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


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#1 Felicitatem Parco

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Posted 21 April 2015 - 06:50 PM

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?


#2 Hans Von Lohman

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Posted 21 April 2015 - 06:54 PM

Yeah, the Commando gets the shaft.

Perhaps one day when sensor ranges are a quirk it could live up to the name and have reduced targeting range, say only 400 meters instead of the normal 800 or something?

Right now they're a bit underwhelming, even with quirks.

#3 One Medic Army

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Posted 21 April 2015 - 06:54 PM

Jenner would also like to know the answer to this question. As it sits in the corner with 6 hard points and bad hitboxes.

#4 Mcgral18

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Posted 21 April 2015 - 06:56 PM

The Myth Lynx could mount 10. It can mount 5.

25 tons seems to be a category PGI doesn't like very much.


Commando barely got any hardpoint inflation, 2 instead of 1, but only in certain circumstances.
Most FS9 variants didn't get any inflation, coming with 7 or 8 hardpoints stock (half of those mounting Flamers or Small lasers).

It is what it is.

#5 FupDup

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Posted 21 April 2015 - 06:57 PM

The Commando has several issues working against it:

1. It's 25 tons. This means it isn't 35 tons. 35 tons is the best weight for light mechs due to having the best combination of speed/durability/firepower for their class.

2. Sub-250 engine cap means fewer 2.0 Trudubs in the engine, and fewer critslots to play with due to external sink allocation.

3. Low hardpoint quantity and mediocre hardpoint location/type.

4. The lowest tonnage weapons like SL and SRM2 aren't really worth using, which constrains its ability to carry guns (especially if we add more hardpoints).

5. Light mechs in general have a hard time finding a place in the current state of the game without being megaquirked for dealing damage (like the Huginn).

6. No JJs, which are more important for lights than other classes due to lights' greater reliance on mobility.

Edited by FupDup, 22 April 2015 - 06:20 AM.


#6 bad arcade kitty

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Posted 21 April 2015 - 06:58 PM

jenner at least looks cool

commando has nothing cool about it

#7 Mycrus

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Posted 21 April 2015 - 07:16 PM

True light pilots love the commando...

#8 X Prime

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Posted 21 April 2015 - 07:31 PM

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

True light pilots love the commando...


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.

Edited by X Prime, 21 April 2015 - 07:31 PM.


#9 darkchylde

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Posted 21 April 2015 - 07:39 PM

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.

Edited by darkchylde, 21 April 2015 - 07:40 PM.


#10 Deathlike

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Posted 21 April 2015 - 07:44 PM

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

True light pilots love the commando...


I like them, but they lose their arms too easily to my liking.

Hardpoint inflation kinda needs to be at up to 5 or 6 hardpoints total.

4 on the Commando makes the Lolcust looks great, which is why I usually prefer that over the Commando at this point in time.

#11 Tarogato

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Posted 21 April 2015 - 07:52 PM

View PostOne Medic Army, on 21 April 2015 - 06:54 PM, said:

Jenner would also like to know the answer to this question. As it sits in the corner with 6 hard points and bad hitboxes.


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.

#12 One Medic Army

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Posted 21 April 2015 - 08:27 PM

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.

Tried playing it lately? With hit registration actually being decent, and the number of massive pinpoint alphas running around, the Jenner is not worth playing currently with it's giant black hole of a CT.

Edited by One Medic Army, 21 April 2015 - 08:27 PM.


#13 Matthew Ace

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Posted 21 April 2015 - 08:28 PM

Myself, I think hardpoints on all Commandoes should be raised to 6 (excluding AMS, including ECM) for 2 reasons:

1) Increases options for building a Commando should they choose to forego a bit of speed for extra firepower

2) Allows new Commando variants to add something new.

Firestarters, for the quantity of hardpoint it possesses, should instead have its engine cap dropped, so that it doesn't compete with the Jenner F in that area.

I'll add on when I get home from work.

Edited by Matthew Ace, 21 April 2015 - 08:30 PM.


#14 STEF_

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Posted 21 April 2015 - 09:35 PM

>Pgi... do not touch my commandos. I love 'em esactly as they are, and they are challenging mechs.

If I want to troll around-----> lolcust, uberquirked 1E

#15 Fate 6

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Posted 21 April 2015 - 09:42 PM

View PostOne Medic Army, on 21 April 2015 - 06:54 PM, said:

Jenner would also like to know the answer to this question. As it sits in the corner with 6 hard points and bad hitboxes.

Heck even if you left the hardpoints and the hitboxes it has almost no quirks. I think at this point it is the least quirked mech in the game (with even less than the VTR/HGN/CTF) and it was never outrageous to begin with. The Jenner has always been a light mech founded purely on skill because of the loadouts that it takes (either very hard to manage heat or a combination of lasers/SRMs). Firestarters are easy, plus have more hardpoints, plus better quirks. Why so hate on the Jenner PGI?

#16 ICEFANG13

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Posted 21 April 2015 - 09:45 PM

I tend to think the bigger issue is that the firestarter is just so much better. Every other light, every other light build I can give some great advantages and disadvantages, except the firestarter. Firestarters are messed up and I really think too powerful (although with so little TTK, it may be acceptable really).

In theory, the Commando has the highest speed in the game, which is something (at least in theory), it shares that with Locusts (which have less armor, and about equal hardpoints, PLUS insanely good quirks), and some Spiders (which have more armor, JJs, and perhaps even a little less on average hardpoints, about even really, pretty close). So the build you'd have to put on it to make it (I am the best at this build, because I'm the only mech that can do it)...

Hrm I guess it's nothing really, I mean there are certain less mathematical values like arms and hitboxes, but if you go energy you'd probably rather go MG's and lasers on Spiders or Locusts (not to mention a Jenner or Firestarter), if you go missile you could go on Locusts (again Jenner's, the one saving grace of it, and missiles are always a little wonky).

In theory there is a build I could come up with, but realistically, it just doesn't have what is needed to compete with a Firestarter, maybe it could be spun to be better than a similar Locust or Spider, but just can't beat a Firestarter.

#17 Zolaz

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Posted 21 April 2015 - 10:06 PM

Hmmm ... people have put out a lot of reasons. Looks like power creep to me ... kind of like what happened to the Atlas.

#18 MikeBend

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Posted 21 April 2015 - 10:22 PM

Wasnt Commando like 2 times cheaper than Firestarter? Also you dont drive such mechs cause they are OP, its something for the soul. Like Spider 5K or Locust 1V.

#19 Y E O N N E

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Posted 21 April 2015 - 10:47 PM

View PostICEFANG13, on 21 April 2015 - 09:45 PM, said:


In theory, the Commando has the highest speed in the game, which is something (at least in theory), it shares that with Locusts (which have less armor, and about equal hardpoints, PLUS insanely good quirks), and some Spiders (which have more armor, JJs, and perhaps even a little less on average hardpoints, about even really, pretty close). So the build you'd have to put on it to make it (I am the best at this build, because I'm the only mech that can do it)...


The Commando cannot boat missiles or lasers, unlike the LCT-3M, LCT-1E, and LCT-3S. This hurts it. It always has a mix, like the LCT-1M. The LCT-1M, despite popular opinion, is actually quite good, but it also lacks another problem the Commando has: it's not 25 tons. The 25 ton class requires a heftier engine to reach those lofty speeds and, in a strange twist of math, the Locust winds up with a better optimized weapons payload.

So, the Commando has inferior hardpoint combinations and placement and is saddled with a heavy engine that gives it less than a half-ton advantage over a max-engine Locust with full armor. You can stretch that to 7 free tons by shaving away all but one point of head armor, but then the Locust can also just shave down to 5 points to get 6.5 free tons. You aren't really going to do anything with that extra half ton except maybe drop a half-ton of ammo to replace one of the SRM2 with an SRM4, and I'd say that's not a good trade.

So, there's not much of an impetus to run a Commando when a Locust is cheaper, just as fast, and gets some amazing quirks. Commando needs help.

#20 Sergeant Random

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Posted 22 April 2015 - 02:05 AM

Uh - Huginn-scale ROF buffs?





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