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Commando Whining Dark Corner


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#81 stealthraccoon

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Posted 15 July 2015 - 02:40 PM

I can honestly say I didn't enjoy the TDK until I put in small pulses, then it was all giggles, I imagine the small laser isn't far behind.

#82 stjobe

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Posted 15 July 2015 - 02:43 PM

View PostDONTOR, on 15 July 2015 - 02:18 PM, said:

No adding tubes snt a hardpoint change, and there are no tube limits anymore. Its always the same as the weapon you have equipped after the recent update, hell even LRM20s work.

Works, yes. Looks good, no:

Posted Image

(actually, that's 2xLRM-10, but at least it's 20 tubes - or actually 22; observe he two plugged tubes on the outer SRM-6 geos)

#83 3xnihilo

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Posted 15 July 2015 - 03:41 PM

View Poststjobe, on 15 July 2015 - 02:43 PM, said:

Works, yes. Looks good, no:

Posted Image

(actually, that's 2xLRM-10, but at least it's 20 tubes - or actually 22; observe he two plugged tubes on the outer SRM-6 geos)


"I would shoot you but I can't move my arm, this LRM bracelet is too BIG!"

#84 WrathOfDeadguy

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Posted 15 July 2015 - 09:57 PM

View Poststealthraccoon, on 15 July 2015 - 02:40 PM, said:

I can honestly say I didn't enjoy the TDK until I put in small pulses, then it was all giggles, I imagine the small laser isn't far behind.


Best of both worlds: same alpha as 4xML, retains some poking ability, runs cool. No FF because the only thing you could do with it is strip the head armor and add one more heat sink, which isn't necessary at all over 40% eff. Or you could do this, which is one point short of the absolute most firepower you can cram into a reasonably armored, full speed TDK (and let's be honest, an extra 11kph from 240 vs 225 is a way bigger advantage than a measly one or two more points of damage from a 4th MPL).

Smalls, on the other hand... well, unless you just want all the support hardware that badly, there's just no reason to take that little firepower out of the hangar.

Commando Mad Science: doing mad things mad fast.

#85 DONTOR

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Posted 16 July 2015 - 07:02 AM

^^ Hmmm all those pulses look fun, i always use Ferro and an XL 235 nowa days to get the full 7 tons, which comes in quite useful.
I would actually take an AMS on the pulse build rather than a DHS, because like the immersion and sound of it going off right next to the cockpit, and f you have thermal vision engaged it has a really cool muzzle flash u can see.

Edited by DONTOR, 16 July 2015 - 07:02 AM.


#86 BarHaid

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Posted 16 July 2015 - 08:13 AM

I've given up AMS and switched to Radar Derp. I figure going this fast, I should be able to get to cover when needed. Also, it's nice to screw with the ECM crowd . :P

http://mwo.smurfy-ne...431e8a1decf5b0e

#87 DONTOR

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Posted 16 July 2015 - 08:21 AM

Ya radar derp is a must, but have you tried hill climb as your second module? I wont leave the lab without it on a Commando makes up for not having JJs, basically allows you to run up walls, very useful on canyon network and various other maps.

#88 WrathOfDeadguy

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Posted 16 July 2015 - 02:45 PM

Hill Climb is good, but Seismic helps you avoid blundering into instant death. Target Info Gathering helps reduce your time-on-target, which also increases your survivability.

If you're running max engine, you basically don't need Radar Dep because you're fast enough to either get to cover before the missiles arrive... or just straight up dodge the missiles until you lose the lock.

#89 DONTOR

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Posted 16 July 2015 - 05:22 PM

True on most accounts, but Seismic means you have to be standing still which is the exact opposite of proper Commando piloting. ;)

#90 DONTOR

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Posted 16 July 2015 - 09:16 PM

Had this game today with 1 LL + 2MLs pretty effective build.
Posted Image

Also Ultra Commando is here to eat ur babies!
Posted Image

#91 The Mech behind you

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Posted 17 July 2015 - 12:32 AM

Wait, wait, wait... the 1B with the LL + 2ML setup is a thing now? I run this since Dec. 2012. It was always my fav Commando but everytime I said this people reacted like I were high or something.

#92 DONTOR

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Posted 17 July 2015 - 08:16 AM

^^ ya the guy that placed first in the last Commando leader board event was using it also, not to mention the quirks actually favor it.

#93 ShinVector

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Posted 18 July 2015 - 04:29 AM

I am trying and kinda like the 3 MLs build so, far...

Like going a round being a **** and pissing people off.





#94 Bloodweaver

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Posted 18 July 2015 - 05:50 PM

View PostDONTOR, on 15 July 2015 - 02:18 PM, said:

Ya but you only get 2..., and I have a Spider 5V for that, and that has even better MPL quirks.

Yeah, but no SRM slots.

#95 DONTOR

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Posted 21 July 2015 - 10:22 AM

View PostBloodweaver, on 18 July 2015 - 05:50 PM, said:

Yeah, but no SRM slots.

Ya, but since that one has 2 missile slots i like to make the most of them and have energy weapons be my second priority. I just stick with 2 MLs and as much SRM as I can pack on there.

#96 3xnihilo

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Posted 31 July 2015 - 06:45 AM

Always, never forget to remember that commandos do not stop, reverse, stop, and go forward again, as fast as a locust. This is especially important when standing behind an enemy assault.

#97 DONTOR

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Posted 31 July 2015 - 08:02 AM

View Post3xnihilo, on 31 July 2015 - 06:45 AM, said:

Always, never forget to remember that commandos do not stop, reverse, stop, and go forward again, as fast as a locust. This is especially important when standing behind an enemy assault.

Show me on the Commando doll where the DW touched you ;)

#98 happy mech

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Posted 31 July 2015 - 08:09 AM

removal of the 10 hs requirement is what the ammo dependant commando really needs

#99 BarHaid

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Posted 31 July 2015 - 08:45 AM

View PostDONTOR, on 31 July 2015 - 08:02 AM, said:

Show me on the Commando doll where the DW touched you ;)

Do you see this giant hole in my center? DO YOU!?!?

#100 DONTOR

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Posted 31 July 2015 - 09:09 AM

View Posthappy mech, on 31 July 2015 - 08:09 AM, said:

removal of the 10 hs requirement is what the ammo dependant commando really needs

Its about 3 years over due for sure, seriously, when is this gonna happen!





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