Commando Champion Build
#1
Posted 26 January 2016 - 11:05 AM
We're asking for your help again to give us your best Commando build for the upcoming Commando Champion 'Mech!
Please post your suggested build using Smurfy, with whichever variant you'd like.
Remember to click the Like button at the bottom of a posted build which you would vote for!
The post with the most likes will be implemented.
Thank you very much for your contribution!
#2
Posted 26 January 2016 - 12:59 PM
I am uncertain about this one. It is hard to maintain a good ammo to srm tube ratio with such low tonnage, but I feel the pulse laser is the best use for the single energy Hardpoint.
1xMpl
3xSrm 2
1xEcm
XL 200
~Leone.
Edited by Leone, 26 January 2016 - 02:27 PM.
#3
Posted 26 January 2016 - 01:08 PM
comes with XL-210 to use in the 2D as well as other builds. Is a pretty fast/agil mech with a range of 200-400m for the most part. to me plays like a commando should. the mobile, armored lance support mechs for killing other lights, and taken down wounded mechs with a 27 point alpha and good DPS.
Edited by JC Daxion, 26 January 2016 - 01:11 PM.
#5
Posted 26 January 2016 - 01:30 PM
There's only two really viable chassis for the Commando atm, and that's the 1D and the 2D. Problem is that both require a fair bit of knowledge on how to poke (For the former) and knife-fight (for the latter) in a rather fragile, XL bound chassis.
I've found a COM-1D build that mitigates that, though.
- COM-1D
http://mwo.smurfy-ne...625e41e9c7f8f5a
The "Proper" STD-Mando. This thing's surprisingly capable. You just play it like a mini-Centurion A, just running around bombing people for all they're worth. Plus, there's nothing better than getting that Left Side Torso ripped off and just watching as the other guy sits there and says "WTF?" as you pound him with another alpha and keep running. Imo this one's the easiest and most unique out of all the variants I've posted, if only because of the STD mixed with the brawling loadout. It's quick, relatively cool, has good enough ammo for what it's got, lasers to poke with, and on top of it all it's an STD engine.
Even though it's only got mediums to fill out it's fantastic E quirks, they're still quite dangerous to someone underestimating them. It's still 10 hitscan alpha damage that doesn't generate much heat. That added in with the E quirks makes them especially good.
The SRM is there just to fill a zombie slot, for when you lose both arms/ST's. The SRM4 is punchy enough, accurate enough, and ammo efficient enough to do the job.
This build's fairly straightforward and don't require a bunch of knowledge on "how to poke" and "how to keep range", which on a chassis as lightly armored as this one, is a necessity.
Edits to un-bork the formatting
Edited by Ninjamoose425, 26 January 2016 - 07:54 PM.
#7
Posted 26 January 2016 - 01:33 PM
The few extra KPH is worth it over the MPL variant since its a single energy only anways. So the extra range gives you some more assists at least.
Using the 2D for ECM is basicly a must for the champion since its a commando...
#11
Posted 26 January 2016 - 02:29 PM
COM-2D
ECM, 21 Damage Alpha thanks to 2 SRM4, 1 Small Pulse Laser - Runs 136kph without Speedfreak
#15
Posted 26 January 2016 - 03:40 PM
http://mwo.smurfy-ne...5feb2214624169d
OR
http://mwo.smurfy-ne...372a4c3ac6deb1f
Longer range or Closer punch, choose wisely.
Edited by Ingga Raokai, 26 January 2016 - 03:40 PM.
#17
Posted 26 January 2016 - 05:35 PM
#18
Posted 26 January 2016 - 05:35 PM
Simultaneously the fastest, and longest range mech in the entire game.
1200m optimal range ER PPC
Good? Idk. Fun? Yes.
#19
Posted 26 January 2016 - 06:03 PM
CMD-2D with MPL, 3x SSRM2, 1.5t ammo, ECM, ES, 180XL
Smurfy's: http://mwo.smurfy-ne...720e852eb078c0d
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users