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I Need To Buy Two Commandos... Help?


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#1 Ano

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Posted 07 December 2014 - 08:18 AM

Bought the Death's Knell in ... er ... whatever sale it was where all of the heros were cheap, fairly recently.

Didn't play it until just recently, after realising that lights are a bucket of fun, and having elited/mastered the various "sets" I already had. So now I'm in the market for two more Commandos.

Looking at the various quirks on the others, the 1B might be an interesting laserfest (I do like lasers), the 1D is quirked for MPLs but can only carry two (?), the 2D looks like it might be a ECM'd Huginn-lite, and the 3A seems ... less exciting, despite the srm6 tweaks (more range = more spread, which isn't the most helpful thing)

Any particular recommendations?

#2 Machinae Mortis

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Posted 07 December 2014 - 08:47 AM

Pre-quirks the 2D and the 3A were the strongest (in that order). I have to say, though, that I'm the most disappointed with commandos post-quirk. The TDK is good, but could be better in comparison to other lights. The others didn't get sufficiently quirked to really be competitive in my opinion. Sad because I really like the chassis.

Since the TDK is currently the best of the bunch here's a bit of elaboration:

With only four hardpoints, the TDK has to try to find a way to define itself versus other lights. You have basically three choices:

Small Pulse Laser
Medium Laser
Medium Pulse Laser

The Medium Laser TDK is outshined by the JR7-F. You might look a little cooler and handle a little better, but you have less armor and 33% less firepower. The gains don't justify the losses.

The Small Pulse Laser TDK is outshined by (surprisingly) the LCT-1E. It's a bit more competitive here, but you'll still have 33% less firepower which to me just isn't worth the very negligible gain in armor.

For the above reasons, I'm most fond of the Medium Pulse TDK. You can output as much damage in an alpha as the LCT-1E (24 per alpha), but instead of generating 12 heat per alpha you're generating 16. It's very noticeable and this variant has to run away a lot quicker due to heat. The quirks don't do a very good job of mitigating that or supporting the only loadout that really makes sense, but it's still passable.

As for the other commandos, they need to be much more heavily quirked to be competitive. IMO the 2D should get upped to a 225 engine cap before receiving any other quirks, though. This frees up enough slots that it can be upgraded with Ferro-Fibrous, which offsets the 1/2 ton upgrade from the 210 to 225. Thus, it works out to be "free." I would understand and agree with arguments that it might give more variance to the variants, but it seems to be a conflicting statement from two separate eras of MWO: "The COM-2D is too powerful so we don't want to buff it ... The COM-2D isn't competitive enough we need to buff it."

Edited by Machinae Mortis, 07 December 2014 - 09:07 AM.


#3 BSK

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Posted 07 December 2014 - 08:49 AM

1B for scouting with large laser sniping from beyond the battlefield and 2D with ML + 3SRM2 for being support until late game, then you finish off the crited ones. All with max engine ratings and full upgrades. You are fast, small and its hard to hit crited zones on your mech as long as you keep moving all the time. Enemy assault mechs cannot hit you with their torso weapons when you pass their front very close while you circle them.
The other versions run too hot with the quirks or are useless without ecm and ammo.

#4 Ano

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Posted 07 December 2014 - 09:05 AM

Cheers both :)

#5 Ano

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Posted 07 December 2014 - 09:42 AM

@Machinae Mortis

I have some Jenners (3f and Oxide are the ones I use) and Ravens (3L and Huginn are in use, though I do take the 4x out occasionally) and you're right, the ML build for TDK feels light compared to the 3f. I just haven't bought the MPL modules yet so for some reason I can't bring myself to MPL on it. Plus it's hot as hell...

#6 3xnihilo

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Posted 07 December 2014 - 10:05 AM

I am considering a 2mpl 2spl build for the tdk. I also like the 2d though it did get under quirked imo. I have the 3a as the third but again srm6 quirks seem odd for it. If I was starting over I would probably run the 1B with erll like BSK mentioned instead of the 3a. But definitely the 2d with the ecm should be one of your three imo.

#7 Spheroid

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Posted 07 December 2014 - 11:09 AM

2D/3A as conventional wisdom holds.

#8 Ano

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Posted 07 December 2014 - 12:14 PM

Went for 2d/1b in the end. The 1B feels a little odd with 1LL 2ML.

#9 3xnihilo

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Posted 07 December 2014 - 07:46 PM

You could go 3mpl on the 1B. I use that with good success on my spider 5d.

Edited by 3xnihilo, 07 December 2014 - 07:47 PM.


#10 Pezzer

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Posted 07 December 2014 - 08:34 PM

1B and 2D. 1B gets fast-firing MLs combined with a long-range Large Laser. I have a SRM2 in mine, as well.
The 2D is a no-brainer because it gets ECM. Even if it is wanting for tonnage to fuel those SRMs...

I actually prefer my 1B over the others. It's slower but has much more firepower and versatility. I've done around 560 dmg with it before, which really is a testament to its' ability.

EDIT: Saw you made your decision. Good for you! that TDK will train your laser aimage, which will in turn increase your ability in the 1B. Good luck and enjoy the challenge that is the Commando!

Edited by Pezzer, 07 December 2014 - 08:36 PM.


#11 Tim East

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Posted 08 December 2014 - 06:26 AM

A LL+Tag 1B was the final build I used on my very first mech. With that said though, the only non-TDK Commando I'm using currently is an SRM 12 + 1ML 2D. Which is pretty awesome, but always short on ammo. I used to use a 3A of similar nature, but I sold that even longer ago than my 1B. TDK and 1B aside, the Commando makes a great drive-by and ambush mech.

#12 Bluefalcon13

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Posted 08 December 2014 - 07:00 PM

I did the 2D and 3A personally. 2D cause well its the 2D. 3A cause it is vastly different from the TDK I hold of so dear :-)

#13 K0M3D14N

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Posted 08 December 2014 - 07:16 PM

Avoid the 2D, IMO, unless you want an ECM capable SSRM boat. The Commando excels as a high-speed low-drag striker that engages and fades at a high rate of speed. With the exception of having ECM, the 2D does none of those things well at all and is extremely ammo dependent.

The 3A is a great striker (I use mine with either XL-195, 2x SRM6s, 2x MLAS, 2 tons ammo 144 armor or XL-210, same loadout but swapped the 6s down to 4s and upped the armor to 160), and the 1B makes a good NARC scout. Poke with the LLAS, engage close with all your lasers (2x MLAS to accompany), light up targets with your NARC.





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