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why and how should i use a commando?


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Poll: why pilot a commando? (184 member(s) have cast votes)

the reason i will pilot a commando?

  1. it looks cool (58 votes [16.81%] - View)

    Percentage of vote: 16.81%

  2. the mech of my dreams (7 votes [2.03%] - View)

    Percentage of vote: 2.03%

  3. it is a lyran design (24 votes [6.96%] - View)

    Percentage of vote: 6.96%

  4. it can mount the type of weapons i like (43 votes [12.46%] - View)

    Percentage of vote: 12.46%

  5. it is fast! (72 votes [20.87%] - View)

    Percentage of vote: 20.87%

  6. it has good heat management (52 votes [15.07%] - View)

    Percentage of vote: 15.07%

  7. i like to live dangerous (89 votes [25.80%] - View)

    Percentage of vote: 25.80%

how will you use youre commando

  1. as a fast strike mech (98 votes [35.77%] - View)

    Percentage of vote: 35.77%

  2. as a scout hunter (84 votes [30.66%] - View)

    Percentage of vote: 30.66%

  3. purely as a scout (40 votes [14.60%] - View)

    Percentage of vote: 14.60%

  4. as a support mech (39 votes [14.23%] - View)

    Percentage of vote: 14.23%

  5. as a sniper (13 votes [4.74%] - View)

    Percentage of vote: 4.74%

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#1 proktor

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Posted 01 June 2012 - 01:47 PM

so far the nicest mech they redisgned is in my humble opinion the commando, and prefering light mechs
i think i will pilot one, but lately i am having second doubts.
why pilot this mech when the jenner for instance is far its superior, it is better armed and it is faster.
do not get me wrong, running at almost 100 km/h is pretty fast but better armed opponents can hunt
him down easily, hell even a dragon with a little tuning can catch up with him.
than there is its armament, srm's and a single medium laser can do a good amount of damage, but you have to get close to inflict damage and 4 tons of armour is not going to protect me from a AC 20 shot.
sure i can tinker with his weapons in the mech lab, but looking at the other variants of the commando only
a few other variants carry long range weapons,(large laser,AC2) and i am
pretty sure you can not put a PPC on this mech without sacrifing a good amount of your precious armour, or even worse, your speed.
downgrading it's engine will be a death sentence for this mech.


so in short, what roll is suited for this mech? a scout? the raven is better suited for that.
fast striker? the jenner is better armed and is more mobile.

I have read a lot of post and topics and i hardly have read any players saying they will pilot the commando.
so if you are, let me know how you plan on using this mech and what type of loadout you will be using.
it would be interesting to read what kind of magic you players have in store for the commando
i think its a shame if this mech will see little use in the game.

#2 Sassori

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Posted 01 June 2012 - 01:48 PM

The only reason to use a Commando:

There's no Locust yet ;)

#3 Orzorn

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Posted 01 June 2012 - 01:51 PM

The Commando has arms (meaning a greater angle of attack is available to the pilot).

Its hardpoints will be different.

#4 Orion Pirate

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Posted 01 June 2012 - 01:51 PM

It's best role, in my opinion, is its cost. You could buy three Commandos for one Raven...

#5 Sassori

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Posted 01 June 2012 - 01:52 PM

View PostOrzorn, on 01 June 2012 - 01:51 PM, said:

The Commando has arms (meaning a greater angle of attack is available to the pilot).

Its hardpoints will be different.


Every mech has arms even the humble Urbanmech. The Locust has arms, it just doesn't have lower arm or hand actuators. The Locust even has weapons on it's arms, the machine guns go there in stock configurations.

#6 Orzorn

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Posted 01 June 2012 - 01:54 PM

View PostChristopher Dayson, on 01 June 2012 - 01:52 PM, said:


Every mech has arms even the humble Urbanmech. The Locust has arms, it just doesn't have lower arm or hand actuators. The Locust even has weapons on it's arms, the machine guns go there in stock configurations.

They've already confirmed that each mech will have different angles of movement available to their arms. The Jenner has those flat paddles which will undoubtedly have a smaller angle of movement compared to the Commando's arms.

#7 Sassori

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Posted 01 June 2012 - 01:56 PM

View PostOrzorn, on 01 June 2012 - 01:54 PM, said:

They've already confirmed that each mech will have different angles of movement available to their arms. The Jenner has those flat paddles which will undoubtedly have a smaller angle of movement compared to the Commando's arms.


All that means is convergence will be less of an issue really. I imagine the Jenner and the Locust would do fast as heck torso twists due to construction and the joys of Ostrich legs. If it weren't for the Jenners bulbous stick your cockpit DIRECTLY into enemy fire design... it'd be a lot more appealing.

#8 Orzorn

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Posted 01 June 2012 - 01:59 PM

View PostChristopher Dayson, on 01 June 2012 - 01:56 PM, said:


All that means is convergence will be less of an issue really. I imagine the Jenner and the Locust would do fast as heck torso twists due to construction and the joys of Ostrich legs. If it weren't for the Jenners bulbous stick your cockpit DIRECTLY into enemy fire design... it'd be a lot more appealing.

See? The very fact that we can carry on a debate about it is reason enough to use the Commando. Cockpit placement, arm movement, torso twist. Many reasons to use each mech, not to mention hardpoints, of which we know nothing about either the Jenner nor the Commando, since we haven't yet seen any mechlab screenshots of either.

#9 Zynk

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Posted 01 June 2012 - 02:02 PM

It's an iconic mech and it's cheap so would be cheap to repair and equip as you learn to be a scout.

#10 Forscythe

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Posted 01 June 2012 - 02:03 PM

If I were stuck in a commando I'd probably scout first run back to my lance mates and hang out next to the big bad assault mech. A commando is practically invisible when standing next to one. Be an extra gun in the fight.

#11 Victor Morson

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Posted 01 June 2012 - 02:13 PM

Once you swap the engine out, the Commando can be WAY, WAY faster than the Jenner OP. I can't remember the exact speed but when a friend was messing with it in Solaris Skunk Works (assuming they stay somewhat accurate) with the right XL engine it can reach speeds of over 200 kp/h easily.

As such, it could be a fireball of a scout.

In a game with Mechlab, stock 'mech configurations or even purposes don't mean much. All that matters is hardpoints, where the hardpoints are and other details like "does it have arms?" or "can it sport jumpjets?" Stock speed/guns/armor is moot if they live up to their mostly-CBT style design. In this case, it's 10 tons lighter than the Jenner and lighter = the potential for even greater speed.

Edited by Victor Morson, 01 June 2012 - 02:15 PM.


#12 Orzorn

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Posted 01 June 2012 - 02:22 PM

View PostVictor Morson, on 01 June 2012 - 02:13 PM, said:

Once you swap the engine out, the Commando can be WAY, WAY faster than the Jenner OP. I can't remember the exact speed but when a friend was messing with it in Solaris Skunk Works (assuming they stay somewhat accurate) with the right XL engine it can reach speeds of over 200 kp/h easily.

As such, it could be a fireball of a scout.

In a game with Mechlab, stock 'mech configurations or even purposes don't mean much. All that matters is hardpoints, where the hardpoints are and other details like "does it have arms?" or "can it sport jumpjets?" Stock speed/guns/armor is moot if they live up to their mostly-CBT style design. In this case, it's 10 tons lighter than the Jenner and lighter = the potential for even greater speed.

If I keep just the medium laser and strip no armor off of it I can get the Commando to a 225 engine rating (151.2 km/h), leaving 1.5 tons of free space, so you could slap another medium laser and a small laser on there if you wanted.

#13 Magnificent Bastard

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Posted 01 June 2012 - 02:37 PM

While I do think the new Commando looks cool (which is odd because I almost always prefer chicken-walker 'mechs) I don't think anything will pry me away from my Jenner. Jump Jets are too valuable to me. I know JJs can be a double edged sword... but with my specific play style they are a necessity.

That said... I hope to see some Commandos on the battlefield. I don't want to see any weight class dominated by a few 'mechs. Let's see some variety out there folks!

Edited by Magnificent Bastard, 01 June 2012 - 02:38 PM.


#14 Steel Rain

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Posted 01 June 2012 - 02:44 PM

It would be a challenge. That would be the reason for me to pilot one.

#15 Joe Mallad

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Posted 01 June 2012 - 02:46 PM

Here is a good reason to use a Commando...

with the Commando being a light missile mech and fast, it can be used as a fast hit and run missile mech. Run it with NARC so it and fellow missile mech can hit anything you NARC without having to see it and you are golden. Also... it can be used as a light missile support mech to stay back with your big missile throwers to cover them but also be fast enough to be able to get back to your base to cover it when needed.

#16 collosus

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Posted 01 June 2012 - 02:47 PM

View PostSteel Rain, on 01 June 2012 - 02:44 PM, said:

It would be a challenge. That would be the reason for me to pilot one.


Agreed, the fact that the 2D is basically a glass cannon already makes me want to pilot one, although the 1D (modified, ofc) could work as a light sniper as well (since we don't have the panther yet).. Another good thing, the weight itself it's an advantage, since it means you can get almost 2 commandos per 1 jenner/raven on a dropship (that is assuming we have the hotdrop gametype, as shown on the trailer), and sometimes that means you can get more mechs or heavier mechs..

I think that's where the commando will shine, in the hotdrop gametype ;)

#17 Felicitatem Parco

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Posted 01 June 2012 - 02:48 PM

SRM4 offers more missiles/ton of ammo (BattleTech says 25 missiles/ton) compared to SRM6 (only 15 missiles/ton). A pair of SRM4 can share ammo stocks, too.

My Commando will probably be twin SRM4, twin medium lasers, 1 ton of missile ammo to share, and endosteel internals. That'd give me some weight to play with compared to a stock 2D... I'll keep a standard engine, though, to stay alive longer and to keep costs below that of an Atlas. I want ECM, too, just to help stay alive longer and use those lasers for a while before I die.


REMLAB 2.9.13 BETA
remlab.sourceforge.net
Created on Jun 1, 2012

Light BattleMech Technical Readout
Type: Prosperity's Commando


Technology Base: Inner Sphere / 3050
Ruleset: Standard (5th edition)


Tonnage: 25
Cost: 2,225,208 C-bills
Battle Value: 649
Internal Structure: Endo Steel
Engine: Omni 175 Fusion
Maximum Speed: 119 kph
Type: Fusion
Walking MP: 7
Running MP: 11
Jumping MP: 0
Heat Sinks: 10
Gyro: Standard
Cockpit: Standard
Communications System: Standard
Targeting & Tracking System: Standard

Armor: Ferro-Fiberous
Armor Factor: 72 (4.0 tons)
Head 9
Center Torso 12
Center Torso (rear) 3
L/R Torso 7/7
L/R Torso (rear) 2/2
L/R Arms 7/7
L/R Legs 8/8

Weapons and Ammo
Medium Laser LA
SRM 4 RA
SRM 4 CT
Guardian ECM Suite RT
Ammo (SRM4) H


Yeah, that's right, I put ammo in my Head. What'cha ya gonna do about it, huh?
Anyways, it's faster than stock, has near-equal firepower over a protracted battle, same armor ferrofibrous armor, no XL engine, it has ECM, and it's cheaper than a stock Hunchback.

Edited by Prosperity Park, 01 June 2012 - 02:54 PM.


#18 Orzorn

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Posted 01 June 2012 - 02:48 PM

View PostYoseful Mallad, on 01 June 2012 - 02:46 PM, said:

Here is a good reason to use a Commando...

with the Commando being a light missile mech and fast, it can be used as a fast hit and run missile mech. Run it with NARC so it and fellow missile mech can hit anything you NARC without having to see it and you are golden. Also... it can be used as a light missile support mech to stay back with your big missile throwers to cover them but also be fast enough to be able to get back to your base to cover it when needed.

I can totally myself slapping some LRM-5s onto it and using it for a zippy ranged support.

In fact, I'll get back to you on that, off to SSW I go!

#19 The1WithTheGun

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Posted 01 June 2012 - 02:52 PM

Just remember that the Commando is not a stand-up brawler, despite the fact that it carries some impressive firepower for it's size. Use it as a flanker - get behind enemies while your lancemates have them tied up. Also, use it as an "anti-Flanker" and a scout hunter - destroy other scouts before they do the same to your buddies.

#20 Joe Mallad

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Posted 01 June 2012 - 02:56 PM

View PostOrzorn, on 01 June 2012 - 02:48 PM, said:

I can totally myself slapping some LRM-5s onto it and using it for a zippy ranged support.

In fact, I'll get back to you on that, off to SSW I go!
You may be able to get 1 LRM 5 pack with 1 tone of ammo and 2 medium lasers on it. Not sure of the weight tho. And add NARC and you are all good.





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