Based on all my games up to rank 9 without a single loss, one of the many things I noticed were the locusts being outright broken. As an anti-building unit it makes no sense that they seem to act like an anti-everything with artillery range.
Here are the issues:
- Range is too large for a unit that can shoot on the move therefore micro’d to always out-range other tanks etc. - Visibility, or rather the lack of needed visibility to shoot targets, all units are visible on the map at once yet this thing can shoot through mountains, up/down hills and more without command or line of sight from it or friendlies, making elevation a non factor breaking game-play. - Damage/health, there have been many times when I have send units like armored hunters to deal with a single locust, yet they all die long before reaching or making significant damage, especially apparent on the siphon variant - Cost… 60 for shield and siphon to near indestructibility when used correctly… bargain bucket scarab with extra rangeAnyone else noticed the growing meta around this? Or have any other reasons for or against a nerf before launch?
Are you playing with a buddy or in only 1v1?
I think the unit is fine as the damage is lower, but they do need to remove it’s ability to shoot through the fog of war or obstructions. That’ll keep its kiting tactic alive but force you to be aware of surroundings.
> 2789953162020734;2:
> Are you playing with a buddy or in only 1v1?
>
> I think the unit is fine as the damage is lower, but they do need to remove it’s ability to shoot through the fog of war or obstructions. That’ll keep its kiting tactic alive but force you to be aware of surroundings.
1v1 has never been my style, dont know why, get paranoid or some -Yoink-
2v2s and 3v3s.
Today we embraced the locust, had a 60 cost siphon shield locust on the B-C hill in like 10 seconds sniping anything coming anywhere near to the point where they would be forced back to A, we would spam more of them and arties and never lose control, the usual snipes of the back OBJ were impossible as any hogs would just get lasered to death on the way past, was kinda silly. Hunters should not be so easily shrugged off by them, early game the health makes focus firing them priority but futile due to how much you would lose over a 60 cost unit. artillery borders on OP sometimes, but the fog of war keeps it balanced, yet they cant move whereas the locust can with same range and no fow restriction. Trying not to sound like a ranting salty player but totally ranting on woops 
Edit: Ironically the one thing i have seen stand up to them one on one, is the spike turret… A BUILDING LOL
They are much more annoying in this game but I’m not sure if it’s just because of the small maps in blitz.
> 2533274968042384;4:
> They are much more annoying in this game but I’m not sure if it’s just because of the small maps in blitz.
Could be actually, would need to see the size comparison to other maps, but its a worry they cause issues in the non building mode as the anti-building unit. I would rathe they be changed seperately in blitz if the rest of the game turns out balanced with them, dont want larger blitz maps to a significant degree like the 3v3 maps on wars 1.
> 2789953162020734;2:
> Are you playing with a buddy or in only 1v1?
>
> I think the unit is fine as the damage is lower, but they do need to remove it’s ability to shoot through the fog of war or obstructions. That’ll keep its kiting tactic alive but force you to be aware of surroundings.
Without the fog of war the it makes it impossible to attack without taking some damage and anyone would just keep pulling it slowly back and use an engineer (increase in AAA and locusts makes it risky to even try either by ground or air to attack them) to repair it. With a good amount of engineers it makes any attacker realize its not worth attacking and later in the game it pretty much makes it almost impossible to win if they have too many locusts and engineers in groups.
> 2533274857140905;1:
> Based on all my games up to rank 9 without a single loss, one of the many things I noticed were the locusts being outright broken. As an anti-building unit it makes no sense that they seem to act like an anti-everything with artillery range.
> Here are the issues:
> - Range is too large for a unit that can shoot on the move therefore micro’d to always out-range other tanks etc. - Visibility, or rather the lack of needed visibility to shoot targets, all units are visible on the map at once yet this thing can shoot through mountains, up/down hills and more without command or line of sight from it or friendlies, making elevation a non factor breaking game-play. - Damage/health, there have been many times when I have send units like armored hunters to deal with a single locust, yet they all die long before reaching or making significant damage, especially apparent on the siphon variant - Cost… 60 for shield and siphon to near indestructibility when used correctly… bargain bucket scarab with extra rangeAnyone else noticed the growing meta around this? Or have any other reasons for or against a nerf before launch?
Lucky for me I only encountered this only once in a 1 v 1. IDK if anyone is still using it. What ended up happening is that no matter what I got the guy would always get something to make their locusts untouchable (AAA to counter my air, more engineers and locusts for my larger armies) or basically give me a pyrrhic result.
I didnt see it much till today, growing now, had a 2v2 where the other team spammed locust only basically, didnt win but made an annoying match over such simple place and forget usage. Sniping an objective while the army is away or taking the energy is impossible with the light units with a single locust, and with small armies it takes significant resources and time to get rid of, leading to an army returning in time. Mass locust in standard could be stupid powerful with them being able to shoot air
and shooting behind the walls.
> 2533274857140905;5:
> > 2533274968042384;4:
> > They are much more annoying in this game but I’m not sure if it’s just because of the small maps in blitz.
>
> Could be actually, would need to see the size comparison to other maps, but its a worry they cause issues in the non building mode as the anti-building unit. I would rathe they be changed seperately in blitz if the rest of the game turns out balanced with them, dont want larger blitz maps to a significant degree like the 3v3 maps on wars 1.
I think they should not be able to attack through fog in blitz because how small the maps are but still be able to attack through it in normal modes like in the first game and maybe make there aim on the move more erratic.
The main problem in blitz is the hill in between b and c and the small size of armies. So you just get completely destroyed before you even reach them. The only fast way over the hill is your Airforce and in blitz that’s not going to be very big usually.
That’s why I play shipmaster so I can keep teleporting there artillery off the hill. Does not work with locusts because they can easily walk back up there.
> 2533274968042384;9:
> > 2533274857140905;5:
> > > 2533274968042384;4:
> > > They are much more annoying in this game but I’m not sure if it’s just because of the small maps in blitz.
> >
> > Could be actually, would need to see the size comparison to other maps, but its a worry they cause issues in the non building mode as the anti-building unit. I would rathe they be changed seperately in blitz if the rest of the game turns out balanced with them, dont want larger blitz maps to a significant degree like the 3v3 maps on wars 1.
>
> I think they should not be able to attack through fog in blitz because how small the maps are but still be able to attack through it in normal modes like in the first game and maybe make there aim on the move more erratic.
>
> The main problem in blitz is the hill in between b and c and the small size of armies. So you just get completely destroyed before you even reach them. The only fast way over the hill is your Airforce and in blitz that’s not going to be very big usually.
>
> That’s why I play shipmaster so I can keep teleporting there artillery off the hill. Does not work with locusts because they can easily walk back up there.
Heres an idea, have the fog so that you can target when visible and continue shooting that location, but if its a unit that then moves when you have no vision, you wont track them or be able to shoot until visible again, aka anti arty and silly afk tanks. Also perhaps slower rotation so you can outrun the beam with micro on faster units like hogs. That hill is hell, everything spirals out of control once control of hills are lost so hopefully that isn’t the case on the other maps, fine being a unique factor to this map. Banshees and hornets are a joke mid-late game getting 3 at most with pea shooter guns, should get rocket troopers maybe on later variants?
> 2533274857140905;10:
> > 2533274968042384;9:
> > > 2533274857140905;5:
> > > > 2533274968042384;4:
> > > > They are much more annoying in this game but I’m not sure if it’s just because of the small maps in blitz.
> > >
> > > Could be actually, would need to see the size comparison to other maps, but its a worry they cause issues in the non building mode as the anti-building unit. I would rathe they be changed seperately in blitz if the rest of the game turns out balanced with them, dont want larger blitz maps to a significant degree like the 3v3 maps on wars 1.
> >
> > I think they should not be able to attack through fog in blitz because how small the maps are but still be able to attack through it in normal modes like in the first game and maybe make there aim on the move more erratic.
> >
> > The main problem in blitz is the hill in between b and c and the small size of armies. So you just get completely destroyed before you even reach them. The only fast way over the hill is your Airforce and in blitz that’s not going to be very big usually.
> >
> > That’s why I play shipmaster so I can keep teleporting there artillery off the hill. Does not work with locusts because they can easily walk back up there.
>
> Heres an idea, have the fog so that you can target when visible and continue shooting that location, but if its a unit that then moves when you have no vision, you wont track them or be able to shoot until visible again, aka anti arty and silly afk tanks. Also perhaps slower rotation so you can outrun the beam with micro on faster units like hogs. That hill is hell, everything spirals out of control once control of hills are lost so hopefully that isn’t the case on the other maps, fine being a unique factor to this map. Banshees and hornets are a joke mid-late game getting 3 at most with pea shooter guns, should get rocket troopers maybe on later variants?
Yeah like I said regarding that hill the only defense I have found was teleport with shipmaster of Mac blast with Isabelle but that won’t even finish them so I prefer teleporting them back to the base I don’t plan on holding.
they are broken as -Yoink- in blitz mode
locust spam with shield , they take forever to die and shoot you from a long long distance even with fog of war
i dont see how this unit is not broken and they are ruining blitz but thats what the beta is for
so no worries i hope they nerf them before launch
or better unlock deathmatch for us next week , so we can test the unit if it’s balanced there , since blitz mode is not going to be that big anyway
comparing to the other modes
Is it possible for a single or a pair of then not to be broken… While a half dozen are?
That’s the only time they are an issue.
A single locust really only forces you to move the target unit away or attack
Shield locusts can be a pain but if you are prepared not an issue.
6 or more focus firing locusts is a major issue
Rather face 6 blister backs
The Locusts gets a shot on you before you can see it. This is fine for a Sniper unit to do. This is not okay for a heavy vehicle to do. Especially one that JUST KEEPS FIRING ITS BEAMS.
In my experience, they’ve never been all that bad. Their damage is way too low to be considered OP. They have range, they have the siphon ability (the bloodfuel one at least), and they have shields… But they’ve never caused me any major problems.
> 2533274857140905;1:
> Based on all my games up to rank 9 without a single loss, one of the many things I noticed were the locusts being outright broken. As an anti-building unit it makes no sense that they seem to act like an anti-everything with artillery range.
> Here are the issues:
> - Range is too large for a unit that can shoot on the move therefore micro’d to always out-range other tanks etc. - Visibility, or rather the lack of needed visibility to shoot targets, all units are visible on the map at once yet this thing can shoot through mountains, up/down hills and more without command or line of sight from it or friendlies, making elevation a non factor breaking game-play. - Damage/health, there have been many times when I have send units like armored hunters to deal with a single locust, yet they all die long before reaching or making significant damage, especially apparent on the siphon variant - Cost… 60 for shield and siphon to near indestructibility when used correctly… bargain bucket scarab with extra rangeAnyone else noticed the growing meta around this? Or have any other reasons for or against a nerf before launch?
i find the locust not to be OP but more balanced if you know how to use it
Honestly, Locust is OP, with very little risk and very high reward.
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They don’t really cost much.
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They have a SHIELD that regenerates if they’re out of combat. And keeping them out of combat isn’t really much of a challenge.
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They’re FAST. I tried to chase some down with the last of my remaining units, only to lose them since it was outrunning them and destroying them with ease.
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They can SHOOT THROUGH THE TERRAIN. I’m pretty sure this is more or less a bug, but it’s so annoying.
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FOG OF WAR seems broken. It doesn’t even work since you can see units anyway, so Locust can easily shoot units.
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They don’t have any WEAK spots. They shoot infantry, ground and air vehicles with ease, doing good damage and simply walking away and shooting when the enemy gets close.
It’s just too easy to use them. If only 1 player stacks up on them, adds some other units for protection and engineers, he pretty much can solo the entire match.
> 2535410260965787;17:
> Honestly, Locust is OP, with very little risk and very high reward.
> - They don’t really cost much.
>
> - They have a SHIELD that regenerates if they’re out of combat. And keeping them out of combat isn’t really much of a challenge.
>
> - They’re FAST. I tried to chase some down with the last of my remaining units, only to lose them since it was outrunning them and destroying them with ease.
>
> - They can SHOOT THROUGH THE TERRAIN. I’m pretty sure this is more or less a bug, but it’s so annoying.
>
> - FOG OF WAR seems broken. It doesn’t even work since you can see units anyway, so Locust can easily shoot units.
>
> - They don’t have any WEAK spots. They shoot infantry, ground and air vehicles with ease, doing good damage and simply walking away and shooting when the enemy gets close.
>
> It’s just too easy to use them. If only 1 player stacks up on them, adds some other units for protection and engineers, he pretty much can solo the entire match.
I can agree with a few things here, but the entire post is a red herring. You bury your inexcusably incorrect point in a cluster of words in an attempt to hide it. It didn’t work.
Locusts are not fast. That’s one of the most laughably farcical statements I’ve heard on these forums. That’s saying a lot. Don’t make such silly claims and attempt to get away with it.
> 2533274830489835;18:
> > 2535410260965787;17:
> > Honestly, Locust is OP, with very little risk and very high reward.
> > - They don’t really cost much.
> >
> > - They have a SHIELD that regenerates if they’re out of combat. And keeping them out of combat isn’t really much of a challenge.
> >
> > - They’re FAST. I tried to chase some down with the last of my remaining units, only to lose them since it was outrunning them and destroying them with ease.
> >
> > - They can SHOOT THROUGH THE TERRAIN. I’m pretty sure this is more or less a bug, but it’s so annoying.
> >
> > - FOG OF WAR seems broken. It doesn’t even work since you can see units anyway, so Locust can easily shoot units.
> >
> > - They don’t have any WEAK spots. They shoot infantry, ground and air vehicles with ease, doing good damage and simply walking away and shooting when the enemy gets close.
> >
> > It’s just too easy to use them. If only 1 player stacks up on them, adds some other units for protection and engineers, he pretty much can solo the entire match.
>
> I can agree with a few things here, but the entire post is a red herring. You bury your inexcusably incorrect point in a cluster of words in an attempt to hide it. It didn’t work.
>
> Locusts are not fast. That’s one of the most laughably farcical statements I’ve heard on these forums. That’s saying a lot. Don’t make such silly claims and attempt to get away with it.
He has a lot of valid points so dont dismiss him entirely your acting rather arrogant here. They are fast in comparison to many units, for example the hunters, the locust can outrun and kill them in any scenario minus being ambushed on all sides by masses that are unlikely early on or at all sometimes. But even ambushes with the hunter are impossible due to as the commenter says, locust ignore sight lines and obstacles entirely, example: hunters push BC hill from C yet are dieing through the mountain between, if they get close enough to even fire, the locust can easily scurry away with no damage, wouldnt be an issue if this was their benefit from micro without constant fire on the move and through mountains that block shots to literally every non artillery unit bar locusts or fog that even blocks artillery.
His point is very valid and not laughable. “Cluster of words”, you mean explanations to an opinion unlike what you did, why do you see them as not being fast at all?
> 2533274857140905;19:
> > 2533274830489835;18:
> > > 2535410260965787;17:
> > >
>
> He has a lot of valid points so dont dismiss him entirely your acting rather arrogant here. They are fast in comparison to many units, for example the hunters, the locust can outrun and kill them in any scenario minus being ambushed on all sides by masses that are unlikely early on or at all sometimes. But even ambushes with the hunter are impossible due to as the commenter says, locust ignore sight lines and obstacles entirely, example: hunters push BC hill from C yet are dieing through the mountain between, if they get close enough to even fire, the locust can easily scurry away with no damage, wouldnt be an issue if this was their benefit from micro without constant fire on the move and through mountains that block shots to literally every non artillery unit bar locusts or fog that even blocks artillery.
> His point is very valid and not laughable. “Cluster of words”, you mean explanations to an opinion unlike what you did, why do you see them as not being fast at all?
I have my arrogant tendencies, but I don’t believe that I’m divulging in them currently. I’m not saying it’s not a possibility, but I find that the most likely explanation is that you’re just wrong. But it’s okay. Just go on comparing the locust to possibly the slowest unit in the game and trying to proclaim it “fast” because it outruns a Hunter. However… Don’t deny that what you say is laughable. Because it is.