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Commando-3A Lrm Build


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#1 Ma_stify1

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Posted 18 December 2016 - 07:32 AM

My build is:
RA: LRM 15 and a TAG.
RT: LRM ammo.
CT: LRM ammo 100 STE
HD:LRM ammo
LT: Nothing
LA: Heatsinks x5 medium laser
LL: nothing
RL:nothing
Armour is around 2 to 14 points.

Does anyone have suggestions??

#2 Darian DelFord

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Posted 18 December 2016 - 07:40 AM

View PostMastermech1, on 18 December 2016 - 07:32 AM, said:

My build is:
RA: LRM 15 and a TAG.
RT: LRM ammo.
CT: LRM ammo 100 STE
HD:LRM ammo
LT: Nothing
LA: Heatsinks x5 medium laser
LL: nothing
RL:nothing
Armour is around 2 to 14 points.

Does anyone have suggestions??



YEah......

COM-3A

Smurfies is your friend

http://mwo.smurfy-net.de/mechlab

Edited by Darian DelFord, 18 December 2016 - 07:44 AM.


#3 Spardose

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Posted 18 December 2016 - 07:46 AM

just one, don't use it.

you are way to slow (70 kph), and have no real armor to speak of. And for a light mech speed is armor. An I think you are still missing a headsink.

Darians suggestions looks way more workable

#4 Darian DelFord

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Posted 18 December 2016 - 07:48 AM

View PostSpardose, on 18 December 2016 - 07:46 AM, said:

just one, don't use it.

you are way to slow (70 kph), and have no real armor to speak of. And for a light mech speed is armor. An I think you are still missing a headsink.

Darians suggestions looks way more workable


Aye his version would be toast in about 2 seconds even in T5 play

Here is another change... moving the LRM 10 to the CT instead... this way you could zombie....... Remove the tag and you could have even more fun

COM-3A

And a BAP version

COM-3A

Edited by Darian DelFord, 18 December 2016 - 07:50 AM.


#5 stealthraccoon

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Posted 18 December 2016 - 10:12 PM

If you are set on turning the 3A into a Lurmmando, use dual LRM5, which gives you 10 missiles for 4 tons - I used a cast-off XL190 for most of the time (200XL would be better) and maybe 3 tons of ammo. Two ML's should give you some up close power (or spl's if that's your thing).

[smurfy]http://mwo.smurfy-ne...0e4c347bc87cee2[/smurfy]

Works great on the 1D too; 'mmandos don't have the spare tonnage for BAP or Artemis or TAG, and trying to squeeze one is usually leads to a sacrifice of speed or armor. Back when the 3Awas the only one with 6 tubes on the arm, I used a similar build using SRM6's and small lasers - much fun was had! The LRM5x2 was fun, but. It nearly as lethal.

Edited by stealthraccoon, 18 December 2016 - 10:31 PM.


#6 WrathOfDeadguy

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Posted 19 December 2016 - 07:25 PM

stealthraccoon's config is the best of the ones presented here. You don't want to be dependent on LRMs for all your damage, and IS lights just don't have the tonnage to do big launchers well, and you need sufficient speed to disengage and find better positions when you're being shot at.

Truth be told, though, running LRMs on an IS light just isn't a good idea. They're too unreliable to be your primary damage dealers, and too heavy to be anything but... leaving you in the predicament of being useless except in a very rare, narrowly defined set of circumstances (open map, enemy team that can't cover effectively or lacks ECM support, and plenty of vantage points to spot targets from). Clan lights can pull off LRM builds (as much as anything can, LRMs being pretty terrible as a weapon system), but that's down to the lightweight launchers. An IS light simply can't carry enough LRMs to be a lethal threat unto itself.

SRM-based striker builds are a way better use of the COM-3A. Get some speed, frontload that armor, and be a pest with some teeth.





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