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Commando Vs. Locust


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#21 Cloora

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Posted 28 March 2015 - 11:07 PM

As a Commando pilot, if I see any Locust out by itself I beeline over to duel it. I will win against a Locust nearly every time. Jenner is a bit tougher and I try not to mess with Firestarters. Kit Fox is no problem too.

#22 Void Angel

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Posted 28 March 2015 - 11:45 PM

View PostDONTOR, on 27 March 2015 - 09:30 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.

Even without Hill Climb, the Locust can run right over the top of most obstacles on places like Canyon Network - I was once told by a Shadowhawk pilot that my little LCT-3S streakboat was the first time he'd ever felt threatened by a Locust.

As far as commando v. locust, it really does depend on what you want to do. The Commando generally has less firepower potential than the Locust, because of engine scaling. The Locust pays for this by being significantly more fragile (including quirks.) The exception to this rule is the Commando 2D, which gains its extra payload by way of a smaller engine ("only" going 149.7kph.) Their quirks also grant them different focuses - while the Locusts all have extra acceleration and deceleration, the Commandos have additional turn rate at all speeds. This means that the Commando is better suited to circling big 'mechs and brawling with other lights, while the Locust can poke out of cover and back - or move back and forth behind a target - more quickly than a Commando can hope for.

Personally, the Locust is a blast right now, and while I don't own any Commandos, their quirks don't look as good right now. However, the differences are minor, and quirks will be adjusted over time - so pick the one whose style of play you like best.

PS: While being hit with big guns is a lot like flipping a coin to see if you die, the Locust can take a surprising amount of laser fire if piloted well. Pulse lasers are still nasty, and you're definitely more fragile than a Commando, but the differences may surprise you. I killed a cored Zeus just recently while legged in my Locust. He had two or three Large Lasers left, and figured he could just stare down my crippled Pirates' Bane. I gave him a volley to the CT, twisted to sacrifice my left arm, and blasted him again for the kill. It was glorious - I laughed like a maniac.

Edited by Void Angel, 29 March 2015 - 11:55 AM.


#23 ShinVector

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Posted 30 March 2015 - 05:23 PM

Apparently the Derp Mando has found the ability to make people disconnect. :o
What's people's problem I was playing it right.. LOL. ^_^


Edited by ShinVector, 30 March 2015 - 05:43 PM.


#24 Dino Might

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Posted 30 March 2015 - 05:51 PM

Go Locust and don't look back. The 1E with 6 small pulse will eat commandos for breakfast. I can shoot out their legs while running full sprint away from them dodging left and right to get a short with the ~ 150* torso twist.

The duration on the small pulse is so short, it cuts through their legs like a table saw through dry pine. I usually run 5 mediums and 11 DHS on my every day run of the mill version. My small pulse version I bring out when I'm having a bad day and want some smiles.

There's a reason for the play time on my mechs...one just happens to be so much more fun than the others.

Posted Image

Edited by Dino Might, 30 March 2015 - 05:52 PM.


#25 Void Angel

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Posted 30 March 2015 - 07:36 PM

Heh. My Pirates' Bane is at a 2.03 kdr right now.

#26 Telmasa

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Posted 30 March 2015 - 07:59 PM

...this thread is like "which variety of speed-lag-shield do you prefer"

#27 Mordoz

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Posted 31 March 2015 - 03:10 AM

View PostShinVector, on 30 March 2015 - 05:23 PM, said:




nice :D
very wp!!

#28 SethAbercromby

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Posted 31 March 2015 - 05:41 AM

View PostTelmasa, on 30 March 2015 - 07:59 PM, said:

...this thread is like "which variety of speed-lag-shield do you prefer"

Actually, we locusts are the unloved childred in that our hitboxes are reasonably sized and not broken. Of course that doesn't stop me from SRM carpet-bombing in my 3S.

#29 TercieI

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Posted 31 March 2015 - 06:10 AM

View PostTelmasa, on 30 March 2015 - 07:59 PM, said:

...this thread is like "which variety of speed-lag-shield do you prefer"


Last year called. It wants its bug back. If you can't hit lights now, that's on you (small exception for FS9 and PTR torsos, but that's not lag shield). Both the LCT and COM take pretty much all the hits they're supposed to.

#30 Void Angel

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Posted 31 March 2015 - 07:20 AM

Oh yes; yes we do... Those of us who survive being shot at are some combination of too close to you, outside your weapon range, moving too fast in parallax, or under cover before you can line up a good shot.

Trust me; we get hit often enough.

#31 3xnihilo

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Posted 01 April 2015 - 02:34 PM

For CW I would think that Locusts would be the clear choice. The commandos all tend to be rather ammo dependent so they won't handle the longer engagement times as well. Especially since I would imagine you would be considering taking an ecm carrier which means you are also slower in the commando. Outside of cw both are a lot of fun. I tend to run my commandos slower with a bigger payload (tdk being the exception max engine 4ml works wonders). But if I am completely honest the locusts are the mechs I am having the most fun with right now. 1e 6spl or 6ml is a monster.

#32 Void Angel

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Posted 01 April 2015 - 07:10 PM

The problem is that in CW you're often not using either one of them. Firestarters, Huginn, and the Spider D (for ECM) far outclass other lights - so if you're not bringing one of them, you're throwing away a slot to get bigger 'mechs. Mind you, I've done it, but just remember that they're not terribly optimal.

#33 TercieI

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Posted 01 April 2015 - 08:17 PM

View PostVoid Angel, on 01 April 2015 - 07:10 PM, said:

The problem is that in CW you're often not using either one of them. Firestarters, Huginn, and the Spider D (for ECM) far outclass other lights - so if you're not bringing one of them, you're throwing away a slot to get bigger 'mechs. Mind you, I've done it, but just remember that they're not terribly optimal.


You're missing the RVN-2X. It's an amazing CW mech. (Not the point, I know)

Edited by Terciel1976, 01 April 2015 - 08:18 PM.


#34 Qtvcfr

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Posted 01 April 2015 - 09:38 PM

The Locust is more versatile having a broader range on chassis. However the Commando is a straight up crack monkey. Spend $10 and pick up a Death's Knell. I've mastered about 150 mechs, but that one is still my favorite. Get in. Shoot. Get out. Win.

#35 Dino Might

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Posted 02 April 2015 - 12:45 PM

I use a LCT-1E in CW all the time. It's one of my top damage dealers that I use later in the drop after all the big stuff is heavily damaged or already cleared out. 5ML with an extra heat sink and that thing will just poke and alpha every few seconds. Squirreling still has it's place in CW as well. It's a fantastic mech. I'm not sure I'd do as well with a Commando or any other light without really high mounted weapons. The Raven 2X beats it out in CW because of the LL range and similar high mounted weapons.

#36 Metus regem

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Posted 02 April 2015 - 12:52 PM

View PostDino Might, on 02 April 2015 - 12:45 PM, said:

I use a LCT-1E in CW all the time. It's one of my top damage dealers that I use later in the drop after all the big stuff is heavily damaged or already cleared out. 5ML with an extra heat sink and that thing will just poke and alpha every few seconds. Squirreling still has it's place in CW as well. It's a fantastic mech. I'm not sure I'd do as well with a Commando or any other light without really high mounted weapons. The Raven 2X beats it out in CW because of the LL range and similar high mounted weapons.


I've been using my PIRATES' BANE to great effect in CW, as it is the counter weight to my
KGC-000... I usually have a pair of Dragons in there too (1N and 5N)

#37 DarkExar

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Posted 02 April 2015 - 01:29 PM

View PostRafaaj, on 27 March 2015 - 03:43 AM, said:

Not much of a light pilot, but I have elited the locust and was wondering what others thought of it compared to the commando, is the extra 5 tons worth it? I'm debating which to add to my drop deck in CW as i can only fit 20-25 more tons, as well as getting quick drops in the Pug que.

Locust Is FASTER! :D What else?

Thanks to Terciel1976 (below) for enlightening my ignorance. I did not take speed tweak with 240 into consideration. Heart broken. ;....(

Still Locust just seems cooler to me, especially these rare moments when 20 tonnes kill 100. :ph34r:

Edited by DarkExar, 02 April 2015 - 02:07 PM.


#38 TercieI

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Posted 02 April 2015 - 01:43 PM

View PostDarkExar, on 02 April 2015 - 01:29 PM, said:

Locust
Is
FASTER! :D
What else?


All the non-2D Commandos are faster than the Locusts, actually. 171.1 vs 169.3

#39 SethAbercromby

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Posted 02 April 2015 - 02:57 PM

The difference tough is fairly negligible. The Locust Accalerates and Deccalerates much harder so you will feel a lot faster when it comes to shorter sprints and skirmishes. The Commando has better turn rates, so you'll feel more nimble at top speeds. It very much depends on what you want to do with it. It you want to jump out of a corner, fire your weapons and dissapear back into cover super fast, the Locust will be your best buddy (if you have small lasers, you can litereally fire your lasers as you come out and be gone just after they're done firing). If you want to fight by running curcles around your opponents and zig-zag around fire as you traverse more open space, the Commando will feel more agile and it's 5 extra tons also allow it to carry a bit more armor.

#40 TercieI

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Posted 02 April 2015 - 03:06 PM

All true, Seth. As I said upthread, the Accel/decel quirks make the LCT the most maneuverable mech in the game. But for flat speed, the COM edges it slightly.





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