

The Death's Knell
#1
Posted 11 January 2015 - 12:14 AM
Decided to show off The Death's Knell for anyone who's interested in the Commando Hero mech and thinking of possibly getting it into their mechbay.
Will be doing more of these soon!
#2
Posted 11 January 2015 - 10:46 AM
#3
Posted 11 January 2015 - 10:58 AM

While we're sharing, I made some videos of the TDK too (a long time ago)
https://www.youtube....ark+mechwarrior
#4
Posted 11 January 2015 - 02:57 PM
Tim East, on 11 January 2015 - 10:46 AM, said:
Which engine do you use? I have been wishing I had 4mpl on the tdk.
Edit: and do you call that the wub's knell or the death wub?
Edited by 3xnihilo, 11 January 2015 - 03:00 PM.
#5
Posted 11 January 2015 - 03:01 PM
Tim East, on 11 January 2015 - 10:46 AM, said:
idk, you could have 4 mpl on a firestarter including same speed, jumpjets, more armor.
tdk is all about speed if you ask me, also med quirks.
#6
Posted 11 January 2015 - 03:04 PM
LOADED, on 11 January 2015 - 03:01 PM, said:
idk, you could have 4 mpl on a firestarter including same speed, jumpjets, more armor.
tdk is all about speed if you ask me, also med quirks.
Yep. Max engine, 4ML, AMS as you like. Any other answer on TDK is the wrong answer.
#7
Posted 11 January 2015 - 05:50 PM
I'd call it the Turbowub.
It's still the best MC I've spent, on a fun-for-ton basis.
#8
Posted 11 January 2015 - 07:27 PM
PS WrathOfDeadguy, on 11 January 2015 - 05:50 PM, said:
I'd call it the Turbowub.
It's still the best MC I've spent, on a fun-for-ton basis.
That seems like an excellent idea.
For those asking above, I mostly just dislike regular lasers, so I used the XL 210 from my Com 2D and stuffed MPLs in and hoped for the best. Which actually worked pretty good. The profile of the Commando is a bit better than the Firestarter imho, which is where TDK really makes its money. Also some maneuverability quirks help it too iirc. It feels a lot more nimble than my FS, but that might be because I just got that.
#9
Posted 11 January 2015 - 08:12 PM
Terciel1976, on 11 January 2015 - 03:04 PM, said:
Yep. Max engine, 4ML, AMS as you like. Any other answer on TDK is the wrong answer.
Wrong, I say. The 7.5% range quirk on MLAS is a throwaway; you don't need it on a mech moving 171 kph.
Shorter duration lasers work best on the 'mandos in my experience. I run 2 MPLAS in one arm and 2 SPLAS in the other with a max engine and an AMS with half a ton of ammo. I haven't felt any reason to change it in quite some time; it's quite solid.
#10
Posted 12 January 2015 - 03:24 AM
tortuousGoddess, on 11 January 2015 - 08:12 PM, said:
Shorter duration lasers work best on the 'mandos in my experience. I run 2 MPLAS in one arm and 2 SPLAS in the other with a max engine and an AMS with half a ton of ammo. I haven't felt any reason to change it in quite some time; it's quite solid.
where did you get that extra 0,5 ton from? did you downgrade your armor by a half ton? on a tdk, lol?
also spl+mpl is balls, if it works for you okay. but i do think it's inferior to spl or ml boats, heck even mpl boats.
reason? you have to get within 110 meters anyway to bring your full damage to bear.
light within 110 meters? friendly fire incoming, every light pilot can sing a song about that. a firestarter can do it (thanks to have somewhat decent armor (and broken hitboxes)) but getting your commando into that sort of situation is suicidal.
also, if you get to close to an (enemy) mech you'll get the beloved rubberbanding, which takes away the only advantage of the TDK (aka speed) resulting in an insta death if you fight a somewhat decent pilot.
next would be module slots, since the tdk can only fit 2 weapon modules unless you sacrifice your mastery slot, which is balls since you only have one fixed mech module slot anyway. so max one weapon or half both, or mix it and for half of your mech slots..
that's basically the reason i don't run mix or 4x spl anymore.
4 ml + stupidly high speed, pop out here, fire, dive away, pop out there, fire. that's how i play the tdk.
another somewhat nice build (used it pre quirks) is 235 xl, 168ish kph (i got some from my blackjacks, it's their engine cap) is 10 dhs + 3 mpl + tag which is absolut beastly if you happen to have missile support.
#11
Posted 12 January 2015 - 04:23 AM
Edit: And with arm mounted lasers, the TDK is one of the better light dueling mechs. . .so if that is your thing (Tim) then ignore the run away part above.
Edited by 3xnihilo, 12 January 2015 - 04:25 AM.
#12
Posted 12 January 2015 - 10:56 AM
This is what I'm running right now- MPLs on the left for the occasional corner peek.
It might turn out that MPL/ML is a better idea for the extra damage- a uniform weapon set is not always the answer, but more damage usually is. You can stuff a 23-point alpha in the TDK before you have to sacrifice speed for more (and still have full armor everywhere but the head).
#13
Posted 12 January 2015 - 05:11 PM
Terciel1976, on 11 January 2015 - 03:04 PM, said:
Yep. Max engine, 4ML, AMS as you like. Any other answer on TDK is the wrong answer.
I very much Beagle to AMS.
AMS gives your position away and is dead weight in a 171kph mech ... it won't stop that many missiles to begin with so you should be running radar deprivation to stop all of them with the help of the smallest column or hole in the ground. On the other hand Beagle has a way of attracting lurm help wherever you are, chasing ecm spiders and locusts with a Beagle is fun, you could see the panic in their faces as missiles keep pouring down if they weren't running away from you.
That said, after quirks the good Locusts outclass the TDK.
Edited by Brizna, 12 January 2015 - 05:13 PM.
#14
Posted 12 January 2015 - 05:13 PM
Brizna, on 12 January 2015 - 05:11 PM, said:
I very much Beagle to AMS.
AMS gives your position away and is dead weight in a 171kph mech ... it won't stop that many missiles to begin with so you should be running radar deprivation to stop all of them with the help of the smallest column or hole in the ground. On the other hand Beagle has a way of attracting lurm help wherever you are, chasing ecm spiders and locusts with a Beagle is fun, you could see the panic in their faces as missiles keep pouring down if they weren't running away from you.
Huh! I don't bother with AMS on TDK (or any mech), but BAP...that's an interesting thought.
#15
Posted 12 January 2015 - 06:18 PM
#16
Posted 12 January 2015 - 07:28 PM
Terciel1976, on 11 January 2015 - 03:04 PM, said:
Yep. Max engine, 4ML, AMS as you like. Any other answer on TDK is the wrong answer.
I beg to differ... Pre-Quirk DK carrying..

Edit: Surprised so, far no one has yet mentioned 3 MPLS.
Edited by ShinVector, 12 January 2015 - 07:32 PM.
#17
Posted 12 January 2015 - 09:33 PM
ShinVector, on 12 January 2015 - 07:28 PM, said:
I beg to differ... Pre-Quirk DK carrying..

Edit: Surprised so, far no one has yet mentioned 3 MPLS.
Probably because you can run it on the 1B, it doesn't take advantage of the Knell's unique feature. I've thought about it, but...meh.
#18
Posted 12 January 2015 - 09:38 PM
Terciel1976, on 12 January 2015 - 09:33 PM, said:
Yeah.. It only became a dilemma when the quirks came it.
Well... You still get some quirks but not all of it tough.
MPLS not as bad as it used to be.
#19
Posted 12 January 2015 - 09:42 PM
Terciel1976, on 12 January 2015 - 09:33 PM, said:
Probably because you can run it on the 1B, it doesn't take advantage of the Knell's unique feature. I've thought about it, but...meh.
Not at all. I use MPLs a lot now. Not all quirks, though. We seem to forgot that all pulse lasrrs got major improvements the same day quirks dropped.
#20
Posted 12 January 2015 - 11:41 PM
Terciel1976, on 12 January 2015 - 09:42 PM, said:
I didn't forget. I used pulse lasers long before they got buffed. I used to argue with Bigbacon about Locust builds, and advocated for the SPL pretty much from when i first tried them on my Locust 3M, my first Locust, indeed, my first non-Commando mech since the wipe.
#neverforget
Edited by Tim East, 12 January 2015 - 11:41 PM.
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