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Commando: What's The Point?


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#161 Cpt Grunge

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Posted 13 November 2012 - 06:55 PM

View PostComassion, on 13 November 2012 - 12:17 PM, said:


The Jenner can mount this exact armament (and then some), and go max speed with full armor and Jumpjets. It's objectively better. I'm not saying you can't do great things in a Commando, because a great pilot can do well almost no matter what he's in, but a Jenner build can do exactly what this Commando does, with more armor, more speed, and more weapons. Until tonnage within classes matters more and that 10 tons makes a difference, or the Commando gets some neat unique capability, the Commando is going to continue to be outclassed by the Jenner.



The Jenner can hardly do it without risking speed, or besides using and XL, which I don't think ANY light mech should have.
I'm not going to keep arguing with people cause we both have a decent argument, it's "debatable". In my experience the Commando has been way better and more forgiving to me then the Jenner, It has less Armor and Armament then the Jenner yes, but if used right it can far exceed the power of the regular Jenner pilot, and Vise Versa.

#162 Cpt Grunge

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Posted 13 November 2012 - 06:59 PM

View PostGrizley, on 13 November 2012 - 12:54 PM, said:


You're flat wrong. I can't count the number of Commandos I've popped in my Jenner, but it's a lot. I have never once died to a commando in a Jenner.

Citing the lack of weapon slots is just silly. Yes, there is a 6 energy slot Jenner version, I have one with 6ML and 14DHS and a capped top speed. It's an extremely potent config, it also happens to have jump jets.

Even in the case of the heavy SRM launcher builts, 2 SRM 6s and whatever you will run out of ammo before you can do the sort of damage a Jenner will. A 6ML Jenner can dump 30 point alphas on a target 7-8 times before evading for 10-15 seconds to reset heat, a heavy SRM Commando can do similar damage but runs out ammo.

Again, the jump jets alone make the skillcap on the Jenner much higher than the Commando. Being able to near instantly change direction is invaluable to any high speed skirmisher. No small number of kills come from running around a corner, spinning with JJs and unloading in the face of a pursing mech. Even if they realize this is a possibility the counter play to that is never chase a Jenner around a corner, which means any Jenner can simply break line of sight to completely disengage and come in at a different angle.



Everything you have said, even the jump jets, a good Commando pilot can counter-act easily. JJ's are barely useful. In my opinion. Only for getting out of somewhere fast, which my Commando can do anyway. I'm not going to argue anymore because both are good mechs and a good pilot can do wonders with both.

#163 rollermint

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Posted 13 November 2012 - 07:02 PM

The amount of elitism in this thread is pretty disgraceful and embarassing.

And I do wish PGi take notes of the players that quite happily admit that they TK their own team mates just because they drop in a mech they don't like. They should be banned asap.

#164 Icepick

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Posted 13 November 2012 - 08:34 PM

If I'm in my Jenner, I seek them out on the battlefield for a quick kill. That said, don't ever get in a turning fight with them, those streaks will wear your *******. Not worth it.

#165 1215

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Posted 13 November 2012 - 09:13 PM

View PostSprouticus, on 12 November 2012 - 06:23 PM, said:



This. A commandos best bet is multiple SRM's (streaks were good until this last patch) running around as a striker/force multiplier.

Stay with the main group, preferably near the rear. Maybe scout a tiny bit (as a true scout, no harrassing). When battle starts, act as an assist on fights

You have to follow some rules though

1) never go into a battle where you are out numbered. It gives the enemy a chance to hit you. You want to be even at worst and preferably have a numeric advantage so the enemy is focues on the bigger mechs
2) dont circle strafe unless the enemy is ignoring you
3) dont be afraid to disengage if other mechs show up. You are there to add DPS on target. You cant do that if your dead.
4) try to stay at the edge of combat, less chance of getting hit from a flank.


Once the enemy is killed, you can get to the next target VERY quickly, which is great. That Catapult you just helped down an enemy will take 20-30 seconds to be able to fire on the next target. You can get to the next guy in 1/2 that time or less.


I've been playing a week - so it goes without saying that I know everything...

My experience has been 100% the opposite. I have my Commando maxed out with three medium lasers, upgraded engine, armor and heat sinks. All I do is run fast and shoot - heat takes a very long time to build up (with XP perks). I've taken down several healthy heavy mechs - one guy in an Atlas accused me of "hacking" and rage quit because I danced around him picking him apart.

However, I learned the hard way not to stand still while capping - I've been cut in half and destroyed with one shot more than once.

#166 GraveWax

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Posted 13 November 2012 - 09:28 PM

I must admit when I see a commando while piloting my Jenner my eyes light up. Sometimes it is to my own detriment though as the odd smart commando pilot runs for backup and it is really hard to pry my streak locks away to perform the same intelligent retreat the commando executed as you're always thinking just 1 or 2 more streaks and he is dead.

#167 topgun505

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Posted 13 November 2012 - 09:36 PM

Prior to the SSRM-2 launchers getting nerfed I would say the advantages were:

1. It could aim pinpoint with its arm weapons
2. It could mount three SSRM-2

Now that Streak missiles spread that just leaves #1. Considering it only has 1 energy hardpoint in each arm ... it simply cannot stand up against a Jenner if the Jenner pilot is the least bit capable.

It isn't really any flaw of the design, per se, it's just that it cannot compete against something with 2-3x the weapon load and is 40% heavier with a fair amount more armor.

At this point they are good for newer players to buy just to get out of trial mechs and to cut their teeth on something different. But that's about it.

#168 DrSecretStache

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Posted 13 November 2012 - 09:39 PM

Yah, no one sees you at all. Heck, I just played a match where my game glitched and that yellow fuzz at the beginning didn't go away. I was pretty much blind, except that someone suggested using the heat vision function, which at least let me navigate. After realizing that I couldn't tell friend from foe, I ran around a bit and went to go cap. Granted, I don't know how much we had left, but we managed to pull a victory out of it cause I was standing in the cap, despite the fact that there were enemies around. So the COM does come in handy.

(Alright, disclaimer, since I don't know, I might have actually been on my side, and someone else capped. But chances are that's not the case. :P)

#169 Stoicblitzer

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Posted 13 November 2012 - 10:23 PM

commando is cute, son.

#170 Felicitatem Parco

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Posted 13 November 2012 - 10:25 PM

Commando = Cheap Light. Cheap cheap cheap, means high Profits and you can really tick people off with SMR6 and MPL in the back.

#171 Grizley

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Posted 13 November 2012 - 11:01 PM

View PostCpt Grunge, on 13 November 2012 - 06:59 PM, said:



Everything you have said, even the jump jets, a good Commando pilot can counter-act easily. JJ's are barely useful. In my opinion. Only for getting out of somewhere fast, which my Commando can do anyway. I'm not going to argue anymore because both are good mechs and a good pilot can do wonders with both.



If you don't think JJs are good, then you're just a new player.

Drop a couple times in a mech with JJs. You don't use them to try to fly, you use them for instant turning. I run a Cat with 3 Large Lasers and a pair of SRM 6s. I can't count the number of times a light has run behind me and died shocked when I do a 180 hop faster than they can move and unload on them.

JJs are borderline overpowered right now. If you know how to use them.

#172 Scar

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Posted 13 November 2012 - 11:04 PM

Commando - it's like a litmus test for pilot skill. If you can handle it, then you're good pilot, otherwise - l2p.

#173 Mavairo

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Posted 13 November 2012 - 11:04 PM

Commandos have a point.

for my founder cat with 2 srm6s and 2 ppcs and 2 med lasers to core in one shot. :P

#174 JadePanther

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Posted 13 November 2012 - 11:06 PM

View PostMWHawke, on 12 November 2012 - 05:54 PM, said:

3 missile slots?


the strk-man-do is indeed a powerful build.. and so easy mode it should be sold at staples..

but there is a light mech that makes a SRM 6 Pinpoint deadly.. see lasers arent the only thing that goes pew pew pew..

#175 Kin3ticX

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Posted 13 November 2012 - 11:50 PM

1 Streak 3 Med Laser <---Back Staber XL 210 146kph
2 Streak 2 Med Laser (all around)
3 Streak 1 Med Laser <---Scout Hunter XL 200 139kph

Commando needs more speed if its supposed to be matched against a Jenner D with 2 streaks and jumpjets.

#176 Kaijin

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Posted 14 November 2012 - 12:51 AM

View PostCpt Grunge, on 13 November 2012 - 06:59 PM, said:

Everything you have said, even the jump jets, a good Commando pilot can counter-act easily. JJ's are barely useful. In my opinion. Only for getting out of somewhere fast, which my Commando can do anyway. I'm not going to argue anymore because both are good mechs and a good pilot can do wonders with both.


Oh man - you've never gotten a mech to chase your Jenner, hit the jump jets, spun midair to face your pursuer, and as you fall down and backwards, lined up 4 ML alpha to their head? Good times....

View PostGrizley, on 13 November 2012 - 11:01 PM, said:



If you don't think JJs are good, then you're just a new player.

Drop a couple times in a mech with JJs. You don't use them to try to fly, you use them for instant turning.


If you don't use them for both, then you're just a new player too.

#177 MementoMori

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Posted 14 November 2012 - 12:54 AM

The commando is ok for it's role. If the system is balanced on tonnage and tech used, it's a really great mech to pilot. Same for the Centurion, Raven, Dragon and Awesome, they also suffer from the same issues the commando has (being outclassed based on tonnage, hardpoints or lack of specific thing).

At the moment the jenner is one the better mechs to use overall, regardless of class. The thing outclasses all the lights with it's max speed and hardpoints. Same with the Atlas outclassing the Awesome and the Catapult being the best of heavies (till the cataphracts arrive).

The developers can balance things out though, with model specific quirks etc. For example why not allow the commando to pop back up a lot faster on knockdown compared to the jenner and Raven? It has hands for some reason after all. They can also rebalance the heat on small lasers and other weapons that you can boat by giving penalties when you equip 4X+ weapons of the same type, while decreasing the heat on 1X~3X weapons.

The other sensible solution for making the commando/raven at least competitive is to remove the engine limitations, but that won't happen because netcoding is not up to par.

Anyway, I like the commando. It's a really fun mech, and I like wrecking jenners in it. These threads just make it a lot more fun, especially when consistently taking out lights in a "trash mech" while doing 500+ damage. Kinda euphoric really.

#178 Eltyr

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Posted 14 November 2012 - 01:01 AM

Enemy Commandos are easy prey. Friendly Commandos have been surprisingly useful at times. I don't mind dropping with a Commando on my side, and a Jenner on the other. I can take the Jenner, and big mechs can hardly see the commando.Then again, I pilot a Raven, but enemy Ravens are easy prey as well. Jenners, also easy prey. The pilot matters a lot more than the mech. (I can't take a healthy Atlas. I just can't. The rest of the enemy team is on notice.)

#179 Kazooal

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Posted 14 November 2012 - 01:26 AM

Was always wondering why some people even THINK to drive a Commando.

And yesterday, I was getting so bored waiting for my group.... that I tried the little guy... Just for fun.

W-O-W !!

Played 10 games.... been 6 times the first in stats list !! And 4 times with the best damage score !!!

Mmm... see my average income per game : 150'000.

What about my average repair bill ? Under 100 !

Net gain per game : 150'000 when defeat.... at least 200'000 when victory !

Now, in my Atlas cockpit, I bend my head to my little brother to show my respect....

Edited by Kazooal, 14 November 2012 - 01:32 AM.


#180 Skyfaller

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Posted 14 November 2012 - 07:09 AM

:)
Posted Image

Edited by Skyfaller, 14 November 2012 - 07:09 AM.






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