Posted 12 October 2014 - 07:26 AM
I skimmed this thread.
I mastered ALL commando variants.
On these little guys, less is more on weapons. Explain:
Run max engine. 171kph is something else- truly feels holy balls fast after running stuff like Shawks doing around 85.
ECM commando is actually the least effective: for fighting. That variant is an oddball to the chassis, best method is to pack short range weapons, and hang out by the team to provide ECM and support fire. You can't really go scout, you can't win a dual with jenners and other hunter mechs. It doesnt run stupid fast like the others, so things like even Cicadas will hunt you down. Basically, between speed and hardpoint(and 1.5 tons of ecm) it just doesnt play like the others.
The rest: you are the response mech. You observe the fight, and move to add support, be it anti-light mech duty, added fire power to focus that DWF, disstraction mode, whatever. if you are within a couple squares of whatever is going on, you can respond so fast it will make the difference.
Always run, run run run. Only slow down to avoid fall dmg, or behind cover(safe cover) to turn around or whatnot. In the open, you can outrun missiles, outrun pretty much anything(strafing) so long as you arent beelining face first at somthing. On congested maps like River city, doesnt matter, run run run, do not slow down or try to play peek a boo between buildings. Hover around the battle, wait for a straggler, wait for the fuzzball to start, then go into vulture mode and buzz around shooting whatever gets in front of you. bob and weave, in between whatever cover you have. NO CIRCLES, they are predictable and good pilots will pick you off as you circle your target( spoken as one of those pilots that likes to pick you off)
The Death's Knell is really fun, if you like the trollmando's. Experiment before real money mech: Com1B. max engine, 3 ML. Thats it, fill rest with DHS or whatever. Run, pew pew, profit. If you like it, TDK adds one ML(and heat) and earns you more c-bills. Honestly, my best stats were the 3ML though, it is like the sweet spot for heat output on hotter maps like tourmaline, you can maintain fire more, and it adds up.
One thing to note, while you play support/response mech: run, pew pew, help your team. BUT if the enemy you are helping with diverts 100% of attention to you, it is time to stop trying to get those shots in, and evade, even to the point of disengaging from combat and finding cover. You are tiny and can't afford to eat anything but a spare missile or laser sprays, a ballistic shell will hurt a lot. Streaks: murder, but don't be afraid to help somebody shoot the streak mech. Remember, you can sprint around and avoid most anything so long as the threats havent decided to come after you exclusively. that includes the streak mechs. If you arent targeted, streaks are harmless, but if you are, time to pu that 170 kph to use.
Really, Trollmando plays like a ML jenner, but faster and more agile even, but minus JJ. It is really rewarding play, you might have some bad matches, but once you figure out the movment patterns and if you have some field awareness(lights are good for building that) you will have some really good matches too.