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Commando Champion Build


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#21 Reyyvin

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Posted 26 January 2016 - 07:29 PM

Here is my light sniper. Speed is decent for a light mech (126.3 kph), which will help to quickly relocate; your small size and fairly heavy armor (for a 25 ton, with great structure quirks) will help keep you protected.

the 2 ER large lasers provide almost twice the damage of an ER PPC, with almost the same heat, and slightly reduced range; the +40% quirk still makes this incredible. The 195 XL engine effectively saves a half ton from the 200 to allow a bit more armor and extra heat sink padding to protect the XL. Left arm is for shielding; adjust armor from head and left arm to taste.

http://mwo.smurfy-ne...cea29230611fb49

Edited by Reyyvin, 26 January 2016 - 07:32 PM.


#22 Inglix

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Posted 26 January 2016 - 07:54 PM

Fast and effective support. Narc the enemy with a MPL to harass those who try and harass you. Don't forget to add the UAV! Never stop moving.

COM-2D Support Champion

#23 Elizander

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Posted 26 January 2016 - 08:28 PM

COM-1D MetaMando Posted Image

200XL 2xERLL (910m range) Commando 1D. Reach out and touch somebody :3

Edited by Elizander, 26 January 2016 - 08:32 PM.


#24 WANTED

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Posted 26 January 2016 - 08:29 PM

Get your speed and SRM's and MDL in one package. Just don't let your eye get poked! Posted Image

COM-2D

#25 Virlutris

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Posted 26 January 2016 - 09:11 PM

COM-1D: 2ML, 2SRM4

This is the best combination of alpha, ammo endurance, heat management, and speed on any Commando.

It's main features are the 27.20 alpha thanks to the combo of SRM4s and lasers, and the 2MLs that reach out to 378 before damage falloff. 156.7kph is still plenty fast to get you into (or out of) trouble. Posted Image

The thing with Commies is to not let fear pilot your mech. That extends to not feeling like you're mandated to go max speed to avoid danger. Be smart, and get your shots.

Don't try to fly solo unless you're a light mech expert. Do stay in quick reaction range of your team, and you'll still be more than fast enough for quick strikes, flanks, pokes, and other attacks of opportunity, or to kite any greedy squirrel chasers back to your big boys.

Edited by Virlutris, 26 January 2016 - 11:02 PM.


#26 Assault One

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Posted 26 January 2016 - 09:41 PM

COM-1B

Simple enough with just two weapon groups for less experienced people. Total of three Medium Pulses on the arms on one mouse button, and the SRM 4 on the other. Max armor everywhere and fast enough to get away most of the time.

#27 Zolomek

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Posted 26 January 2016 - 10:17 PM

Commando-2D

Fast short range skirmisher. This build is meant to harass the enemy wherever you are. It is fast enough to scout forward of the main line but not as a lance of one like fast Locusts and Jenners.

Three SRM-4 launchers give a good solid smack to anything you fire upon and three tons of ammunition backing them up give decent sustained fire to punish your foes.

Your main asset is your ECM hang in with the Heavy and Assault mechs while adding your firepower to theirs or attach yourself to the fast response mechs to plug any holes in the line and run down whatever attempts to flank the main body. Once the battle is met and the enemy broken break away from the main body to reap the damaged mechs that tried to slink away after your side has had their way with them.

Alternatively you can also be part of the flankers and destroy an opposing forces attention by wreaking havoc in their lines. The 25 point alpha from this fit will grab the attention of most pilots when you pop them with it so pick your dance partners carefully and have your exit paths planned before you start the party.

#28 Bear4188

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Posted 26 January 2016 - 11:16 PM

CMD-1B with 3 MPL, 11 DHS, XL 235

Good sustained DPS and good speed for running around and poking constantly.

Edited by Bear4188, 26 January 2016 - 11:21 PM.


#29 Jay Z

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Posted 27 January 2016 - 05:46 AM

2ML, 2SRM4, 10DHS, XL225

Fast, best structure quirked variant, decent alpha for a 25 tonner.

#30 Race Samson

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Posted 27 January 2016 - 06:36 AM

Commando 2D:

3x Streak SRM2, 1 Medium Laser, Ecm

http://mwo.smurfy-ne...837539f6e51b04a

It runs fast, it runs cool, it runs fun.

In general this is a fun little hit-and-run mech. The Streak SRMs can really ruin another light mech's day and are pretty useful for chasing down injured enemies. the medium laser does a decent amount of pinpoint damage and allows you to pester enemies at a larger range than the SSRMs. It doesn't have the largest engine, but the weight and space saved allow for some flexibility in the loadout.

#31 Sauce Tomate

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Posted 27 January 2016 - 06:52 AM

COM-3A
With the missile quirk those SRM2's go pretty quick. I've had alot of success in this Commando.

Edited by Sauce Tomate, 27 January 2016 - 06:53 AM.


#32 Taynak

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Posted 28 January 2016 - 08:56 AM

It will never work... you already screwed it when you made it require extra heatsinks... its a useless mech...

#33 Quicksilver Aberration

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Posted 28 January 2016 - 10:59 AM

http://mwo.smurfy-ne...1cfba2e85c37954

I believe this was GMan's pet build for the Mando a long time ago, 2 MPL, 2 SRM2, XL225.

#34 TercieI

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Posted 28 January 2016 - 12:56 PM

View PostVirlutris, on 26 January 2016 - 09:11 PM, said:

COM-1D: 2ML, 2SRM4

This is the best combination of alpha, ammo endurance, heat management, and speed on any Commando.

It's main features are the 27.20 alpha thanks to the combo of SRM4s and lasers, and the 2MLs that reach out to 378 before damage falloff. 156.7kph is still plenty fast to get you into (or out of) trouble. Posted Image

The thing with Commies is to not let fear pilot your mech. That extends to not feeling like you're mandated to go max speed to avoid danger. Be smart, and get your shots.

Don't try to fly solo unless you're a light mech expert. Do stay in quick reaction range of your team, and you'll still be more than fast enough for quick strikes, flanks, pokes, and other attacks of opportunity, or to kite any greedy squirrel chasers back to your big boys.

View PostJay Z, on 27 January 2016 - 05:46 AM, said:

2ML, 2SRM4, 10DHS, XL225

Fast, best structure quirked variant, decent alpha for a 25 tonner.


This concept is the winner, IMO, but I'd tweak it to this.

#35 Heffling

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Posted 28 January 2016 - 04:33 PM

COM-2D

This is a build made for newer players to learn some of the more exotic and synergetic skills that MWO offers in the form of:

3 SSRM2
1 Tag
1 ECM

The tag will both benefit yourself and your team, as will the ECM. The high speed will let this build run as a harasser, and 2-1/2 tons of ammo means you won't run out mid fight.

Because your main weapon is 3 SSRM2, this build will not require double heat sinks and can forego them.

#36 DemonRaziel

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Posted 29 January 2016 - 06:08 PM

Domo arigato, Mr. Commando: http://mwo.smurfy-ne...c94d5f63fe73ba7

#37 Rudolph Steiner

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Posted 30 January 2016 - 11:14 AM

I might as well toss my Commando in.

XL170, 2LRM5s, and ECM for harassment. Max Armor and a medium pulse for when you have to get in close (I don't believe in going quietly if I can help it).

COM-2D

It is essentially the missile counterpart to the Raven, a fast missile boat meant to skirt around the battlefield and pepper enemies and cap nodes. Heck, I was capping nodes and peppering people at the same time. It's not going to rack up kills, but it is going to drive your opponents nuts.

Edited by Rudolph Steiner, 30 January 2016 - 11:39 AM.


#38 Jack Taco

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Posted 03 February 2016 - 02:55 AM

COM-2D

http://mwo.smurfy-ne...4de4c46ac3347f8

XL 170, ferro fibrous, endo-steel, 10 heatsinks, max armor
ER LL
LRM5 + 2 tons ammo
ECM

:)

#39 stealthraccoon

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Posted 03 February 2016 - 10:06 PM

Leftover Locust components have you?
[smurfy]http://mwo.smurfy-ne...49df31d0138fc04[/smurfy]

Hey, it works!





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