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The Deaths' Knell


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#1 thepartisan

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Posted 01 June 2013 - 06:22 AM

I have a question for those who pilot Light mechs on a regular basis in regards to what seems like a White Mech.

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?

#2 orion0117

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Posted 01 June 2013 - 04:35 PM

Underdog syndrome?

I have a tdk and it's one of my all time favorites.

It's fast, small, often ignored and easy to miss. Goes for all commandos. I have mastered the commando and atlas, on average the commando does 50% of the damage at 1/4 the tonnage.

TDK is not for everyone. However I learned on the com chassis before there was a cadet bonus allowing purchasing a heavy right away.

Works well for me staying out of sight. Wait until enemies are engaged then help your team finish them off. Stay under cover, only those enemies nearly finished should see TDK.

I think it's the best Commando. I like lasers, and not having to tote any ammo. It can carry a PPC and 2 mediums lasers. I do best with 3 mediums and 1 med pulse.

If you're ever buying MC I think it's worth the small investment. Just play some free commandos first to get an idea on how the chassis runs.

#3 Loc Nar

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Posted 01 June 2013 - 04:45 PM

I love my deathsnail, it's really fun to play, and it's one of the mechs I maintain a positive k/d and w/l in too! I run it fast and simple, and although I've tried many configurations it keeps coming back to this:

COM-TDK Eyepoker [MLas x4, Endo, XL200, DHS x14]

Stick close to the pack, try to engage targets that are already busy, don't leroy jenkins this mech, avoid 3Ls, and never look a stalker in the eye.

#4 Judas Augustine

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Posted 01 June 2013 - 05:46 PM

I own one and love it dearly. I have used it successfully on several occasions. One thing to keep in mind, is that The Death's Knell (like all Commandos) is not a attacking unit (though you should certainly be making opportunistic shots). I use it mostly as a scout/capper. I like to touch the enemies base to draw attention and then head on over to where the fighting is and support my team as best I can.

I've had the best success with 4 Medium Pulse Lasers, an XL 210 engine, and full armor. This build runs hot, but you shouldn't be hanging around in combat a whole lot anyways. Run in, take a couple of shots, and the ****. Rinse, and repeat.

#5 MonkeyCheese

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Posted 02 June 2013 - 03:15 AM

View Postorion0117, on 01 June 2013 - 04:35 PM, said:

Underdog syndrome?

I have a tdk and it's one of my all time favorites.

It's fast, small, often ignored and easy to miss. Goes for all commandos. I have mastered the commando and atlas, on average the commando does 50% of the damage at 1/4 the tonnage.

TDK is not for everyone. However I learned on the com chassis before there was a cadet bonus allowing purchasing a heavy right away.

Works well for me staying out of sight. Wait until enemies are engaged then help your team finish them off. Stay under cover, only those enemies nearly finished should see TDK.

I think it's the best Commando. I like lasers, and not having to tote any ammo. It can carry a PPC and 2 mediums lasers. I do best with 3 mediums and 1 med pulse.

If you're ever buying MC I think it's worth the small investment. Just play some free commandos first to get an idea on how the chassis runs.


To the Op Everything said here but I run mine with 3 medium lasers and 1 large laser, cus I love the range/extra harassment.

For a test drive I would recommend the 1b commando it has 3 energy points in the arms while the deaths knell has 4. The commandos arms are wonderful for aiming at the sweet spots while running by.

Also ignore the people who talk smack with the pointless hate for the deaths knell, I have a feeling they are the kind of people who don't drive light Mech at all or they think only the streak ecm commando 2D is good, but with the way beagle kills ecm now and the lag shield fixes and so on, having a commando with ssrms that max at such a short range is a death wish in the current non lag shield, non god mode ecm game.

The deaths knell with medium/large lasers or ppcs at the max speed of 150kph is perfect for taking out backs and legs.

#6 Hayashi

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Posted 02 June 2013 - 03:45 AM

The most effective Knell build to me seems to be 4 medium lasers and a crapload of DHS, with maxed XL engine. The advantage of the Knell is that it has more energy hardpoints than any other commando. You won't be able to use Streaks with them, but with some minimal level of skill you should be able to do quite well with it. The only reason why I don't like it is because IMO the JR7-F does everything it can, better. But amongst the Commandos it's one of the stronger ones.

#7 Vassago Rain

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Posted 02 June 2013 - 04:22 AM

It's strictly a for fun mech. An expert driver can do well with it (me), but others will find they make far more income per game in any other mech,

#8 thepartisan

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Posted 02 June 2013 - 04:38 AM

Thanks for all the input. I did play the CMD line a very long time ago and i had the most success not using ssrms of any kind (The Lock time and the ECm shields) It seems to me that there is a few worthwhile builds to make that could be fun playing.

#9 Budor

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Posted 02 June 2013 - 05:19 AM

Streaks > TDK :D

#10 Shiro Matsumoto

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Posted 03 June 2013 - 07:34 AM

View PostLoc Nar, on 01 June 2013 - 04:45 PM, said:

I love my deathsnail, it's really fun to play, and it's one of the mechs I maintain a positive k/d and w/l in too! I run it fast and simple, and although I've tried many configurations it keeps coming back to this:

COM-TDK Eyepoker [MLas x4, Endo, XL200, DHS x14]

Stick close to the pack, try to engage targets that are already busy, don't leroy jenkins this mech, avoid 3Ls, and never look a stalker in the eye.


For that, never look any Medium and up in the eye... cause the next alpha kills at least 1 leg.
Also, in TDK ignore any requests to "go scout, Light!".. you are better being an Escort, that get mauled by Jenners far from your own lines.

#11 mailin

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Posted 03 June 2013 - 07:57 AM

Sorry, but when I see a Deaths Knell in my Spider, I go on the attack. Nine times out of ten the TDK driver gets to spectate after that encounter. Commandos are, in my opinion the worst light chasis out there, and I have all the lights mastered.

#12 BookWyrm

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Posted 03 June 2013 - 08:05 AM

The only Death Knell will be your own piloting this. Don't get me wrong, I love it and have fun with it, but having mastered all lights I feel like all of the other lights do the job better.

So, fun factor = Yes.

Power = No.

Personal opinion only.

#13 -Muta-

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Posted 10 June 2013 - 06:05 AM

View Postmailin, on 03 June 2013 - 07:57 AM, said:

Sorry, but when I see a Deaths Knell in my Spider, I go on the attack. Nine times out of ten the TDK driver gets to spectate after that encounter. Commandos are, in my opinion the worst light chasis out there, and I have all the lights mastered.


I own both and the only mechs that I avoid on a 1 vs 1 are the ones with streaks

#14 mailin

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Posted 10 June 2013 - 08:38 AM

View PostMutaroc, on 10 June 2013 - 06:05 AM, said:


I own both and the only mechs that I avoid on a 1 vs 1 are the ones with streaks


I agree that the ones with streaks can cause problems, but only if you're one on one with them. Also, it's important to remember that the absolute max range on streaks is 270m, whereas mlas can hit way beyond that. Dance around outside the range of their streaks and wait for your friendlies to arrive. Also, on any lights go for the legs whenever possible. Since the latest patch the fastest any mech can go without a leg is 40kph, or half its normal speed, whichever is slower.

Edited by mailin, 10 June 2013 - 08:39 AM.


#15 -Muta-

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Posted 15 June 2013 - 03:05 PM

View PostVassago Rain, on 02 June 2013 - 04:22 AM, said:

It's strictly a for fun mech. An expert driver can do well with it (me), but others will find they make far more income per game in any other mech,


Agree with you. I do very well with him as well.

#16 Ewigan

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Posted 16 June 2013 - 10:44 PM

4 Med Pulse Laser and Biggest XL possible (XL210).

Pure fun build, but yeah a bit squishy.
I mastered all 5 Commandos though, and the TDK is by far my favourite of all of them :)

#17 Shiro Matsumoto

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Posted 17 June 2013 - 12:21 AM

Finally broke in.. and sold it, with the 2 other Commandos, as various Basic skill stages.

Sorry, its just too fragile.

And whilst i was fun with the missile-armed Commandos.. "ram in the srm-load in and run away", holding the 4 MLas on a target just made it too predictable... usually resulting in a messy death and wasted time... i better stick to Spider, Raven and Jenner.

Edited by John McFianna, 17 June 2013 - 12:34 AM.


#18 Bosie

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Posted 17 June 2013 - 01:21 AM

I'm with Ewigan on this. The DK is often ignored by the enemy and at the end of the match I've often scored from 4-600 damage with it.

#19 IraqiWalker

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Posted 17 June 2013 - 05:50 AM

The Death's Knell is a great mech, especially for getting C-Bills fast. My personal favorite build for it though is 2 Medium Pulse Lasers and 2 Medium lasers. two different weapons groups, which allow you to engage well in medium to short ranges, deal good damage and have both burst and sustained damage. Plus heat management is easier with that set up.

#20 Versailles

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Posted 10 July 2013 - 12:46 AM

I know the 1D isn’t too popular, but here is a good build if you get pretty good with commandos.
The COM-2D Unter-Mech is a strafer/harasser. Think of it as a U-boat that runs around quietly, popping up to make a quick attack and immediately disappearing again. It is particularly fun in urban environments. Because it is armed with regular SRMs, there is no need to get a lock on your target, allowing you to pop out from between buildings, immediately launch your volley, and disappear behind a building before they can lock on or track you with energy and ballistic weapons. So long as you keep moving, it is very difficult to hit you. This tactic is aided by a seismic sensor and small pulse lasers instead of standard mediums. Other lights will usually have the advantage in a prolonged combat, so avoid circling with them. If another light does start following you, get back to your team for help. I have taken out dozens of Stalkers with this ‘mech, but very few Ravens.

Upgrades: Endo, DHS, FF Armor
Engine: XL200
178 FF Armor
2x SPL OR 2x ML OR 1x MPL
2x SRM4
3x Ammo
10(2)x DHS
Modules: Advanced Seismic Sensor, UAV

COM-3A





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