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The "drive-By" Commando-3A


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#1 Tahribator

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Posted 27 April 2014 - 07:11 AM

Copy-pasting from my blog's "Build of the Week" post.

Do you like lights and feel yourself competent in them? Do you like annoying the heck out of the bigger mechs? You might lean towards the Spider, but hear me out, there's a better option.

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Wrong turf bro!


You might be wondering, why take a Commando at all? A 25 tons missile platform that doesn't seem to have enough of anything; be that armor, heat efficiency or weaponry. Yet you ignore the two things that make the Commandos unique, hitboxes and turning speed. Commandos are surprisingly hard to take down, they're so nimble and small that even hitting them at close range with ballistics is difficult. Even if they get hit, the arms tend to work as "flycatchers", blocking that AC20 shot from getting to your side torso. They don't have any fatal hitbox weaknesses like Jenner CTs and Spider, Raven, Firestart legs. Probably the biggest advantage is how fast these things can corner. Though, we'll get to that later.

I thought it was a good time to bring out my 3A after the SRM4 buffs. Right now, the SRM4 shoots considerably faster at 3 seconds per cycle, bringing its DPS up to 2.67 just shy of 3.00 of SRM6'es. That makes them a rapid-fire version of the SRM6'es, which suits perfectly for the gameplay we need for this Commando.

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This guy is all about those two SRM4 racks. In order to accomodate them with a reasonable amount of ammo, unfortunately the engine has to be sacrificed. Still at 142.6 KPH, you have good speed to quickly disengage and still a good cornering speed to outcorner any mech you encounter. 2xML's offer additional pinpoint damage over 600 potential damage you get from your SRMs.

The typical gameplay is cruising at max speed, never stopping and doing very fast SRM drive-bys before disappearing. Unlike the 2D and TDK, this standard version has a bonus to turning rate which makes this a cornering monster. You can weave around tightest corners, dump 8 SRMs and a bit of ML on something and come around behind his back while he's wondering what the hell just happened. Nothing heavier than a light will be able to track you. The SRM cooldown reduction works wonders with this style, the SRM's will always be ready when you go for the second run.

This type of gameplay is really fun, it will test your reflexes, knowledge of maps and of course the patience of your opponents. During the opening stages, you can afford to do hit and runs against slower mechs moving out of the enemy spawn. Contrary to MG and ML mechs, you don't need to keep your target in sight to apply damage, you just dump the SRM's as soon as you see them and disappear again, negating any kind of return fire. When you engage during big brawls, you will mostly go ignored since nobody has much experience against Commandos. They will prioritize other dangerous mechs they know to be deadly, giving you a free ticket to some excessive SRM therapy.

Yes it's relatively slow and It won't put much fight against other lights with good skill, but I had success in that area too ever since SRM hit detection got a slight boost last week. The Jenners with their big CT are the easiest targets. Ravens and Firestarters are tricky since SRM hit detection is still very wonky with light legs, their weakest parts. Still, if you're on a map with lots of obstacles(anything other than Caustic and Alpine actually), you can make the lights really work to kill you, even lose them. You will make the tightest corners while they will keep running into buildings or are forced to use JJs. Both options slow them down considerably.

Edited by Tahribator, 27 April 2014 - 07:11 AM.


#2 InspectorG

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Posted 27 April 2014 - 08:21 AM

Nice!
Love that pic!

#3 Mad Porthos

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Posted 27 April 2014 - 08:33 AM

As an experienced Commando Pilot, I approve this message. He's right.

#4 kesuga7

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Posted 27 April 2014 - 10:27 AM

minimal exposure time for srm hurt
looks good


can i ask how you link a picture like that and when i click it , it takes me to smurfy website?!

#5 Bluefalcon13

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Posted 27 April 2014 - 04:15 PM

This looks pretty interesting. Gonna give this a whirl while working on mastering my TDK I just picked up. I do miss the jumpjets, but not as much as I did on the Thunderchicken 9S... Gonna use the TDK as a fun cash-cow mech, and work on my spiders after the Commandos. Thanks for the cool, fun looking build :D

#6 William Slayer

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Posted 27 April 2014 - 05:25 PM

Looking into the Commandos after I do Jenners. Love this play style, so thanks for the tips! The COM-3A will be one of the ones I get.

#7 Bluefalcon13

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Posted 01 May 2014 - 03:03 PM

This build is quite fun. Its more fun than piloting my 2D. Not the same as my blazing fast TDK though, but I have been fairly successful as long as I don't do something stupid the first few minutes of the match.

#8 Munkerz

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Posted 02 May 2014 - 06:54 AM

It's been a while since I've played a Commando. I kinda regret selling my 2D back in early beta, so I may go back to piloting one and give this build a try.
Oh the cornering. That, is what made the COM so lovely to pilot. *reminiscing*

#9 Athomahawk

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Posted 02 May 2014 - 08:20 AM

View PostWilliam Slayer, on 27 April 2014 - 05:25 PM, said:

Looking into the Commandos after I do Jenners. Love this play style, so thanks for the tips! The COM-3A will be one of the ones I get.


2D(ecm), 3A(turning) and TDK(speed&lasers) are the best commandos. The other variants are flatly worse, imo.





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