thepartisan, on 01 June 2013 - 06:22 AM, said:
The Deaths' Knell has piqued my curiosity for quite some time now, but I am still very unsure about the capabilities of it in general. Is there any players who piloted this mech with any degrees of success? If so, can you elaborate why this mech is decent when there is a lack of information on it in the forums?
TDK is one of the logical end points of the Commando line; the -2D has 3 missile, 1 energy hardpoint, the -1D and -3A have 2 missile, 2 energy, and the -1B has 1 missile, 3 energy. The TDK, of course, has 0 missile, 4 energy. The only variant we miss for the logic to be complete is a Commando with 4 missile and no energy hardpoints.
With 4 energy hardpoints on such a small 'mech there's not much you can do with it weapons-wise; its unique feature is those four hardpoints, so it seems a shame not to utilize them, and that means putting four energy weapons in it.
The build I currently run in mine uses a 195XL engine, Endo-Steel, 11 Double Heat Sinks, next to full armour (-2 points), and four Medium Pulse Lasers.
That gives you decent speed (126.4 kph, 139 kph with Speed Tweak), a 24-point alpha (delivered in 0.75 seconds), and while fragile and running a bit hot, it's a fun and surprisingly effective little Striker.
It's also dirt cheap MC-wise, and the CB you spend outfitting it (incidentally, it runs just fine as it comes off the assembly line) you'll make back in no time with its 30% CB boost.
Like every other Commando, it's not for the faint of heart. It's fragile; a well-aimed alpha from a heavy or assault (and even some mediums) will kill you outright or at least take an arm or a leg off. So don't get hit
I've found that using two firing buttons and putting the two MPLs in one arm on each button (mouse button 1 for left arm, mouse button 2 for right arm) makes it easy to both fire all four of them and to regulate your heat when things start to get hairy.
Play it as you would any other Commando: Always keep moving, never stop. Either go off to cap and then rejoin if you're playing Conquest, or stick relatively close to your team mates if you're playing assault; at least initially. You do NOT want to be the first thing the enemy team sees - that's a very, very bad idea for what currently is the lightest, least armoured 'mech on the field.
Once combat is joined by your fatter brethren, feel free to use your speed to flank around and take pot-shots, creating a bit of chaos. If you manage to **** someone off enough to turn and try to kill you, you've done your job. Hopefully your team mates will do theirs and kill the distracted enemy.
Anyway, that's the TDK in my eyes. A fast little Striker that - as all Commandos - have an undeservedly bad reputation.
But then of course I'm a bit biased; the TDK is the fifth Commando I'm mastering.