The Locust is good bang for it's price. It was better in table top, where you could run the numbers up high enough that it was essentially unhittable. Granted it wasn't going to hit anything either, but that would free up tonnage or BV for the rest of your lance. The main problem for the Locust (and pretty much all light mechs) is that the standard game is a short range firefight, which is pretty much exactly what these are not for.
Many years ago I played in a BattleForce (before Strategic Operations) campaign and I had a recon lance that was all 8/12 movement (three Locusts and a Cicada). Still couldn't go toe to toe with another mech unit, but what I could do was go around other mech units to hit strategic targets. My opponent could either park heavy units to garrison those targets, meaning I didn't have to worry about that unit on the front line. In games that were designed to allow mobility to matter (especially blind man's bluff or double blind scenarios) the Locust still can carry it's weight.
Many years ago I played in a BattleForce (before Strategic Operations) campaign and I had a recon lance that was all 8/12 movement (three Locusts and a Cicada). Still couldn't go toe to toe with another mech unit, but what I could do was go around other mech units to hit strategic targets. My opponent could either park heavy units to garrison those targets, meaning I didn't have to worry about that unit on the front line. In games that were designed to allow mobility to matter (especially blind man's bluff or double blind scenarios) the Locust still can carry it's weight.