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Which Commando To Buy?


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#41 TercieI

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Posted 22 November 2013 - 10:14 AM

View PostKrav, on 22 November 2013 - 09:04 AM, said:

I'd just like to say that I love the Commando community. =)

<snip>

Stay psycho, you psychos!


Your wish is our waffle! ;)

#42 Windsaw

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Posted 23 November 2013 - 04:01 AM

View Poststjobe, on 21 November 2013 - 09:16 AM, said:

Pulse lasers are twice as heavy as regular lasers, generate more heat, and have shorter range. Yes, they fire 25% faster and do about 20% more damage, but all things considered they're not obviously a superior choice.

You're not going 171 kph constantly; plenty of slower targets that you can take a full second to use your regular laser beam duration on. I agree that in a light-on-light fight against a competent opponent, pulse lasers are generally better; in most other situations though, regular lasers are more often than not the better choice.

That depends on your playstyle. Especially on 171 kph I noticed that keeping your ML on target is rather hard if you are closing in on your target. In my opinion medium distance (which is optimal for MLs) is the most deadly for a Commando once it has been spotted. And that is the disadvantage of lasers: You are easily spotted.
When you have closed in you are no longer an easy target. But then you will be grateful for a SPL.
I switched back and forth between 4MLs and 2MLs and 2SPLs and finally decided that I have more successes in the 2-2 combo.

#43 DONTOR

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Posted 23 December 2013 - 10:26 AM

All of them, they are cheap why not?
I actually realised I only had 4 commandos mastered! So this weekend I set out to master the 1D and it is now my best and favorite commando. Simple build really, 2SSRMs, 2 tons ammo, 2 MLs, 240XL max armor minus the pointless arm.

Heres the thing average damage a game is 402! Atleast thats what I managed in 52 games. 3.88KDR

#44 NRP

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Posted 23 December 2013 - 10:44 AM

I find I really like the Death's Knell. Makes me tons of money. As primarily an Assault pilot who generally hates lights, I was completely surprised by this thing (bought it on sale while drunk). Arm weapons make it feel like I can shoot behind me, which is really helpful at 171 kph.

#45 TercieI

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Posted 23 December 2013 - 10:54 AM

View PostNRP, on 23 December 2013 - 10:44 AM, said:

I find I really like the Death's Knell. Makes me tons of money. As primarily an Assault pilot who generally hates lights, I was completely surprised by this thing (bought it on sale while drunk). Arm weapons make it feel like I can shoot behind me, which is really helpful at 171 kph.


Yep. TDK is fun. IMO, the correct end state of Commando ownership is a 2D and a TDK. Which other one you choose to level in between is irrelevant.

#46 DONTOR

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Posted 23 December 2013 - 10:56 AM

View PostTerciel1976, on 23 December 2013 - 10:54 AM, said:

Yep. TDK is fun. IMO, the correct end state of Commando ownership is a 2D and a TDK. Which other one you choose to level in between is irrelevant.

booooooooooooooooooo! Those 2 are the most boring of the 5 if you ask me. 4 energy is yawn (but good). The 2D is the slowest(but has ECM). All the others are faster with a better missle energy mix.

#47 focuspark

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Posted 23 December 2013 - 10:58 AM

I consider myself a sort of "command connoisseur". They're my favorite so far.

TDK is the best of the lot. Four arm mounted energy hard points makes for a very versatile little mech. After the engine boost, the mech is serious fun. As for other COM's, look into the COM-2D because ECM + ER-LL is a nice little sniper. As for the third, the 3A > 1D (I own(ed) all four). The 1D is too dependent on the right arm and can only fit small launchers in its CT. That said, the 1B is most TDK like - so I've had the most success with it.

Edited by focuspark, 23 December 2013 - 10:58 AM.


#48 TercieI

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Posted 23 December 2013 - 10:58 AM

View PostDONTOR, on 23 December 2013 - 10:56 AM, said:

booooooooooooooooooo! Those 2 are the most boring of the 5 if you ask me. 4 energy is yawn (but good). The 2D is the slowest(but has ECM). All the others are faster with a better missle energy mix.


Effectiveness bores you? B)

It cracks me up that when we finally met in game, you were in a Phract and I was in a Jäger...

Edited by Terciel1976, 23 December 2013 - 11:00 AM.


#49 Myomes

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Posted 23 December 2013 - 11:06 AM

it doesnt really matter. You need to level all three of them up in order to unlock higher tiers of power for them.

View PostTerciel1976, on 23 December 2013 - 10:58 AM, said:

Effectiveness bores you? B)

It cracks me up that when we finally met in game, you were in a Phract and I was in a Jäger...

phracts are like mini-atlases. They're pretty damn good. Just use the weapon systems properly on the proper opponents and/or at the proper time.Make a hole with the ACs, and scoop the meat with the lasers and/or missiles.

#50 TercieI

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Posted 23 December 2013 - 11:12 AM

View PostMyomes, on 23 December 2013 - 11:06 AM, said:

phracts are like mini-atlases. They're pretty damn good. Just use the weapon systems properly on the proper opponents and/or at the proper time.Make a hole with the ACs, and scoop the meat with the lasers and/or missiles.


Oh, I adore my Phracts, it's just that DONTOR and I have mostly interacted on forums talking about lights, but when we first dropped (and chatted) in a match we were in heavies on opposite sides. He was apparently ashamed since he was in a COM (1B IIRC) the next game.

#51 DONTOR

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Posted 23 December 2013 - 12:11 PM

I WAS quite ashamed of myself. Of course effectiveness bores me! Im a commando pilot we werent made to be "effective". Were made to make others bat$H!% crazy becuase the cant hit us, and we hammer them back with lasers and missles. There alot to be said about "2 small" missle points in the CT. How many times have your arms been blown off in a TD and been weaponless? 2 mssle CT means always having weapons. This weekend I killed a raven and locust with no arms, and thats just to name one match. The left arm is an epic decoy, peple try shooting it off becase I run it with no armor and has literally saved me from being legged or taking damage elsewhere. Trickery is a commandos best friend.

BTW
the 22KPH difference between the 2D and all others is a death sentence. EVERY other light can go that fast, and many will have a BAP and streaks / out maneouvre yo with their JJs. 240XL or bust.

Edited by DONTOR, 23 December 2013 - 12:14 PM.


#52 Myomes

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Posted 23 December 2013 - 12:22 PM

View PostDONTOR, on 23 December 2013 - 12:11 PM, said:

I WAS quite ashamed of myself. Of course effectiveness bores me! Im a commando pilot we werent made to be "effective". Were made to make others bat$H!% crazy becuase the cant hit us, and we hammer them back with lasers and missles. There alot to be said about "2 small" missle points in the CT. How many times have your arms been blown off in a TD and been weaponless? 2 mssle CT means always having weapons. This weekend I killed a raven and locust with no arms, and thats just to name one match. The left arm is an epic decoy, peple try shooting it off becase I run it with no armor and has literally saved me from being legged or taking damage elsewhere. Trickery is a commandos best friend.

BTW
the 22KPH difference between the 2D and all others is a death sentence. EVERY other light can go that fast, and many will have a BAP and streaks / out maneouvre yo with their JJs. 240XL or bust.


I run stock COM-2D and can make kills on heavies and 200-300 damage in a fight with those SRM-4/6s.

Edited by Myomes, 23 December 2013 - 12:24 PM.


#53 DONTOR

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Posted 23 December 2013 - 12:40 PM

View PostMyomes, on 23 December 2013 - 12:22 PM, said:


I run stock COM-2D and can make kills on heavies and 200-300 damage in a fight with those SRM-4/6s.

OK that I agree with, an SRM packing 2D can pack a punch on fatties, buuut you will get destroyed by ANY light mech at that point, even a good locust pilot. At this point in time I am completly disregarding the presence of SRMs , due to SRM hit registration being garbage. In closed beta all I ran was SRM commandos but times have (unfortunately) changed.

Edited by DONTOR, 23 December 2013 - 12:42 PM.


#54 TercieI

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Posted 23 December 2013 - 12:58 PM

View PostDONTOR, on 23 December 2013 - 12:11 PM, said:

I WAS quite ashamed of myself. Of course effectiveness bores me! Im a commando pilot we werent made to be &quot;effective&quot;. Were made to make others bat$H!% crazy becuase the cant hit us, and we hammer them back with lasers and missles. There alot to be said about &quot;2 small&quot; missle points in the CT. How many times have your arms been blown off in a TD and been weaponless? 2 mssle CT means always having weapons. This weekend I killed a raven and locust with no arms, and thats just to name one match. The left arm is an epic decoy, peple try shooting it off becase I run it with no armor and has literally saved me from being legged or taking damage elsewhere. Trickery is a commandos best friend.

BTW
the 22KPH difference between the 2D and all others is a death sentence. EVERY other light can go that fast, and many will have a BAP and streaks / out maneouvre yo with their JJs. 240XL or bust.


Lol. I see your point, but I've never lost both arms on my TDK actually. And as for the 2D, triple streaks...I do fine against other lights at 140ish running an XL200. While the other three can mount an XL240, it doesn't leave them enough weight to really run missiles effectively, considering SRMs are DOA vs. lights and streaks require BAP and ammo.

#55 DONTOR

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Posted 23 December 2013 - 01:10 PM

You never lost both arms on a TDK! Give this man a medal. That is pretty badass, then in your case the TDK will reign supreme. I however have lost both arms uncountable times in all of my commandos lol. True I dont have BAP on my commandos but to be completly honest I havent really needed it. Heres why, Ill engage any light fresh vs fresh... except ECM spiders, and commando 2Ds. 3MPL<2ML, 3 streaks<2MLs. Best part is I can easily out run both of them! and if I have an ECM/BAP buddy ECM mechs dont matter. Oh and that dang jenner with the streaks, Ill just outrun him B)

So far my 2 ML, 2 SSRM, 1D hasnt lost a deul to a TDK yet.

Edited by DONTOR, 23 December 2013 - 01:11 PM.


#56 TercieI

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Posted 23 December 2013 - 01:16 PM

View PostDONTOR, on 23 December 2013 - 01:10 PM, said:

You never lost both arms on a TDK! Give this man a medal. That is pretty badass, then in your case the TDK will reign supreme. I however have lost both arms uncountable times in all of my commandos lol. True I dont have BAP on my commandos but to be completly honest I havent really needed it. Heres why, Ill engage any light fresh vs fresh... except ECM spiders, and commando 2Ds. 3MPL&lt;2ML, 3 streaks&lt;2MLs. Best part is I can easily out run both of them! and if I have an ECM/BAP buddy ECM mechs dont matter. Oh and that dang jenner with the streaks, Ill just outrun him B)

So far my 2 ML, 2 SSRM, 1D hasnt lost a deul to a TDK yet.


Oh, don't think too highly. I get REAL aggressive when I lose one and get cored out. :rolleyes:

#57 Myomes

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Posted 23 December 2013 - 01:20 PM

View PostDONTOR, on 23 December 2013 - 12:40 PM, said:

OK that I agree with, an SRM packing 2D can pack a punch on fatties, buuut you will get destroyed by ANY light mech at that point, even a good locust pilot. At this point in time I am completly disregarding the presence of SRMs , due to SRM hit registration being garbage. In closed beta all I ran was SRM commandos but times have (unfortunately) changed.


Its still fun to flank a heavy that's focused on your team mates and take a can opener to his rear CT.

#58 DONTOR

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Posted 23 December 2013 - 01:22 PM

Just to clarify to everyone Im not trying to bash anyones commado playstyle, infact if you play commandos then your my kind of person, I just strongly believe that speed can be the soluton to nearly every problem the commando faces. B)

There are literal counters to anything you can bring except speed, unless you count legged lol.

Edited by DONTOR, 23 December 2013 - 01:23 PM.


#59 TercieI

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Posted 23 December 2013 - 01:31 PM

View PostDONTOR, on 23 December 2013 - 01:22 PM, said:

Just to clarify to everyone Im not trying to bash anyones commado playstyle, infact if you play commandos then your my kind of person, I just strongly believe that speed can be the soluton to nearly every problem the commando faces. B)

There are literal counters to anything you can bring except speed, unless you count legged lol.


Oh, there's a counter to speed: jump jets. Lots of situations where a 170kph mech without JJ can't escape a 150kph mech with them.

Totally agree about The Brotherhood of Commando Pilots. :rolleyes:

#60 DONTOR

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Posted 23 December 2013 - 01:49 PM

Have you tried the Hillclimb module on a max speed commando yet? Nearly climbs walls, i can get out of most spots on canyon network, believe me i though about that too.

Edited by DONTOR, 23 December 2013 - 01:49 PM.






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