

Commandos Rock!
#41
Posted 24 November 2014 - 03:39 AM
#42
Posted 24 November 2014 - 11:28 AM
Or... possibly this, because BAP is just so damn useful these days.
#43
Posted 24 November 2014 - 07:43 PM
#44
Posted 25 November 2014 - 12:21 AM
Celas Thienf, on 24 November 2014 - 03:39 AM, said:
Why Commando? A number of reasons.
They're fast. 172.something iirc.
Hardpoints. You can do some wicked things with the SRM-using Commandos, and TDK can boat MPLs if you can handle the heat.
They're tiny. Really, the only things worse to shoot at are Spiders because they're made of bs hitboxes and Locusts because they have these crazy accel/decel quirks now that let them do this herky-jerky movement thing.
Surprisingly durable. If you put armor on them, that is. More durable than Firestarter imo as long as you know how to dodge, and comparable to the Spider. Just anticipate losing your arms either way and make use of that CT slot most of them have, and you can even do some silly zombie builds if you want. But those are silly.
The unasked question though, why not to Commando?
No JJs.
You can't boat SPLs like a Firestarter or Jenner, so they can out-damage you if they live long enough.
No ballistic slots, but that's not really a GOOD reason not to do anything in the light weight class. MGs are not very good imo.
Mostly just the jump jets really, and I've never owned a mech that had them and I'm alright. Well, maybe a little touched in the head, but that's not the mech's fault, now is it?
#45
Posted 25 November 2014 - 03:14 AM
Still gonna collect every other light in the game (and I'm well on my way, with Spiders, Jenners, Firestarters, and Ullers- and Panthers, once Resistance drops) just because I wind up collecting light configs in every Mechsim I ever play, but... Commandos have resonated with me the same way Cents have in the medium range (at least since I finally took my AH for a drive). They fit.
#46
Posted 25 November 2014 - 03:40 AM
Hopefully PGI will introduce more reasons to use such underdogs as commando with CW. Until then it is just funny mech to play for fun and to learn how to properly pilot light mech.
Another cool video with commando
Edited by Celas Thienf, 25 November 2014 - 04:05 AM.
#47
Posted 25 November 2014 - 06:15 AM
Celas Thienf, on 25 November 2014 - 03:40 AM, said:
Hopefully PGI will introduce more reasons to use such underdogs as commando with CW. Until then it is just funny mech to play for fun and to learn how to properly pilot light mech.
Another cool video with commando
The main reason it's not used in competitive decks is because it takes a better pilot and more effort to make it do the same job as a Jenner or a Firestarter. They're great and really very undervalued mechs, especially with the critseeking the SRMs give them. Lots of focused, high burst damage.
#48
Posted 25 November 2014 - 07:52 AM
#49
Posted 25 November 2014 - 03:48 PM
#50
Posted 22 December 2014 - 11:04 AM
#51
Posted 23 December 2014 - 07:56 PM
#54
Posted 15 February 2015 - 07:25 PM
#55
Posted 15 February 2015 - 07:47 PM
#56
Posted 15 February 2015 - 08:49 PM
#57
Posted 16 February 2015 - 08:51 AM
I still play the TDK ... it is usable but that's just it.
At least until next thursday TDK has the range advantage .... man LCT-1E is going to sweep the remaining commandos of the battlefield.
#58
Posted 16 February 2015 - 09:05 AM
Brizna, on 16 February 2015 - 08:51 AM, said:
I still play the TDK ... it is usable but that's just it.
At least until next thursday TDK has the range advantage .... man LCT-1E is going to sweep the remaining commandos of the battlefield.
This, the LCT-1E and 3M(currently) can do insane amounts of damage with higher hardpoints. The Commando has mostly meh quirks and is ridiculously ammo dependent in comparison.
#59
Posted 16 February 2015 - 09:17 AM
Brizna, on 16 February 2015 - 08:51 AM, said:
Which is sad, 'cause I love going commando.
Imo, locusts are over power quirked while Com needs love from PGI....
Btw, also com 1b with 3 mpl are not bad at all. Currently it has 180 dmg per match average, with 7,2 dmg per ton and it can sustain more dmg than a locust.
#60
Posted 16 February 2015 - 10:33 AM
Stefka Kerensky, on 16 February 2015 - 09:17 AM, said:
Which is sad, 'cause I love going commando.
Imo, locusts are over power quirked while Com needs love from PGI....
Btw, also com 1b with 3 mpl are not bad at all. Currently it has 180 dmg per match average, with 7,2 dmg per ton and it can sustain more dmg than a locust.
1b probably works well, but given the option of the 1b or the tdk, I take the tdk. Same boat as the the LCT 3m and 1e with the upcoming quirks. There will be good builds on the 3m but the 1e will do it better. Commandos suffer most from the hard points in my opinion. Being missile heavy is tough on such light mechs. You can't carry enough ammo to boat lrms and srms are too heavy to maintain good speed-ammo-missile tube ratios (so you can rarely take advantage of their top speed). Also, srm's are hard to quirk. Cool down and heat generation are the only ones that mean anything (and mostly that just means you use ammo faster) because srms already shoot further than they are effective because of the spread. This all means at the end of the day if you want lots of hard points and high alphas/speed you go with Locusts and if you want mobility/ecm you go with spiders. . . although I am not sure that spiders are really that great now that you have the PB for ecm and Firestarters for jumping harassers. Sad, because I love all of the <35 ton mechs, but it is hard to find a reason other than "just because" to run something other than a locust in that level. . . and honestly I think Firestarters are the only really practical light if you are just going for most damage/best longevity.
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