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Question For Commando Pilots, Particularly Tdk Pilots
Started by Sephlock, Jun 03 2013 12:48 AM
12 replies to this topic
#1
Posted 03 June 2013 - 12:48 AM
Is it at all viable to run a Tag/BAP TDK spotter as a moneymaker? I'm looking to try something different to shake things up.
#2
Posted 03 June 2013 - 06:23 AM
I have just about mastered the Commandos, and the only one you should even try this on is the COM-2D (without BAP).
A TAG bonus will only give you 2500 (1250 in conquest), which is one third of the bonus you will get for a kill or assist. And even if you TAG someone you don't get the bonus unless someone on your team fires lock on missiles at them, which is not guaranteed.
So can you make C-Bills running a TAG Commando? Yes, but you won't make great C-Bills, and if you are running without ECM, you are yourself easily spotted and vulnerable to LRMS. You can definitely out run them at long range, but you are not much help to others if you spend the entire match in survival mode.
With my Death's Kneel I tend to have to stay with the main group, because other light mechs with Streaks make short work of it.
But if you really want to TAG, and want something different, here you go: http://mwo.smurfy-ne...d1dc7c3c2d77f6c
A TAG bonus will only give you 2500 (1250 in conquest), which is one third of the bonus you will get for a kill or assist. And even if you TAG someone you don't get the bonus unless someone on your team fires lock on missiles at them, which is not guaranteed.
So can you make C-Bills running a TAG Commando? Yes, but you won't make great C-Bills, and if you are running without ECM, you are yourself easily spotted and vulnerable to LRMS. You can definitely out run them at long range, but you are not much help to others if you spend the entire match in survival mode.
With my Death's Kneel I tend to have to stay with the main group, because other light mechs with Streaks make short work of it.
But if you really want to TAG, and want something different, here you go: http://mwo.smurfy-ne...d1dc7c3c2d77f6c
#3
Posted 03 June 2013 - 07:04 AM
Do to your high speed and small size, TDK makes a good aggressive, carrion bird like mech. It is unlikely for you to win engagements with enemy lights (even Spiders), and you don't have the endurance to harass enemy mechs directly, but you can afford to swoop in and rip a limb off or even kill a mech.
Lets say your going to kill an enemy Misery. You w8 and do your best to fend off lights for your heavy/assault mechs. At some point the Misery walks out of cover, only to be hit in the LST by your poptart, exposing the internals. At this point you wait and see how said Misery reacts. If they keep fighting on, DO NOT engage as they are confident and will likely blow your leg off. If they back off without shooting back and you can see them trying to escape the front-line, then you make your move.
As the Misery is in panic, you dodge your way past the enemy line and unload a 20dmg (4xML) alpha into their weak LST, usually resulting in that limb coming off. If they have an XL, good kill, if they are an STD engine, you likely just cut their remaining battle potential in half, and now the panicked pilot is sh****g bricks as you make your escape.
TDK also makes a good flanker against heavy/assault mechs who are already fighting something their own weight. You can unload 20dmg alphas into exposed externals, or just shoot into their soft rear armor. If they turn to engage you, they just open themselves to be hit by more painful alphas in their soft rear. (keep in mind, players who know the end is near will ignore even dying mechs in attempt to kill you as you are the softest target).
Lastly 'speed is life' is not always the case. In most situation you want to keep moving, full speed. BUT when an enemy mech is caught without support, you are being ignored, or the enemy over heated, don't be too scarred to hit the breaks (x?) and get an accurate alpha into a soft spot, or even their head!
Same goes for light engagements. When you need to make a quick turn, hit the breaks, turn and then speed up again. You should attempt to get right behind the target, match speed, and unload your MLs into a Back Side torso. You can also get kills by getting the first shot on enemy lights who are standing still (especially ravens!). You will normally find this on base caps. I have killed Raven 3ls who stand still on the base by sneaking up on their flank, stopping, aiming, and unloading on a side torso. While it wont kill them on the first hit, they will immediately panic and retaliate. At this point you just keep yourself on the same side of the enemy light and keep aiming for the side torso until they pop (Ravens make poor Centurions).
You will find you are useless against fresh mechs, but any one who is distracted or injures if good game.
Lets say your going to kill an enemy Misery. You w8 and do your best to fend off lights for your heavy/assault mechs. At some point the Misery walks out of cover, only to be hit in the LST by your poptart, exposing the internals. At this point you wait and see how said Misery reacts. If they keep fighting on, DO NOT engage as they are confident and will likely blow your leg off. If they back off without shooting back and you can see them trying to escape the front-line, then you make your move.
As the Misery is in panic, you dodge your way past the enemy line and unload a 20dmg (4xML) alpha into their weak LST, usually resulting in that limb coming off. If they have an XL, good kill, if they are an STD engine, you likely just cut their remaining battle potential in half, and now the panicked pilot is sh****g bricks as you make your escape.
TDK also makes a good flanker against heavy/assault mechs who are already fighting something their own weight. You can unload 20dmg alphas into exposed externals, or just shoot into their soft rear armor. If they turn to engage you, they just open themselves to be hit by more painful alphas in their soft rear. (keep in mind, players who know the end is near will ignore even dying mechs in attempt to kill you as you are the softest target).
Lastly 'speed is life' is not always the case. In most situation you want to keep moving, full speed. BUT when an enemy mech is caught without support, you are being ignored, or the enemy over heated, don't be too scarred to hit the breaks (x?) and get an accurate alpha into a soft spot, or even their head!
Same goes for light engagements. When you need to make a quick turn, hit the breaks, turn and then speed up again. You should attempt to get right behind the target, match speed, and unload your MLs into a Back Side torso. You can also get kills by getting the first shot on enemy lights who are standing still (especially ravens!). You will normally find this on base caps. I have killed Raven 3ls who stand still on the base by sneaking up on their flank, stopping, aiming, and unloading on a side torso. While it wont kill them on the first hit, they will immediately panic and retaliate. At this point you just keep yourself on the same side of the enemy light and keep aiming for the side torso until they pop (Ravens make poor Centurions).
You will find you are useless against fresh mechs, but any one who is distracted or injures if good game.
#4
Posted 03 June 2013 - 10:23 AM
if you want to make money with a light....
1. Be fast.
2. Take TAG.
3. Get 360 target retention.
4. Shoot everyone on the other team at least once.
my spider 5d is, by far, my most consistent earner. I don't die often anymore (the learning curve was tough!) but every time I check I have another 14-15k mech xp, and nothing to spend it on so I convert it to GXP. Not a massive cbill earner, but its consistent. I often run figure 8's through the battlefield, i.e. zoom through, turn around, come in for another pass 30 or so degrees from my last pass, 2-3 times, then I switch up to a big circle and wear 'em down with my erll. If they're shooting at me instead of my assault teammates coming up, then I'm doing my job. It's fun to harass an atlas for a while, and the atlas driver doesn't realize the rest of my lance is stomping towards them.
Also - it REALLY helps to practice high-speed headshot runs in training grounds. the figure 8 works well for this, because almost everyone seems to turn right, you come in from the left and pew the atlas in the eye.
1. Be fast.
2. Take TAG.
3. Get 360 target retention.
4. Shoot everyone on the other team at least once.
my spider 5d is, by far, my most consistent earner. I don't die often anymore (the learning curve was tough!) but every time I check I have another 14-15k mech xp, and nothing to spend it on so I convert it to GXP. Not a massive cbill earner, but its consistent. I often run figure 8's through the battlefield, i.e. zoom through, turn around, come in for another pass 30 or so degrees from my last pass, 2-3 times, then I switch up to a big circle and wear 'em down with my erll. If they're shooting at me instead of my assault teammates coming up, then I'm doing my job. It's fun to harass an atlas for a while, and the atlas driver doesn't realize the rest of my lance is stomping towards them.
Also - it REALLY helps to practice high-speed headshot runs in training grounds. the figure 8 works well for this, because almost everyone seems to turn right, you come in from the left and pew the atlas in the eye.
#5
Posted 03 June 2013 - 10:26 AM
tungsten's right - in a light, learn to smell fear
panicking mechs are food for lights.
panicking mechs are food for lights.
#6
Posted 03 June 2013 - 12:15 PM
Gotta go with 80Bit on this. If you want to spot, stay under ECM cover. The TDK really is a squishy Jenner. Run and gun, and don't get hit.
Before I started piloting Spiders, I'd use my TDK almost exclusively on Conquest mode for C-bill collection. It is my fastest COM, so cap hopping is what I used it for. It does well there; you have a good bite against any other lights that come calling.
I have to admit, I only PUG, so I don't have much experience with TAG. The few times I've tried it out I've wound up with non-LRM teammates.
Before I started piloting Spiders, I'd use my TDK almost exclusively on Conquest mode for C-bill collection. It is my fastest COM, so cap hopping is what I used it for. It does well there; you have a good bite against any other lights that come calling.
I have to admit, I only PUG, so I don't have much experience with TAG. The few times I've tried it out I've wound up with non-LRM teammates.
#7
Posted 03 June 2013 - 12:24 PM
Certainly could. I have BAP on my TDK but not TAG. I don't really use it as a spotter. I typically do a quick scouting loop around the map and head back to the group. I play more of a distraction, interference and back armor shooter role as a TDK. But BAP is useful so you can get some LRM support on the Streak-Raven that is murdering you.
Edited by EyeOne, 03 June 2013 - 12:24 PM.
#8
Posted 03 June 2013 - 01:01 PM
A hero spider would do the job better, when I finally get one I will still use my dk but not as a money grinder. My founders Jenner or a hero spider would get around more.
#9
Posted 03 June 2013 - 03:41 PM
Sephlock, on 03 June 2013 - 12:48 AM, said:
Is it at all viable to run a Tag/BAP TDK spotter as a moneymaker? I'm looking to try something different to shake things up.
The unique feature of the TDK is its four energy slots, if you put a TAG in one of them you're left with a 1B minus the missile slot.
Now I have nothing against the 1B, I used to run a very fearsome 3xMPL COM-1B, but what's the point of the TDK if you don't use what's unique about it?
As others have said, you'll get some extra XP/CB from TAGging if you're lucky enough to have some non-braindead LRM boats on your team, but you might as well get none and then your TAG is dead weight.
While levellng my Spiders I ran my 5V with a single ML, TAG, BAP, and ESR-II - it was an okay-ish earner but I have to warn you; I earned more XP/CB from saviour assists by hitting 'mechs with the ML than I did from TAG assists.
So what it all boils down to is this: Do you drop solo? If so, I'd go with a weapon over the TAG. If you drop with a LRM buddy, you should definitely go with the TAG.
#10
Posted 03 July 2013 - 03:17 AM
The only Commando that should ever spot is the 2D with ECM. Commandos are too squishy to be scouts; as mentioned above, they need to stay with the group and attack targets of opportunity. I roll my TDK like an Option from Gradius, essentially orbiting bigger fish on my team and taking potshots at whatever engages them.
#11
Posted 03 July 2013 - 03:38 AM
Do not try to use the TDK as a spotter. Or even Commandos in general.
At least not to make money. It doesn't pay.
I stopped using the Commando as a spotter when it became 1 ton heavy and had its range increased. A ton is little for most LRM boats and 750m is ample for using it themselves.
OTOH one ton is a lot for a machine as light as a Commando. The firepower you lose is too much.
And you won't get enough rewards. You only get it when
a) you have teammates with LRM
the teammates actually attack the target you designate
c) you hold the target until the missles impact (which can be a very long time)
d) nobody else designate your target.
Even then the reward can't compete with a kill. My record at spotting (when I tried it) was three successes in one game. My record for kills are four. Do your math.
Because you have to seriously expose yourself you have to carry ECM to succeed at all and survive, but even that is often not enough: They can see where the TAG is coming from.
The Commando is a good striker. Especially the TDK.
Use it as such until scouting/spotting is actually rewarded.
At least not to make money. It doesn't pay.
I stopped using the Commando as a spotter when it became 1 ton heavy and had its range increased. A ton is little for most LRM boats and 750m is ample for using it themselves.
OTOH one ton is a lot for a machine as light as a Commando. The firepower you lose is too much.
And you won't get enough rewards. You only get it when
a) you have teammates with LRM
the teammates actually attack the target you designate
c) you hold the target until the missles impact (which can be a very long time)
d) nobody else designate your target.
Even then the reward can't compete with a kill. My record at spotting (when I tried it) was three successes in one game. My record for kills are four. Do your math.
Because you have to seriously expose yourself you have to carry ECM to succeed at all and survive, but even that is often not enough: They can see where the TAG is coming from.
The Commando is a good striker. Especially the TDK.
Use it as such until scouting/spotting is actually rewarded.
#12
Posted 03 July 2013 - 05:02 AM
yes you can spot target with a TDK
http://mwo.smurfy-ne...b1d01871707a6a9
works but is meh
http://mwo.smurfy-ne...df048f7975818ad
better on heat but lower damage
but like others have said above the problem is the fact that spotting targets just isnt worth the reward. Now if your pairing yourself with a friend who is LRM boating now THEN you could get some use out of it but only in a help the team win situation.
i so very very much disagree with this, the ONLY lights i have problems killing are lights with streaks in a one on one situation, even jenners i feel i have a decent chance of killing thanks to the insane degree of fire given to TDK thanks to all its weapons being located in the arms.
if there are no streak lights in a match (happens often enough) i easily get 600+ damage in a match and multiple kills in my TDK. If there are streak lights i just give close support to the big boys on my team until either their light tries to harras and it can be taken out or i know their light is elsewhere and ill go do what i can to peck people to death lol.
the fact all the weapons of TDK are in the arms can NOT be taken for granted.
but after the wall of txt, You will NEVER beat your possible income with a DK by anything but getting more kills and damage. if you want to try something differnt you can do this build
http://mwo.smurfy-ne...879eb8bdde3346b
its not horrible damage wise, heat wise its not as good as the gold standard 4 ML but it does give you a nice long range B*tch slap ability. You only lose about 5kph with this build too since you drop to a 200xl instead of 210. You will still be faster then any light you would be faster then with a 210xl and the ones that you arent would have been able to keep up with you in your 210 anyways....
this one you can keep to the outskirts and take potshots, or stick with the team and be able to give some long range help if your aims good you can get a few kills too.
http://mwo.smurfy-ne...b1d01871707a6a9
works but is meh
http://mwo.smurfy-ne...df048f7975818ad
better on heat but lower damage
but like others have said above the problem is the fact that spotting targets just isnt worth the reward. Now if your pairing yourself with a friend who is LRM boating now THEN you could get some use out of it but only in a help the team win situation.
TungstenWall, on 03 June 2013 - 07:04 AM, said:
Do to your high speed and small size, TDK makes a good aggressive, carrion bird like mech. It is unlikely for you to win engagements with enemy lights (even Spiders), and you don't have the endurance to harass enemy mechs directly, but you can afford to swoop in and rip a limb off or even kill a mech.
i so very very much disagree with this, the ONLY lights i have problems killing are lights with streaks in a one on one situation, even jenners i feel i have a decent chance of killing thanks to the insane degree of fire given to TDK thanks to all its weapons being located in the arms.
if there are no streak lights in a match (happens often enough) i easily get 600+ damage in a match and multiple kills in my TDK. If there are streak lights i just give close support to the big boys on my team until either their light tries to harras and it can be taken out or i know their light is elsewhere and ill go do what i can to peck people to death lol.
the fact all the weapons of TDK are in the arms can NOT be taken for granted.
but after the wall of txt, You will NEVER beat your possible income with a DK by anything but getting more kills and damage. if you want to try something differnt you can do this build
http://mwo.smurfy-ne...879eb8bdde3346b
its not horrible damage wise, heat wise its not as good as the gold standard 4 ML but it does give you a nice long range B*tch slap ability. You only lose about 5kph with this build too since you drop to a 200xl instead of 210. You will still be faster then any light you would be faster then with a 210xl and the ones that you arent would have been able to keep up with you in your 210 anyways....
this one you can keep to the outskirts and take potshots, or stick with the team and be able to give some long range help if your aims good you can get a few kills too.
#13
Posted 03 July 2013 - 07:05 AM
Take your TDK, load in ES, and a 170XL engine. Then drop in 4 DHSs along with an ER PPC and 3 Md Lasers. You can change out one for a TAG if you want the added XP from spotting and such.
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