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Commandos Rock!


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#21 K0M3D14N

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Posted 16 October 2014 - 02:35 PM

View Post3xnihilo, on 16 October 2014 - 02:33 PM, said:


Hmm. . . just got my 3A. I was thinking about building it like this, I guess it works for you :)


It does. I ran the 3A with an XL-195, 2x SRM6, 2 tons SRM ammo, and 2 MLAS for a long time for more burst and better crit seeking, but I feel like it operates better with just a little bit more speed. You don't lose that much firepower either.

EDIT: Forgot to mention. Top speed with speed tweak and an XL-210 is 149.7 kph. With an XL-195, it's 139 kph flat. So it's an 11kph difference, but the faster one has a little bit more armor (160 v 144). It's fairly negligible on paper but I've noticed a good bit more survivability (especially when it comes to getting my arms ripped off) with just that little bit more armor.

Edited by K0M3D14N, 16 October 2014 - 02:41 PM.


#22 DONTOR

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Posted 16 October 2014 - 02:47 PM

View PostEldagore, on 12 October 2014 - 07:54 AM, said:

I agree 100% on the spider thing, the only way they can escape is to jump over a wall and disengage. Most don't know how to handle a mech that doesnt die in one laser strike(locust) but they also can't outrun. No matter what jukes they try, you just scalpel a leg off them and they die.

max engine, all day lol. My 1B i just stuck 3 ML on and went to town, great heat efficiency and agility. Less is more on trollmandos IMO. you are better served by non stop full throttle constant dmg output then alpha strikes on these guys.

You sir, know Commandos. The last part you said there is 100% true.

#23 Bluefalcon13

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Posted 27 October 2014 - 08:27 PM

Well, mr TDK and I should be finishing 30th... Not terrible for a crappy pilot...

#24 Brizna

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Posted 28 October 2014 - 03:03 AM

View PostBluefalcon13, on 27 October 2014 - 08:27 PM, said:

Well, mr TDK and I should be finishing 30th... Not terrible for a crappy pilot...


I was 29th muahahahaha.

Sorry for the trolling, just joking mate, I had the exact same feeling, not bad for someone like me but there are a few people who are way too good.

Edited by Brizna, 28 October 2014 - 03:04 AM.


#25 Lily from animove

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Posted 28 October 2014 - 03:26 AM

View PostRazorbeastFXK3, on 08 October 2014 - 05:25 PM, said:

Commando better than the Locust in the sense that when the opponent sees a Locust they are seen as "oh.. one hit kill! MUST SHOOT!" and when they see a Jenner.. it seems that they're more threatened by the Jenner's capability than the Commando 'cause well.. they just don't understand what a Commando is able to do?


it's actually more like: Oh look that non hitreg speed light, why even bothering trying to shoot it.

Edited by Lily from animove, 28 October 2014 - 03:26 AM.


#26 DONTOR

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Posted 28 October 2014 - 06:51 AM

Lights die just like everything else. They can be harder to hit however.

#27 Bluefalcon13

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Posted 28 October 2014 - 10:33 AM

I can second DONTOR on that statement.... I got head shot, by dual guass, while at max speed (171kph) and traveling at an angle to the mech in question this weekend. That and my latency is always at mid 50ms, so no lag sheild for me :/

#28 3xnihilo

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Posted 28 October 2014 - 10:45 AM

View PostDONTOR, on 28 October 2014 - 06:51 AM, said:

Lights die just like everything else.


My KDR would affirm this. :)

#29 3xnihilo

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Posted 08 November 2014 - 08:18 AM

Just unlocked philanthropist in my TDK. Also, highest damage for me in a commando so far: 356. Happy Day :lol:

#30 The Flying Gecko

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Posted 08 November 2014 - 09:16 AM

Yeah... commando....

Posted ImagePosted ImagePosted Image

#31 Desist

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Posted 13 November 2014 - 10:13 PM

I really like the quirks for the COM 1B and I'm kind of interested in checking out the COM 1D. I can't imagine the quirks transforming the Commando into a Tier 1 mech, but they are better than they were before.

I'm sorry I couldn't get the Commando score higher in that last tournament. I had a couple games like this....

Posted Image

....where I just couldn't finish that last guy off.

#32 DONTOR

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Posted 14 November 2014 - 01:13 PM

Its great games like that, but losing... that makes me hate the tourney scoring system, nothing is that disheartening.

#33 Virlutris

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Posted 14 November 2014 - 01:43 PM

@The Flying Gecko and Desist:

Could I trouble you guys for the builds that go with those screenshots?

I love to build a better PUG trap, so when I see one advertised like that, I want to know what makes it tick. You know, in addition to pilot skillz :)

#34 Desist

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Posted 14 November 2014 - 03:00 PM

View PostVirlutris, on 14 November 2014 - 01:43 PM, said:

@The Flying Gecko and Desist:

Could I trouble you guys for the builds that go with those screenshots?

I love to build a better PUG trap, so when I see one advertised like that, I want to know what makes it tick. You know, in addition to pilot skillz :)


I was running this at the time. I haven't checked to see the range difference between ERLL and LL post quirks. I've just been running with regular large laser. I like having a poking tool for standoffs then getting in range for the mediums when the fighting starts.

You can run an XL235 without much difference if you're worried about the armor levels.

#35 Zelumbras

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Posted 16 November 2014 - 11:59 AM

My first mechs were the Commando's and after i finally figured them out i bought the TDK which is still my most played mech to this date. No other mech gives me the same feeling of being able to influence the outcome of a battle as much as that little devil i call the nano-atlas (i run the same build as the op btw.). My general gameplay with it involves scouting, 'squirreling', destroying weapons and armor on bigger mechs - and a considerable amount of running around like a little girl on a sugar flash :ph34r: .
During the current tourney i dropped in 20 matches with it so far and got: 13 wins, 7 defeat, 37 kills, 119 assists, 8 deaths and 427 average damage - not too bad for the little bugger :D.

When piloting a Nano-Atlas just remember the following guidelines:
1. You are not a knight in a shining armor. You are not an assasin. You are a swift blade dancing in the wind that magically finds their weak spots.
2. Speed and agility are your armor but if you cannot avoid getting shot it can still take three bigger hits to kill you (if you twist fast enough!): arm #1, arm #2, death
3. If they know where you are, be somewhere else!
4. Don't try to get kills and just focus on scouting out, damaging and disarming emeny mechs instead. Chances are that you will get more than enough kills anyway and the tons of assists and component destructions pile up for nice amounts of CB and XP.

Edited by Vulcan888, 16 November 2014 - 12:02 PM.


#36 DONTOR

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Posted 17 November 2014 - 09:19 AM

Tasty^^

#37 3xnihilo

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Posted 22 November 2014 - 08:49 AM

Has anyone tried 4SPL in the TDK since the SPL buff? I keep not finding time to play so I haven't had a chance to try it myself.

#38 3xnihilo

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Posted 22 November 2014 - 05:44 PM

Posted Image


Guess it is viable :)

#39 Tim East

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Posted 23 November 2014 - 10:32 AM

I've been using MPLs, but SPLs should be viable if a bit low damage. Depends if you want to hit and run or brawl it out, really.

#40 3xnihilo

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Posted 23 November 2014 - 11:44 AM

Spl's work but it feels like all the stars have to align so that you end up close enough, long enough to really do any damage. It is an interesting challenge. I am contemplating switching to 2 mpl & 2 spl. I am still new to commandos and the tdk is the first one I have speed tweaked so I am still enamoured with the 171kph and I am hesitant to drop engine sizes enough for 4 mpl.





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