A Full List Of Locust Mechanics

My Mechanic for the Locust should it return. posted a couple of times both here and on 343i.org, But I feel it needs its own thread as I now have planned full Mechanics for it, as well as the levels of damage displays to players.

General Weapon Mechanics

It’s weapons should be the Long Distance Beam, Which should have the DPS of the Warthog Turret, and have dual Plasma Cannons (Ghost DPS). also, each trigger activates a weapon, but they can’t be fired simultaneously. Pressing Y switches the Beam to Overcharge mode like it has in Halo Wars, Which drains it’s shields. In the same sense as holding the trigger in slightly gives the Ghost a slower boost, but it lasts longer, Holding the trigger in further increases the multiplier, Maxing at 1.6x (I will post shield drain rate/seconds below), but decreases your shields faster, and vice versa. Once your shields are depleted, you revert to the normal beam, and can’t use the overcharge until you have full shields again. there is an overheat for both weapons, while one is cooling, the other can still be used. to prevent a constant switch spam, the time it takes to cool-down should take longer than the overheat, so there is a skill gap with this vehicle. It has a potential Longer Range, when used correctly.The 3 Overcharge states

Regular Beam: Blue, 1x Multiplier, No Shield Drain

Overcharges, Y to switch to:

Trigger Held about 1/3s in: 1.2x Multiplier, 2/12s of your shields per second (6 seconds of continuous fire), Blue, thicker than normal beam.

Trigger Held about 2/3s in: 1.4x Multiplier, 3/12s of your shields per second (4 seconds of continuous fire), Purple, thicker than normal beam

Trigger Held fully in: 1.6 Multiplier, 6/12s of your shields per second (2 seconds of continuous fire), Red, Thicker than normal beam.

Shield and Health Mechanics

The shields would follow traditional Halo standards involving Covenant/Storm shields vs. human shields. The Locust would have shields approximately 1.3x better than the Mantis, and as such has 70% less overall health. Both vehicles have the same traits as players, where Plasma beats their shields, while ballistic weaponry is far better on vehicle health. Here are some damage ratios based on Halo weaponry we can assume will return and are often used on vehicles, apart from the Beam Rifle, which I included for the sake of adding all Sniper Rifle variants.

Rocket Launcher: the first removes 90% of the shields, the second would destroy it. If the Locust shields are less than 90%, the rocket deals corresponding damage to health.

Spartan Laser: One beam removes all shields, so 100%. then a second to destroy, same residual damage mechanics as the Rocket Launcher.

Fuel Rod Cannon: 4 Fuel Rods destroy the locust, each shot deals 50% damage to shields, and the 3rd shot leaves the Locust with 40% Health, the last destroys it.

Incineration Cannon: 1 shot leaves it with 25% Health.

Sniper Rifle: The Sniper Rifle would require a full magazine to break shields. Then, the Sniper Rifle takes two shots to finish it.

Beam Rifle: The Beam Rifle can deplete its shields in two shots, but can do no damage to health.

Binary Rifle: This can destroy it in four shots, with the same damage ratios as the Fuel Rod Cannon.

Damage Level 1, 5-20% damage: Slight panel displacement, uncovered wiring

Damage Level 2, 21-40% damage: Complete panel removal, sparks at wiring

Damage level 3, 41-60% damage: Sparks at joints, front panel damage, crooked areas

Damage Level 4, 61-80% damage: small fires, sparks from from panel and weapon areas,

Damage Level 5, 81-99% damage: large fires at joints and cockpit areas, front panel crooked, player visible in areas, warning lights.

Movement Mechanics

I took some long thoughts here. These are both mechs, and act as counterparts to one another, but they do need to have diversity among this. so I looked into the traditional aspects of Halo vehicles for these mechanics (not including the Mantis, as it is not a traditional UNSC ground Vehicle).

Traditionally, Human ground vehicles have had more health, faster top speed (Not including boost), no driver controlled weapons apart from the scorpions, but that’s a tank, and cannot strafe. As opposed to their Covenant/Storm counterparts. The Mantis screwed with that, by having no counterpart in Halo 4, being able to strafe, have shields and so on.

Now that we have these Mantis movement mechanics, changing them to fit UNSC tradition doesn’t really make sense going from 4 to 5, as you essentially remove its best/unique features. Toning down the weapons is a must. But, back to the Locust.

The Locust must now be Built around these mechanics, and I feel I have done this. The Locust Has faster Forward and Backwards speed than the Mantis, but it’s strafing is slower, However, as traditionally, most if not all covey vehicles have a boost of sort, the Locust is no exception. But its is handled differently. to compensate for it’s inability to stomp players nearby, and slow strafing, the Locust gets pond skater-esque “evade” that allows it to quickly dart to the side by about 12 meters. This can be used once per cooldown, and takes 15 seconds to be used again. It can use this to splatter flanking players or quickly dart in or out of cover. I feel this gives it the unique abilities in movement to seperate it from the Mantis.

Over All Features

There should be three versions for forge. the one I stated above, which is purple, and a blue one, that has a the regular beam , the overcharge is a instant drop of all shields, but fires a spartan laser strength beam (blue beam), and takes a full cool-down to use the beam again, and the last one is concussion rifle colored, it fires concussion rifle shots instead of plasma cannons (12 before reload) and the same beam traits as the purple locust, it is better at close range covering itself, but not very good for long range cover when beam is unavailable.The other thread was an accidental double upload somehow, when I tried to change something, so I deleted its contents and aske the mods to delete or lock it for me.

So far, this seems like a pretty decent execution of the Locust in Halo 5. However, I will make a few suggestions:

  • You mentioned on how traditionally, most Covenant vehicles have a boost mechanism. You also noted how, due to the fact that the Locust uses legs as movement, there isn’t really a way to implement a boost for it - I disagree. Perhaps, holding down LT with the Locust will allow it to jump into the air and cause a lethal shockwave, similar to the Mantis’s stomp.
    Other than that, it’s pretty good.

> So far, this seems like a pretty decent execution of the Locust in Halo 5. However, I will make a few suggestions:
> - You mentioned on how traditionally, most Covenant vehicles have a boost mechanism. You also noted how, due to the fact that the Locust uses legs as movement, there isn’t really a way to implement a boost for it - I disagree. Perhaps, holding down LT with the Locust will allow it to jump into the air and cause a lethal shockwave, similar to the Mantis’s stomp.
> Other than that, it’s pretty good.

I noted is a beam, overcharge beam and dual plasma cannons, plasma cannons as RT, Beam on LT, changed to Overcharge by Y. thats why the pond skater-esque thing came to me, it looks like one, it is more in line to a covey boost system, in conjunction that evade was an elite AA in reach, and it allows for splatters in a cool and different way, if having a skill gap.

A jump I feel is far to basic and un-inventive, it feels like it could have been far more inventive, not just a mantis stomp rehash, not to discredit your idea however, I would prefer it over a simple stomp. I just think a side-wards dart feels more unique.

Can’t boost just be a significantly faster walk (like sprint, basically) that can stomp enemies?

> So far, this seems like a pretty decent execution of the Locust in Halo 5. However, I will make a few suggestions:
> - You mentioned on how traditionally, most Covenant vehicles have a boost mechanism. You also noted how, due to the fact that the Locust uses legs as movement, there isn’t really a way to implement a boost for it - I disagree. Perhaps, holding down LT with the Locust will allow it to jump into the air and cause a lethal shockwave, similar to the Mantis’s stomp.
> Other than that, it’s pretty good.

A jumping vehicle would be great for Forge and Custom Games. Imagine the race tracks!

This has my backing on it. My only issue is the overcharged attack. It seems like it gives too much for such little damage difference.

I would love to see the Locust playable. Like your ideas of implementing it.

Wow you put a lot of thought into this. Sounds good!

My main disappointment with the Mantis was the absence of jump, and how Campaign fights were centered around it (these battles were suicidal if you didn’t use the Mantis).

I like all of what I read. I wouldn’t mind this at all if it was what was implemented.

Thanks to all for the support. Something I wanted to add about the Jump/Boost discussion. The reason I implement the Evade, Pond Skate-esque dart move/splatter “attack” is to add more diversity between the Mantis and Locust. So that, despite bring counterparts, they remain unique to each other.

I’ll admit, I didn’t read your ideas (I’ll definitely do that later), but here’s my idea of how the Locust should work…

> Has the beam as its weapon of attack. It’s long range, which means long RRR. There is no overcharge option. There could be a possibility of a zoom-in function.
> Has a stomp ability similar to the Mantis. The two front legs crash down onto the ground.
> Shields and Health are the flipped versions of the Mantis. It has strong shields that recharge quicker, but its health is low.

In an essence, it becomes the long range Mantis designed for defense/sniping support. The Mantis is the closer quarters/offensive machine. This allows uniqueness between the two vehicles.

Either way, the Locust is long overdue.

> I’ll admit, I didn’t read your ideas (I’ll definitely do that later), but here’s my idea of how the Locust should work…
>
>
> > Has the beam as its weapon of attack. It’s long range, which means long RRR. There is no overcharge option. There could be a possibility of a zoom-in function.
> > Has a stomp ability similar to the Mantis. The two front legs crash down onto the ground.
> > Shields and Health are the flipped versions of the Mantis. It has strong shields that recharge quicker, but its health is low.
>
> In an essence, it becomes the long range Mantis designed for defense/sniping support. The Mantis is the closer quarters/offensive machine. This allows uniqueness between the two vehicles.
>
>
> Either way, the Locust is long overdue.

My problem with this is its to similar outside of weapon. My Mechanic was built to make them distinct from each other while remaining counterparts.

> > I’ll admit, I didn’t read your ideas (I’ll definitely do that later), but here’s my idea of how the Locust should work…
> >
> >
> > > Has the beam as its weapon of attack. It’s long range, which means long RRR. There is no overcharge option. There could be a possibility of a zoom-in function.
> > > Has a stomp ability similar to the Mantis. The two front legs crash down onto the ground.
> > > Shields and Health are the flipped versions of the Mantis. It has strong shields that recharge quicker, but its health is low.
> >
> > In an essence, it becomes the long range Mantis designed for defense/sniping support. The Mantis is the closer quarters/offensive machine. This allows uniqueness between the two vehicles.
> >
> >
> > Either way, the Locust is long overdue.
>
> My problem with this is its to similar outside of weapon. My Mechanic was built to make them distinct from each other while remaining counterparts.

Okay, I just read your ideas…

I do believe the stomp that I mentioned should be in. I don’t believe a boost/evade should be implemented, and it should move the same as it does forward and backward. Don’t think there should be three versions, just the one will definitely do.
Also, the Spartan Laser should do some damage to the Locust’s Health. Minor, like 10% maybe, but some damage nonetheless.

I do like the rest though. I’ve never liked the overcharge idea, but your idea of it makes good sense/balance.

My point in the movement and attack difference is to make them have very different play styles. I feel a stomp is just very-uncovenant and to similar to the Mantis. Having an Evade like side-wards dart is unique to it. For example:

Scorpion:

Straight firing shell with large AoE effective over long range.
Very slow top speed, unable to stafe.
High durability, with tougher weak spots.
full 360 degree rotatory tank turret

Wraith:

Arching Mortar inaccurate over range, but can get behind cover if aimed correctly
Slow base speed, with a short forward boost
Weak spots are fairly easily manipulated, but it can strafe and swivel its entire “body” to avoid this
can strafe
No Plasma Mortar rotation, but entire tank can swivel
can kill a front boarded player with its mortar, but takes heavy damage in doing so.

As you can see, they are quite different, which is long established.

The Locust has to reflect this trend, meaning most things it should counter should be handled differently to the Mantis. A stomp, while yes, it gives it an alternative, but it overall feels out of place, leaving a Covenant vehicle without a Boost, so this side-wards Evade Dart, that can splatter players, give it its own unique way of dealing with closer encounters. I appreciate your opinion, but I ask you this:

Would you prefer two counterpart vehicles that have their only real play differences in primary weapon and shields, essentially being re-skins of one another, or would you have two mechs that act as counter parts but play completely differently, meaning that maps can be built to handle around each mech, adding for far more interesting combat and an overall more diverse sandbox?

> My point in the movement and attack difference is to make them have very different play styles. I feel a stomp is just very-uncovenant and to similar to the Mantis. Having an Evade like side-wards dart is unique to it. For example:
>
> Scorpion:
>
> Straight firing shell with large AoE effective over long range.
> Very slow top speed, unable to stafe.
> High durability, with tougher weak spots.
> full 360 degree rotatory tank turret
>
> Wraith:
>
> Arching Mortar inaccurate over range, but can get behind cover if aimed correctly
> Slow base speed, with a short forward boost
> Weak spots are fairly easily manipulated, but it can strafe and swivel its entire “body” to avoid this
> can strafe
> No Plasma Mortar rotation, but entire tank can swivel
> can kill a front boarded player with its mortar, but takes heavy damage in doing so.
>
>
> As you can see, they are quite different, which is long established.
>
> The Locust has to reflect this trend, meaning most things it should counter should be handled differently to the Mantis. A stomp, while yes, it gives it an alternative, but it overall feels out of place, leaving a Covenant vehicle without a Boost, so this side-wards Evade Dart, that can splatter players, give it its own unique way of dealing with closer encounters. I appreciate your opinion, but I ask you this:
>
> Would you prefer two counterpart vehicles that have their only real play differences in primary weapon and shields, essentially being re-skins of one another, or <mark>would you have two mechs that act as counter parts but play completely differently, meaning that maps can be built to handle around each mech, adding for far more interesting combat and an overall more diverse sandbox?</mark>

Okay, I see your point.

Still trying to imagine a Locust darting to the side though… :confused:

And of what I would prefer, I’d prefer the highlighted. It does make more sense in variety/uniqueness.

Well, Imagine a pond skater. Its Gliding on water movements . The dart would be similar in motion to a pond skater sliding across the water