Difference between revisions of "Commando"
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− | The | + | The most lightweight [[IS]] mech, the '''Commando''' is surprisingly [[tanking|tanky]] due to its small figure and hitboxes. Having the lowest possible [[tier]] helps gathering [[Cbills]] when the Commando damages higher tier assets. All Commando variants are available for the starting [[rank]]. |
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===Variant A=== | ===Variant A=== | ||
{{Starter}} | {{Starter}} | ||
− | [[Fire-support]] mech | + | [[Fire-support]] mech. Its [[Mgun]]s have a good [[Damage_Types|damage multiplier]] against air, making the Commando A useful as [[AA]] against early [[VTOL]]s. Don't try to [[jump snipe]], the Commando A uses its [[iJJ]]s to find good firing positions or to escape combat. |
===Variant B=== | ===Variant B=== |
Latest revision as of 07:35, 5 September 2023
Commando | ||
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Class: | Light Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 2 upon destruction | |
Tier: | 1 | |
Tonnage: | 25 tons | |
Speed: | 97 km/h (136 km/h with MASC) | |
Torso yaw: | 220° | |
Torso pitch: | -29° to +30° while standing -30° to +29° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 33 300 CBills Total armor: 25 689 Engine Size: GM 150 XL |
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A: Price: 33 000 CBills Total armor: 25 689 Engine Size: GM 150 XL |
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B: Price: 34 700 CBills Total armor: 25 689 Engine Size: GM 150 XL |
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C: Price: 33 400 CBills Total armor: 25 689 Engine Size: GM 150 XL |
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D: Price: 35 800 CBills Total armor: 25 689 Engine Size: GM 150 XL |
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E: Price: 34 900 CBills Total armor: 25 689 Engine Size: GM 150 XL |
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F: Price: 30 500 CBills Total armor: 25 689 Engine Size: GM 150 XL |
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G: Price: 33 500 CBills Total armor: 25 689 Engine Size: GM 150 XL |
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Armor Points Distribution | ||
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All stats current as of release 0.16.1
The most lightweight IS mech, the Commando is surprisingly tanky due to its small figure and hitboxes. Having the lowest possible tier helps gathering Cbills when the Commando damages higher tier assets. All Commando variants are available for the starting rank.
Contents
Roles and Gameplay Hints
Prime
Starter Asset |
Good brawler and somewhat functional skirmisher by using iJJs. Best alpha strike of all Commandos.
Variant A
Starter Asset |
Fire-support mech. Its Mguns have a good damage multiplier against air, making the Commando A useful as AA against early VTOLs. Don't try to jump snipe, the Commando A uses its iJJs to find good firing positions or to escape combat.
Variant B
Starter Asset |
Generalist. When brawling, group fire the MXPL with the Mguns to reduce the number of total weapon groups from four to three. Can poke.
Variant C
Starter Asset |
Dedicated brawler. Overheats easily, prioritize the SSRM4 when overheating because it is a more heat-efficient weapon. Good at arming and destroying individual components. Excellent DPS. Works best in team fights where it might go unnoticed.
Variant D - "RealToughGuy"
Starter Asset |
Primarily a brawler. Watch out for the minimum range with the MRM10.
Variant E - "Enoch"
Starter Asset |
Effective short range skirmisher with some ability to brawl.
Variant F
Starter Asset |
The Commando F may not look like a generalist, but it's ability to fight in close range, jump snipe at medium range, and shoot NARCed and TAGed targets at long range, make it more than capable of filling the role.
Variant G
Starter Asset |
A skirmisher able to get in and out of combat quickly. Good at cutting off individual components by using group fire. Good at backcapping.
History
The Commando was originally a canceled Inner Sphere Light Mech, under development by Wandering Samurai Studios. It was announced as planned even before the 0.1.0 release, but no renders or images were ever released. It was unknown when and if it was still being developed until it was officially announced canceled on November 1st in 2012.
With version 0.11.0, the Commando was confirmed for release and finally saw the light of day.
Canon
Coventry Defense Conglomerate produced the Commando as one of the Commonwealth's first home-grown entries into the newly created industry of BattleMech design and manufacture. By the time of the Clan Invasion (3050–3061), this renaissance man, the 'Commando' had gone through many versions & was a nearly 600-year-old design for an early reconnaissance 'Mech. Despite its age, it was still an impressive unit with its SRM6 and SRM4 missile launchers supported by a single Medium Laser. With 4 tons of armor (a half-ton less than the Raven), it could run up to 97 km/h. One of the first Mechs designed for Reconnaissance, then upgraded to Stricker. Variants of the Commando were created even after the invasion, proving the success and popularity of this design.
Date Introduced 2463 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker