Jump to content

I Wanna Commando Dad!


57 replies to this topic

#1 theta123

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,006 posts

Posted 29 September 2014 - 11:33 AM

Hello guys

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 Phobic Wraith

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 252 posts
  • LocationUtah

Posted 29 September 2014 - 11:36 AM

You're gonna want XL engines in there. The speed gained outweighs the risk for side torso. You've got too many heatsinks on some of those builds. 40% cooling ability is plenty... And max out that leg armor.

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 5LeafClover

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 317 posts

Posted 29 September 2014 - 11:44 AM

What is it about the commando that attracted you to it?

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 DEMAX51

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • 2,269 posts
  • LocationThe cockpit of my Jenner

Posted 29 September 2014 - 11:54 AM

I'd start with a slightly-hefiter Light 'Mech if this is your first one.

The Firestarters are great for players new to Lights.

#5 Wintersdark

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • 13,375 posts
  • Google+: Link
  • Twitter: Link
  • LocationCalgary, AB

Posted 29 September 2014 - 12:03 PM

View PostDEMAX51, on 29 September 2014 - 11:54 AM, said:

I'd start with a slightly-hefiter Light 'Mech if this is your first one.

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 Fuggles

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 518 posts

Posted 29 September 2014 - 12:05 PM

firestarters will ruin you to other lights, they are really really good.

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 IraqiWalker

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 9,682 posts
  • LocationCalifornia

Posted 29 September 2014 - 12:17 PM

Commandos are my babies. The 2D specifically.

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 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,192 posts
  • LocationThe Far Country

Posted 29 September 2014 - 12:21 PM

Commandos were not only my first light, but my first mech.

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 Foxfire kadrpg

    Member

  • PipPipPipPipPipPip
  • The Territorial
  • The Territorial
  • 291 posts

Posted 29 September 2014 - 12:24 PM

The commando 2D is the only light I own. I had heard they had better turning speed than other lights, and my own experience supports this. I have long since forgotten what I tried with the other variants to master this one, so long ago it was.

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 theta123

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,006 posts

Posted 29 September 2014 - 12:34 PM

Okay thanks guys, switching to XL engines and increasing engine size

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 theta123

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,006 posts

Posted 29 September 2014 - 12:44 PM

No you what...plenty of jenners & Firestarters. I tried the Trails out enough. I wanna go with the underdog! i'm getting my first ECM Commando mech!

#12 Alaskan Nobody

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Determined
  • The Determined
  • 10,358 posts
  • LocationAlaska!

Posted 29 September 2014 - 12:46 PM

View PostFoxfire kadrpg, on 29 September 2014 - 12:24 PM, said:


You have BAP - but no ECM.
(and that is a lotta ammo :lol:)

View Posttheta123, on 29 September 2014 - 12:44 PM, said:

No you what...plenty of jenners & Firestarters. I tried the Trails out enough. I wanna go with the underdog! i'm getting my first ECM Commando mech!

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 Tastian

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 768 posts
  • LocationLayton, UT USA

Posted 29 September 2014 - 12:54 PM

View PostFoxfire kadrpg, on 29 September 2014 - 12:24 PM, said:



Sorry, only 8 heat sinks in that. It won't work.

#14 Gangnail

    Member

  • PipPipPipPipPip
  • The Undertaker
  • The Undertaker
  • 133 posts
  • Twitch: Link
  • LocationOuter Reaches

Posted 29 September 2014 - 01:09 PM

@IraqiWalker Fastest lights? Want to race my locust? 169.3 kph beats all your builds cept TDK

Edited by Gangnail, 29 September 2014 - 01:13 PM.


#15 TercieI

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Littlest Helper
  • Littlest Helper
  • 8,192 posts
  • LocationThe Far Country

Posted 29 September 2014 - 01:13 PM

View Posttheta123, on 29 September 2014 - 12:44 PM, said:

No you what...plenty of jenners & Firestarters. I tried the Trails out enough. I wanna go with the underdog! i'm getting my first ECM Commando mech!


If you must...don't miss TDK. 4ML running 171 is not only super fun, but actually the most effective COM these days.


View PostGangnail, on 29 September 2014 - 01:09 PM, said:

Fastest lights? want to race my locust?


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 TripleEhBeef

    Member

  • PipPipPipPipPipPipPip
  • The People's Hero
  • The People
  • 700 posts
  • LocationCanada

Posted 29 September 2014 - 01:15 PM

http://mwo.smurfy-ne...096877524f820b5

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 990Dreams

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,908 posts
  • LocationHotlanta

Posted 29 September 2014 - 01:17 PM

I mention a few Commando builds in The Build Thread, among them an LRM boat (yes, an LRM commando), a spotter and a really fast one (with the soul purpose of irritating enemies while dodging bullets). I've run all of them except the fast one.

Hopefully those gave you a few ideas about builds.

Edited by DavidHurricane, 29 September 2014 - 01:18 PM.


#18 DONTOR

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,806 posts
  • LocationStuck on a piece of Commando in my Ice Ferret

Posted 29 September 2014 - 01:30 PM

Commando's are insanely fun, but honestly not a great first light mech. I would use a Firestarter, and then move to the commando next, by that time you should be competent enough to make the Commando work in your favor.

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.

View PostGangnail, on 29 September 2014 - 01:09 PM, said:

@IraqiWalker Fastest lights? Want to race my locust? 169.3 kph beats all your builds cept TDK

WRONG

#19 990Dreams

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,908 posts
  • LocationHotlanta

Posted 29 September 2014 - 01:41 PM

View PostDONTOR, on 29 September 2014 - 01:30 PM, said:

I would use a Firestarter, and then move to the commando next, by that time you should be competent enough to make the Commando work in your favor.
WRONG


Agreed, this one has been my "money maker."

#20 K0M3D14N

    Member

  • PipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 212 posts

Posted 29 September 2014 - 01:52 PM

So this thread made me want to take my old Commando out for a spin. Call me an odd duck, but the COM-3A was always my favorite variant of the Commando. This is the original variant of the Mad Jester, my personal COM-3A of choice. At 144 armor, it's a bit light in the protection department but makes up for it with an alpha strike rating of 36 (35.80 if you want to get specific) that it delivers at 139 kph. Not blinding speed, but fast enough to make it count.

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.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users