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Commando Quirks


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#21 Khobai

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Posted 24 September 2015 - 09:14 PM

The problem with the commando is its dependency on missile weapons to do any real damage. SRMs/Streaks are garbage weapons in the current meta. And BAP/ECM being everywhere doesnt help either. A huge part of fixing the commando is going to require balancing weapons so SRMs/Streaks can compete in the current meta.

And if youre going to play a deaths knell why not just play any other laser vomiting light mech instead? jenner, firestarter, raven, arctic cheetah,etc... are all way better. even the pirates bane is arguably better since it has ecm. The point being the commando needs something that really sets it apart from those other mechs.

Edited by Khobai, 24 September 2015 - 09:19 PM.


#22 Lord Auriel

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Posted 27 September 2015 - 10:49 PM

the COM-3A is clearly the brawler of the pack and should get quirks according to that role. The most logical build is 2x srm4 and a backup laser or two, packs a punch and is fast enough (142 kph or so). The 1D has the same hardpoints but a worse layout, and hardly anybody would use it in that role over the 3A. Because the 3A is just the better brawler.





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