Commando Whining Dark Corner
#141
Posted 20 November 2015 - 03:54 PM
I don't know why people whine so much about commando's arms falling off, when I lose an arm I don't think I think yay , I'm alive. You hopefully still go the other one, though ;P
The only bad change in the new hit boxes is the reduction to the head hit box, I once face tanked a direwolf by stoping the gauss bullet with my teeth (read head hit box), that big head hitbox was extra "CT" armor for most CMD builds even if unreliable, stille very bit helps.
@Tarogato: *Deep bow* Thanks for the hit boxes man
#142
Posted 24 November 2015 - 10:14 PM
So stop whining and go have fun. I plan to.
PS. I wish they had more things going for them too.
#143
Posted 25 November 2015 - 11:31 AM
#144
Posted 27 November 2015 - 11:44 AM
Brizna, on 25 November 2015 - 11:31 AM, said:
Why? He brings ecm and area denial. You can dish a lot of damage with 3 lrm5 sticking right behind the fatties taking little if any damage. You can also clear a path for them to push, no one is going to sit there and let you lrm spam them. Be an awesome ecm escort for an assault lrm boat.
Though he might be able to drop a couple heatsinks with a bigger engine. but for hanging with the fatties he doesn't really need to.
Edited by Tractor Joe, 27 November 2015 - 11:45 AM.
#145
Posted 28 November 2015 - 04:50 AM
Tractor Joe, on 27 November 2015 - 11:44 AM, said:
Because when the LRM-hunters come he has only a medium laser and barely enough armour to withstand a single alpha. He'll be a smoking slag heap next to the LRM assault he was "escorting".
Also, triple LRM-5s cannot do "a lot of damage" other than in theory - he'll get a few assists when the AMS runs dry on his targets, and perhaps the occasional lucky kill every few matches, but with that load-out he'll do crap damage and more importantly, very ineffectual damage.
#146
Posted 28 November 2015 - 05:14 AM
#147
Posted 29 November 2015 - 06:54 AM
#148
Posted 01 December 2015 - 11:34 AM
I'd rather have kept the range quirk.
#149
Posted 03 January 2016 - 08:41 PM
Completely unbasic'ed, 2nd match out with it after buying it. Love it. It's matches like this that make me love my light mechs.
#150
Posted 03 January 2016 - 10:37 PM
Lorian Sunrider, on 03 January 2016 - 08:41 PM, said:
<screenies>
Completely unbasic'ed, 2nd match out with it after buying it. Love it. It's matches like this that make me love my light mechs.
Wat'cher build?
MPL+SRM2, ML+SRM4, 2ERLL, something ... else?
#151
Posted 04 January 2016 - 07:53 AM
Virlutris, on 03 January 2016 - 10:37 PM, said:
Wat'cher build?
MPL+SRM2, ML+SRM4, 2ERLL, something ... else?
Two Medium Lasers, One SRM 4 and One SRM 2 (I like the lesser spread than an SRM 6). Can't remember what engine size but full armour minus one or two ticks on the legs.
Edited by Lorian Sunrider, 04 January 2016 - 07:53 AM.
#153
Posted 04 January 2016 - 09:28 AM
stjobe, on 04 January 2016 - 07:55 AM, said:
Seconded
The head hitbox is nigh unto impossible to hit on a Commie since they were recently adjusted.
Lorian Sunrider, on 04 January 2016 - 07:53 AM, said:
Two Medium Lasers, One SRM 4 and One SRM 2 (I like the lesser spread than an SRM 6). Can't remember what engine size but full armour minus one or two ticks on the legs.
I run that exact same weapons loadout on my LCT-1M when I want to run mixed lasers and SRMs. I've been thinking of trading down one of my two SRM4 to a SRM2 on the COM-1D to pack some extra ammo. Looks like that might not be a bad call based on your anecdotal evidence
I liked the way the tonnage worked out on LCT-1M, but the only "problem" was the unsync'ed cooldowns for the 2 different missiles. I don't consider it a problem, but some don't like it.
Edit: Can someone confirm in-client what the cooldown times are on the SRMs? I could swear I spotted an adjustment in-client (SRM2 and 4 to 2 sec, SRM6 to 3 sec), but Smurfy isn't showing that. I'm on mobile at the moment, and I can't verify
Edited by Virlutris, 04 January 2016 - 10:02 AM.
#154
Posted 04 January 2016 - 10:51 AM
stjobe, on 04 January 2016 - 07:55 AM, said:
Virlutris, on 04 January 2016 - 09:28 AM, said:
The head hitbox is nigh unto impossible to hit on a Commie since they were recently adjusted.
I run that exact same weapons loadout on my LCT-1M when I want to run mixed lasers and SRMs. I've been thinking of trading down one of my two SRM4 to a SRM2 on the COM-1D to pack some extra ammo. Looks like that might not be a bad call based on your anecdotal evidence
I liked the way the tonnage worked out on LCT-1M, but the only "problem" was the unsync'ed cooldowns for the 2 different missiles. I don't consider it a problem, but some don't like it.
Edit: Can someone confirm in-client what the cooldown times are on the SRMs? I could swear I spotted an adjustment in-client (SRM2 and 4 to 2 sec, SRM6 to 3 sec), but Smurfy isn't showing that. I'm on mobile at the moment, and I can't verify
Thanks Gents, I'll give it a try.
I think on the SRM's I'm running 2.5 tons of ammo and I found myself not running out until the very end, and I was literally firing them the entire match.
For the SRM's I usually line up my shot as best I can before firing and I've not really noticed the slight timing difference to be honest. I'm so used to firing SRM 4's and almost never using SRM 2's so I usually time mine off an instinctive timing pattern based on SRM 4's reload time.
I know I'm not running the absolute max engine, but pretty darn close.
Edited by Lorian Sunrider, 04 January 2016 - 10:52 AM.
#155
Posted 04 January 2016 - 11:24 AM
That's not always healthy in a Commie, but YMMV. Sounds like you've got the timing on that dialed in though.
I think the 2.5 tons is probably about right for that build, given the SRM cooldown quirks and the number of tubes you're running. Sounds like you're running an XL225 or XL235, both of which are very good engines for Commies.
GGs!
#156
Posted 05 January 2016 - 01:41 PM
Virlutris, on 04 January 2016 - 11:24 AM, said:
That's not always healthy in a Commie, but YMMV. Sounds like you've got the timing on that dialed in though.
I think the 2.5 tons is probably about right for that build, given the SRM cooldown quirks and the number of tubes you're running. Sounds like you're running an XL225 or XL235, both of which are very good engines for Commies.
GGs!
In my drops last night I now understand a bit more what you mean about the cooldowns. As soon as you are panicking a bit more while being chased or in a brawl it can be irksome for sure. Threw off my aim a bit when trying to snap off that SRM 4 volley after I already fired my SRM 2 too fast.
XL 235 you nailed it btw.
Didn't have any 500 damage matches but I didn't have any lower than 200 damage which in a Commando I'll take. Was usually 300-350.
#157
Posted 08 January 2016 - 05:03 AM
#158
Posted 08 January 2016 - 05:44 AM
#159
Posted 08 January 2016 - 06:34 AM
WANTED, on 08 January 2016 - 05:44 AM, said:
I'd forgotten just how much I love the engine sound, too. To me, it sounds like it's just barely holding together...really enhances the edge-of-your-seat experience.
#160
Posted 08 January 2016 - 07:35 AM
WANTED, on 08 January 2016 - 05:44 AM, said:
I haven't played since the Beta (or maybe Closed Beta? It has been a while), but I played Commandos almost exclusively. It sounds like they have had a rough go of things the past several years but they may be on their way back.
I started up again yesterday and am working on getting back into the swing of things. I haven't tried my 2D light hunter yet, but will have to give that a try! I'm trying to gather information on the current state of things, and it seems like a lot of people are down on SSRMs currently. Why is that?
I played my 3A with ML/SRM6s and it seems to do okay...
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