Difference between revisions of "Commando"

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{{Mech
 
{{Mech
 
| Image = File:Commando.png
 
| Image = File:Commando.png
| ImageGif = File:Commando_rotating_350px.gif
+
| ImageGif = File:Commando_spin.gif
 
| ImageSize =  
 
| ImageSize =  
 
| Tonnage = 25
 
| Tonnage = 25
Line 7: Line 7:
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
 
| Tickets = 2
 
| Tickets = 2
| Tier = 3
+
| Tier = 1
 
| Speed = 97
 
| Speed = 97
| SpeedWithMasc =  
+
| SpeedWithMasc = 136
 
| Rotation = 220
 
| Rotation = 220
 
| PitchStand = -29° to +30°
 
| PitchStand = -29° to +30°
 
| PitchCrouch = -30° to +29°
 
| PitchCrouch = -30° to +29°
  
| Price Prime = 33 200
+
| Price Prime = 33 300
| ArmorT Prime = 27 535
+
| ArmorT Prime = 25 689
 
| Engine Prime = GM 150 XL
 
| Engine Prime = GM 150 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
Line 21: Line 21:
 
<li>2x [[SRM2]]
 
<li>2x [[SRM2]]
 
<li>1x [[ML]]
 
<li>1x [[ML]]
<li>3x [[ERSL]]
+
<li>2x [[ERSL]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>  
 
| Equip Prime = <ul>  
<li>[[JJ]]
+
<li>[[iJJ]]
 
<li>1 [[DHS]]
 
<li>1 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
| Price A = 33 500
+
 
| ArmorT A = 27 535
+
| Price A = 33 000
 +
| ArmorT A = 25 689
 
| Engine A = GM 150 XL
 
| Engine A = GM 150 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
Line 43: Line 44:
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
| Price B = 35 000
+
 
| ArmorT B = 27 535
+
| Price B = 34 700
 +
| ArmorT B = 25 689
 
| Engine B = GM 150 XL
 
| Engine B = GM 150 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>1x [[AC5]]
+
<li>2x [[Standard_AutoCannons|LAC2]]
<li>1x [[LPPC]]
+
<li>1x [[UAC5]]
<li>1x [[TBolt5]]
+
<li>1x [[MXPL]]
<li>1x [[MG]]
+
<li>2x [[MG]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[iJJ]]
 
<li>[[iJJ]]
<li>2 [[DHS]]
+
<li>0 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
| Price C = 32 600
+
 
| ArmorT C = 29 172
+
| Price C = 33 400
 +
| ArmorT C = 25 689
 
| Engine C = GM 150 XL
 
| Engine C = GM 150 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>1x [[SSRM6]]
+
<li>1x [[SSRM4]]
<li>4x [[SXPL]]
+
<li>6x [[SXPL]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
<li>1 [[free ton]]
+
<li>0 [[free ton]]s
<li>6t [[Armor]]
+
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
| Price D = 33 300
+
 
| ArmorT D = 32 439
+
| Price D = 35 800
 +
| ArmorT D = 25 689
 
| Engine D = GM 150 XL
 
| Engine D = GM 150 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
Line 78: Line 82:
 
<li>2x [[HMG]]
 
<li>2x [[HMG]]
 
<li>2x [[MPL]]
 
<li>2x [[MPL]]
 +
<li>2x [[SL]]
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>1 [[DHS]]
+
<li>[[JJ]]
 +
<li>0 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
<li>6.5t [[Armor]]
+
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
 +
 
| Price E = 34 900
 
| Price E = 34 900
| ArmorT E = 27 535
+
| ArmorT E = 25 689
 
| Engine E = GM 150 XL
 
| Engine E = GM 150 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
Line 100: Line 107:
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
| Price F = 32 800
+
 
| ArmorT F = 25 903
+
| Price F = 30 500
 +
| ArmorT F = 25 689
 
| Engine F = GM 150 XL
 
| Engine F = GM 150 XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>1x [[NARC]]
+
<li>1x [[TBolt10]]
<li>1x [[DSSRM4]]
+
<li>6x [[SL]]
<li>4x [[SL]]
 
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
<li>0 [[DHS]]
+
<li>[[iJJ]]
<li>2 [[free tons]]
+
<li>1 [[DHS]]
 +
<li>1 [[free ton]]
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
| Price G = 29 600
+
 
| ArmorT G = 25 903
+
| Price G = 33 500
 +
| ArmorT G = 25 689
 
| Engine G = GM 150 XL
 
| Engine G = GM 150 XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>1x [[ERLL]]
+
<li>1x [[LL]]
<li>2x [[AC2]]
+
<li>2x [[ML]]
<li>2x [[SRM2]]
+
<li>2x [[SL]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>0 [[DHS]]
+
<li>[[MASC]]
 +
<li>2 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
Line 129: Line 139:
  
 
| Armor H = 1380
 
| Armor H = 1380
| Armor CT = 3774
+
| Armor CT = 3538
| Armor LRT = 2453
+
| Armor LRT = 2229
| Armor B = 2265
+
| Armor B = 2123
| Armor LRA = 2170
+
| Armor LRA = 2282
| Armor INT = 3397
+
| Armor INT = 1805
| Armor LRL = 2038
+
| Armor LRL = 3008
  
| Version = 0.11.2
+
| Version153 = 0.16.1
 
}}
 
}}
  
 
+
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]].
The '''Commando''' - In 2463 Coventry Metal Works (then known as Coventry Defense Conglomerate) introduced their second BattleMech, the COM-1A Commando. Created for the Lyran Commonwealth Armed Forces and one of the first 'Mechs ever designed for reconnaissance. Throughout its long successful history it has seen several refinements to become what it is today - a hard hit-and-run scout hunter.
 
  
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
<!-- Current for 0.11.1 -->
 
 
===Prime===
 
===Prime===
A striker and an ample one. At 350 meter all its weapon come to bear and that's quite a mouthful for this class.<br>
+
{{Starter}}
The [[ML]] can be used from 500m to open the barrage, as the other weapons come in range. Having a speed no other light will envy on (except some Clan Tech "light assaults"), this unit's pilot better be wary of adverse circumstances on the battlefield, as there is no speed to rely on, in a case of a hasty retreat. More over the limited torso twist might mean there is nothing than the back armor between your opponents weapons and your fusion reactor...<br>
+
Good [[brawler]] and somewhat functional [[skirmisher]] by using [[iJJ]]s. Best [[alpha strike]] of all Commandos.
On the other hand, there is little pride to lose if you break off somewhat early just in case your mandatory heavier partner is encountering resistance too big to chew through. ''"Look at the bright side, kid: You get to keep all the money."''
 
  
 
===Variant A===
 
===Variant A===
This variant rewards a steady hand and expert aim- the startling six [[Machine Gun]]s and the [[LPL|Large pulse laser]] can make frighteningly quick work of any component that rests under your reticle. While your armament may be tempting to try and snipe with, the maximum damage potential is realized below 400m; where the [[Machine guns]] deal their maximum damage. The [[iJJ|improved jump jets]] are a welcome boon on the Commando's relatively slow chassis, and should be leveraged at every opportunity to make sure this mech and it's tremendous damage are always where your enemies want least.
+
{{Starter}}
 +
[[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===
Disruption. The [[LPPC]] will both shake the opponent and strip it's night vision for the while if it hits, reducing her's ability to return precision fire. The [[TBolt5]] will, again, shake the receiver for the while, and that's two shakes and damage spilled all over many components. The [[MG]], a riddle at first glance, can actually be coupled with the [[AC5]], if the target is close enough (300m) the lead will be usually close enough for both weapons to hit, outside of that range, the MG's free bullets will be out of optimum range anyway. No c-bills are wasted.<br>
+
{{Starter}}
If the target is a slow or stationary object, one can manage all weapons will hit it at once - quite a nasty surprise if the unsuspecting victim was caught at night and from behind a cover - she just lost it's night vision too.<br>
+
[[Generalist]]. When [[brawling]], [[group fire]] the [[MXPL]] with the [[Mgun]]s to reduce the number of total weapon groups from four to three. Can [[poke]].
If things go bad, remember to use your [[iJJ]] to bring you out of harms way, just the same as they most probably put you in those dire straits.
 
  
 
===Variant C===
 
===Variant C===
Surgeon assistant - this unit's highly precise [[SXPL]] battery will make short busyness of many a hand and external not shielded in time. The guided [[SSRM6]] launcher, if fired in active radar mode will save the pilot the worry of aiming or leading the target while reliably providing some cool down time for the two [[DHS]]. The one free ton means relaxed dispense of the missiles. If you don't forget to buy spares on time, of course.<br>
+
{{Starter}}
Having no motion augmenting equipment, the pilot of this unit is advised to take the utmost care and keep a accurate oversight of the situation, since no returning fire will go past the 350m of the missile launcher, nor 300m of the laser battery.<br>
+
Dedicated [[brawler]]. [[Overheat]]s easily, prioritize the [[SSRM4]] when overheating because it is a more heat-efficient weapon. Good at [[arming]] and destroying individual [[component]]s. Excellent [[DPS]]. Works best in [[team fights]] where it might go unnoticed.
Still, falling victim of the suddenly changed situation will not cost your team to many in either money or tickets, while the damage dealt against any considerably bigger targets will quite rack up your funds due to the favorable tier offset this units' nature provides.
 
  
 
===Variant D - ''"RealToughGuy"''===
 
===Variant D - ''"RealToughGuy"''===
Toughened up compared to its other siblings, this unit might be the late join cheap trick! The skirmish ranged [[MRM10]] launcher will most certainly be used for opening blows, as the Target passes the 400m line the [[MPL]] pair better be exploiting the weakened limbs in the hope of severing them on time. Past the 200m the [[HMGun]] pair will come to fully bear, either pointed at the weaker torso, more easy to hit, or the wounded arm in hopes to destroy it before it dishes too much damage upon us.<br>
+
{{Starter}}
Using The Enhanced optics is highly advised in this scenario, as is damage mitigation by twisting / denying line of sight to our damaged components for the while weapons reload or the Mech cools down thru it's only [[DHS]].
+
Primarily a [[brawler]]. Watch out for the [[minimum range]] with the MRM10.
  
 
===Variant E - ''"Enoch"''===
 
===Variant E - ''"Enoch"''===
Jet another striker like asset. Returning fire past 400m out just won't work, and returning past 350m is only lended by the two modest [[ERSL]]. The majority of this units sting comes from the [[LPPC]] pair, which is no surprise, and the needed additional punch from the reliable [[SRM4]]. Relying on no reloads, means frequent reloads at base or sparing use.<br>
+
{{Starter}}
Past the most lightly armored target, this units can hardly go toe to toe with much there is, thankfully it's low tier and ticket cost, coupled with the fairly affordable price doesn't make that as an unpleasant surprise of it.<br>
+
Effective [[short range]] [[skirmisher]] with some ability to [[brawl]].
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech. Especially it's couple screen shaking and night vision disrupting weapons.
 
  
 
===Variant F===
 
===Variant F===
You're a lance commander, You need an affordable NARC planting unit, the unit is likely to be killed due to the high risk/high gain mission profile.<br>
+
{{Starter}}
Well, you just found the sub 33000 c-bills solution with low tier and low ticket value You have sought for!<br>
+
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 [[NARC]]ed and [[TAG]]ed targets at [[long range]], make it more than capable of filling the role.
While the [[NARC]] papers certainly indicate operating range beond 450 meter, the pilot is to be advised to plant it from the safer 350 meter distance the [[DSSRM4]] missiles will register and start to track too. Rather, go even closer to the safe side and plant it from the 300m the four [[SL]] start to bear too - dump it all and run away!<br>
 
One of the favorite tactics is to approach the target in passive mode and plant the NARC to it. Only after reaching some cover, the radar is to be enabled back and the guided missiles (if any available) are to be dispensed so they circumvent the obstacles but still hit the designated target.<br>
 
It is customary to cay "UP!" in the team chat if a beacon is successfully planted.<br>
 
There is hardly anything more wasted than the free tons brought into battle when there could be spare ammo in the bins. Especially NARC ammo.
 
  
 
===Variant G===
 
===Variant G===
The pilots designated to use this unit usually give me ''"that look"'', but they are way wrong!<br>
+
{{Starter}}
Yes you aren't worthy much, but then, again you aren't valuable either!<br>
+
A [[skirmisher]] able to get in and out of combat quickly. Good at cutting off individual [[component]]s by using [[group fire]]. Good at [[backcapping]].
What this means, is -  you can afford what many other chassis only can dream of - you could, for instance harass an enemy from a kilometer out - unpunished, just because it is not worthwhile to lose the time to get to you, meanwhile you chip away at him for the while he is still outside of it's weapons range.<br>
 
Not only will conducting like this adversely affect the opposing team's morale, You will be richly awarded too due to the tier offset this unit bears by its nature. This is advanced warfare stuff, if You lost me, maybe seek a different unit?
 
 
 
  
 
==History==
 
==History==
Line 195: Line 192:
  
 
==Canon==
 
==Canon==
By the time of the [[Clans|Clans']] invasion, the Commando 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 [[ML|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.
+
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 [[Clans|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 [[ML|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
 
Date Introduced 2463 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Reconnaissance, then in 2486 upgraded to Striker

Latest revision as of 07:35, 5 September 2023

Commando
Commando spin.gif
360.png
Commando.png
360.png
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
A:
Price: 33 000 CBills
Total armor: 25 689
Engine Size: GM 150 XL
B:
Price: 34 700 CBills
Total armor: 25 689
Engine Size: GM 150 XL
C:
Price: 33 400 CBills
Total armor: 25 689
Engine Size: GM 150 XL
D:
Price: 35 800 CBills
Total armor: 25 689
Engine Size: GM 150 XL
E:
Price: 34 900 CBills
Total armor: 25 689
Engine Size: GM 150 XL
F:
Price: 30 500 CBills
Total armor: 25 689
Engine Size: GM 150 XL
G:
Price: 33 500 CBills
Total armor: 25 689
Engine Size: GM 150 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2123
1380
2282
2282
3008
2229
3538
2229
2282
3008
1805

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.


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

BattleTech Reference