Difference between revisions of "Commando"

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(Variant A: more gameplay focused fluff)
(Variant C)
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<!-- WIP -->
 
 
{{WIP}}
 
 
 
{{Mech
 
{{Mech
| Image = File:Commando_rotating_350px.gif
+
| Image = File:Commando.png
 +
| ImageGif = File:Commando_spin.gif
 
| ImageSize =  
 
| ImageSize =  
 
| Tonnage = 25
 
| Tonnage = 25
Line 10: 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°
Line 18: Line 15:
  
 
| Price Prime = 33 200
 
| Price Prime = 33 200
| ArmorT Prime = 27 535
+
| ArmorT Prime = 25 901
 
| Engine Prime = GM 150 XL
 
| Engine Prime = GM 150 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
Line 32: Line 29:
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
| Price A = 33 500
+
 
| ArmorT A = 27 535
+
| Price A = 33 000
 +
| ArmorT A = 25 901
 
| Engine A = GM 150 XL
 
| Engine A = GM 150 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
Line 46: Line 44:
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
| Price B = 35 000
+
 
| ArmorT B = 27 535
+
| Price B = 36 500
 +
| ArmorT B = 25 901
 
| Engine B = GM 150 XL
 
| Engine B = GM 150 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
Line 53: Line 52:
 
<li>1x [[LPPC]]
 
<li>1x [[LPPC]]
 
<li>1x [[TBolt5]]
 
<li>1x [[TBolt5]]
<li>1x [[MG]]
+
<li>2x [[MG]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
Line 62: Line 61:
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
| Price C = 32 600
+
 
| ArmorT C = 29 172
+
| Price C = 33 400
 +
| ArmorT C = 25 901
 
| 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 = 25 903
 
| Engine D = GM 150 XL
 
| Engine D = GM 150 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
Line 81: 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 = 25 901
 
| Engine E = GM 150 XL
 
| Engine E = GM 150 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
Line 103: Line 107:
 
<li>5.5t [[Armor]]
 
<li>5.5t [[Armor]]
 
</ul>
 
</ul>
| Price F = 32 800
+
 
| ArmorT F = 25 903
+
| Price F = 33 000
 +
| 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
+
 
| ArmorT G = 25 903
+
| Price G = 23 500
 +
| 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 132: 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
  
| Version = 0.11.2
+
| Version142 = 0.14.2
 
}}
 
}}
  
 
+
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]].
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 units pilot better be wary of adverse circumstances on the battle filed, 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>
+
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.
On the other hand, there is little pride to loose if you break off somewhat early just in case your mandatory heavier partner is encountering resistance to big to chew thru. ''"Look at the bright side, kid: You're 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}}
 +
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===
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>
+
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 [[MG]]s, 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>
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.
+
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.<br>
 +
If things turn for the worse, remember to use your [[iJJ]] to help bring you out of harms way.
  
 
===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>
+
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>
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.
+
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"''===
 
===Variant D - ''"RealToughGuy"''===
Toughened up compared to it's 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]].
+
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 [[SL|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 [[EOptics|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"''===
 
===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>
+
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. Especially it's couple screen shaking and night vision disrupting weapons.
+
Highly affordable, decently armored and of reliable firepower, this unit is an excellent companion to many a mech pilot.
  
 
===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 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.
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>
+
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]].
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==
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. <br>
+
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 has been confirmed for release and has finally seen the light of day.
+
 
 +
With version 0.11.0, the Commando was confirmed for release and finally saw the light of day.
 +
 
  
 
==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 [[MBL|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