Difference between revisions of "Commando"

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(Variant C)
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Line 9: Line 9:
 
| Tier = 1
 
| Tier = 1
 
| Speed = 97
 
| Speed = 97
| SpeedWithMasc =  
+
| SpeedWithMasc = 136
 
| Rotation = 220
 
| Rotation = 220
 
| PitchStand = -29° to +30°
 
| PitchStand = -29° to +30°
Line 15: Line 15:
  
 
| Price Prime = 33 200
 
| Price Prime = 33 200
| ArmorT Prime = 25 903
+
| ArmorT Prime = 25 901
 
| Engine Prime = GM 150 XL
 
| Engine Prime = GM 150 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
Line 31: Line 31:
  
 
| Price A = 33 000
 
| Price A = 33 000
| ArmorT A = 25 903
+
| ArmorT A = 25 901
 
| Engine A = GM 150 XL
 
| Engine A = GM 150 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
Line 46: Line 46:
  
 
| Price B = 36 500
 
| Price B = 36 500
| ArmorT B = 25 903
+
| ArmorT B = 25 901
 
| Engine B = GM 150 XL
 
| Engine B = GM 150 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
Line 63: Line 63:
  
 
| Price C = 33 400
 
| Price C = 33 400
| ArmorT C = 25 903
+
| ArmorT C = 25 901
 
| Engine C = GM 150 XL
 
| Engine C = GM 150 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
Line 93: Line 93:
  
 
| Price E = 34 900
 
| Price E = 34 900
| ArmorT E = 25 903
+
| ArmorT E = 25 901
 
| Engine E = GM 150 XL
 
| Engine E = GM 150 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
Line 108: Line 108:
 
</ul>
 
</ul>
  
| Price F = 32 800
+
| Price F = 33 000
| ArmorT F = 25 903
+
| ArmorT F = 25 901
 
| Engine F = GM 150 XL
 
| Engine F = GM 150 XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
 +
<li>1x [[TBolt10]]
 +
<li>4x [[SL]]
 
<li>1x [[NARC]]
 
<li>1x [[NARC]]
<li>1x [[DSSRM4]]
 
<li>4x [[SL]]
 
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 +
<li>[[iJJ]]
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
<li>2 [[free tons]]
+
<li>1 [[free ton]]
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price G = 29 600
+
| Price G = 23 500
| ArmorT G = 25 903
+
| ArmorT G = 25 901
 
| 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 138: Line 140:
  
 
| 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 = 2105
| Armor INT = 3397
+
| Armor INT = 3185
| Armor LRL = 2038
+
| Armor LRL = 1911
  
| Version130 = 0.13.1
+
| Version142 = 0.14.2
 
}}
 
}}
  
Line 152: Line 154:
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
<!-- Current for 0.13.0 -->
 
 
===Prime===
 
===Prime===
 
{{Starter}}
 
{{Starter}}
Line 160: Line 160:
 
===Variant A===
 
===Variant A===
 
{{Starter}}
 
{{Starter}}
This variant rewards a steady hand and expert aim - the startling six [[Machine Gun]]s and the [[LPL|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 [[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 its ample damage are always where your enemies want least.
+
This variant rewards a steady hand and expert aim - the startling six [[Machine Gun]]s and the [[LPL|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 [[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 its ample damage are always where your enemies want least.
  
 
===Variant B===
 
===Variant B===
Line 170: Line 170:
 
===Variant C===
 
===Variant C===
 
{{Starter}}
 
{{Starter}}
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.
+
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.<br>
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.<br>
 
 
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.
 
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.
  
Line 182: Line 181:
 
{{Starter}}
 
{{Starter}}
 
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 [[iJJ|Improved JumpJets]].<br>  
 
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 [[iJJ|Improved JumpJets]].<br>  
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech.
+
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech pilot.
  
 
===Variant F===
 
===Variant F===
 
{{Starter}}
 
{{Starter}}
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>
+
The Commando F is an inexpensive [[support|support asset]]. While the F doesn't have any sort of enhanced [[radar|radar equipment]], it can easily designate targets with its [[NARC|NARC launcher]]. When it comes to weapons, the F sacrifices the medium to long range direct fire, that many other Commandos have, for a massive [[TBolt10| Thunderbolt 10 launcher]]. This launcher, as well as the NARC, are safely nestled within the F's torso, protecting them from being cut off. Because of the NARC and the F's [[JJ|Jump Jets]], it can more quickly acquire its own targets. They also give the F an increased, although still very limited, ability to [[flick]] its thunderbolt missiles. As backup weapons, the F only has 4 [[SL|Small Lasers]]. The F is not a front line [[brawler]] and is best used when allies are using missiles, typically in the mid- to late-game.
Well, you just found the sub 33000 c-bills solution with low tier and low ticket value You have sought for!<br>
 
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 [[SL|small lasers]] 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. Duck into nearby cover, enable your radar and fire your [[DSSRM4]]s upwards in an arc so they curve around obstacles and hit the narced enemy.<br>
 
It is customary to cay "UP!" in the team chat if a narc beacon is successfully planted.<br>
 
  
 
===Variant G===
 
===Variant G===
 
{{Starter}}
 
{{Starter}}
Is there a treasure beyond each rainbow? Is there any real threat beyond the 700m of PPC range?<br>
+
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 weapons|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 [[weapon groups|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 [[heat|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 [[ML]]s. In this capacity, mechs like the [[Owens#Variant G|Owens G]] often perform better. The Commando G makes up for this by being a better brawler, thanks to its two [[SL]]s, and by having a better [[tier]].
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 [[ERLL|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.<br>
 
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.<br>
 
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==
 
==History==
Line 207: Line 198:
  
 
==Canon==
 
==Canon==
By the time of the [[Clans|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 [[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

Revision as of 18:52, 3 August 2021

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: 33 200 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: 36 500 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: 33 000 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
2105
2105
1911
2229
3538
2229
2105
1911
3185

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

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 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

The Commando F is an inexpensive support asset. While the F doesn't have any sort of enhanced radar equipment, it can easily designate targets with its NARC launcher. When it comes to weapons, the F sacrifices the medium to long range direct fire, that many other Commandos have, for a massive Thunderbolt 10 launcher. This launcher, as well as the NARC, are safely nestled within the F's torso, protecting them from being cut off. Because of the NARC and the F's Jump Jets, it can more quickly acquire its own targets. They also give the F an increased, although still very limited, ability to flick its thunderbolt missiles. As backup weapons, the F only has 4 Small Lasers. The F is not a front line brawler and is best used when allies are using missiles, typically in the mid- to late-game.

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