Difference between revisions of "Commando"
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===Prime=== | ===Prime=== | ||
{{Starter}} | {{Starter}} | ||
− | A striker and an ample one, this variant carries the highest Alpha Strike of all the Commando Variants, and can even start delivery of its high DPS at 500m with its single [[ML]]. It's closer range [[ERSL]] and [[SRM]] pack quite a punch for its weight class, and considering this punch can skim across the battlefield at 97kph | + | A striker and an ample one, this variant carries the highest Alpha Strike of all the Commando Variants, and can even start delivery of its high DPS at 500m with its single [[ML]]. It's closer range [[ERSL]] and [[SRM]] pack quite a punch for its weight class, and considering this punch can skim across the battlefield at 97kph and has [[Jump Jets]].. well, it is the ''Prime'', after all. Despite your [[SRM6]] and [[SRM2]] being different launcher sizes, their reload times are the same, and not too far off from the [[ERSL]] and [[ML]], so you won't be sacrificing much in terms of damage by judicious torso twisting between your Alpha Strikes- you do only have 5.5 tons of [[Armor]] between you and a smoldering pile of Prime Slag. |
===Variant A=== | ===Variant A=== |
Revision as of 05:47, 29 June 2020
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 | |
Torso yaw: | 220° | |
Torso pitch: | -29° to +30° while standing -30° to +29° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 33 200 CBills Total armor: 27 535 Engine Size: GM 150 XL |
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A: Price: 33 000 CBills Total armor: 27 535 Engine Size: GM 150 XL |
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B: Price: 36 000 CBills Total armor: 27 535 Engine Size: GM 150 XL |
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C: Price: 33 400 CBills Total armor: 29 172 Engine Size: GM 150 XL |
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D: Price: 33 800 CBills Total armor: 32 439 Engine Size: GM 150 XL |
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E: Price: 34 900 CBills Total armor: 27 535 Engine Size: GM 150 XL |
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F: Price: 32 800 CBills Total armor: 25 903 Engine Size: GM 150 XL |
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G: Price: 29 600 CBills Total armor: 25 903 Engine Size: GM 150 XL |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
Despite being the most lightweight IS mech, the Commando can be surprisingly tanky due to its small figure and hitboxes. Having the lowest possible tier helps gathering Cbills by damaging higher tier assets. All Commando variants are available for the starting rank.
Contents
Roles and Gameplay Hints
Prime
Starter Asset |
A striker and an ample one, this variant carries the highest Alpha Strike of all the Commando Variants, and can even start delivery of its high DPS at 500m with its single ML. It's closer range ERSL and SRM pack quite a punch for its weight class, and considering this punch can skim across the battlefield at 97kph and has Jump Jets.. well, it is the Prime, after all. Despite your SRM6 and SRM2 being different launcher sizes, their reload times are the same, and not too far off from the ERSL and ML, so you won't be sacrificing much in terms of damage by judicious torso twisting between your Alpha Strikes- you do only have 5.5 tons of Armor between you and a smoldering pile of Prime Slag.
Variant A
Starter Asset |
This variant rewards a steady hand and expert aim - the startling six Machine Guns and the Large pulse laser can make quick work of any component that rests under your reticle of an unaware target. 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 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 its ample damage are always where your enemies want least.
Variant B
Starter Asset |
Disruption. The LPPC will both shake the opponent and strip its night vision for a while, reducing their ability to return precision fire. The TBolt5 will, again, shake the receiver, 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.
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 as it just lost its night vision too.
If things turn for the worse, remember to use your iJJ to help bring you out of harms way.
Variant C
Starter Asset |
Surgeon assistant - this unit's highly precise SXPL battery will make short business of arms and externals not shielded in time. The guided SSRM4 launcher, if fired in active radar mode will save the pilot the worry of aiming or leading the target while providing some cool down time for the two DHS to dissipate the excess SXPL heat buildup. Pilots looking for a similar weapon loadout with better cooling may find the Harasser C a better choice.
Having no motion augmenting equipment, the pilot of this unit is advised to take the utmost care and keep an accurate oversight of the situation, since no returning fire will go past the 350m of the missile launcher, nor 300m of the laser battery.
Still, falling victim of the suddenly changed situation will not cost your team too many tickets, while the damage dealt against any considerably bigger targets will quite rack up your funds due to the favorable tier offset this unit's nature provides.
Variant D - "RealToughGuy"
Starter Asset |
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. At the 300 mark 2 Small Lasers come into play. 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.
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 being absent of any additional DHS.
Variant E - "Enoch"
Starter Asset |
Yet 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. Both these weapon types deliver maximal screen shake in chain-fire mode, denying the enemy of accurate return fire and disabling their night vision. Further frustrate enemies by dodging with the liberal use of the Enoch's Improved JumpJets.
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech.
Variant F
Starter Asset |
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.
Well, you just found the sub 33000 c-bills solution with low tier and low ticket value You have sought for!
While the NARC papers certainly indicate operating range beyond 450 meters, consider planting it closer to the 350 meter maximum range of the DSSRM4 missiles. Rather, go even closer to the safe side and plant it from the 300m the four heat-efficient small lasers start to bear too - dump it all and run away!
One of the favorite tactics is to approach the target in passive mode and plant the NARC to it. Duck into nearby cover, enable your radar and fire your DSSRM4s upwards in an arc so they curve around obstacles and hit the narced enemy.
It is customary to cay "UP!" in the team chat if a narc beacon is successfully planted.
Variant G
Starter Asset |
Is there a treasure beyond each rainbow? Is there any real threat beyond the 700m of PPC range?
Sure there is, as this unit's main damage starts beyond even that at formidable 800 meter and then it is the dreaded pinpoint of the Extended Range Large Laser. It's power and range is augmented with the even further reaching AC2 pair, maybe not something that will send shivers down the victims spine, but thanks to the timed reload and the favorable Tier and Ticket offset it will rack quite some cache and then some rank over time.
As it happens to be, those extreme ranged snipers usually lack any note worthy backup weapons, but not this one, sir: The SRM2 rack packs both shake and punch for close encounters, and it comes as a pair too.
So, if your team is sitting at a front line and no one is pushing or breaking the stale mate, you might as well consider this asset and dish some out at 800-1200+ meter while presenting all but a note worthy target your self.
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
By the time of the Clan Invasion (3050–3061), 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 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