Jump to content

Help Me Choose Raven Or Commando


43 replies to this topic

#41 Storky

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 905 posts

Posted 19 February 2014 - 12:30 AM

View PostThe Great Unwashed, on 18 February 2014 - 03:52 AM, said:

You can switch your ECM from disrupt to counter (look it up in your keyboard command list and find that button) ; it will cancel one ECM within your own ECM range and your streaks will lock. You will loose all ECM capabilites yourself, so do not forget to switch back once your done. If there are more enemy ECMs in disrupt than friendlies in counter, then it won't work. Teams of ECM mechs can cover each other so then you need to run anyway. ECM in counter works the same as a BAP, so you do not need both. TAG also cancels ECM for you and if you are outside the ECM range of an enemy mech you can share TAG info with your team. TAG can result in more XP but is fairly heavy for a light commando.

Thank you, looks like my Mechwarrior 4 knowledge is absolete)

#42 Storky

    Member

  • PipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 905 posts

Posted 19 February 2014 - 12:56 AM

View Poststjobe, on 18 February 2014 - 04:18 AM, said:

The Dual LL COM-3A - one of my all-time favourite 'mando loadouts; it trades some speed for far greater range. And frankly, it's better to have the LLs in both arms than in one - if you lose that right arm you still have a LL in the left.


Esactly by your Dual LL I was inspired to make 1D with 2 LL. My A3 with PPC in right arm could use side-sniping (like dragon-slayer) + turret-sniping (like jaggermech) and hide fully for reload behind obstacle before AC's shoot will arrive.
And I Always could defend my right arm with all weapons till the end.
So with lasers in both arms side-sniping will be closed, hiding will be holded for 1 second comapred to ppc. Thats the reason for 2 LL in right arm.

#43 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 14 March 2014 - 09:00 PM

Having mastered all commandos and being about 3/4 to master on the ravens, to any who read this thread:

Trollmandos by far are the fun mech to play. God I loathe the way ravens play out, they are too wimpy to play like other lights, but too fragile to succeed at fire support that well. Or I should clarify, they cant load decent longer range weapons and still carry enough close up stuff to defend against...anything. The 3L is ok, but its ECM. You could mount triple flamers and 2 streaks and it would play out fine on that mech, so I consider it moot. The 2x does ok as a laser boat(I did erll and 3 ML) but 4x is annoying, JJ are nice but the loadouts available are situationally effective, and often leave you helpless if the fight goes wrong for you.

Commandoes, man I had fun in them. Locust was annoyingly fragile, commandos were stout enough comparitively, that I found them to be 3x as effective overall and moreso fun to play. I will likely never run a locust again(mastered) but I will get out my Death Snail and maybe my trollmando -D sometimes.

Loadouts- well, TDK, 4 ML, max engine, go play scalpel. best team support mech I have run in a long time, you can respond to almost anything at 171 kph, and put 20 dmg where you want it, get behind targets, help focus stuff down, leg annoying light mechs for teammates to eat their face, etc. I ran my 1b with 3ml, and an AMS, this was actually more survivable, I think because the streak boats lost ground so fast, the AMS actually helped a lot vs streaks(the one thing trollmandos are afraid of, is streaks, you can not dodge! only use rocks etc smartly to intercept) These two were my favorites, played roughly the same way, but 1b could handle hot maps more easily and was more durable in certain situations, TDK put out the highest dmg games though for me(had some 600+ ones, and no, no DC atlas armor farming for me)

The 3a I didnt care for as much till double basic, then it was ok. I put 2 streaks and 2 ML on, and played light hunter mostly, but it was ok for keeping missle boats tied up too, and scout/flank/support fire, defending my missle boat pals or fending off the wolfpack from my atlas pal.

ECm trollmando, had some good matches and bad, actually didnt like it as much(did the 3 streak route) but it was an effective anti spider/etc mech. had a lot of fun being very sneaky in positioning and using counter ecm against DDC, or more fun, against 5d spider or 3m cicada. They think they can be a little brave because no one will see them. SRPRZ COUNTER ECM while they are in the open in front of my heavy lance. Good fun. Good team support mech

And finally, ahhhh trollmando- D. I wasnt sure wth I would put on you at first, your hardpoints are so weird. So, ERPPC, Flamer in right arm, and thats it. Run fast, climb hills wher eno one can see you. Snipe them and back down before they can look. Team in trouble? Go down to help! Get in behind the enemy, ERPPC TO BACK! Then, as they turn, Flamer in the face for blinding effect! (also heat) You can at this point pick out the n00bs from the vets, vets will not e shaken, and you will see their arms still trying to track you. Noobs will totally wig out, shoot stuff at 90 degree angles to you, throw it in reverse and become targets of focus fire from your team with no return fire.

Cataphract thinks you arent a threat with one flamer on him? SRPRZ ERPPC that shoots right through the middle of the flames. SO EASY to aim both with crazy responsive commando arms. So easy to stay to their side, just enough they cant use torso weapons and with some skill, you can keep the verticle aspect off enough they will aim high on you and miss there too with arm weapons. Starting to get hot? move in behind them and shut off flamer for a sec, see them try to recover from walking into that wall or whatever and try to locate you. When they almost do...flame on! PPC to face!!

man it is a fun troll loadout, and it got mostly 300 dmg games and better with big assist numbers, made me a lot of money. being in close like that also makes it easy to get spot bonus too, being tiny and sniping from a hill or just spotting also works for more money. Snipe, then blind and use ERPPC up close to blow torsos exposed or arms off or legs at the opportunity. Shoot that Atlas DDC to light up his location for your team with counter ecm.

Overall, I enjoyed trollmandos degrees of magnitude more then ravens. Like my locusts, i will likely never run my ravens again once mastered out.

#44 Zelumbras

    Member

  • PipPipPipPipPip
  • 112 posts

Posted 17 March 2014 - 03:28 AM

Commandos and Locusts are pretty much a class of their own: the ultra-lights. As Eldagore and Void Angel already pointed out, they are nothing like the other lights. With full elite skills, their arms respond nearly instant and you can outrun most mediums while going backwards. If you have good aim, you can put the damage exactly where you need it while blazing around the battlefield and run up almost vertical slopes when at full speed.

On the other hand it only takes a single alpha strike of whatever the current trend build is (they never go below 30 point alpha) to end the match for you. You have to work a lot with your speed and agility and bait their shots by pretending to move then quickly change direction etc..

The commando certainly is not for everyone to enjoy but those who like it, love it for its ability to be everywhere at every time on the battlefield. Personally i immensly enjoy playing them and especially the TDK 'Nano-Atlas' because no other mech allows me to shape the flow of a battle as much as this one.

Couple builds that worked well for me:
COM-TDK 'Nano-Atlas'
COM-1B 'Backstabber'
COM-2D 'Cheddar'
COM-3A 'Firesupport'
COM-1D 'Little Guy'

Edited by Vulcan888, 17 March 2014 - 03:33 AM.






4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users