Difference between revisions of "Commando"

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(Variant F)
(Roles and Gameplay Hints)
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==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
{{fluff}}
 
 
{{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 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.
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The Commando Prime carries the highest [[Alpha Strike]] of all the Commando Variants and is a dedicated [[brawler]]. At medium [[range]] the Prime is only able to deal a small amount of damage with its single [[ML]]. Once in optimal range, at 350m, the Prime's two [[ERSL]] and 10 SRM tubes on two [[SRM2]]s and one SRM6 pack quite a punch for its weight class. Despite the two different sizes of missile launchers, the Prime only has to wait fractions of a second after the SRM2s reload for the SRM6 to follow suit. This way the pilot can choose to be more careful and survival-focused by [[twist fighting]]. Alternatively, the pilot can take advantage of the ERSL and SRM2s' quicker refire rates, focusing on [[DPS]], by [[staring]]. While staring is a risky tactic, it can be very effective for the Prime since Commandos are often ignored when enemies focus more prominent ally mechs. If, while staring, the Prime suddenly becomes the enemies' primary target, quick use of its [[iJJ]] can temporarily knock off the enemies' aim.
  
 
===Variant A===
 
===Variant A===

Revision as of 17:14, 21 July 2022

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: 25 901
Engine Size: GM 150 XL
A:
Price: 33 000 CBills
Total armor: 25 901
Engine Size: GM 150 XL
B:
Price: 34 700 CBills
Total armor: 25 901
Engine Size: GM 150 XL
C:
Price: 33 400 CBills
Total armor: 25 901
Engine Size: GM 150 XL
D:
Price: 35 800 CBills
Total armor: 25 903
Engine Size: GM 150 XL
E:
Price: 34 900 CBills
Total armor: 25 901
Engine Size: GM 150 XL
F:
Price: 30 500 CBills
Total armor: 25 901
Engine Size: GM 150 XL
G:
Price: 23 500 CBills
Total armor: 25 901
Engine Size: GM 150 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2123
1380
2282
2282
1805
2229
3538
2229
2282
1805
3008

All stats current as of release 0.15.3

The Commando a 600-year-old humanoid-type design, 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.


Roles and Gameplay Hints

Prime

Starter Asset

The Commando Prime carries the highest Alpha Strike of all the Commando Variants and is a dedicated brawler. At medium range the Prime is only able to deal a small amount of damage with its single ML. Once in optimal range, at 350m, the Prime's two ERSL and 10 SRM tubes on two SRM2s and one SRM6 pack quite a punch for its weight class. Despite the two different sizes of missile launchers, the Prime only has to wait fractions of a second after the SRM2s reload for the SRM6 to follow suit. This way the pilot can choose to be more careful and survival-focused by twist fighting. Alternatively, the pilot can take advantage of the ERSL and SRM2s' quicker refire rates, focusing on DPS, by staring. While staring is a risky tactic, it can be very effective for the Prime since Commandos are often ignored when enemies focus more prominent ally mechs. If, while staring, the Prime suddenly becomes the enemies' primary target, quick use of its iJJ can temporarily knock off the enemies' aim.

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 can 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 2 MGs, 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. 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. Use the JJ for jump snipping or getting out of the way.

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 pilot.

Variant F

Starter Asset

If the F wants to use its iJJ then heat can be slight struggle, but thanks to having six regular SLs instead of the Extended range variety, the amount of damage that the F can put out before overheating is quite staggering. Backing up the SLs is one TBolt10 mounted in the center torso. The main advantage of this mounting location is that the F can continue to use its most burst damage- and splash damage-heavy weapon until the F runs out of its one free ton of ammo, or until the F is destroyed. The F's SLs are distributed quite evenly throughout the arms and side torsos making the F a rather survivable mech (for a Commando), and it is somewhat capable of zombie tactics (continuing to fight after losing arms and possibly side torsos).

Variant G

Starter Asset

The Commando G is a pinpoint accurate skirmisher and brawler. It is also capable of acting as a backcapper by using its MASC to quickly move from base to base. Players are advised to carefully watch their heat and to use coolant when necessary as the G's weapon loadout is exclusively energy-based and it's MASC competes with those weapons for heat capacity. Players can effectively utilize the G in combat through two main tactics. The first is to maximize DPS, to do this, keep all weapons split between three groups and continually fire these weapons while staring at the enemy. The second, is to alpha strike, then damage spread while the G's weapons are recharging. The downside to the second tactic is that the G will cool less efficiently and have a lower DPS. For skirmishing, the G can poke out to 600m with its LL and 500m with its two MLs. In this capacity, mechs like the Owens G often perform better. The Commando G makes up for this by being a better brawler, thanks to its two SLs, and by having a better tier.

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