

Commando viability?
#121
Posted 28 June 2012 - 10:53 AM
#122
Posted 28 June 2012 - 11:00 AM

#123
Posted 28 June 2012 - 11:01 AM
#124
Posted 28 June 2012 - 11:03 AM
Hilltops seem to have become valuable terrain.
#125
Posted 28 June 2012 - 11:16 AM
wait, what?

#126
Posted 28 June 2012 - 11:20 AM
Capnflintlock, on 28 June 2012 - 10:49 AM, said:
Sir, I respectfully challenge your napkin math.
10 SRMs =/= 20 damage. If they were Streak SRMs, yes, but they are not.Some can and will miss.
At this time, weapon cycle times can be guessed, but not known. Even counting frames while watching a Dev video only gives you beta rates, subject tochange. But, as long as we are speculating...
There is a lock-on time for SRMs. Not lock-on as in wont miss, but lock on as in, enabling the semi-guided nature of the SRM. The medium laser is aim, fire, hold aim, cycle. The SRM is aim, wait, fire, cycle. Each suited to a slightly different playstyle/situation.
And finally, if you hold the medium laser on target, you get focused damage on a single area. I have yet to see that for the SRM in MWO.
Is the commando better than the Jenner, no.
Is the commando differentthan the Jenner, yes.
I plan to play my Commando with 2x SSRM2s and a BAP. Maybe a TAG if I can squeeze it on there

#127
Posted 28 June 2012 - 11:21 AM
Upgrade each of the Lights' engines to a 300XL:
Raven/Jenner: 138.9 kph
Commando: 194.4 kph
Holy guacamole that's a fast little man. Yeah, ok, so he can't fit much of anything else. Maybe a single MLAS, or something. Still, that's a prime scout right there.
#128
Posted 28 June 2012 - 11:32 AM
Capnflintlock, on 27 June 2012 - 05:33 PM, said:
So what do you vets out there think? How can the commando possibly redeem itself when their are so many other more viable choices to choose from in the light mech category?
Commando:
+Cheap
+Decent Firepower for light mech
+Sleek front and side design, making it difficult to hit in general
-Paper-thin armor, even when compared to other lightmechs
-No ECM equipment, making it a detectable scout
-2 ammunition based weapons with little armor makes it a ticking time bomb.
-no standard variant jumpjets
The Commando has 2 major things going for it compared to the raven and jenner in their standard configs.
1. Being Humanoid, it can hide places and avoid fire that the long bodied lights cannot, and can maneuver in tight spaces easier. Also because of its humanoid arms its convergence will adjust faster according to what the devs have said.
2. Because lasers are going to be damage over time, the commandos 10 srms are going to do the most damage in the shortest amount of time among the lights, blasting about a ton of armor and moving to hide instead of needing to hold position and/or aim for longer.
Just thought of another thing.
Having 2 missile hardpoints means it can probably be configured with more LRMs that the others, if you wanted.
Edited by Eric Portenelli, 28 June 2012 - 11:36 AM.
#129
Posted 28 June 2012 - 11:33 AM
Edited by Vaktor, 28 June 2012 - 03:23 PM.
#130
Posted 28 June 2012 - 11:44 AM
zencynic, on 28 June 2012 - 11:20 AM, said:
Sir, I respectfully challenge your napkin math.
10 SRMs =/= 20 damage. If they were Streak SRMs, yes, but they are not.Some can and will miss.
At this time, weapon cycle times can be guessed, but not known. Even counting frames while watching a Dev video only gives you beta rates, subject tochange. But, as long as we are speculating...
There is a lock-on time for SRMs. Not lock-on as in wont miss, but lock on as in, enabling the semi-guided nature of the SRM. The medium laser is aim, fire, hold aim, cycle. The SRM is aim, wait, fire, cycle. Each suited to a slightly different playstyle/situation.
And finally, if you hold the medium laser on target, you get focused damage on a single area. I have yet to see that for the SRM in MWO.
Is the commando better than the Jenner, no.
Is the commando differentthan the Jenner, yes.
I plan to play my Commando with 2x SSRM2s and a BAP. Maybe a TAG if I can squeeze it on there

What are you going on about Srms? You aim and fire, there is no *Lock on time*, or waiting. The second it comes off recycle you can fire them, there is no semi guided nature, they're just dumbfire missles. Additionally, Yes srms don't have 100% accuracy, but under 150-100 meters, that accuracy is negligible. Watch the beta gameplay, the guy lands every single srm when in that range. Additionally moving upwards in the triple digits, with maps that have a lot of cover, why would you waste ammunition spewing srms out at longer ranges? They're short range missles, and should be used as such.
Edited by Capnflintlock, 28 June 2012 - 11:59 AM.
#131
Posted 28 June 2012 - 03:19 PM
The choice to use the commando honestly seems simple. Why would you use it when you can either use the Jenner and get jump jets or use the Raven and have the amazing electronics package. A reduced cost seems to be the only thing that comes to mind.
#132
Posted 28 June 2012 - 03:27 PM
#133
Posted 28 June 2012 - 03:29 PM
#134
Posted 28 June 2012 - 03:29 PM
James Heywood, on 28 June 2012 - 11:00 AM, said:

Agreed. Jenner in my opinion looks plain fugly.
#135
Posted 28 June 2012 - 04:05 PM
On the normal matches, when melee combat gets implemented, it is the only mech that has hands, so that would be an advantage plus another reason is cost, you can get around 3 commandos per 1 raven..
#136
Posted 28 June 2012 - 04:55 PM
Capnflintlock, on 28 June 2012 - 11:44 AM, said:
Only MW4 had SRMs as dumbfire. In the TT rules they are guided and benefit from enhancements like the Artemis IV.
#137
Posted 28 June 2012 - 06:49 PM
sakkaku, on 28 June 2012 - 04:55 PM, said:
Only MW4 had SRMs as dumbfire. In the TT rules they are guided and benefit from enhancements like the Artemis IV.
That's an accuracy booster, SRMs have never required lock on time in either the fiction or any of the games. In earlier games, standard SRMs were dummy fire too, STREAKS could be locked if i recall.
#138
Posted 29 June 2012 - 06:16 AM
Bump the speed, increase the laser punch, keep the crit seeking of the SRM, and have 25 reloads. COM on.
#139
Posted 29 June 2012 - 06:26 AM
If I could pick my Light 'Mech I'd have to go with a Wolfhound

#140
Posted 29 June 2012 - 07:10 AM
Just off the top of my head if you pull out the existing weapons systems and replace them with 2 LRM-5’s and 2 med Lasers and presto you have a fast light fire support mech, or put on a bunch of SRM-2’s (or Med Lasers) and bump up the engine power, now you have a fast drive by mech that will be a pain to chase down and kill or just add a Large Laser and you have 3 tone of added space for more armor/engine/ecm equipment depending on what you want to do.
I have a feeling this Mech is going to be nuts.
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