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Commandos Can Mount 4 Weapons, Fire Starters Can Mount 8 Weapons + Jets


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#21 MeiSooHaityu

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Posted 22 April 2015 - 02:42 AM

If we had balanced weapons, we wouldn't need any quirks. Everything would balance out.

Lol, not.

Yea, the Commando needs some more love in the quirk department. Maybe some energy range and duration quirks (for SLasers) or just duration for MLasers. Hard to say for sure.

#22 sycocys

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Posted 22 April 2015 - 02:54 AM

I still regularly pull 3-400+ damage matches with my 2D, unfortunately sold the rest to make space for the mechs I missed during my break (just because replacing a Commando is cheaper than replacing everything else).

The commando is simply the most maneuverable mech in the game to field, doesn't need quirks just needs pilots with stones as its not a sniper mech its 25 tons of full on high speed brawling in a world of ********-ly high alpha strikes.

#23 Vandul

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Posted 22 April 2015 - 02:58 AM

View PostMycrus, on 21 April 2015 - 07:16 PM, said:

True light pilots love the commando...

True, we just dont pilot them.

#24 Destoroyah

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Posted 22 April 2015 - 03:18 AM

I agree the commando is rather unappealing at the moment. the real problem is with the ammo focused super lights(aka 20-25 tonners). The energy focused superlights aren't too bad cause their tonnage commitment to weapons is low so it's easier to get a good engine/good armor/with decent firepower. The ammo superlights really need a ammo quirk that can add 50% extra per ton. However even then the missle superlights are still rather sub-par cause the damage isn't reliable cause the missles move too slow and have a huge spread and because of the limited ammo issue a miss is very costly. very good missle speed and spread quirks would help a ton as artemis is a nogo since the weight investment is to vast. Also the missle superlights are generally never going to have a good engine cause the missle weapons+ammo weigh to much and even good armor can be troublesome without downgrading your firepower to much.

#25 Joseph Mallan

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Posted 22 April 2015 - 03:29 AM

View PostProsperity Park, on 21 April 2015 - 06:50 PM, said:

So, the Commando Mechs can mount only 4 weapons and no jumpjets.

The Fire starters can mount 8 weapons plus Jumpjets.

Does anybody wonder why there are no Commandos on the field? This is a plea to PGI to please ressurect the Commando by allowing it to exist on the battlefield. Please let it mount more weapons.

And before you say "There's no tonnage for more weapons!" you should ask yourself if a Commando with 8 small lasers might be more viable than one with 4 ML, or if a Commando with 6 SRM2 would be more threatening than 2 SRM6.

Also, where are the Huge Quirks? Why did the Commando not get massive quirks to make it combat-worthy?

The Commando is also 10 tons lighter at 25 tons. Not a fair comparison here Pros. Specially at this end of teh kiddie pool.

#26 MonkeyCheese

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Posted 22 April 2015 - 03:44 AM

uh did everyone forget the newer engine cap? sure back in closed beta the commando was limited to 150kph and the jenner would outshine it but these days the commando can get to 171kph that is something the firestarter can not do, and on that point really? there is any kind of discussion/complaints when comparing a 25 ton mech to a 35 ton mech?

It is quite simple if you dont like speed and want a light that has more firepower or armor or both dont take a locust/commando/spider.

As for the ammo thing?? I can load up srms on my locusts and have a fantastic time obliterating things at speed. Do people really expect to have lots of ammo and armor left when brawling in an ammo based sub 30ton mech?

#27 Ursh

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Posted 22 April 2015 - 04:03 AM

View PostSergeant Random, on 22 April 2015 - 02:05 AM, said:

Uh - Huginn-scale ROF buffs?


It's missing the tonnage to carry enough ammo.

#28 Khobai

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Posted 22 April 2015 - 04:45 AM

Quote

Myself, I think hardpoints on all Commandoes should be raised to 6


The commando doesnt have the tonnage for 6 weapons



The problem with the commando is that its basically forced to use missiles and missiles well... suck.

They need to increase IS SRM/SSRM damage back to 2.5 per missile because the IS launchers weigh twice as much as the clan launchers so they should do 2.5 damage per missile instead of 2-2.15 per missile.

They should also give SRMs/SSRMs the same 50% ammo increase that ballistics got.

Edited by Khobai, 22 April 2015 - 04:49 AM.


#29 Lily from animove

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Posted 22 April 2015 - 04:59 AM

View PostMycrus, on 21 April 2015 - 07:16 PM, said:

True light pilots masochists love the commando...



FTFY


No idea why the FS9's ever gotten any quirks, especially when you compare them to any other lgihts and the lousy quirks they have gotten.

#30 Almond Brown

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Posted 22 April 2015 - 05:43 AM

View PostX Prime, on 21 April 2015 - 07:31 PM, said:


Indeed. I love my commando 1b (and 2d if I need a fast ecm streak mech). The thing I love about the commando is that it is fast and so small and rarely used that I can stand in the shadows and with my 2 ml and 1 large laser leg folks without them seeming to know what is hitting them.

I have the most fun in my commandos.


But but, how do you get past the "mediocre hard point location & type" problem that was noted. There is no way past that right? ;)

#31 Almond Brown

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Posted 22 April 2015 - 05:52 AM

View Postdarkchylde, on 21 April 2015 - 07:39 PM, said:

Could always give the lighter mechs in each category more mounts and the heavier less mounts - forcing them to take on heavier weapons.

Sized hardpoints was the way the game should of went.


Sized hard points was tried already in MW. That just made "very few" viable, as opposed to the MWO's "quite a few are viable" in the long run.

Instead of LESS for the Heavies and Assaults how about spread the few they already have around a little. 2B in one arm is a AC20 or bust (2 x AC5 (maybe but @16t?) or 1 x AC10 (12t?) don't work super well when an arm can be lost quickly - re: bulk of firepower) and putting 4E in one arm is the same idea. Spread that stuff out some.

#32 Brizna

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Posted 22 April 2015 - 05:52 AM

Commando is one of the worst light mechs in the game, the only light I would consider more or less on its level is Mist Lynx and I consider it superior because it can mount superior tech small pulse lasers and jumps, which on some maps may actually be used to great effect.

Btw commando at max speed and armour has 6.5 tons for payload without making any compromise, it coudl certainly make good use of hard point inflation.

#33 Alistair Winter

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Posted 22 April 2015 - 05:55 AM

This is exactly why the quirks system was invented. But instead of making terrible mechs like the Commando and Mist Lynx viable, the quirks merely shifted the light mech meta from FS9-E to FS9-A. Well, whoop dee doo.

Mind you, I personally wouldn't pilot the Commando even if it had 10 energy hardpoints and 50% heat reduction. That Pinocchio-running animation reminds me of this guy.Wide hips, feet moving straight back and forth like he's pedalling a bike. It's a shame, because Alex Iglesias' concept art for the Commando is pretty beautiful, when the Commando is just standing still. I just don't think he thought about what those super wide hips would look like while running. And it's not even placing its feet under its center of gravity.

#34 FupDup

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Posted 22 April 2015 - 06:02 AM

View PostAlistair Winter, on 22 April 2015 - 05:55 AM, said:

This is exactly why the quirks system was invented. But instead of making terrible mechs like the Commando and Mist Lynx viable, the quirks merely shifted the light mech meta from FS9-E to FS9-A. Well, whoop dee doo.

Mind you, I personally wouldn't pilot the Commando even if it had 10 energy hardpoints and 50% heat reduction. That Pinocchio-running animation reminds me of this guy.Wide hips, feet moving straight back and forth like he's pedalling a bike. It's a shame, because Alex Iglesias' concept art for the Commando is pretty beautiful, when the Commando is just standing still. I just don't think he thought about what those super wide hips would look like while running. And it's not even placing its feet under its center of gravity.

To be fair, MG nerfs played a part in the fall of the Ember, along with large alpha strikes on laser vomit builds (sustained DPS not as important for lights anymore, now it's more about poking trades at mid range or long range).

Edited by FupDup, 22 April 2015 - 06:03 AM.


#35 Alistair Winter

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Posted 22 April 2015 - 06:05 AM

View PostFupDup, on 22 April 2015 - 06:02 AM, said:

To be fair, MG nerfs played a part in the fall of the Ember, along with large alpha strikes on laser vomit builds (sustained DPS not as important for lights anymore, now it's more about poking trades at mid range or long range).

Yeah, MG nerf was a big part of it. Also a big reason why I don't play the Huginn anymore either.

But I think the SPL / MPL Firestarters are alive and well. Still the best light mechs in the game.

#36 Mister Blastman

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Posted 22 April 2015 - 06:06 AM

Just ask the cat. He'll tell you why.

Posted Image

Power creep? Maybe? The Commando... it needs help. Or maybe everything else needs less weapons?

Edited by Mister Blastman, 22 April 2015 - 06:07 AM.


#37 FupDup

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Posted 22 April 2015 - 06:10 AM

View PostAlistair Winter, on 22 April 2015 - 06:05 AM, said:

Yeah, MG nerf was a big part of it. Also a big reason why I don't play the Huginn anymore either.

But I think the SPL / MPL Firestarters are alive and well. Still the best light mechs in the game.

The shorter range Fuegostarters are more high-risk high-reward than the midrange poke (i.e. whatever variant has ML quirks) builds. They crank out more damage, but gotta got closer to the red team to do it...

View PostMister Blastman, on 22 April 2015 - 06:06 AM, said:

Just ask the cat. He'll tell you why.

Posted Image

#catforpresident2016


View PostMister Blastman, on 22 April 2015 - 06:06 AM, said:

Power creep? Maybe? The Commando... it needs help. Or maybe everything else needs less weapons?

Well, the Commie was actually obsolete since day 1. The Jenner was always better than it, and was added to the game before it.

#38 topgun505

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Posted 22 April 2015 - 06:17 AM

I really have a hard time taking you seriously here.

For one thing you say they don't need a buff but then you go on to say they WERE ... past tense ... the best. Make up your mind. Are they good? Or not?

Then you say the FSRs were not good to start with aside from the Ember. Sorry. I have to call BS here. Once the other FSRs came out and people realized what 8 SPLs can do (which didn't take long) that was all she wrote for the Jenner.

At this point there is absolutely no reason to take a Jenner over a FSR. Which makes my 4 mastered Jenners very sad.



View PostTarogato, on 21 April 2015 - 07:52 PM, said:


The Jenner does not need buffed. It was the strongest light mech in the game, tied with the Ember.

Mechs like the FS9-S and FS9-A weren't so great, so they got really good quirks to compensate. Except, the quirks were too good and now the -S and -A are better than the JR7-F and Ember, when they really should have been equal in the first place with the initial quirk pass.

Power creep is not a good thing.


#39 Darwins Dog

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Posted 22 April 2015 - 07:52 AM

Commando has always been the bottom of the light mech list. Usually not the flat out worst, but never near the best. Jenners and ravens have them beat with high weapon mounts (and JJ for jenners), firestarters with double the hardpoints, spiders with JJ (commando is better than the 5V imo), and locusts with really good quirks. Increasing the speed cap was nice, but the bigger engines mean than most of them can only take 3 weapons instead of 4.

They need quirk love, and they need it bad. Giving them more hardpoints won't help. They are severaly limited by weight and crit space (if you take FF) as it is. If they get more missile points, they won't be able to use them effectively. If they get more energy points then everything ends up identical to the Death Knell.

I would love to see sensor quirks and some really good agility buffs. It doesn't all have to be weapon based.

#40 Tarogato

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Posted 22 April 2015 - 08:20 AM

View Posttopgun505, on 22 April 2015 - 06:17 AM, said:

I really have a hard time taking you seriously here.

For one thing you say they don't need a buff but then you go on to say they WERE ... past tense ... the best. Make up your mind. Are they good? Or not?

Then you say the FSRs were not good to start with aside from the Ember. Sorry. I have to call BS here. Once the other FSRs came out and people realized what 8 SPLs can do (which didn't take long) that was all she wrote for the Jenner.

At this point there is absolutely no reason to take a Jenner over a FSR. Which makes my 4 mastered Jenners very sad.


If you've been playing since 2012 but you don't remember when the Jenner and Ember were two of the best mechs in the game for a long time, then I don't know what to say.

This is the tier list that PGI used to decide which mechs needed buffed during the early phases of quirking. It's actually a fairly accurate representation of which mechs were viable toward the end of the poptarting era. The jumpjet nerfs of course pushed the CTF, VTR, and SHD's out of the top tier, but the lights were relatively unaffected on the whole.

http://mwomercs.com/...33#entry3776433





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