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Commando: I Don't Want To Suck With Light Anymore


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#1 STEF_

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Posted 10 November 2014 - 02:18 AM

Hi all!
Playing mwo since end 2012 beginning 2013 with different accounts, I've always sucked with lights.
I mean: when I chose a trial light mech, I always had weird result.
Above all I'm a medium mech pilot, sometime heavy.

But with the Ice Ferret, maybe something is changed.

I really enjoyed its speed, I've made my own build and reading DONTOR tips, I was riding a giant commando.
I really had fun with it, I was playing as it were a commando without knowing :)

So, I'm here for asking advices/tips, and presenting my smurfed commandos, because I want to go with them.
Let's me know what you think about them, rate them.

First of all, I would like to know how their quirks work. For example I read this:
COM 1D: energy weapon range (generic) +20%, medium pulse laser range +20%
Does this mean that loading an MPL I have a 40% more range?

my COM 1D "pulsar"
http://mwo.smurfy-ne...c90538cd3843ff0

my COM 1D "ml"
http://mwo.smurfy-ne...402c2f79f9611b5

Same question about srm4-6 / generic missiles quirks for COM 2D and 3 A. Do they stack?

my COM 2D "srm launcher"
http://mwo.smurfy-ne...5eeef964f3e58d2

my COM 2D "annoying ppc sniper"
http://mwo.smurfy-ne...9c3b5791c96b7a6

my COM 1B "scratching at distance with LL"
http://mwo.smurfy-ne...dee109bdf6d6926

my COM 1B "no dumb arm here"
http://mwo.smurfy-ne...39e6a33d57e4d01

my COM 1B "no dumb arm pulsar"
http://mwo.smurfy-ne...57308ca8e2eb252

I don't know how to do with the 3A.
SMR6 is heavy and slow...
my COM 3A "simple"
http://mwo.smurfy-ne...758bb5b99d6cbc9


Any tips are welcome

Thanks for helping me!

Edit: all builds with 10dhs, now. Thank Sougard!

Edited by Stefka Kerensky, 10 November 2014 - 02:27 PM.


#2 Sougard

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Posted 10 November 2014 - 02:36 AM

All these builds are invalid because they don't have the required 10 heat sinks. For most builds, downgrade engine to xl 225 and put the 10th heat sink in.

I run my commandos with less head armor and some armor on the arm without hardpoints, it helps in light duels.

Edited by Sougard, 10 November 2014 - 02:39 AM.


#3 cleghorn6

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Posted 10 November 2014 - 02:42 AM

View PostStefka Kerensky, on 10 November 2014 - 02:18 AM, said:


First of all, I would like to know how their quirks work. For example I read this:
COM 1D: energy weapon range (generic) +20%, medium pulse laser range +20%
Does this mean that loading an MPL I have a 40% more range?



To answer this bit specifically, yes. You are correct. The quirk bonuses stack in exactly the way you describe.

#4 STEF_

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Posted 10 November 2014 - 02:42 AM

View PostSougard, on 10 November 2014 - 02:36 AM, said:

All these builds are invalid because they don't have the required 10 heat sinks. For most builds, downgrade engine to xl 225 and put the 10th heat sink in.

I run my commandos with less head armor and some armor on the arm without hardpoints, it helps in light duels.

!!!!!!!!!!!! ARGH!
I didn't see those "9hs" in the smurfy screen!
Thank for this advice

#5 MonkeyCheese

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Posted 10 November 2014 - 03:38 AM

Good to see your builds when available have 160+kph in the speed department, They might be slightly terrible when grinding but when you unlock that speed tweak it the commando can be one hell of a ride.

For the Quirk question yes the generic family and the specific weapon quirks stack, so yes 40% more range.

Other than the heat sink problem that you are now aware of all the builds seem solid in theory but some advice


For your pulsar 1D build I would go change the srm4 to 2 srm2 for faster fire http://mwo.smurfy-ne...0af199db25bcd59

your 1D ML build looks fine once you fix the heat sinks

the srm 2D I would play choose all srm2s for faster fire http://mwo.smurfy-ne...7ba2ad69840e6a1

for your erppc build I would just drop the srm to fit the heatsinks and keep the same speed http://mwo.smurfy-ne...fb25a3a785dfb9d

The LL build, here is something similar to what I use to run back in the day, less speed because you have longer weapon ranges http://mwo.smurfy-ne...c44674250d7a0bb


The 3A was always the oddball to me


But sadly I sold all my commandos long ago and only kept the hero DeathKnell
I run a 2ml 2mpl max engine build http://mwo.smurfy-ne...2ddb93f79de3665

#6 STEF_

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Posted 10 November 2014 - 05:37 AM

View PostMonkeyCheese, on 10 November 2014 - 03:38 AM, said:

Good to see your builds when available have 160+kph in the speed department, They might be slightly terrible when grinding but when you unlock that speed tweak it the commando can be one hell of a ride.
.......

Thank you so much!
I should pay more attention and go slowly in playing with smurfy....

About ppc build, I'm worried to lose that arm; so I added a few srm, just in case.
http://mwo.smurfy-ne...d1abbd8d81dc360
and
http://mwo.smurfy-ne...402c2f79f9611b5

Thanks for the srm4---> srm2 tip.
About srm I was thinking to release a blow with srm4/6, then disengage, and return again. Hit and run, but continuos fire is difficult.
While with srm2, i'd have a fast reload but little damage doing hit and run tactic.
What game style is best?

#7 MonkeyCheese

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Posted 10 November 2014 - 11:45 PM

View PostStefka Kerensky, on 10 November 2014 - 05:37 AM, said:

About srm I was thinking to release a blow with srm4/6, then disengage, and return again. Hit and run, but continuos fire is difficult.
While with srm2, i'd have a fast reload but little damage doing hit and run tactic.
What game style is best?


I would say for commandos as well as locusts that the hit and run tactic is always the best. anyway when ever you manage to sneak up on someone like a slow direwhale those quick fire srm2s plus your lasers will peel that back armor.

the cooldown modules are really great in the long run too

#8 STEF_

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Posted 11 November 2014 - 05:07 AM

heheheh. My first day in a commando
Happy! :wub:
COMMANDO COM-1D 5 games 4wins 1loss 4.00 ratio 2k 2d 1.00kdr

Last game: 2 kill: centurion, and a clean kit fox (back stab)

#9 STEF_

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Posted 11 November 2014 - 05:41 AM

Oh well, it's happened again :)

Dragon and a dire, this time.

Posted Image
Posted Image

#10 TripleEhBeef

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Posted 12 November 2014 - 01:31 PM

COM-1B: The Standard

With a two tube hardpoint and no missile quirks, there is no point in mounting an SRM on the 1B. Go pure energy with a big engine.

COM-3A: SRM Bomber

With SRM Range 5 and quirks, you can fire out to 351 meters. Hit and run.

#11 RazorbeastFXK3

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Posted 12 November 2014 - 01:47 PM

Nice job with the Commando. I've never been a fan of XL engines so I always went with Standard. My max run speed was around 110kph running around with small lasers and SRM4 or SRM6 Other times I'd have medium lasers and SRM4 while players said I should stick with SRM2 for the fast reload capability, I've always favored the SRM4/SRM6 'cause it felt like I was damaging the target instead of just tickling them.

Sneezing on my opponents then running was fun and for some reason I have a problem with running too fast and not being able to effectively engage/disengage my targets so that's the other reason why I stay away from XL Engines.

As for the Max Missile Range with the Max SRM6 Range quirk, it's nice to know that the cone doesn't spread any further apart outside of 270M (I tested it with the Hunchback 4SP). It seems that the spread stays tight after 270M so you don't have to worry about just hitting your targets with just 1 or 2 missiles at max range using the SRM6.

#12 DONTOR

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Posted 12 November 2014 - 02:13 PM

http://mwomercs.com/...commandos-rock/
Take a look at that thread, I wrote some useful tips and builds in there.
Heres a few quick ones. Try running just the ones that use a 240 XL I personally dont recomend the 2D as it is to slow, 171 KPH has been more useful than ECM for myself and many other Commando pilots.

Another one is that the Comando rear side torsos are very small so I only run 3 armor there, and 21 on the front side torso's. Also 20 front CT armor. and the rest rear CT as the rear CT is pretty large.

Hill climb module is very effective aswell, lets you minimalize the lack of JJs by being able to rapidly climb almost every slope in the game.

#13 Tarogato

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Posted 12 November 2014 - 02:13 PM

View PostRazorbeastFXK3, on 12 November 2014 - 01:47 PM, said:

Sneezing on my opponents then running was fun and for some reason I have a problem with running too fast and not being able to effectively engage/disengage my targets so that's the other reason why I stay away from XL Engines.
Actually, that's exactly the reason you should take an XL. It gives you a lot more maneuverability so you can strike and disengage before the enemy can even get their crosshair near you. The Commando is fair at spreading damage (unlike a jenner, for instance) so it benefits more from the acceleration and top speed of a large XL than it benefits from the protection of a STD. Just plan your routes before you engage so that you know you're way out before you even reach the enemy.

#14 DONTOR

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Posted 12 November 2014 - 02:14 PM

View PostTripleEhBeef, on 12 November 2014 - 01:31 PM, said:

COM-1B: The Standard

With a two tube hardpoint and no missile quirks, there is no point in mounting an SRM on the 1B. Go pure energy with a big engine.

I prefer to have atleast a SSRM2 - SRM4. The point being you have something to fight wth when you arms inevtably get blown off, has saved my ass many times.

#15 STEF_

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Posted 12 November 2014 - 02:47 PM

Thanks all for the tips!

In the few games I've played, I can say that arms blow away quite easily, so having weapons in Ct is good.
And speed. Really, what is good in commando, its strong point, is speed. So a good engine that help you to stay away from big bad guys, and help you strike and disappear.
After basiced the D1, I felt into the trap of D2 :)
Because of ECM!.... but it's slow, and 1 ton means a LOT in a commando....

Ok, next will be a B1 for the third.
Just started the long way to master the COM! :wub:

Edit: forgot to mention what I like most!
COMs are great to train. One mistake and you are dead. Pay always attention, what you are doing/going/enemy position. All under control in a nano-second.

Edited by Stefka Kerensky, 12 November 2014 - 02:58 PM.


#16 mad kat

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Posted 12 November 2014 - 03:09 PM

I run std engines in both my 2d and deaths knell and the 2d only has a 155 iirc. But it's mastered, has that ecm, a tag laser and three streaks. If your catious with it you get you buddies to do the bulk of the damage while you pester your foes with guided missiles.

Edited by mad kat, 12 November 2014 - 03:11 PM.


#17 STEF_

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Posted 23 December 2014 - 07:50 AM

Well, it's been a long way, because meanwhile I mastered Wave 2,...but now...
I'm the proud owner of 3 mastered COM!

Three words for describing this experience: "Tons of fun!"

Thanks all for tips! :)

#18 Dramastorm

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Posted 10 January 2015 - 01:10 PM

Weeeeeeeeee http://mwo.smurfy-ne...bb349c4f7630d6a

So much fun to be had with the commando.
You could use a smaller engine for more ammo im sure but imo you should never go slower than the fastest Clan mech with a IS light mech(126 I think?)

Edited by Dramastorm, 10 January 2015 - 01:16 PM.


#19 Darrious Quinn

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Posted 10 January 2015 - 04:19 PM

Tempting.... but you are dead in the water without a BAP. Seriously.

Personally I'd consider this:
http://mwo.smurfy-ne...d74b3f911b263c8

But that's just me. I've only started with Commandos last week and I'm loving them. One of the oldest mechs in the game, and now I regret not trying them sooner. Just finished my Basics on the 3A,1B,and 1D and already pushing elite on the 3A. I'll be getting a 2D just to complete the set since its on sale and the TNK when it goes on sale next.

Coming from Locusts, I wasn't sure I'd like the little guys, I was afraid they'd run like small firestarters (which I suck at) but I agree.. total blast! Right now I'm torn between the 1B and 3A as my favorites.

#20 Dramastorm

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Posted 15 January 2015 - 09:15 AM

I generally get 400-600dmg without BAP, its great yes but definitely not needed. If were talking about combatting other ECM then just switch it to counter to lock em orrrr swap out the ML for a tag if you wanna be a graffiti-commando

If you want a superlight ripper I suggest the FS9-A,....that thing is the mack truck of the light world imo





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