considerably low armor for a light mech, it makes up for this with its high movement speed clocking in at 130 km/h (181 km/h with MASC), 360° Torso yaw to see in any direction and hit-and-run weapons loadouts. A front-line unit making it a excellent anti-infantry BattleMech with capabilities to harass heavier BattleMechs. As all Locusts have standard engines, they tend to survive longer on the battlefield than XL engine mechs when one of their side torsos are cored. Care should be taken piloting this mech from the top of a hill, one of the few occasions where the poor lower torso pitch will be felt and can be punished.


Roles and Gameplay Hints

Prime

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, you most probably next to die too.
Having that aside, let it be known 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, this unit has almost 5 medium lasers worth of damage, or there about.
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"

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 escaping wounded 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

A long range skirmisher, the wise Locust B pilot will stay far from the front-lines and engage their target at range. Sporting two Clan Long Range Missiles 5 and a 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.

Variant C - "Hangnail"


Variant D


Variant E

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. Note your escape routes as this variant lacks jumpjets and is the lightest armored Locust.

Variant F

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 meat a brawler. If in battle, rather seek departure routes instead of too many likely victims.

Variant G



History

The Locust IIC released 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.

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

BattleTech Reference