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> > Can we drop the Locust nerf already, they have been nerfed twice already, at this point the problem is their counter units need a buff. Banished and Cutter are the only ones effectively dealing with them, but Banished don’t counter with Hunters ad they are to slow and Cutter can only counter it because his Cyclops’s are faster than the rest of the UNSC. That’s your issue. You guys are acting like they are sentinels but they aren’t, they move slow and need to be in Mass for a quick base kill, and are less tanky then the Sentinels were. If I get my massive of locusts to your base without you ever seeing them its because I looked at the map and flaked on an out of the way why would expect to be attacked from here route.
> >
> > The fix you need is a slight speed increase for Cyclops and Hunters, for beam hunters to fire and move, right now the beam is more of a nerf than an upgrade, and possibly a slight speed nerf to the locust, they are already slow though so you can’t make them much slower so honestly I feel if they did all this in one patch they would then end up reverting the locust nerf.
> >
> > Back to topic Colony looks amazing and we banished are finally getting some much needed territory denial
>
> Locust are the new sentinal. Especially with shipmates because you can Telenor your troops right into an enemies base and before they can even act your base is dead in 10 seconds. They can just run away and keep shooting and destroying units. Locusts need to be slower and have their damage vs every unit reduced. You want to keep them elite at crushing bases, make them less damaging vs regular units. No reason 10 locusts should be able to wreck all your turrets and a base in 10 seconds. Then you send in 5 cyclops and they get destroyed. They are anti building, that’s the only thing they should be good at. They should die fast. They need to be treated like kodiaks. You send in your regular army and then have a couple locust behind them damaging the base from a distance. Not mass build 10 of them, throw some engineers on it, then obliterate every base before the opposing teams army can get back to defend. They are the new sentinals and can walk in and destroy your base with 4 upgraded turrets in no time.
One, no they are not the new Sentinels, the Sentinels were the fastest unit in the game and had the locust damage modifier on them for building. It didn’t matter what you did because they out ran everything and took you out unless you sat on your base. Locust move at infantry speed and don’t fly, if you have them show up at your base without you ever seeing them then that’s a you problem, scout, take power nodes, check those odd routes behind your base because that’s where I will flank you from so you don’t see them until it’s too late, that’s the point of it. It’s superior routing and positioning on the locust part.
Two, you are constantly complaining because Atriox does this and Shipmaster does that, that’s a leader issue, not a locust issue. Try Decimus if you want to see just the unit.
Three, now that we have learned the difference between a leader issue and a unit issue the issue now becomes the counter units keeping up with them, as hunters can’t and only Cutter Cyclops can as I pointed out before. That’s a huge problem as they have no way to close in on the Locust and just get kitedone. If they get to the Locust they make very short work of them, try Cutter yourself and his Cyclops’s put this on display to the point where I have started mixing Rangers into mine to help stop his faster infantry.
Four, I see you complaining about engineer healing on them, but the thing is if the engineers can heal them you weren’t going to kill them that quick anyway, they have such little health that one good hit kills them, which negates the healing because hey its dead. The counter units burst them down well if they can catch them, so does artillery Kodiaks and Blisterbacks when deployed, and then you have basically any damaging leader power as unlike the Sentinels you keep comparing the locust too the Locust has a hard time moving out of the way. Yes you can argue the dying breath negates bursting them down but as already explained that is a leader issue not a unit issue.
Five, reading what you complain they are taking out I hate to tell you but that is a player problem, not a locust problem. If they destroy you in 10 seconds well they can only do that if you weren’t prepared at all for it and it caught you off guard, which the issue is how did it catch you off guard? I see you complain 10 locust beats 5 Cyclops, hate to say it but they should 10 locust is double the pop of 5 cyclops, the game even states in its tips “often times the bigger army wins” you need more than 5 cyclops, doesn’t have to be all cyclops units but if you send just the 5 cyclops vs 10 of course they lose. Now last point, you said base with 4 turrets, of course they beat that as the turrets don’t out range them. Put a watch tower on it and 3 turrets on it, this allows your turrets to fire on them before they can fire on the turrets. Be sure to have the proper upgrades on the turrets. Not saying just that will fend it off but as stated before they have low hp, amoung the lowest in the game, it will make a sizeable dent in the locust.