Difference between revisions of "Commando"
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===Variant G=== | ===Variant G=== | ||
The pilots designated to use this unit usually give me ''"that look"'', but they are way wrong!<br> | The pilots designated to use this unit usually give me ''"that look"'', but they are way wrong!<br> | ||
− | You can afford what many other chassis only can dream of, harassing an enemy from over 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 powerless to retort.<br> | + | You can afford what many other chassis only can dream of, harassing an enemy from over a kilometer out - unpunished, just because it is not worthwhile for the harassed enemy to lose the time to get to you, meanwhile you chip away at him for the while he is powerless to retort.<br> |
Not only will skirmishing at long range, seeking out heavier shorter range enemies adversely affect the opposing enemy's morale, you will also be richly awarded too due to the [[tier]] offset this unit bears by its inexpensive nature. | Not only will skirmishing at long range, seeking out heavier shorter range enemies adversely affect the opposing enemy's morale, you will also be richly awarded too due to the [[tier]] offset this unit bears by its inexpensive nature. | ||
Revision as of 23:34, 4 December 2019
Commando | ||
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Class: | Light Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 2 upon destruction | |
Tier: | 3 | |
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: 33 500 CBills Total armor: 27 535 Engine Size: GM 150 XL |
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B: Price: 35 000 CBills Total armor: 27 535 Engine Size: GM 150 XL |
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C: Price: 32 600 CBills Total armor: 29 172 Engine Size: GM 150 XL |
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D: Price: 33 300 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
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.
Contents
Roles and Gameplay Hints
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.
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...
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
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
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
Surgeon assistant - this unit's highly precise SXPL battery will make short business of arms and externals 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 providing some cool down time for the two DHS to dissipate the excess SXPL heat buildup. A free ton of SRM ammo allows longer battlefield duration without needing to RTB often.
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"
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.
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.
Variant E - "Enoch"
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
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
The pilots designated to use this unit usually give me "that look", but they are way wrong!
You can afford what many other chassis only can dream of, harassing an enemy from over a kilometer out - unpunished, just because it is not worthwhile for the harassed enemy to lose the time to get to you, meanwhile you chip away at him for the while he is powerless to retort.
Not only will skirmishing at long range, seeking out heavier shorter range enemies adversely affect the opposing enemy's morale, you will also be richly awarded too due to the tier offset this unit bears by its inexpensive nature.
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 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 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