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[Guide] Going Commando


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#61 Stingz

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Posted 04 December 2012 - 06:49 PM

View PostDemoulius, on 04 December 2012 - 05:46 PM, said:

Figured id post in this amazing thread. been a Commando pilot since I've been in the game but the net-code has been getting crappier and crappier and now I don't bother anymore. streakcats (and streaks in general) together with impossible to hit enemy lights (netcode and me beeing in europe...) were also ruining the fun for me. Now with ECM in the game I might try it again.


The COM-2D will definitely be better with ECM, small, fast, packs streaks, and is undetectable by radar. Lock-on weapons tear up Commandos badly anyways.


Guaranteed ECM compatibility was why I dropped my Commando for a Raven before this patch. Now I'm getting both, Commando for PUGs, Raven for group drops (XL295 has horrifying repair).

Edited by Stingz, 04 December 2012 - 07:01 PM.


#62 Ewigan

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Posted 04 December 2012 - 11:59 PM

Ok Guys, so i didn't have the chance to play yet, but i managed to fiddle with my 2D (B?) a bit. (you know the one with ECM capabilities).

My initial Build was a 195 XL with Endo, DHS, 3 SSRM and a Med.pulse. 2 Tons of Ammo added.

So i threw out my Med. Pulse laser, put on a Tag. Then realized: DAMMIT, i am at 2.2 heat dissipation! so i threw out some heatsinks and added ECM and BAP.
I am still way above 1.5 heat dissipation (around 1.7 i guess) and am thinking about throwing out one more DHS for more ammo.

ECM seems really usefull from what i read so far on the forums, but what about BAP?
TAG is for locking on anything with my SSRMs, ECM is to being unlockable myself. Maybe occasionally shut down an enemy ECM.
BAP SHOULD enhance my sensors range. I do have the Sensor Range module also. does this add?
Will i be the super stealthy spy with my 6 evil stings that i want to be?

#63 Athomahawk

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Posted 06 December 2012 - 07:34 AM

I wouldn't describe the 2D with ecm as a spy role...more like a ninja.

Make sure you use black paint :rolleyes:

#64 stjobe

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Posted 06 December 2012 - 08:31 AM

The ECMando is deadly on its own but even more valuable in a group. Sure, it's fun running around on your own untroubled by enemy LRMs/Streaks - I single-handedly stopped a cap yesterday by taking out two enemy Commandos and a Jenner - but be aware that unless your team already has enough ECM cover, you're probably gimping your side (and possibly losing the match) by going off on your own.

ECM is teamwork equipment. Use it as such and you're that more likely to end up with a win.

#65 The Silent Protagonist

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Posted 06 December 2012 - 08:46 AM

Excellent guide, official seal of approval.

hehe... "going commando", never gets old

#66 Kaemon

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Posted 06 December 2012 - 08:50 AM

be wary of the zipper...and twisting too fast.

oh...wait.

#67 Sepertar

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Posted 23 March 2013 - 09:11 AM

Have you considered the 2-D with SSRMS? I get about 400 dmg per match in it. I even got 700 once

#68 Mason Grimm

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Posted 23 March 2013 - 10:19 AM

Awesome guide! Love it!

Except for one tiny little thing.....

View PostCannonFodder86, on 13 November 2012 - 03:12 PM, said:

  • Centurion
Most Centurion have similar speeds to a Heavy. But the D model has a XL300 engine. This gives it speeds equal to a stock Commando. Be very wary of these they can actually chase down some light mechs and have the weapons to do some serious damage wen they catch us. If you find yourself dueling one try to stay out of reach of it's right arm. Like the Commando a Centurions best weapons are in the right arm, so if you take it out they're relying on peashooters. Keep in mind all Centurions have no weapons in their left arm. Smart pilots will turn their torso to protect critical areas. This is actually a good thing for a light mech. If he's not looking at you he's not shooting you.Most light should be able to move around this with relative ease or take this chance to disengage. Another option is to try and leg him while he's turned. As a Commando you don't have the ammo to shoot through the arm so don't bother, save those shots for an exposed component or a core shot.



False.

My Centurion has an AC/2 in the right arm which a good Commando pilot can dodge until the second coming of Christ. It's my torso you have to watch out for; 3x SRM6 packs. In fact the right arm is probably the safest place to be for a Commando pilot.

http://www.mechspecs...2-2-MLas-3-SRM6)

You might want to add something in the guide that stresses analyzing your enemy weapons while still knowing the hardpoints so that you can guess "Ok, that LBX10 is probably in his right arm so we will stay away from that side of him".

I know I know, it's Saturday and I'm nitpicking lol

Edited by Mason Grimm, 23 March 2013 - 10:20 AM.


#69 Athomahawk

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Posted 02 May 2014 - 09:59 AM

Bumping an old and wonderful thread with my current trollmando, The Deaths Knell.

The main reason to run TDK is because you love knife fighting other lights:

GOTTA GO FAST

You are the fastest light in the game, with extreme arm reach, turn really well and have minimal heat issues. You can outrun lrms (171kph with speed tweak) but you have ams just in case.

Playstyle: primarily scouting early game but also baiting enemy lights into unfavorable situations. You can death circle pretty much anything but streaks will kill you quickly so bring an ecm friend and enjoy shanking those pesky ER LL ravens!

#70 Daniloff

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Posted 02 May 2014 - 11:30 PM

View PostAthomahawk, on 02 May 2014 - 09:59 AM, said:

Bumping an old and wonderful thread with my current trollmando, The Deaths Knell.

The main reason to run TDK is because you love knife fighting other lights:

GOTTA GO FAST

You are the fastest light in the game, with extreme arm reach, turn really well and have minimal heat issues. You can outrun lrms (171kph with speed tweak) but you have ams just in case.

Playstyle: primarily scouting early game but also baiting enemy lights into unfavorable situations. You can death circle pretty much anything but streaks will kill you quickly so bring an ecm friend and enjoy shanking those pesky ER LL ravens!

Good idea to bump this fantastic guide. Much better than might would have been. However, I do still like my title "Commandos and Commandon'ts"

I love the Death's Knell, too. I like mine with 2mlas and 2 mplas. I love pulse lasers at high speed, they glance you with their's but you are doing actual damage.

Works pretty well:
http://youtu.be/dRXO4PUQG00

#71 Ovion

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Posted 03 May 2014 - 05:22 AM

Why is it faster than a locust?

Aside from that - Good read, I'll go through it again once I start on Commandos!

#72 Mike McSullivan

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Posted 03 May 2014 - 05:28 AM

View PostOvion, on 03 May 2014 - 05:22 AM, said:

Why is it faster than a locust?


Due to max enginesize. Locusts do (speedtweaked) 169,3kph with a XL190 (maximum).

Edited by Mike McSullivan, 03 May 2014 - 05:29 AM.


#73 Ovion

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Posted 03 May 2014 - 06:00 AM

Yes, I know that, but it shouldn't be.
The locust SHOULD be able to take up to a 225 really, and hit 180+.

But oh well. I'm thinking Commandos after Atlas'

#74 kesuga7

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Posted 03 May 2014 - 05:11 PM

View PostOvion, on 03 May 2014 - 05:22 AM, said:

Why is it faster than a locust?

Aside from that - Good read, I'll go through it again once I start on Commandos!

i also find it lame/dumb how the spider is faster then the locust
except the ecm varaint

and how the shadowhawk is faster then the hunchback and centurion/blackjack :P

#75 Cold Cash

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Posted 05 May 2014 - 01:52 PM

Bought and upgraded the trinity of strikemando's TDK, 2D, 3A.

TDK went with the basic setup and damn that thing is a beast, 4 ml and 171(Tweak) kmph very nice.

2D ecm 1 ml 2 srm4 128 kmph(Tweak) excellent support mech, usually play escort and then brawl/strike to finish off mechs for the heavies/assaults.
Or i hard flank and strike at stragglers/lrm boats.

3A had some struggles with this guy 2ml 2x srm6 120kmph(tweak) excellent firepower somewhat slow so you have to play the waiting game early, watch your positioning and pick your strikes well, after i started to follow some simple rules with this guy he turned into BEASTMODE, amazing finisher and hits damn hard very good at double teaming with other mechs for easy kills.

So surprisingly ive enjoyed this chasis alot, very hard hitting with these loadouts and i think they suit 3/3/3/3 very well if you play there role, looking forward to the launcher being fixed so that taking a light like this really means sumthing.

#76 Athomahawk

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Posted 07 May 2014 - 01:26 PM

View PostCold Cash, on 05 May 2014 - 01:52 PM, said:

3A had some struggles with this guy 2ml 2x srm6 120kmph(tweak) excellent firepower somewhat slow so you have to play the waiting game early, watch your positioning and pick your strikes well, after i started to follow some simple rules with this guy he turned into BEASTMODE, amazing finisher and hits damn hard very good at double teaming with other mechs for easy kills.


I just finished mastering all my commandos (after a year away from mwo) and I found the 3A to be pretty effective. The key thing I found was putting an srm6 on the right arm so you can aim effectively during a furball. Its the only variant with 6 tubes on the arm so it seemed like a natural choice. I went with 2 MPL instead of mediums.

Protip: always max armor commandos. Always.

#77 kesuga7

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Posted 07 May 2014 - 02:07 PM

View PostAthomahawk, on 07 May 2014 - 01:26 PM, said:


I just finished mastering all my commandos (after a year away from mwo) and I found the 3A to be pretty effective. The key thing I found was putting an srm6 on the right arm so you can aim effectively during a furball. Its the only variant with 6 tubes on the arm so it seemed like a natural choice. I went with 2 MPL instead of mediums.

Protip: always max armor commandos. Always.

eh i havn't been cockpited in my commandos for a lonnggg time with 1 cockpit armour

#78 Athomahawk

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Posted 08 May 2014 - 07:47 AM

View Postkesuga7, on 07 May 2014 - 02:07 PM, said:

eh i havn't been cockpited in my commandos for a lonnggg time with 1 cockpit armour


Posted Image

Sure, its small. Better safe than sorry for me :P

#79 ShinVector

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Posted 14 May 2014 - 07:52 AM

Ok... I been putting off Mastering my first Hero light the Death Knell for a long long time...
I am starting off tonight with the Commando 1B and I am going to put up any interesting matches I managed down here.. (Usually involves me killing at least a lance..)

Got to love how MM will Randomly put you up against a bad team... hehehehe...

Sadly with role warfare out of window.. Combat bonuses is the fastest way you can grind mech Exp..
Meanwhile I am trying to get myself familiar with level the Streaks fire over cover.. Even 1 Streak2 seems useful for that final killing hit.

Should be up very soon:

Edited by ShinVector, 14 May 2014 - 07:53 AM.






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