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Commando Whining Dark Corner


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#121 Pragr

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Posted 22 September 2015 - 11:40 PM

View PostBrizna, on 01 July 2015 - 02:30 PM, said:

...
2) Even if it still is more durable than locust that is hardly important when you consider a lolcust will destroy any mech in TWO good volleys while rear coring, meanwhile a Commando will need like 4 volleys in longer CD and longer burn weapons...


Try this build:
http://mwo.smurfy-ne...ba266ebc86749b7

Actually I don't remember if I ever met a mech that would survive the two alphas from rear.
My 1B stats:
COMMANDO COM-1B 112 57 51 1.12 130 52 2.50 31,066 130,770 14:49:48
It's almost useless outside the pug games, but still fun to play.

#122 Bigbacon

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Posted 23 September 2015 - 06:05 AM

working through my DK right now..

VERY TOUGH when you don't want to splurge on a big XL engine or rip one out of another mech. Running around with a STD200 and 4MLs...

#123 WrathOfDeadguy

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Posted 23 September 2015 - 11:47 AM

More power to ya, but splurge on that XL as soon as you can. Every little bit of extra speed can be the difference between a successful hit and run and getting your face chewed off by the local Cheetah population.

#124 Bigbacon

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Posted 23 September 2015 - 04:10 PM

View PostPS WrathOfDeadguy, on 23 September 2015 - 11:47 AM, said:

More power to ya, but splurge on that XL as soon as you can. Every little bit of extra speed can be the difference between a successful hit and run and getting your face chewed off by the local Cheetah population.


not a priority build. Bills are better saved for other things.

#125 WrathOfDeadguy

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Posted 28 September 2015 - 12:44 PM

Not... a... priority... :o

*GASP!*

You have wronged your TDK, sir! Apologize to that poor 'Mech right now! :P

#126 Husker Dude

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Posted 12 November 2015 - 01:20 PM

View PostBloodweaver, on 15 July 2015 - 01:01 PM, said:

MPL quirks on the -1D are even better ;)


So, I was going through the quirks list and just noticed this. I'm going to pick one up and give it a try this evening (the thing that will probably cost the most are the extra MPL modules, gotta love a cheap IS light). You only get two energy hardpoints but the quirks are pretty remarkable; 40% range, 20% cooldown. I know, that can't touch the output of a Firestarter or Cheetah, but it should still be fun.
In my mock-up on Smurfy, maxing out the engine and the armor everywhere except the left arm, I still have 3 tons to play with for a missile system.

#127 Husker Dude

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Posted 14 November 2015 - 06:47 AM

It isn't as fun as I was hoping, the lack of hardpoints really limit what you can do in a match.

#128 stjobe

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Posted 14 November 2015 - 08:55 AM

View PostHusker Dude, on 14 November 2015 - 06:47 AM, said:

It isn't as fun as I was hoping, the lack of hardpoints really limit what you can do in a match.

Isn't it great to be limited to four hardpoints when all the new 'mechs have roughly double that amount of hardpoints?

Yay for power creep... :(

#129 Brizna

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Posted 17 November 2015 - 03:46 PM

I just played a few matches after today's patch, but I was intrigued (on the pessimist side) with the new hit boxes on Commando and I have to say they seem buggy. I literally felt like Neo in matrix dodging bullets, damage did register but I certainly lived through situations I should have died in, hell I even skirmished with an Streak-Cat and while he killed me eventually he needed a long time.

Commando lovers it's that time of the year to go rampaging.

#130 Virlutris

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Posted 18 November 2015 - 12:47 AM

I was inspired to work on my Commies after reading this thread earlier tonight.

I was rewarded with some gems on Mordor, including a 3 kill, 470+ dmg Skirmish match in my 3A (2ML, SRM6A, XL225), and an Assault match on canyon in my 3A where I brawled down a Cheetah (4 cERML, but still) in RedBase.

It was nice running them again, even if it took a couple matches to get back the feel for them. :)

#131 mad kat

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Posted 18 November 2015 - 01:08 AM

I did that went from commandos to locusts but recently i've started coming back to them yes i still cry when i look at their arms (no i don't) but i still do well in both mechs and i ain't selling any of them.

My deaths Knell using two ERLL is a surprisingly good mech and probably infuriating for my opponent and the streakmando is still a viable build but you just need to be aware of its now gorilla arms. Yes it's not over quirked and it means you have to pick your fights just as much as you do in a locust but with the likes of the death ball Locust 1E and pirates bane it's easy to see why the Commando is overlooked. But it shouldn't be.

#132 WrathOfDeadguy

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Posted 18 November 2015 - 01:11 PM

I don't care if the rest of the playerbase ignores the Commando... I just wish PGI would stop ignoring it. Especially the 2D, which is inexplicably still the slowest and least capable IS ECM light (and yes, you could fit a reasonable if somewhat light weapon load into it with enough tonnage left for XL240- although I'd be happy even with a 225 engine cap because at least then it would be faster than the heavier Raven and Spider, and have the same number of crits to work with as the other COMs do).

I do not understand why PGI hates 25-tonners so much. The MLX is in pretty much the same boat, getting passed over for all the good quirks, saddled with hardware limitations, and left further and further behind with every iteration of Powercreep Online.

#133 Virlutris

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Posted 19 November 2015 - 04:14 PM

A little bump in the engine cap would be nice, and I agree that 225 is a nice place for it.

That said, I run 2D with an XL200, and stick with the pack, to wring as much weight as I can out of it for the missile systems.

Been a long time since "Trollmando" terrorized the fields of closed beta. A little update might go a long way.

#134 Tarogato

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Posted 19 November 2015 - 09:14 PM

New hitboxes.

(source: shooting them up in Academy and mapping them by hand)

Posted Image

#135 ShinVector

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Posted 19 November 2015 - 11:47 PM

View PostTarogato, on 19 November 2015 - 09:14 PM, said:

New hitboxes.

(source: shooting them up in Academy and mapping them by hand)




Looks like the Commando loss 33 points of unintentional CT armour/structure.
Not sure if that is a good or bad thing. :mellow:

Edited by ShinVector, 19 November 2015 - 11:56 PM.


#136 WrathOfDeadguy

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Posted 20 November 2015 - 12:54 AM

So... plus side:

- Head will be almost impossible to hit (even more reason to strip all but one point for the extra half ton).
- Arms will be slightly better for shielding.

Minus side:

- SWEET BABY JEEBUS THOSE SIDE TORSO HITBOXES. Because, y'know, side torso loss was an uncommon occurrence, and we'll all be fine with using STD engines in these things, right? :huh:

#137 mad kat

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Posted 20 November 2015 - 02:04 AM

So it's gorilla's in the mist arms are even easier to remove now, where err most of the firepower is!........ I suspected as much last time i ran my DK. Seriously PGI what do you smoke i want some!

#138 sycocys

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Posted 20 November 2015 - 03:06 AM

The 1D is the only **** one of the lot. The rest of them are f'n ninjas and right behind the Firestarter (and now Wolfhound) in terms of best light mechs.

#139 stjobe

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Posted 20 November 2015 - 08:41 AM

View Postsycocys, on 20 November 2015 - 03:06 AM, said:

The 1D is the only **** one of the lot. The rest of them are f'n ninjas and right behind the Firestarter (and now Wolfhound) in terms of best light mechs.

Look, I love my Commandos, but to say they're better than the Jenner is delusional. One might argue that Commandos are better than some of the Raven variants, and most of the Spider and Locust variants, but the Jenner? No. Never has been, never will be (and that's a crying shame; had SRMs been working properly it might have been a different story).

Jenner has 50% more hardpoints, mounts 33% more armour, can easily mount a 300-rated engine and therefore avoid the FauxDubs the Commando is saddled with, and only goes 11% slower with max engine. And it has jump jets.

Yes, its CT is huge, but it can easily out-alpha, out-dps, and out-maneuver a Commando. It just can't out-run it, but it doesn't have to; no matter how fast the COM is, it can't out-run 4xML+SRM-4 - which incidentally is a higher alpha than any Commando can mount.

#140 Virlutris

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Posted 20 November 2015 - 09:43 AM

View Postsycocys, on 20 November 2015 - 03:06 AM, said:

The 1D is the only **** one of the lot. The rest of them are f'n ninjas and right behind the Firestarter (and now Wolfhound) in terms of best light mechs.


Wait, the 1D with 2ML, 2SRM4 and an XL225 has the largest reasonable mix of speed, alpha and ammo persistence that can be packed on one of these things, provided you're willing to strip the head and left arm. It's more than credible as Commies go. With the new quirks on PTS (40%+ E range!), it'll be even trollier. I'm gonna run mine a bunch after the next patch, for lulz :D

If 1D's the worst, it's by a fraction, though I humbly disagree. I think the worst is the 2D. The only reason it's not by an even wider margin is because of the ECM. Otherwise, it's got too many limitations (single energy hardpoint, ammo count or number of tubes, tonnage, engine cap). The upcoming ECM range nerf will only serve to reduce the team-wide utility of the one thing it's got going for it, making it easily the most overrated Commando (I don't think I ever expected to type "overrated Commando").

Concerning hitboxes: The hitboxes felt more equitable after the 17 Nov. patch. Damage spread felt much more even. Hey Tarogato, did you appen to chart the rear torsoes?





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