Difference between revisions of "Commando"

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m (Variant A)
 
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| Price Prime = 33 300
 
| Price Prime = 33 300
| ArmorT Prime = 25 901
+
| ArmorT Prime = 25 689
 
| Engine Prime = GM 150 XL
 
| Engine Prime = GM 150 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
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| Price A = 33 000
 
| Price A = 33 000
| ArmorT A = 25 901
+
| ArmorT A = 25 689
 
| Engine A = GM 150 XL
 
| Engine A = GM 150 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
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| Price B = 34 700
 
| Price B = 34 700
| ArmorT B = 25 901
+
| ArmorT B = 25 689
 
| Engine B = GM 150 XL
 
| Engine B = GM 150 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>2x [[LAC2]]
+
<li>2x [[Standard_AutoCannons|LAC2]]
 
<li>1x [[UAC5]]
 
<li>1x [[UAC5]]
 
<li>1x [[MXPL]]
 
<li>1x [[MXPL]]
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| Price C = 33 400
 
| Price C = 33 400
| ArmorT C = 25 901
+
| ArmorT C = 25 689
 
| Engine C = GM 150 XL
 
| Engine C = GM 150 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
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| Price D = 35 800
 
| Price D = 35 800
| ArmorT D = 25 903
+
| ArmorT D = 25 689
 
| Engine D = GM 150 XL
 
| Engine D = GM 150 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
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| Price E = 34 900
 
| Price E = 34 900
| ArmorT E = 25 901
+
| ArmorT E = 25 689
 
| Engine E = GM 150 XL
 
| Engine E = GM 150 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
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| Price F = 30 500
 
| Price F = 30 500
| ArmorT F = 25 901
+
| ArmorT F = 25 689
 
| Engine F = GM 150 XL
 
| Engine F = GM 150 XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
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</ul>
 
</ul>
  
| Price G = 23 500
+
| Price G = 33 500
| ArmorT G = 25 901
+
| ArmorT G = 25 689
 
| Engine G = GM 150 XL
 
| Engine G = GM 150 XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
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| Armor B = 2123
 
| Armor B = 2123
 
| Armor LRA = 2282
 
| Armor LRA = 2282
| Armor INT = 3008
+
| Armor INT = 1805
| Armor LRL = 1805
+
| Armor LRL = 3008
  
| Version153 = 0.15.3
+
| Version153 = 0.16.1
 
}}
 
}}
  
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 most lightweight [[IS]] mech, the '''Commando''' is surprisingly [[tanking|tanky]] due to its small figure and hitboxes. Having the lowest possible [[tier]] helps gathering [[Cbills]] when the Commando damages higher tier assets. All Commando variants are available for the starting [[rank]].
  
  
Line 155: Line 155:
 
===Prime===
 
===Prime===
 
{{Starter}}
 
{{Starter}}
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.
+
Good [[brawler]] and somewhat functional [[skirmisher]] by using [[iJJ]]s. Best [[alpha strike]] of all Commandos.
  
 
===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 250m; 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.
+
[[Fire-support]] mech. Its [[Mgun]]s have a good [[Damage_Types|damage multiplier]] against air, making the Commando A useful as [[AA]] against early [[VTOL]]s. Don't try to [[jump snipe]], the Commando A uses its [[iJJ]]s to find good firing positions or to escape combat.
  
 
===Variant B===
 
===Variant B===
 
{{Starter}}
 
{{Starter}}
The Commando B is a very flexible mech. Between the B's pair of [[Light AC2]]s (900m of [[range]]) and [[UAC5]] (800m of range) it has reasonable [[jump sniping]] capabilities from its [[iJJ]]. In close range, the B can still hold its own with a pair of [[MGun]]s and a single [[MXPL]]. Even though the B doesn't carry any extra [[Heat Sinks]], it is unlikely to overheat except on hot [[maps]]. For weapon groups it is recommended to group the UAC5 and the two Light AC2s together for the first group, and the MXPL and MGuns in a second group. Don't worry about letting the MGuns [[jam]], keeping that MXPL going is far more important, once the MGuns have unjammed, remember to let go of the firing button and press it again in order to resume firing with the MGuns. If jamming the UAC5 becomes a concern, it is recommended to have a third firing group dedicated to the two Light AC2s so that the pilot can fire the AC2s without jamming the UAC5 and for sniping targets beyond 800m. The B's weapons are spread out quite evenly, losing only a small portion of its firepower with each destroyed [[component]] and its best weapon, the UAC5, is safely stowed away in the B's center [[torso]].
+
[[Generalist]]. When [[brawling]], [[group fire]] the [[MXPL]] with the [[Mgun]]s to reduce the number of total weapon groups from four to three. Can [[poke]].
  
 
===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. 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>
+
Dedicated [[brawler]]. [[Overheat]]s easily, prioritize the [[SSRM4]] when overheating because it is a more heat-efficient weapon. Good at [[arming]] and destroying individual [[component]]s. Excellent [[DPS]]. Works best in [[team fights]] where it might go unnoticed.
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"''===
 
{{Starter}}
 
{{Starter}}
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.
+
Primarily a [[brawler]]. Watch out for the [[minimum range]] with the MRM10.
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"''===
 
{{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>
+
Effective [[short range]] [[skirmisher]] with some ability to [[brawl]].
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}}
If the Commando F wants to use constantly its [[iJJ]] then [[heat]] can be a slight struggle, but thanks to having six regular [[SL]]s 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 torso]]s making the F a rather survivable mech (for a Commando), losing only a small portion of its firepower with each destroyed [[component]]. When in close combat, the F will likely need to [[dumb-fire]] its TBolt10. Fast moving targets will easily avoid the lazy tracking that TBolts offer.
+
The Commando F may not look like a [[generalist]], but it's ability to fight in [[close range]], [[jump snipe]] at [[medium range]], and shoot [[NARC]]ed and [[TAG]]ed targets at [[long range]], make it more than capable of filling the role.
  
 
===Variant G===
 
===Variant G===
 
{{Starter}}
 
{{Starter}}
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]].
+
A [[skirmisher]] able to get in and out of combat quickly. Good at cutting off individual [[component]]s by using [[group fire]]. Good at [[backcapping]].
  
 
==History==
 
==History==

Latest revision as of 08:35, 5 September 2023

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: 25 689
Engine Size: GM 150 XL
A:
Price: 33 000 CBills
Total armor: 25 689
Engine Size: GM 150 XL
B:
Price: 34 700 CBills
Total armor: 25 689
Engine Size: GM 150 XL
C:
Price: 33 400 CBills
Total armor: 25 689
Engine Size: GM 150 XL
D:
Price: 35 800 CBills
Total armor: 25 689
Engine Size: GM 150 XL
E:
Price: 34 900 CBills
Total armor: 25 689
Engine Size: GM 150 XL
F:
Price: 30 500 CBills
Total armor: 25 689
Engine Size: GM 150 XL
G:
Price: 33 500 CBills
Total armor: 25 689
Engine Size: GM 150 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2123
1380
2282
2282
3008
2229
3538
2229
2282
3008
1805

All stats current as of release 0.16.1

The most lightweight IS mech, the Commando is surprisingly tanky due to its small figure and hitboxes. Having the lowest possible tier helps gathering Cbills when the Commando damages higher tier assets. All Commando variants are available for the starting rank.


Roles and Gameplay Hints

Prime

Starter Asset

Good brawler and somewhat functional skirmisher by using iJJs. Best alpha strike of all Commandos.

Variant A

Starter Asset

Fire-support mech. Its Mguns have a good damage multiplier against air, making the Commando A useful as AA against early VTOLs. Don't try to jump snipe, the Commando A uses its iJJs to find good firing positions or to escape combat.

Variant B

Starter Asset

Generalist. When brawling, group fire the MXPL with the Mguns to reduce the number of total weapon groups from four to three. Can poke.

Variant C

Starter Asset

Dedicated brawler. Overheats easily, prioritize the SSRM4 when overheating because it is a more heat-efficient weapon. Good at arming and destroying individual components. Excellent DPS. Works best in team fights where it might go unnoticed.

Variant D - "RealToughGuy"

Starter Asset

Primarily a brawler. Watch out for the minimum range with the MRM10.

Variant E - "Enoch"

Starter Asset

Effective short range skirmisher with some ability to brawl.

Variant F

Starter Asset

The Commando F may not look like a generalist, but it's ability to fight in close range, jump snipe at medium range, and shoot NARCed and TAGed targets at long range, make it more than capable of filling the role.

Variant G

Starter Asset

A skirmisher able to get in and out of combat quickly. Good at cutting off individual components by using group fire. Good at backcapping.

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