I Wanna Commando Dad!
#1
Posted 29 September 2014 - 11:33 AM
i dont have.........a single.........light mech in my possesion. 11 battlemasters, 4 griffins, 5 shadowhawks, firebrand, 3 wolverines yes!
But not a single
frikking
Light mech
SO i tought about trying the commando!
But i rarely see them, and this makes me worry a bit.
1. Are they viable today?
2. These are my builds, Are they gonna work??
http://mwo.smurfy-ne...028fa7e8a917cc1
http://mwo.smurfy-ne...144515d43494242
http://mwo.smurfy-ne...ebb2fdbcf470fad
http://mwo.smurfy-ne...99d5c03987e009d
#2
Posted 29 September 2014 - 11:36 AM
Example 1:
COM-1B
Example 2:
COM-1D
If you're absolutely set on Commandos and they're you're first light 'mech, then there are a few class specific rules you'll need to learn.
First - Speed is life. All other needs are secondary to that. When in doubt, run the largest possible engine. Max out your leg armor to preserve your speed. Don't stop for anything. This first rule is immutable until you have enough experience to try crazy "slow builds"
Second - More = better when it comes to weapons in light 'mechs. 2 medium lasers are better than one large laser. Sometimes even 2 small lasers are better than one medium. This rule has to be played with for best results, especially because many chassis have hardpoint limitations.
The third rule is about jumpjets, but that doesn't really apply to Commandos, so... play like you do. Go freaking crazy, be a distraction and get out of there like no one else but a Locust can.
Edited by Phobic Wraith, 29 September 2014 - 12:09 PM.
#3
Posted 29 September 2014 - 11:44 AM
I've never piloted one, so I won't write about what I don't know.
That said, do know about spiders, which are only 5T bigger. I was shocked how badly they played until I upgraded them. now I think they're excellent. My advice would be to stick with it, get an XL, then if you see promise, get another 2 chassis. If not, the engine will work in what other light mech you go for.
#4
Posted 29 September 2014 - 11:54 AM
The Firestarters are great for players new to Lights.
#5
Posted 29 September 2014 - 12:03 PM
DEMAX51, on 29 September 2014 - 11:54 AM, said:
The Firestarters are great for players new to Lights.
This.
If you're new to lights, the Firestarter is a very similar but dramatically superior design. Simply more weaponry and tonnage, basically the same speed and form factor, jump jets. Yes, the non-ECM commandos can run a bit faster, but the Firestarters have Jump Jets and between 2 and 3 times as many hardpoints. They're just better.
I'd definitely start there.
#6
Posted 29 September 2014 - 12:05 PM
commandos arent the most effective light but they are just a blast to pilot, super fast, super maneuverable. Also way more durable than a locust but still very fragile.
my favorites are the death knell, the com 1d and the com 2d with ecm.
oh and all your builds are way too slow
Edited by Fuggles, 29 September 2014 - 12:07 PM.
#7
Posted 29 September 2014 - 12:17 PM
You will definitely want an XL in there. Their main advantage is that they are the fastest lights in the game (all but the 2D, but that one has ECM)
Here are the builds I would recommend:
COM-1D SSRM2
COM-1D SRM8
COM-2D Streakmando/trollmando
Yes, the Artemis there is not a mistake (right now it buffs Streak lock on time, without any cost other than C-Bills)
DEATH'S KNELL
Do they cost as much as a stock assault mech? They sure do. Expect that price tag for all light mechs.
Also, for a light mech, you really want speeds over 130 Kph at least.
EDIT: By the way, you can run (ER)LLs on them. Your builds are fine, so long as you drop the STD 175, for a higher rated XL.
Edited by IraqiWalker, 29 September 2014 - 12:23 PM.
#8
Posted 29 September 2014 - 12:21 PM
Not recommended as a starting place. Firestarters or Jenners. Both very good, with multiple good variants (key for unlocking master level for the weight class)
#9
Posted 29 September 2014 - 12:24 PM
ECM is a must, I say, and when piloting a commando you should focus primarily on keeping the enemy tracked, preferably observed if they don't see you, and stay close to the pack to give them an ECM bubble, or even counter ECM when close the enemy lines.
My on COM 2D has a medium pulse, SRM 2 x3 and does a surprising amount of damage if you can stay alive.
Try this out:
http://mwo.smurfy-ne...898cfbf7bcd96e7
#10
Posted 29 September 2014 - 12:34 PM
As for the mech choise. I guess i'll take either the jenners or firestarters, bjut once i tried them out the commando WILl be next.
i wanna see more commando's on the field
#11
Posted 29 September 2014 - 12:44 PM
#12
Posted 29 September 2014 - 12:46 PM
Foxfire kadrpg, on 29 September 2014 - 12:24 PM, said:
You have BAP - but no ECM.
(and that is a lotta ammo
theta123, on 29 September 2014 - 12:44 PM, said:
I started my lights with the Commando -because I dislike Jenner, and every time I tried the Raven, the game crashed (that is better now)
...the other lights were not available at the time.
They CAN stand up to the others (except maybe the Firestarter - who in a fistfight has the same advantages but is heavier)
But it takes some luck - and a lotta skill.
Only lights that spread damage better/equal are the Firestarter and Spider.
Make use of that.
#13
#14
Posted 29 September 2014 - 01:09 PM
Edited by Gangnail, 29 September 2014 - 01:13 PM.
#15
Posted 29 September 2014 - 01:13 PM
theta123, on 29 September 2014 - 12:44 PM, said:
If you must...don't miss TDK. 4ML running 171 is not only super fun, but actually the most effective COM these days.
Gangnail, on 29 September 2014 - 01:09 PM, said:
Fact: non-2D COMs with max engine are about a klick faster (171.1 vs 169.3) than max engine LCTs.
Edited by Terciel1976, 29 September 2014 - 01:15 PM.
#16
Posted 29 September 2014 - 01:15 PM
SRMs only. Not for the faint of heart.
That being said, the COM 1B and the 2D are probably the best to start with. Lasers give the 1B a lot of flexibility (Disregard the 2 tube hardpoint unless running a NARC), and the 2D has ECM.
Edited by TripleEhBeef, 29 September 2014 - 01:17 PM.
#17
Posted 29 September 2014 - 01:17 PM
Hopefully those gave you a few ideas about builds.
Edited by DavidHurricane, 29 September 2014 - 01:18 PM.
#18
Posted 29 September 2014 - 01:30 PM
171 KPH makes it the fastest mech in the game, which coupled with random movements make them quite surviveable. I also suggest playing Conquest only.
The best buld I used was with the 1D +XL 240+2MLs+2Streaks. The 1B with 3 MLs and a SRM4 is great also.
Gangnail, on 29 September 2014 - 01:09 PM, said:
WRONG
#20
Posted 29 September 2014 - 01:52 PM
A few minutes ago, I decided to try this version instead. It upgrades the engine to an XL210 at the cost of downgrading the SRM6 launchers to SRM4s. You won't run out of ammo nearly as quickly and it's not quite as hot as V1.0 with the added bonus of a pretty quick 150kph top speed with Speed Tweak and a bit more armor. The game I played a minute ago ended with 2 kills, 7 assists, and almost 750 damage with this build.
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