

Commando Vs. Locust
#1
Posted 27 March 2015 - 03:43 AM
#2
Posted 27 March 2015 - 03:54 AM
Long-long time ago when ECM-mech were god and Streak were broken, Trollmando 2-D (1xML 3xSSRM2) was viable, but now is long gone.
Go Full Locust cause Commando now is like pre-quirked locust.
#3
Posted 27 March 2015 - 04:20 AM
-the commando is much more resilient than the locust. The locust only survives if it doesn't get hit. At all. The commando can take a bit of a beating before going down. The locust is much faster, but that's not such a great advantage in CW where you need to stick with the team.
-neither has jump jets so neither can jump over the gate and flank. If the gate is already blown, then the Locust has a minor-to-considerable advantage, depending on the commando build being compared to.
-each chassis does some builds better than the other. The Death Knell is the best for medium pulses. The Locust 1E is the best with medium lasers (it's a goddamnmurdermachine, in fact). The Locust 1V is the best with ERLL poking. The Commando 3A is the best SRM bomber, but is relatively slow (you can pack 2x SRM6 with enough ammo for a PUG game, but only go 120kph; I usually find that to be enough). The Commando is also the best for LRM dingy-ing. Neither offers enough tonnage for meaningful ballistics, though.
-if buying mechs with MCs isn't a problem, both can chassis offer you an ECM. In CW, the Pirate's Bane is better because it's not ammo reliant. The 2D struggles, but can still be fun with 3x SRM2 on chain-fire (kinda like a mini Huginn), or jsut take 2x LRM5 w 3.5 tons of ammo... If you'd like to help your team with that light mech and not spend MCs, getting a commando is the only option.
tl;dr - depending on what you want to do with the mech, both chassis have great options for CW.
#4
Posted 27 March 2015 - 09:15 AM
Try the Locust 1E with 6 SPL ... it need to get close but it has the speed and the manouverability for it ... so you just have to bring the balls and some patience and you'll rule the battlefield

Used the ML-TDK excessive before but atm i am riding the Locust 1E with 190XL, 6 SPL, Seismic, Hill climbing, Shock Absorber and with SPL Range and Cooldown.
That's a true murder machine - for the enemy or me

Edith: true - feels overquirked.
But noone wants to be the one complaining: "That Locust is OP - nerf it!"
Edited by Laggy Luke, 27 March 2015 - 09:16 AM.
#5
Posted 27 March 2015 - 09:29 AM
eFTy, on 27 March 2015 - 04:20 AM, said:
Wrong, the commando is the fastest mech in the game currently at 171 KPH.
If you want missles and to brawl go Commando.
If you want energy and to poke people from distance with MLs, or jab em in the back wth SPLs then go locust.
Obviously I much prefer the Comando as it is tougher and more fun to me because brawling at 171KPH is a feeling like no other in this game. I like the 1D with 2MLs, 1 SRM2 and 1 SRM4, average damage is 400, but I have gotten in the 800s quite a few times. It helps if you play conquest only.
#6
Posted 27 March 2015 - 09:30 AM
Locust > Commando. Commandos just dont have the firepower.
I sold all my Commandos aside form my TDK.
I have the Locust 3M, V, E and Pirate's Bay. PB is a better ECM caddy than Commando 2B
#7
Posted 27 March 2015 - 09:30 AM
Laggy Luke, on 27 March 2015 - 09:15 AM, said:
This is the absolute truth, and how I run mine aswell, you can scale almost every wall on Canyon network this way, and it minimalizes the fact that neaither can equip JJs.
#8
Posted 27 March 2015 - 11:33 AM
The quirks for the Locust are really attractive, but the differences in durability are dramatic. Despite only having 40 more points of total armor, the Commando is just incredibly durable compared to the Locust. Using both in the same sort of fast striker role, the Commando will make it to match's end more often than the Locust.
EDIT: As some others have pointed out, the Locust gets the better laser weapon quirks, but for missile weapons the Commando gets really nice quirks and actually has the weapon weight to run a couple SRM4s and backup lasers.
Edited by Voivode, 27 March 2015 - 11:44 AM.
#9
Posted 27 March 2015 - 12:13 PM
I more or less "grew up" on the Commando, and it plays a lot differently than the Locust, which I attempted and grew quite fond of due to IraqiWalker's http://mwomercs.com/...errated-locust/ thread.
The Commando taught me to ambush as a stock mech, and to stun-lock as an upgraded 2D. Too bad IS streaks are pretty much completely overshadowed in this day and age.
The Locust, on the other hand, taught me about speed. I know that the Commando can go faster, but when I first started playing, I ran a lot of mechs near-stock due to the high cost of engines. I learned how to dodge missiles, leap out and attack someone point-blank, and then fade around a corner before they could even turn around to look at what hit them.
It's almost like two flavors of guerrilla warfare. The Commando is punchy and tough, and can screen-shake people pretty heftily with its missile armaments, and the Locust is more like a ninja, appearing behind you as if by magic and stabbing you repeatedly in the thigh with lasers and leaving you crippled for his friends.
Edited by Tim East, 27 March 2015 - 12:14 PM.
#10
Posted 27 March 2015 - 12:27 PM
#11
Posted 27 March 2015 - 12:31 PM
Voivode, on 27 March 2015 - 11:33 AM, said:
The quirks for the Locust are really attractive, but the differences in durability are dramatic. Despite only having 40 more points of total armor, the Commando is just incredibly durable compared to the Locust. Using both in the same sort of fast striker role, the Commando will make it to match's end more often than the Locust.
EDIT: As some others have pointed out, the Locust gets the better laser weapon quirks, but for missile weapons the Commando gets really nice quirks and actually has the weapon weight to run a couple SRM4s and backup lasers.
Conversely, the LCT's accel/decel quirks make it substantially more maneuverable than a Commando and so able to avoid more fire entirely, mitigating the durability advantage. I have and like both, but I consider the LCT-1E the best variant of either at this point.
And anybody debating the fine points of LCT vs COM is my kind of Mechwarrior.

Edited by Terciel1976, 27 March 2015 - 12:37 PM.
#12
Posted 27 March 2015 - 12:38 PM
DONTOR, on 27 March 2015 - 09:29 AM, said:
If you want missles and to brawl go Commando.
If you want energy and to poke people from distance with MLs, or jab em in the back wth SPLs then go locust.
Obviously I much prefer the Comando as it is tougher and more fun to me because brawling at 171KPH is a feeling like no other in this game. I like the 1D with 2MLs, 1 SRM2 and 1 SRM4, average damage is 400, but I have gotten in the 800s quite a few times. It helps if you play conquest only.
We differ on this point, but piloting a Locust, and getting stuck in a brawl feels a lot like this:

#13
Posted 27 March 2015 - 01:04 PM
#14
Posted 27 March 2015 - 03:06 PM
Oddly, I favored the Locust 1M and the Commando 3A, but I felt the Locust 3M was a great stand in for a TDK and the 1E with 6 small lasers is the cheap thrill king!
#15
Posted 27 March 2015 - 03:27 PM
As already mentioned, both their hill-climb modifiers are high enough to get up structures other Lights can only take with the aid of Jump Jets. Combined with the climb module the Locust and Commando can get get up practically anything that isn't a 90° wall.
One variant which hasn't been mentioned yet is the Locust 3S which I think is a hilarious 4x SRM2 bomber, albeit a very, very hot one. Bring coolshots.
#16
Posted 28 March 2015 - 05:15 PM
Voivode, on 27 March 2015 - 11:33 AM, said:
The quirks for the Locust are really attractive, but the differences in durability are dramatic. Despite only having 40 more points of total armor, the Commando is just incredibly durable compared to the Locust. Using both in the same sort of fast striker role, the Commando will make it to match's end more often than the Locust.
EDIT: As some others have pointed out, the Locust gets the better laser weapon quirks, but for missile weapons the Commando gets really nice quirks and actually has the weapon weight to run a couple SRM4s and backup lasers.
I'm not going to deny that commando is tougher to kill, because it is significantly harder to kill. But seriously I have to give you a big "BOOOOOO" for saying that Commando has greater firepower. Locust are the KINGS of firepower in the ultra light mech category even before quirks, after it they are emperors which is the reason you see throngs of locusts in game and just a handfull of commandos.
#17
Posted 28 March 2015 - 05:44 PM
Disclaimer: I don't play much of the CW modes. Since I've only played a handful of CW games, I don't know what context you plan on using the mech in. If you're looking for the best "bang for weight," the LCT-1E and 3M can bring a savage amount of lasers into the fight. If you need ECM, the smallest ECM carrier is the Hero LCT-PB. The COM-2D can also carry ECM (but has a lower engine cap than the other COMs).
Consider also that Locusts and Commandos don't cost much themselves but can be expensive with all the upgrades and engines, and none of them can truly shine before mastery. So, you'll have to figure out if you want to spend some GXP on them or grind them out (which can be a painful process). If you're willing to drop some real money, look for the Death's Knell or Pirate's Bane next time they go on sale.
#18
Posted 28 March 2015 - 09:19 PM
Anyway, if you're going to plunk down cash money on anything here, the PB is one of the best choices out there imo. Of course, the cost is low enough that you can actually just grind MC through CW and events if you really really want one and really really don't want to spend cash money.
#19
Posted 28 March 2015 - 10:01 PM
eFTy, on 27 March 2015 - 04:20 AM, said:
-the commando is much more resilient than the locust. The locust only survives if it doesn't get hit. At all. The commando can take a bit of a beating before going down. The locust is much faster, but that's not such a great advantage in CW where you need to stick with the team.
-neither has jump jets so neither can jump over the gate and flank. If the gate is already blown, then the Locust has a minor-to-considerable advantage, depending on the commando build being compared to.
-each chassis does some builds better than the other. The Death Knell is the best for medium pulses. The Locust 1E is the best with medium lasers (it's a goddamnmurdermachine, in fact). The Locust 1V is the best with ERLL poking. The Commando 3A is the best SRM bomber, but is relatively slow (you can pack 2x SRM6 with enough ammo for a PUG game, but only go 120kph; I usually find that to be enough). The Commando is also the best for LRM dingy-ing. Neither offers enough tonnage for meaningful ballistics, though.
-if buying mechs with MCs isn't a problem, both can chassis offer you an ECM. In CW, the Pirate's Bane is better because it's not ammo reliant. The 2D struggles, but can still be fun with 3x SRM2 on chain-fire (kinda like a mini Huginn), or jsut take 2x LRM5 w 3.5 tons of ammo... If you'd like to help your team with that light mech and not spend MCs, getting a commando is the only option.
tl;dr - depending on what you want to do with the mech, both chassis have great options for CW.
Actually the commando with max engine of 240 (not the 2d version's 210 cap) can go 1.8 kph faster than any locust (going 171.1 vs the locust's 169.3kph after speed tweak) Also if you run a commando with a standard engine it can be VERY tanky like it can take on mechs three times it's weight!
Other than that I agree totally with eFTy, it depends on what you use it for but if you want to be able to take punishment like no other take a standard engine commando

This is my favorite commando build:
standard engine COM-1D
xl engine COM-1D
same loadout just a .5 armor difference...
I've played 172 matches with this build and it has a 1.21 k/d ratio (115kills/95deaths)
Edited by Blaze32, 28 March 2015 - 10:04 PM.
#20
Posted 28 March 2015 - 10:46 PM
One can easily run the XL 180, but I'm trying my best to build by my own house rules on my mechs and having one too many to keep better track of!
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