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Turning Your Commando Into A Stud


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#21 MonkeyCheese

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Posted 17 October 2013 - 03:45 AM

235 XL in my deaths knell right now, I was lucky I had one in my 5k spider.

167.4kph 10DHS 1ERLL 2ML

May retry pulselasers as this thing is now stupidly fast.

#22 -Muta-

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Posted 17 October 2013 - 05:31 AM

View Poststjobe, on 14 October 2013 - 08:04 AM, said:

Here's what my stable of Commandos currently look like:

COM-1B "Li'l Horror"
COM-1D "Ghetto Panther"
COM-2D "Standard Streak+ECM"
COM-3A "Surprise!"
Death's Knell "Standard"

I mostly run the TDK (for that extra cash) or the 3A these days, but I've had a lot of fun in the other variants as well - except for the 2D after ECM arrived. I've run it about ten matches since then and it always feels like cheating; it has a 6.0 KDR...

Edit: I have about 1,000 drops in total in Commandos. I love the little buggers to death :unsure:


Is good to see that you like commandos as well! Love my commandos a lot.

#23 TripleEhBeef

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Posted 17 October 2013 - 06:19 AM

View PostDeathlike, on 16 October 2013 - 11:05 PM, said:

Mmm... I guess its nice this thread popped up.

I'm grinding the Commandos (if only to troll the Locust population) and I'm curious as to what Commandos other than the 2D (which I'm grinding) and the TDK (since that is MC only) that I should be looking at to grind out.

I see the 1B being energy heavy like the TDK... and the only thing that seems to be different between the 1D and the 3A is the hardpoint locations for the most part.

It just seems to be worth reevaluating after the engine cap increase...
The 3A is better than the 1D since it can mount two SRM6s. The 1D has two missile hardpoints, but they're both in the torso, so you can only have two SRM4s. The one plus to the 1D is that you won't lose a missile launcher if your arms are blown off.

Edited by TripleEhBeef, 17 October 2013 - 06:20 AM.


#24 Ewigan

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Posted 17 October 2013 - 06:31 AM

Nah... 'Mandos suck!




:unsure:

#25 -Muta-

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Posted 17 October 2013 - 06:54 AM

My COM-1D name is RTB guy.

Just like the name says... Designed for those times in tourmaline where another light is attempting to cap your base.

Not only is the fastest mech available as of now, but also comes with BAP in case of ecm mechs.

The x2 SLas provides +1 dmg and faster fire than the MLas... Anyways you need to be close to use SSRMs

Posted Image

Edited by Mutaroc, 17 October 2013 - 06:55 AM.


#26 TercieI

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Posted 18 October 2013 - 07:18 AM

Death's Knell on sale today. Arm up!

S

#27 Eldane

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Posted 18 October 2013 - 07:30 AM

Every time I try to build a 'mando on smurfy with a 240xl I cry a little inside...

What do you guys think of the 225xl...it still has 9 heatsinks and will let you hit 160kph.

I never really felt the difference between 140 and 150kph, so maybe this is an option.

#28 DONTOR

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Posted 18 October 2013 - 07:57 AM

Hmm. depends on what our looking to load up on. So far im really likeing that 2 ssrm, 2 sml L build.

#29 TercieI

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Posted 18 October 2013 - 08:02 AM

View PostEldane, on 18 October 2013 - 07:30 AM, said:

Every time I try to build a 'mando on smurfy with a 240xl I cry a little inside...

What do you guys think of the 225xl...it still has 9 heatsinks and will let you hit 160kph.

I never really felt the difference between 140 and 150kph, so maybe this is an option.


Well, I always acutely felt the difference between 140 and 150, so I might not be the best one to answer, but no, I start with the XL240 and go from there. IME, the Commando's viability hangs on surviving other lights. 150 was never enough to run away from 150+JJ. 160 isn't going to be either and 170 is still going to be tight (though you can run up some things at 170 you couldn't before).

If you have Blackjacks and thus an XL235, you can save .5 ton. That's not nothing.

I spent some time working on them yesterday for a buddy who has gotten interested and my conclusion on the new patch is this:

-The 2D is what it has been. If anything the new speed cap makes its gimped speed more acceptable because you just know you can't run around with the quick lights.

-Death's Knell is now good

-The 1B is truly nothing but am inferior TDK now

-The other two are compromises, and not very good ones because two SSRMs weigh 5.5 tons minimum (2 SSRM, BAP, 1 ton ammo). That's a lot of weight for what it is.

S

Edited by Terciel1976, 18 October 2013 - 08:04 AM.


#30 TercieI

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Posted 18 October 2013 - 08:05 AM

View PostDONTOR, on 18 October 2013 - 07:57 AM, said:

Hmm. depends on what our looking to load up on. So far im really likeing that 2 ssrm, 2 sml L build.


I like the concept, can you post your build? I can't figure where Mutaroc scraped 35 points of armor.

S

#31 Eldane

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Posted 18 October 2013 - 03:05 PM

Ok so this one could be a lil monster heh

COM-1B 240xl 3mpls

#32 Panzerjotun

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Posted 18 October 2013 - 05:26 PM

View PostEldane, on 18 October 2013 - 03:05 PM, said:

Ok so this one could be a lil monster heh

COM-1B 240xl 3mpls


Good for drive bys at high speed.

#33 Eldane

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Posted 18 October 2013 - 05:43 PM

View PostPanzerjotun, on 18 October 2013 - 05:26 PM, said:


Good for drive bys at high speed.


Since imho that's one of the better tactics for us, I think it could do really well...as opposed to staying back and "sniping", which can also work out if you play it right.





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