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Commandos Rock!


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#61 STEF_

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Posted 16 February 2015 - 10:39 AM

View Post3xnihilo, on 16 February 2015 - 10:33 AM, said:


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.

QFT!

Another srm quick that would be very very usefull would be "velocity" quirk.
Anyway srm, ammo dependent, is not tailor made for a light, and spl/mlp are a lot easier to use.

#62 DONTOR

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Posted 16 February 2015 - 10:47 AM

View PostCelas Thienf, on 25 November 2014 - 07:52 AM, said:

As a SRM boat Commando is no match for Jenner Oxide or Raven 3L. Only +20 km/h is just not enough to make him better and 2D model lacks even this.

A 2ERLL 3L will get wrecked by any Commando, a 2 streak 3 ML, 3L on the other hand... and ya Oxcide is good, but 10 tons heavier, for CW purposes.

#63 3xnihilo

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Posted 16 February 2015 - 11:41 AM

View PostDONTOR, on 16 February 2015 - 10:47 AM, said:

A 2ERLL 3L will get wrecked by any Commando, a 2 streak 3 ML, 3L on the other hand... and ya Oxcide is good, but 10 tons heavier, for CW purposes.


Just for discussion purposes: Which Commando would you take over a locust 1E or PB into CW at a cost of 5 tons?

#64 DONTOR

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Posted 16 February 2015 - 12:16 PM

View Post3xnihilo, on 16 February 2015 - 11:41 AM, said:

Just for discussion purposes: Which Commando would you take over a locust 1E or PB into CW at a cost of 5 tons?


Well any of the ones focussing on missles. Because Locusts can be better than Commandos as far as energy based builds go. Higher weapon mounts, more energy hardpoints. Commando does missles better though, so either the 1D, 3A?(I rarely use this variant) or 2D (if going slow and packing missles + ECM is your thing).

I dont like pure energy mechs so I rarely use the locust and opt for a Commando everytime.

#65 The Mech behind you

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Posted 16 February 2015 - 02:31 PM

There are one or two things that are better on a Commando besides having more armor.

- The cockpit design is better. You have a much better FoV in a Commando.

- Commandos have the best arms in game. They are great shields (in almost all of my matches I lost both arms before my torsi get critted) and they're incredible mobile making it almost possible to shoot right behind you. You can also shoot at your target at an angle that keeps your torsi protected or making it at least very hard to hit them.

#66 Brizna

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Posted 17 February 2015 - 05:54 PM

View Post3xnihilo, on 16 February 2015 - 11:41 AM, said:


Just for discussion purposes: Which Commando would you take over a locust 1E or PB into CW at a cost of 5 tons?


I was going to say none, which is the sensible opinion to be honest, but then I came out with this this. It has higher DPS and alpha than any Pirate's Bane. So if ECM is a must for you ... I suppose if you are carrying too much weight in your other mechs but can afford commando but not a spider, it is better than PB in a light rush but only at that; if you are stuck at anything that isn't a generator rush ammo is insufficient and range is appalling.

Edited by Brizna, 17 February 2015 - 05:57 PM.


#67 3xnihilo

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Posted 17 February 2015 - 06:02 PM

View PostBrizna, on 17 February 2015 - 05:54 PM, said:


I was going to say none, which is the sensible opinion to be honest, but then I came out with this this. It has higher DPS and alpha than any Pirate's Bane. So if ECM is a must for you ... I suppose if you are carrying too much weight in your other mechs but can afford commando but not a spider, it is better than PB in a light rush but only at that; if you are stuck at anything that isn't a generator rush ammo is insufficient and range is appalling.


Haha 8 full alphas. But I would hate to be the guy on the receiving end of them!

My 2d actually runs 2 srm4 and ml and 2 tons of ammo I think. It is enough for a decent round but you run out if you live until the end.

Edited by 3xnihilo, 17 February 2015 - 06:07 PM.


#68 Nothing Whatsoever

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Posted 17 February 2015 - 06:06 PM

I'd consider this for the 1D

and this for the 2D

#69 Brizna

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Posted 18 February 2015 - 04:55 AM

View Post3xnihilo, on 17 February 2015 - 06:02 PM, said:

Haha 8 full alphas. But I would hate to be the guy on the receiving end of them!

My 2d actually runs 2 srm4 and ml and 2 tons of ammo I think. It is enough for a decent round but you run out if you live until the end.


I've played that COM-2D since I stopped using the 3xstreak(*), it's a good build but it indeed runs dry very fast. If PGI really cares about commandos I think 2D and the other SRM heavy commandos should get Ammo Efficiency quirks, something like 150 missiles per ton would help commandos immensely without making them OP, just improving their effective staying power in battle.

(*) When I actually play the 2D which happens very rarely :P

Edited by Brizna, 18 February 2015 - 04:56 AM.


#70 3xnihilo

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Posted 18 February 2015 - 06:56 AM

View PostBrizna, on 18 February 2015 - 04:55 AM, said:

If PGI really cares about commandos I think 2D and the other SRM heavy commandos should get Ammo Efficiency quirks, something like 150 missiles per ton would help commandos immensely without making them OP, just improving their effective staying power in battle.




I love this idea. . . I keep smaller launchers on my 3A so I can fit ammo . . . 2 srm6 2 ml and still have an engine and ammo in that thing would be wonderful. As it is I am thinking of going back to 2 srm 4 instead of srm 4 & srm 6 since the cool down times don't really sync and 1 more ton of ammo would be nice (or a bigger engine).

This would also be great for the locust 3s and 1m (Although the 1m got plenty of love in this last pass so it might be ok as is now.)

#71 The Mech behind you

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Posted 18 February 2015 - 10:24 AM

I already build the 1D and 2D with SRM4s so I went a lil bit crazy on the 3A and build it as a bomber with 2 SRM6, 3t ammo and an XL200.

What was designed as a fun build turned out to be quite good. I focus on bigger mechs to dish out as much damage as possible with the SRM6s. If not killed early this mech can do 500 dmg in 3 minutes before it runs out of ammo :D

#72 stealthraccoon

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Posted 09 March 2015 - 08:05 PM

I like my 3A with th SRM6's and 2 SLas - you just gotta run 12 tubes! (my guilty pleasure is to run 2 LRM 5's).

I leave the 1D stock - no reason except for difficult mode!

1B was a swift romantic pass in the night - never had that spark that said "keep me"...

2D I was all over the place, but don't be surprised if it has 2 streaks and an LRM5.

#73 KeishiRaito

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Posted 11 March 2015 - 05:46 PM

http://mwo.smurfy-ne...2d16b8e691ba0e0


Something to throw out there just to maybe see more Mandos in CW. Pretty much shield your ecm side if you can, never stop moving, and manage your shots. Runs a bit hot at times but very fun and the the ppc really helps out with the range game on clammers. Meta Mando is reborn. :ph34r:

#74 3xnihilo

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Posted 11 March 2015 - 06:15 PM

View PostKeishiRaito, on 11 March 2015 - 05:46 PM, said:

http://mwo.smurfy-ne...2d16b8e691ba0e0


Something to throw out there just to maybe see more Mandos in CW. Pretty much shield your ecm side if you can, never stop moving, and manage your shots. Runs a bit hot at times but very fun and the the ppc really helps out with the range game on clammers. Meta Mando is reborn. :ph34r:

I used the erppc spider for a long time...but I have never tried an erppc commando before. Interesting.

#75 WrathOfDeadguy

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Posted 11 March 2015 - 06:37 PM

View PostBrizna, on 17 February 2015 - 05:54 PM, said:


I was going to say none, which is the sensible opinion to be honest, but then I came out with this this. It has higher DPS and alpha than any Pirate's Bane. So if ECM is a must for you ... I suppose if you are carrying too much weight in your other mechs but can afford commando but not a spider, it is better than PB in a light rush but only at that; if you are stuck at anything that isn't a generator rush ammo is insufficient and range is appalling.


I'd alter it thusly. The result has far more endurance, at the expense of only 2 missile tubes and so little speed as to be negligible. It also has slightly more armor.

The 2D is a bit of a puzzle. If you want ECM, you can't really maximize your potential as a striker with those three missile hardpoints and enough ammo to support them. Without ECM, you're still slower than most other Commandos. I usually run 2SRM4 + MLAS on mine, and have had pretty good success (good win rate; not so good on K/D).

#76 3xnihilo

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Posted 12 March 2015 - 03:25 AM

View PostPS WrathOfDeadguy, on 11 March 2015 - 06:37 PM, said:


I usually run 2SRM4 + MLAS on mine, and have had pretty good success (good win rate; not so good on K/D).


This is exactly how I run my 2D with similar results good W/L - blah K/D. I just use it to provide ECM cover for the big boys.

#77 eFTy

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Posted 12 March 2015 - 04:31 AM

I have the same problem with the 2D, especially since I PUG most of the time, and often feel my bringing ECM is wasted on a crap team. I tried running it as SRM blaster w ECM but it felt weak compared to the 3A (2x ML, SRM12). I then tried Streaks but it still felt weak. Then I tried 3x LRM5 w 2 tons of ammo. Had some nice games but ran out of ammo too quickly, even with fire discipline, and had too few kills (though it was quite funny to get the killing blow lobbing 5 LRMs at a random mech).

I recently decided to try a hybrid missile platform. ML, ECM & LRM5 w 1 ton of ammo for the early game, snagging some assists hopefully, and SRM6 w 2 tons of ammo to maybe get a kill shot or blast some components in the late game. I've yet to play enough to tell if it's a good setup, but it is... interesting. I feel like a micro stalker...

#78 JC Daxion

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Posted 12 March 2015 - 06:06 PM

I've started playing them and love um! Just unlocked basics on the 2D and 2A

I've been running a XL-210 in um. the 2D is 3 SRM2's, and 1 SPL, the 2A is 2 SRM4's and 2 SPL's, Both run 2 additional heatsinks, and carry 2.5 tons. Just make sure those shots land, this mech is like running a HBK 4G, make sure every shot counts!

Can't wait till tomorrow, going to pick up a TDK for the pot of gold event! Will be running the XL-210 with BAP, and 2 MPL's and 2 SPL's.. eventually i will buy a XL-220 for the BAP build, or drop that and squeeze in a XL-235, but for now i will just keep using the 210 i already own. Yay almost to speed tweak! Having a lot of fun in these mechs.

Edited by JC Daxion, 12 March 2015 - 06:09 PM.


#79 WrathOfDeadguy

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Posted 13 March 2015 - 08:05 PM

You can squeeze 3MPL 1SPL on a full-speed TDK, if you so choose. That's what I've been running on mine, and I'm pretty happy with it- the absolute most firepower you can cram in the 'Mech without sacrificing your engine. Almost no head armor, but if someone gets headshot on a Commando doing a buck seventy then they probably deserve the kill. If arty hits you... you're a Commando, don't let arty hit you; if it does you're probably dead the next time you take a hit anyway.

Or, if you've really gotta have that BAP...

The strength of laser-heavy COM variants like TDK and 1B is speed.

#80 Marduk2

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Posted 14 March 2015 - 05:03 AM

I like the sound of the Commando, and is it worth purchasing the Death's Knell as someone who already owns the Huginn?





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