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Commando Whining Dark Corner


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#241 Virlutris

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Posted 19 August 2016 - 01:12 PM

View PostWANTED, on 19 August 2016 - 09:36 AM, said:

Not a bad idea Virlutris. I lose my Popeye arms the most anyways. And yes you can run just 3 armor on your head cause it's just the eye now and I've never been killed by cockpit yet.

Also I found running up and down irregular terrain makes it tough to hit the commando as he pops up and down.


I love using irregular terrain to enhance my jukes and dodges in Commies and other sub-35-ton mechs.

If you like it on the Commie, let me tell ya that I love that tactic with the Locust. The thing practically disappears in shallow-looking trenches. :D

#242 Flak Kannon

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Posted 31 August 2016 - 04:03 PM

Com 3A has been my baby the last few days.

I will say this, if they 'Buffed' the Comm, it would be flat out illegal.

I already have everything I need in its little package.



I hadn't played since June, patched up a few days ago, fired up my Com 3A and had all the fun .... really.. all of it.

Posted Image



Enjoi


- Oct. 25th update -

Ive played this solid now for 2 months. I contend, it is among the most lethal mechs in the game ( and I Own 250+ mechs ), if a pilot understands how to play it.

1. Never ever stop.
2. Never ever run in a straight line.
3. Roll damage all over your body as you swerve.
4. Know how to stay behind an assault mech.
5. Chase down every light you see that's running alone alone. ( except the rare Streak Clan Jenner).
6. Hit and run often, but don't be predictable. Reverse direction on circle strafing runs, often.
7. Be sneaky, sometimes you are a damage dealer, sometimes a clay pigeon for the enemy bigs to shoot at and miss. Make them change direction. Just be a target, but that's ok. If they are shooting and missing you, they are not shooting at the large alpha damage dealers on your own team. And they are heating up.. don't discount that.
8. Never just be a capper. Your 167 kph, you can get to any and all caps at the end if you need to flip them to yellow. Kill 1st, cap 2nd.
9. Plan routes in and out. Never run right into them and turn 180 and run away run through them.....make them turn 180 degrees as you dodge and weave. If your twitchy enough, and have Radar Derp, most will miss you with most of the laser beam, almost all of the AC rounds, and Lrms. Streaks, well,.. see below...
10. And lastly.. I.D. 'EVERY' Maddog and StormCrow you see from 400 meters or more before going in. A Streak 36 alpha blast WILL blow off an arm or a leg, outright, first shot, 75% of the time. Don't make that mistake.

Enjoi

Edited by Flak Kannon, 25 October 2016 - 03:17 PM.


#243 Brizna

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Posted 21 September 2016 - 03:13 PM

While commando is one of the most resilient light mechs the thing is it is very lack luster in the offensive department. Nowadays sheer brute power >>>> staying power.

Still, it is a fun mech, no one can deny it and it's the best troll light available...

#244 Kaptain

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Posted 21 September 2016 - 03:29 PM

View Post3xnihilo, on 02 July 2015 - 03:57 PM, said:


Removing the minimum number of heatsinks would be great. 1-2 tons makes a huge difference for these tiny mechs.



This!

#245 Virlutris

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Posted 21 September 2016 - 03:45 PM

You know, so long as I'm moving 150+, swerving, and twisting, I find that I can minimize a lot of incoming damage.

Now, that's not infrequently after I've lost an arm (or 2!), but it still feels like it's harder to pin down for the kill shot, even with the IS XL.

Commie-kazi!


#246 Requiemking

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Posted 15 October 2016 - 02:01 PM

I'm more curious about why the 2D has a lower engine cap than the rest.

#247 3xnihilo

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Posted 15 October 2016 - 02:18 PM

View PostRequiemking, on 15 October 2016 - 02:01 PM, said:

I'm more curious about why the 2D has a lower engine cap than the rest.


It was one of the first (maybe the first) ecm capable mech. At that time ecm mechs were all given lower engine ratings because ecm was considered to be so strong. The Spider 5D also has a lower engine cap,.

#248 el piromaniaco

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Posted 16 October 2016 - 01:25 PM

Like both mechs but wouldn't trade my tdk for any of them.

#249 Kaptain

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Posted 16 October 2016 - 01:48 PM

A Two Times ammo quirk would also go a long way to making this thing more viable.

#250 WrathOfDeadguy

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Posted 16 October 2016 - 02:22 PM

Not having been fed miracle gro would also have helped.

#251 process

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Posted 03 November 2016 - 03:14 PM

I recently mastered my Commandos. It started a little rough, but eventually I found some builds that were fun and fairly potent. Turns our Commandos are still quite durable for their size, and do a pretty good job weaving through fights and providing support.

1B: 3 medium lasers + SRM 6
1D: 2 medium lasers + NARC
3A: 2 SRM 4

#252 Virlutris

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Posted 07 November 2016 - 10:27 AM

View Postprocess, on 03 November 2016 - 03:14 PM, said:

I recently mastered my Commandos. It started a little rough, but eventually I found some builds that were fun and fairly potent. Turns our Commandos are still quite durable for their size, and do a pretty good job weaving through fights and providing support.

1B: 3 medium lasers + SRM 6
1D: 2 medium lasers + NARC
3A: 2 SRM 4


Weaving through rights is certainly how I'd describe some of my SRM-bomber matches in Commies.

Have you tried 2 ML, 2 SRM 4 on that 1D? An XL 225 and a little creative armor allocation gives you enough damage potential and mobility to make it pretty quick and plenty hard-hitting. I liked it anyway. :)

#253 WANTED

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Posted 07 November 2016 - 10:40 AM

When I get bored with the game, I still come back to running the Commando 2D. Most don't expect it these days, and I love being a little ******* to the enemy team ( Weave through, throw some srms' in a heavy or assault back, make em turn and run off, etc )

#254 Brizna

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Posted 14 November 2016 - 02:46 PM

So with the new patch that has a rebalance these are the changes to quirks of one of the chassis in the most dire need of buffing, the CMD:

Changes:

Transmisison over.

Thanks PGI....

#255 3xnihilo

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Posted 14 November 2016 - 05:00 PM

View PostBrizna, on 14 November 2016 - 02:46 PM, said:

So with the new patch that has a rebalance these are the changes to quirks of one of the chassis in the most dire need of buffing, the CMD:

Changes:

Transmisison over.

Thanks PGI....


The person who originally designed the commando doesn't work for PGI anymore and everyone else there forgot it was in the game.

#256 Autologus

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Posted 30 November 2016 - 08:43 AM

I love my 2D Commando, especially after this patch. It is so much fun brings a smile to my face every time I play it. Posted Image

#257 Brizna

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Posted 30 November 2016 - 09:12 AM

What's so great about this patch for Commando? They literally did nothing to it.

#258 3xnihilo

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Posted 30 November 2016 - 10:18 AM

View PostBrizna, on 30 November 2016 - 09:12 AM, said:

What's so great about this patch for Commando? They literally did nothing to it.



Maybe he is using the old 3xSSRM2 build?

#259 Autologus

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Posted 30 November 2016 - 11:11 AM

That't right, it is an extremely fun harasser build. An can literally kill any light on the battlefield now. I am not even afraid to take on heavies or assaults solo as long as they don't have support. It is a thrill a minute.

#260 Brizna

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Posted 30 November 2016 - 11:49 AM

Maybe, still I can't think trollmando(2streak2) has been improved much. I played it like 2 years ago a bit before clan wave 1 and it was already underwhelming, after wave 1 it was hopeless.

EDIT: I was ninjaed.

You sure you kill ACH with 3 streak 2s? When i have some time I'll give it a spin and post the results.

Edited by Brizna, 30 November 2016 - 11:51 AM.






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