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Locust LCT-1V
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Locust LCT-1V
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==Strategy== * As the 'fifth wheel' to your starting 'mechs, the LCT-1V can serve as an emergency replacement if you somehow lose a 'mech early on to at least allow you to field a full lance. Unfortunately, its capabilities are pretty much limited to scouting (preferably from behind cover, with sensor lock) and the occasional brave (read: suicidal) hit-and-run attack. That said, if you have to... * Surviving: ** In order to survive any kind of open combat while still contributing damage, Locusts need to take advantage of their speed to maintain maximum evasion at all times. Note that, without the tonnage to mount a meaningful number of jumpjets, the terrain of certain maps can make it very difficult to maneuver around the enemy in the way that you want. If the terrain allows it, try to maneuver to the enemy's rear arc, where even the lightly-armed Locust can do some meaningful damage in the early game. ** Alternatively, you can play with the initiative order by running in behind cover, reserving on the next turn until all enemy turns have passed, running in, firing, and then immediately ducking behind cover again at the top of the next round. Rinse and repeat ad nauseam. If the terrain doesn't get in your way (and the enemy doesn't have the speed to chase after you), this strategy can work wonders and keep the Locust perfectly safe, but it takes a lot of time to do significant damage since you're only firing the already anemic weapon loadout every other round. Getting the Ace Pilot skill removes the damage penalty, but by the time that you've got pilots with Ace Pilot, you should have something better than a Locust for them to take to the field in. * In single player, since it has no armor, don't ever take it. Ever. At least it makes it easy to wipe out. {{navbox mechs}} [[Category:Mechs]] [[Category:Light mechs]] [[Category:20 ton mechs]] [[Category:Locust]]
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