Locust OP/broken?

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.

  • 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.

> 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.

They’re not fast? Comparing them in a race, maybe not. But this isn’t a racing game, so that’s a totally irrelevant comparison on your part. What’s relevant here is where the Locust can fire on your units and how long can it keep firing at your units, until your units get into range.
What really makes them “fast” is the combination of range + ability to walk away at the speed that they do while firing. So by the time your unit gets into its firing range, Locust will probably kill it or at least damage it, which will make it an easy kill for any possible escorts. It has no penalty if it moves away or not, which is what makes it frustrating. It can keep shooting no matter what, just keep it in the sweet spot and done.
So in the end a Locust is fast enough to keep enough space between it and the enemy that’s trying to kill it.

I’m not sure what you mean by me trying to hide anything. This is a forum, a feedback forum at that, where people share their opinions. You’re welcome to say your opinion, but if you think I assume I’m right at all my points, then I guess you don’t know how forums works. I’m trying to see what other people think, in hopes for the devs to see and sometime respond to the issues. However, you failed to give any creative feedback as to why Locusts are not fast in your opinion. I tried to explain it to you, so take it as you will. But if you have no feedback to give or anything constructive, then I’m not sure why you’re here.

Fast is a relative term that changes on other factors, as marca says the combination of abilities/health/damage with the speed it has difines it as fast, just as a modern day tank is fast yet so is a racecar. It is fast when viewed from the perspective of its purpose, strengths and counters.
The purpose of my entire post originally, was to promote some discussion that can help the developers (knowing they appreciate constructive opinions and feedback as a games student) so I am not ranting, or calling other opinions laughable, no opinion is laughable when they genuinely feel that way about something. So please Carsand if you are going to continue give something constructive rather than what is essentially, no i disagree cause you obviously wrong, WHY

I love having the standard locust + bloodfuel variant in my pack, they will kill a hunter far too quickly, needs a nerf vs hunters, they’re fine against everything else. Early game if a locust is your first unit brought in and they counter with a hunter, you can easily kill the hunter with your range.

They do have a tendancy to walk in a semi-circle when you tell them to retreat in a choke, which means they are susceptible to you rushing in and just nailing them once you have the numbers.

I’m currently rank 8, and through about 50 games I can say the BloodFuel Locust is ridiculous. If you have a sizable front with 2+ locust in the back (regardless of type) its going to be very hard to crack especially since their range is very far and shielded they can whist-and a Mac-Blast.

The sad thing is I remember everyone saying idk why anyone would want to use a anti-building unit in a mode with no buildings. Now everyone and there brother has them in there banished decks.

  1. they shouldn’t be able to attack through the ground to hit B from the vantage point between B and C.
  2. They either need to cost alot more in blitz or there range reduced in blitz or a restriction to not allow them to shoot through the fog in blitz. Idc which one but whichever is easiest.

They shouldn’t be nearly as effective as they are they weren’t even used very often in the first game mostly as a support unit when attacking bases. They were very weak to anytype of ground unit or air unit. They had one purpose to destroy buildings.

I was extremely surprised when I saw they can now MOVE AND SHOOT at the same time, I’m not too worried about that, but being able to shoot through fog is downright broken.

> 2535410260965787;21:
> They’re not fast? Comparing them in a race, maybe not. But this isn’t a racing game, so that’s a totally irrelevant comparison on your part. What’s relevant here is where the Locust can fire on your units and how long can it keep firing at your units, until your units get into range.
> What really makes them “fast” is the combination of range + ability to walk away at the speed that they do while firing. So by the time your unit gets into its firing range, Locust will probably kill it or at least damage it, which will make it an easy kill for any possible escorts. It has no penalty if it moves away or not, which is what makes it frustrating. It can keep shooting no matter what, just keep it in the sweet spot and done.
> So in the end a Locust is fast enough to keep enough space between it and the enemy that’s trying to kill it.
>
> I’m not sure what you mean by me trying to hide anything. This is a forum, a feedback forum at that, where people share their opinions. You’re welcome to say your opinion, but if you think I assume I’m right at all my points, then I guess you don’t know how forums works. I’m trying to see what other people think, in hopes for the devs to see and sometime respond to the issues. However, you failed to give any creative feedback as to why Locusts are not fast in your opinion. I tried to explain it to you, so take it as you will. But if you have no feedback to give or anything constructive, then I’m not sure why you’re here.

I assume that you’re responding to me. There’s a “quote” button, you know. …Yet I’m the one that doesn’t understand these forums, hm? Okay then.

You said “Locusts are fast.” Don’t try to deny it. Fast doesn’t mean being able to shoot and move at the same time. I pointed out the ridiculousness of the notion that Locusts are fast and you changed your tune. Well… At least you sound more reasonable now.

> 2533274857140905;22:
> Fast is a relative term that changes on other factors, as marca says the combination of abilities/health/damage with the speed it has difines it as fast, just as a modern day tank is fast yet so is a racecar. It is fast when viewed from the perspective of its purpose, strengths and counters.
> The purpose of my entire post originally, was to promote some discussion that can help the developers (knowing they appreciate constructive opinions and feedback as a games student) so I am not ranting, or calling other opinions laughable, no opinion is laughable when they genuinely feel that way about something. So please Carsand if you are going to continue give something constructive rather than what is essentially, no i disagree cause you obviously wrong, WHY

Seriously, is the quote button such a hard thing to comprehend?

Locusts have low damage. They make up for that in range. It seems pretty balanced, right? Why would the devs feel the need to nerf them via speed? Because of some glitch where they can shoot through terrain? You can’t possibly believe that such an ability was intentionally added in, can you? Such problems will be remedied by the time the game comes out. So back to the “Locusts being fast” thing… When you factor everything together, no, the Locusts aren’t fast. They’re powerful because of cleaver players’ positioning of them and because of a glitch. Not because they’re zipping around the map like banshees.

Also, don’t tell me that no opinion is laughable as long as it’s genuine. You come off as naïve when you say that.

The shielded locust are heavily OP especially at the beginning of the game

Having played a good couple of matches against this. I can say that its a problem. While people are complaining about the shooting through terrain and fog of war, i believe the one thing that breaks this unit is its range. Its a serious problem. Also why on earth does an anti-building vehicle have the ability to fire on the move when its main purpose is to target stationary targets? It doesn’t make sense.

It needs more weaknesses or an opening.

deleted

I feel like the Locusts just need a cost increase in Blitz mode, range slightly reduced and the fog of war firing fix (I’m presuming this is a bug but I have yet to hear official word about this so who knows)

Playing with and against Locust, I don’t think I can account a loss squarely on the fact of my opponent having Locusts in his unit composition.
However, in the situations I play the Banished, I generally feel that Locusts are a no brainer unit to go with at some point in the game. When I do apply them, I can simply walk up and attack units in the fog of war safely and kite back and forth continuously. Same thing while defending. If the attacker attempts to flank, he is still going to be engaged by the locust(s) before he has a chance to hit it. Why? The counter to locusts generally can’t close that gap fast enough if I attempt to kite. The only real counter I feel to kiting locusts in my experience is have locusts in the opposing army to ward them off, units that the locusts can’t fire back on (like cloaked units) or attempt to rush it and catch it off position. This is all for less than or the same costs as the Warthog.

Damage-wise, I have not noticed a giant issue, at least in the games that I’ve played since I don’t really think I can attribute a loss simply because my opponents had Locusts. But I do see a gap made in UNSC tech, as they don’t really have a counter part to the Locusts, thus a UNSC player is generally going to have to micro much harder to try and force Locusts out of position. I feel for that reason alone, there should be a need to consider looking into the Locusts for adjustments. (Just my 2 cents of course :3 )