

why and how should i use a commando?
#21
Posted 01 June 2012 - 02:56 PM
#22
Posted 01 June 2012 - 02:57 PM

On a more serious note, It's cheap, & the House Steiner faction discount makes it even cheaper. There is physically not much there to break, so even if it gets totalled (OK, when), it won't cost much to fix. For a less frequent player, it's an attractive option. We don't know what the Commando's hardpoint layout looks like, but giving it a bigger engine & more medium lasers instead of the SRMs would make a ferocious ankle-biter. Mongoose, anyone? http://www.sarna.net/wiki/Mongoose
#23
Posted 01 June 2012 - 03:00 PM
Yoseful Mallad, on 01 June 2012 - 02:56 PM, said:
I did even better, I got 3 LRM 5s on it, so long as you switch to an XL engine and use Endo Steel. Even if you don't want to use either of those you can use 3 LRM 5s, but you'll have to sacrifice some ammo unless you want to reduce your armor rating.
Commando COM-2D
Mass: 25 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Age of War/Star League
Tech Rating/Era Availability: E/D-F-E
Production Year: 2486
Cost: 2,742,500 C-Bills
Battle Value: 556
Chassis: Unknown Endo-Steel
Power Plant: Unknown 150 Fusion XL Engine
Walking Speed: 64.8 km/h
Maximum Speed: 97.2 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Standard Armor
Armament:
1 Medium Laser
3 LRM-5s
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel 43 points 1.50
Internal Locations: 3 LT, 3 RT, 2 LA, 2 RA, 2 LL, 2 RL
Engine: XL Fusion Engine 150 3.00
Walking MP: 6
Running MP: 9
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 LT, 2 RT
Gyro: Standard 2.00
Cockpit: Standard 3.00
Actuators: L: SH+UA+LA+H R: SH+UA+LA+H
Armor: Standard Armor AV - 71 4.50
Internal Armor
Structure Factor
Head 3 7
Center Torso 8 8
Center Torso (rear) 4
L/R Torso 6 8
L/R Torso (rear) 3
L/R Arm 4 7
L/R Leg 6 8
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
2 LRM-5s CT 4 2 4.00
LRM-5 RA 2 1 2.00
Medium Laser LA 3 1 1.00
@LRM-5 (48) RT - 2 2.00
@LRM-5 (48) LT - 2 2.00
Free Critical Slots: 15
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 2 Points: 6
6 1 2 1 0 1 0 Structure: 1
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
-----------------------
With this, I managed to actually raise the armor by a half ton, and I get a respectable (perhaps too respectable, how many shots are in a ton of LRM 5 ammo?) amount of ammunition.
However, this is a rather scary build thanks to the XL engine and having 4 tons of LRM ammuniton stuffed into the torso. A single critical hit and this mech is up in flames.
If you want a safe version, you can remove the XL engine, drop a half ton of armor, and lose 2 tons of LRM ammunition.
#24
Posted 01 June 2012 - 03:21 PM
In order to be useful in any capacity other than merely spotting enemies (and worse than a Raven or Jenner at that), the Commando variants in MWO will need to be beefed up a bit.
Of course, as a 25 ton mech, the Commando will likely be extremely inexpensive to operate and allow for the rapid gain of c-bills. However, this can only go so far. If the mech can't even compete firepower-wise with other lights in game, no one will want to use it.
#25
Posted 01 June 2012 - 03:29 PM
A stock commando 2D deals 25 damage per Alpha, equal to 5 medium lasers.
#26
Posted 01 June 2012 - 04:42 PM

#27
Posted 01 June 2012 - 04:57 PM
It's a close range brawler that relies on it's small profile.
It really exists to work in tandem with a larger Mech or to slap larger Mechs and convince them to follow it into your ambush.
#28
Posted 01 June 2012 - 05:06 PM

#29
Posted 01 June 2012 - 05:09 PM
#30
Posted 01 June 2012 - 05:30 PM
It's also cheap enough that if you want to try out a scout 'mech just to see how it feels, or just want to goof around for a match, it won't cost much to repair when you get scrapped. And if you survive? The payout from a scenario you usually run with a heavier 'mech will feel much bigger when you're not putting so much into repair and rearmament. Either way, if you have a go and don't like how it feels, when you sell it off you'll probably be at least neutral in terms of credits spent/gained from the experiment.
Although I agree, people looking at a light 'mech for a serious scout or a specialized skirmisher will probably overlook the commando in favor of the Raven or the Jenner. It's most likely a 'mech that pilots will take when they want to dabble in a light, but aren't willing to invest heavily into it, or when they're confident they can make it work well and want to be underestimated in a fight.
#31
Posted 01 June 2012 - 05:54 PM
#32
Posted 01 June 2012 - 06:04 PM
#33
Posted 01 June 2012 - 06:20 PM
#34
Posted 01 June 2012 - 06:47 PM
In a pinch it can be used for scouting or raiding but id avoid scout-hunting at all possible. Most other scouts will be both faster and heavier armed than a Commando.
Even though im a cappie, of the light designs currently available, ill be favoring the Commando.
#35
Posted 01 June 2012 - 07:23 PM
#36
Posted 01 June 2012 - 07:33 PM
#37
Posted 01 June 2012 - 07:40 PM
Yoseful Mallad, on 01 June 2012 - 02:56 PM, said:
You can get more than that on a Commando. Dropping the SRM-4 and -6, you can slap an LRM-10 with 2 tons of ammo while keeping the medium laser, or (my preference) 2 LRM-5s with 2 tons of ammo, the Medium Laser, and an extra ton of armor. It's a mini-Valkyrie.
#38
Posted 01 June 2012 - 07:45 PM
#39
Posted 01 June 2012 - 07:46 PM
What I do like it for is scouting and narc/taging. With some mechlab tweaks you get a very fast very light scout that can be of great you to your team's [Insert Catapult or similar LRM boat].
Honestly, the only thing that will make mechs unique in MWO is hardpoints, silhouette, torso/arm capabilities and tonnage. Since the Commando clocks in at 25 tons (the lightest mech available in the game yet) it has crazy speed potential, plus fully articulated arms, all on a very, very, very small package. (which means it'll be that much harder to hit)
Edited by LackofCertainty, 01 June 2012 - 07:48 PM.
#40
Posted 01 June 2012 - 07:52 PM
As has been pointed out it's light and cheap making it a good buy, but it also brings a massive amount of sustained firepower to the the table. What do I mean by this.
In battletech it's not just about how much damage a mech can do in a single round, because of the heat mechanic the amount of damage a mech does varies from turn to run, and will generally need to rest and cycle weapons. In stead it's about the amount of damage that a mech can do over several turns.
For example
A Commando will average about 19pts of damage a turn for 10 heat, this means that it can sustain this rate of fire for about 3-5 turns depending on how hot your willing to run.
By contrast the Jenner does more damage at about 26 pts per turn but it generates 15 heat. This means that Jenners tend to hit and run. It needs to disengage to cool down, so effectively it's fighting every second turn. Over four turns the Commando will actually do more damage then a Jenner because of this pattern.
So the two mechs serve a difference purpose, the Commando is a light brawler and designed to stand toe to toe with other mechs and rip them up (a very Lyran concept)
The Jenner is a skirmisher and ambusher, it runs in and does it's damage, disengages and returns to repeat the process.
Of the two mechs the Jenner will probably be more useful on launch because it's play style is better suited to fighting the heavier mechs that will probably dominate on launch.
A previous poster mentioned that it could be turned into a long range good skirmisher by swapping out SRM for LRMs, which is another excellent idea. Dropping the SRM 6 & SRM 4 gives 7 tonnes after ammo, that's enough for an LRM 10, 1 tonne of ammo and either an extra medium laser (or my personal preference, an extra tone of armour)
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