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Commando Whining Dark Corner


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#161 TercieI

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Posted 08 January 2016 - 07:40 AM

View Postnoobicus, on 08 January 2016 - 07:35 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...


People are down on streaks because they're very inefficient damage dealers. This is especially true of IS streaks, which are capped at 2 per hardpoint. Once upon a time, streak-6 total was kindof useful, but when clans can run Streak-30 on a 105kph medium or Streak-24 on a 35-ton light, Streak-6 just doesn't even move the needle. Also, lots of lights have 30+ pinpoint alphas. 15 scattered is pretty meh in that environment. And with the recent rise of dumbfire SRMs, streaks are even less impressive.

#162 el piromaniaco

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Posted 08 January 2016 - 08:42 AM

Looks like it's time to take the Commando for a ride again.
Already have 126 matches in theTDK (average dmg 206, and it was my first and favorite mech), 20 in the 1D (AvgDmg 201), 25 in the 2D (Avg.Dmg. 105).

And i too love the sound of it.

Greetings

el piro

#163 stjobe

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Posted 08 January 2016 - 09:07 AM

View Postnoobicus, on 08 January 2016 - 07:35 AM, said:

it seems like a lot of people are down on SSRMs currently. Why is that?

If you haven't played for that long, you probably don't know SSRMs were changed to utilize something called "bone targeting" (see Jul 16 2013 patch notes). This means that each individual SSRM decides randomly on a "bone" it will home in on (arm, leg, torso - not head, SSRMs can't hit the head for some reason), and will try to hit that. Thus, it is a rare occasion when two Inner Sphere SSRMs hit the same location, even if you launch from three SSRM-2 launchers (there are seven bone locations).

They're also still doing 2 damage each as compared to regular SRMs which have been buffed to 2.5 damage each.

And, to put the nail into the (Inner Sphere SSRM) coffin, Clan has both SSRM-4 and SSRM-6 and the 'mechs to field 5-6 of those at the same time. Nothing the IS has can come close to that amount of guided short-range missiles.

#164 NRP

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Posted 08 January 2016 - 09:33 AM

I was about 1k XP away from mastering my Commando 3A SRM bomber, so I took it out to finish it before selling it. Proceeded to have two epic matches and lots of LOL worthy moments, so I think I'll keep it in the garage. Need to find a way to add another ton of ammo though. So much fun zipping through the death ball spamming missiles.

#165 noobicus

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Posted 08 January 2016 - 09:40 AM

View Poststjobe, on 08 January 2016 - 09:07 AM, said:

If you haven't played for that long, you probably don't know SSRMs were changed to utilize something called "bone targeting" (see Jul 16 2013 patch notes). This means that each individual SSRM decides randomly on a "bone" it will home in on (arm, leg, torso - not head, SSRMs can't hit the head for some reason), and will try to hit that. Thus, it is a rare occasion when two Inner Sphere SSRMs hit the same location, even if you launch from three SSRM-2 launchers (there are seven bone locations).

They're also still doing 2 damage each as compared to regular SRMs which have been buffed to 2.5 damage each.

And, to put the nail into the (Inner Sphere SSRM) coffin, Clan has both SSRM-4 and SSRM-6 and the 'mechs to field 5-6 of those at the same time. Nothing the IS has can come close to that amount of guided short-range missiles.



Thanks for the detailed information! It looks like I haven't played since ~Fall/Winter 2012, so I've definitely missed out on a ton of changes! Haha

#166 Virlutris

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Posted 08 January 2016 - 10:00 AM

View Poststjobe, on 08 January 2016 - 09:07 AM, said:

If you haven't played for that long, you probably don't know SSRMs were changed to utilize something called "bone targeting" (see Jul 16 2013 patch notes). This means that each individual SSRM decides randomly on a "bone" it will home in on (arm, leg, torso - not head, SSRMs can't hit the head for some reason), and will try to hit that. Thus, it is a rare occasion when two Inner Sphere SSRMs hit the same location, even if you launch from three SSRM-2 launchers (there are seven bone locations).

They're also still doing 2 damage each as compared to regular SRMs which have been buffed to 2.5 damage each.

And, to put the nail into the (Inner Sphere SSRM) coffin, Clan has both SSRM-4 and SSRM-6 and the 'mechs to field 5-6 of those at the same time. Nothing the IS has can come close to that amount of guided short-range missiles.


Spot check:

IS SRMs do 2.15 damage per missile.

Streaks do 2 each now, but I started just long enough ago (April 2014, pre-ClanTech) to recall when they were 2.5 per missile. They were reasonably helpful in a pre-ClanTech environment.

Trivial trivia:

I levelled my Griffin 3M with a 4-pack of Streaks back in the 2.5 damage days because dumbfire SRM hitreg was awful (and I was soooooooo green), and we hadn't seen Streak 30 yet.

#167 Virlutris

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Posted 08 January 2016 - 11:28 AM

View PostTercieI, on 08 January 2016 - 05:03 AM, said:

Returning to the fold...I've finally picked up the two I didn't have (1D&3A) and am leveling them. Omai the structure buffs make the little buggers fun now. Heheeeheheeheheee


What are you running on them, if I may ask?

On the 3A, I liked 2ML, 1SRM6A, XL225 after it got the big missile cooldown quirk.

#168 TercieI

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Posted 08 January 2016 - 11:46 AM

View PostVirlutris, on 08 January 2016 - 11:28 AM, said:

What are you running on them, if I may ask?

On the 3A, I liked 2ML, 1SRM6A, XL225 after it got the big missile cooldown quirk.


BB-8 I like this one. Multi-purpose lasers and decent punch up close. Love the toughness quirks.

R5-D4 I've only got one drop in this, but I did 519 damage, a kill and survived. I hate to not use the energy hardpoints, but I really don't like the layout. Feel like anything is compromising, so decided to use the fast missile cycle and all the engine.

#169 noobicus

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Posted 08 January 2016 - 11:59 AM

View PostVirlutris, on 08 January 2016 - 11:28 AM, said:

What are you running on them, if I may ask?

On the 3A, I liked 2ML, 1SRM6A, XL225 after it got the big missile cooldown quirk.


I've been running this on my 3A and it has worked really well. With the SRM6 in the torso it can still annoy some people even when you are beat up!

#170 Virlutris

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Posted 08 January 2016 - 12:04 PM

I feel about the same on the 3A, it just needed a little more of something. I tried 3 or 4 builds, but I'll confess I didn't try that one.

The 1D matches how I've built mine, though I strip the head (teensy hitbox now), dare the enemy to hit it like in a Locust, and "tank" with the arm instead. Variations on that build sacrifice punch, ammo, speed or ... something. It feels like a good mix right where it is.

#171 TercieI

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Posted 08 January 2016 - 12:05 PM

View Postnoobicus, on 08 January 2016 - 11:59 AM, said:


I've been running this on my 3A and it has worked really well. With the SRM6 in the torso it can still annoy some people even when you are beat up!


Virl's version would have the SRM6 in the arm since it has Artemis.

I don't hate that (but I do hate SRM6s without Artemis because the scatter is still extreme), but as tight as SRM4s are now (almost exactly as the same as ASRM6s), I'd rather be able to send 8 than 6 at this point. That's why I have the 1D set up like I do. The 3A's hardpoints are just super annoying to try to use effectively.

#172 Virlutris

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Posted 08 January 2016 - 12:06 PM

View Postnoobicus, on 08 January 2016 - 11:59 AM, said:


I've been running this on my 3A and it has worked really well. With the SRM6 in the torso it can still annoy some people even when you are beat up!


Spot check: Are you running a standard 6 in the CT? I like to live on the edge with an Artemis SRM6 on the right arm mount :D

Edit: Terc beat me to it, and I agree about the annoyance-factor of the hardpoint layout :P

Edited by Virlutris, 08 January 2016 - 12:09 PM.


#173 TercieI

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Posted 08 January 2016 - 12:06 PM

View PostVirlutris, on 08 January 2016 - 12:04 PM, said:

I feel about the same on the 3A, it just needed a little more of something. I tried 3 or 4 builds, but I'll confess I didn't try that one.

The 1D matches how I've built mine, though I strip the head (teensy hitbox now), dare the enemy to hit it like in a Locust, and "tank" with the arm instead. Variations on that build sacrifice punch, ammo, speed or ... something. It feels like a good mix right where it is.


Pretty much. Weird that it got brawlier quirks than the 3A, too.

#174 noobicus

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Posted 08 January 2016 - 12:13 PM

View PostTercieI, on 08 January 2016 - 12:05 PM, said:


Virl's version would have the SRM6 in the arm since it has Artemis.

I don't hate that (but I do hate SRM6s without Artemis because the scatter is still extreme), but as tight as SRM4s are now (almost exactly as the same as ASRM6s), I'd rather be able to send 8 than 6 at this point. That's why I have the 1D set up like I do. The 3A's hardpoints are just super annoying to try to use effectively.

View PostVirlutris, on 08 January 2016 - 12:06 PM, said:

Spot check: Are you running a standard 6 in the CT? I like to live on the edge with an Artemis SRM6 on the right arm mount Posted Image

Edit: Terc beat me to it, and I agree about the annoyance-factor of the hardpoint layout Posted Image



Thanks for the clarification! I will need to give the SRM4s a chance and see how it goes.

#175 stjobe

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Posted 08 January 2016 - 12:26 PM

View PostVirlutris, on 08 January 2016 - 10:00 AM, said:

Spot check:

IS SRMs do 2.15 damage per missile.

Cheers for the correction, I knew I should have checked smurfys before posting :)

View PostVirlutris, on 08 January 2016 - 10:00 AM, said:

Streaks do 2 each now, but I started just long enough ago (April 2014, pre-ClanTech) to recall when they were 2.5 per missile. They were reasonably helpful in a pre-ClanTech environment.

It was ... interesting when IS SRMs did 2 damage, and the self-guided point-and-click version of them (SSRMs) did 2.5. Didn't really seem like good balance to have the easier-to-use weapon do more damage than the skill-based one.

#176 TercieI

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Posted 08 January 2016 - 12:32 PM

View Poststjobe, on 08 January 2016 - 12:26 PM, said:

Cheers for the correction, I knew I should have checked smurfys before posting :)


It was ... interesting when IS SRMs did 2 damage, and the self-guided point-and-click version of them (SSRMs) did 2.5. Didn't really seem like good balance to have the easier-to-use weapon do more damage than the skill-based one.


...especially since those were the days you were lucky if SRMs did anything at all.

#177 sycocys

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Posted 11 January 2016 - 07:43 PM

OP was way off base in July and now is so far off this topic is completely irrelevant.

#178 Virlutris

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Posted 11 January 2016 - 11:38 PM

View Postsycocys, on 11 January 2016 - 07:43 PM, said:

OP was way off base in July and now is so far off this topic is completely irrelevant.


I think that whether OP was off or not, this has turned into the de facto Commando thread. Let's not be in a hurry to see it jettisoned from the forum's airlock, shall we? ;)

#179 noobicus

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Posted 12 January 2016 - 08:42 AM

I was a few thousand XP away from mastering my 2D, so updated from SSRM2s to SRM4s based on the advice listed here... and that thing is fun! I just finished several matches with 400+ damage and multiple solo kills. The accuracy on the SRM4s is really good.

Thanks for pointing me in the right direction!

#180 Brizna

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Posted 12 January 2016 - 09:23 AM

Commando is now in a better position than back then when I started the thread but it's still pretty meh, so the thread is still relevant.

*Goes to whine to a dark corner*

I have only found some success with TDK and 1B, never managed to carry enough ammo for the SRM versions including the 2D. That mech only has ECM going for it and it isn't neither as powerful as it was (range nerf) nor so exclusive as it was a year ago when only a few mechs could use ECM and most paid a heavy a price for having the ability to.

Still it makes for an excellent rabbit, nothing better than a commando to hit a wasps hornet and start a rabbit hunt, only useful in low tier matches though.





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