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[Guide] Going Commando


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#1 CannonFodder86

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Posted 13 November 2012 - 03:12 PM

[Guide] Going Commando
“Real men goes commando!”


Recently finished the Elite skills on all three of my Commando and made a tidy 20milCB doing it.I think I should share some insight, experience, and how-to on being a successful Commando pilot. A lot of the things I'll say here will likely apply to other Lights. At only 25 ton's it means it is the lightest mech on the field (until the Flea is launched); at the same time it's not even the fastest mech. So the strategy and play style requires a pilot to be more conservative about the ammo use and more careful about location and positioning. The perks of being a Light is you get to pick your fights more often than not, so pick wisely. Light mechs in general, the Commando especially, are team players, without them you're carrying peashooters by late game. Be aware that if you pilot a Commando, don't expect a positive good K/D ratio.

Despite being only 25 ton the Commando can give the other Lights a run for their money (or just make them run) if played right. Overall the Commando is a little under powered. You have the least armor of any mech in the game right now. You're slower than the Jenner and the Cicada. And you lack the jump jets that the Raven 4X and Jenner have. And you won't even have the fancy electronic suites the Ravens will carry when they're implemented. But that's just makes the whole thing more challenging an fun to pilot. The armor is less of an issue since you will rely on your speed more than anything. The engine can be upgraded to a 210 which gives you 136kph. Nothing you can do about missing jump jets, so you just have to plan your positioning more carefully. With proper cover and preparations the lack jump jet becomes less of an issue. And don't worry about the fancy electronics, you won't have tonnage to spare anyways.

One thing you should always remember when piloting a Commando is that you have arms. Real working arms. Your greatest advantage over other Lights is that you have working arms, which lets you track targets well beyond your torso twist. This gives you a much wider firing arc than the other fast mech in the game. Even the new Flea when it comes out will still be lacking arms.



The Variants:
Commando Com-1B
The opposite of the 2D,with three energy hardpoints and one missile hardpoint.
Two hardpoints in the right arm and one in the left gives the energy weapons an excellently firing arc.
The initial loadout of Large Laser (LL), Medium Laser(ML) and a SRM2 give the 1B a well balance weapon loadout. Since this variant relies heavily on it's lasers as long as you have arms you will have sustainable firepower. The 1B has some heat issues for those pilots that aren't careful.

Commando Com-1D
This is the Commando variant I don't own. It has the same number of hardpoint as the 3A(2missiles, 2energy), but it's hardpoint configuration is very poorly laid out. Both energy in the right arm means if you lose the arm or torso your sustainable firepower is all gone. Both missile hardpoint in the center means you can't arm more than one SRM6 since there is only two critical slots in the center. Your left arm serves the same function as the left arm on a Centurion, which is a (flimsy) shield. It's initial loadout will give you a decent one-two punch with a LL and SRM6.

Commando Com-2D
The mini missile boat. With three missile hardpoints and one energy. Hardpoint setup is basically the same as the 1B, but it swaps the double energy on the right arm with two missiles. The initial weapons loadout is very similar to the 3A's loadout but you trade firepower for survivability with another ton of armor. A solid starting loadout with a decent punch, but the 3A fills the same role better so you'll likely be swapping out it's weapons later.

Commando Com-3A
Easily my favorite of the initial loadout. With two missile hardpoint and two energy hardpoint. Like all Commandos you have a missile hardpoint in the center and an energy on your left. Your right arm has a single missile and single energy hardpoint. The starting loadout are two powerful SRM6, a ML, and a flamer. I highly recommend dumping the flamer right away and giving yourself another ton of SRM ammo, those 12shot volley's eat through your reserves very quickly. If you're OK with the ammo armor is always a good choice since this variant starts with only two ton of armor. If you don't have a Commando yet I recommend starting with this variant. The hard points lets you configure it in many ways so you get a feel for what you like.



Weapons and equipment to consider:
These are some viable weapons for any Commando pilot. You will have to experiment to see what your own preferred load out is.
  • SSRM2
Right now the Streak SRM2 is the only Streak missiles in the game. But its a solid choice for your center torso hardpoint because it tracks targets very well, sometimes even making a 90 degree turn when exiting the launcher to hit it's target. This lets SSRM lock-on at wider ranges than the other missile options. Remember that your arms are not restricted to your torso twist, this lets you bring all your weapons to bear as long as you can maintain lock with your arms. You should bring about one ton of ammo per launcher.
  • SRM4/6
Forget about the SRM2. If you have the tonnage to spare for the SRM2 you should add a couple of heat sinks to maintain fire or some lasers, or find another half ton for the SSRM2. The SRM4 is a solid choice, but the SRM6 should be your go-to weapon of choice when facing heavier mech. It is the most powerful weapon you cant mount on a Commando. The weapons are ammo hungry so bring as much ammo as you can spare.
  • LRM5
I've seen some Commando's run LRM in their torso hardpoint. It'll cover all the long ranges that the primary short range weapons can't hit. But keep in mind it's 2 ton for the launcher and another ton for the ammo. I can't recommend anything heaver than the 5 since you won't have spare tonnage to act as a missile boat anyways. You're better off running through the melee picking off targets of opportunity, using the LRM5 while closing and chasing retreating enemy. Personally I don't use it much but in theory it should be effective alternative to a LL for long range use.
  • Small Laser (SL)
Only get one if you're low on weight and want to fill those energy hardpoint. Its the only weapon that can fill those last .5ton you might have left over. An emergency weapon if anything. But I've gotten a lucky kill when I fired in desperation with my last SL once or twice...
  • Medium Laser (ML)
The bread and butter of most Commando loadout. It's location in the arms lets you shoot whenever you can get a bead on the target. Likely the first weapon you will be firing when charging in and the last weapon you'll be firing when the battle ends. Since the Commando has less tonnage to spare on heat sink you should place your shots well and sparingly.
  • Large Laser (LL) (or ER Large Laser)
Solid hit at medium range, runs hot though. I don't run it in any of my builds because of heat limits. But if you want to try some fire support you should consider the LL over a PPC or LRMs. The ER version gives you even more range but at the cost of heat. Your choice if you choose this weapon.
  • Small Pulse Laser (SPL)
Fills the same role as a Medium Laser. Less range but more “Pew-Pew”. Personally I think its a fun weapon, but somewhat situational. I run them as alternatives to ML to change it up sometimes. Usually you'll be fighting at distances where the shorter range won't be an issue. And if it is you can close that distance in a short amount of time. Overall the ML is more reliable.
  • Medium Pulse Laser (MPL)
It's possible to run these if you're willing to sacrifice some tonnage. An OK choice on the 2D since it only has one laser hardpoint so the extra energy punch helps when you run out of ammo. But most other Commando variants are better off with ML/SPL.
  • Large Pulse Laser (LPL)
Difficult choice. I considered putting it in the not recommended section. It's large and weighs as much as a PPC with similar heat and damage output. But unlike the PPC it's a laser with no travel time. But be careful if you mount this you're not gonna have weight for much else.
  • TAG laser
A possibility if you're scouting for a LRM boat. Also works in with the SSRM2 Com-2D. Most of the other variants will only find it useful for premade since you can't be sure there will be good LRM boats on your team. You won't get spotting assists or any kind of credit with TAG (and Narc) right now, so it's there to be the unappreciated team player.
  • Endo-Steel
MUST. GET. Overall it will give you one spare ton. And on the Commando that's a lot of extra weight to work with. If you're having ammo issues put in another ton of ammo. If you have heat issue put in another heatsink. Adding another ton of armor is always a solid choice too. The 14 critical slots is nothing since you don't even enough tonnage to fill up space. Get it on all of your Commando (and Lights in general)
  • Double Heat Sinks (DHS)
Critical slots are usually never an issue so if you're running into heat management issues the DHS is your best bet. Even if you get the Endo-Steel, you'll have plenty of space left for a couple of DHS. But the upgrade costs 1.5million CB so consider carefully weather you really need it. The 1B is likely the only Commando that will need this upgrade. Most others can disengage to cool down, but DHS can't hurt.
  • AMS
A good defensive option for those that are starting out, it's .5ton for the system and another for each ton of ammo you take. But later on it might be a good idea to drop it for other equipment. Once you're better about staying in cover and being less exposed in general the AMS is much less useful. Consider keeping it if you find yourself playing the escort role where your AMS can help cover the team.



Think CAREFULLY:
Just because you can doesn't always mean you should. These equipment are highly situational and there's no way to guarantee consistent successful matches with them.
  • (ER) PPC
All Commando can mount one. And only one. With a heatsink to spare maybe. Its OK as a sniper weapon and sometimes fun to poke away at some heavier targets outside of their reach. I do it for kicks sometimes. But outside of having some fun it's a very limited weapon. The ER PPC, unlike the PPC, doesn't have the close range blind spot. Since this is your only weapon its a important consideration. You'll be a sitting duck for other Lights, so use at your own risk.
  • Flamer
Interesting weapon, but the heat build up is too low to warrant it's inclusion. You're more likely to overheat yourself trying to shut down the enemy. Besides the Commando doesn't have the tonnage or hardpoint to spare. Triple flamer on the 1B might be viable if they change the how the flamers work, but until then...
  • LRM15/20
A case can be made for the LRM10, but the 15 as a viable primary weapon is a dangerous choice. The Commando doesn't have spare tonnage for sustain fire, even tho it can fit one on the 2D and 3A variants. It will limit what you can carry for backup weapons, if any at all. I'm not even sure if a Commando can fit a LRM20... but in case it can: DO NOT bring the LRM20 with you. At best you'll become a Cat-Ear with a couple of salvo. Upon further tinkering you can in fact put a LRM20... this warrants testing. But still not recommended if you want reliability.
  • Ferro Fibrous
You don't even get half ton extra with stock armor. At max armor you save around .6ton. Overall I don't think it's worth the investment unless its your very final upgrade, assuming you have room after DHS, Endo-Steel, and XL engine. Remember that for all Lights: your best armor is your speed (or the nearest assault mech you can hide behind).



Engines:
This is a tough one. I stuck with the stock 150 engine that came with Commando through my whole run. Never really had trouble with anything except Jenner, and occasionally a Cicada. The 155 engine can be shoved in if you want a minor bump in your speed. But there's really no viable way for you to get the larger standard engines in without sacrificing your already limited tonnage. If you must have the standard engine for survivability try to scrounge up 1.5 to 2.5 tons. This will give you the 180(116.6kph), 190(123.1kph), or 195(126.3kph) engine. These engines actually require more tonnage(2.5-3.5 tons) but only 3 heatsinks so you can get a ton back by dropping a heatsink.

The XL engines are a risky choice. Good for confident pilots, or those that like going all or nothing. The Commando has a relatively exposed side torso and after awhile of piloting it you will notice those parts go pretty easily. On the flip side the speed boost makes it that much more difficult for enemy to shoot you. I do plan on putting the XL engine in my 2D eventually to act as my primary Light hunter. Keep in mind that most of the XL engines cost more than the Commando itself. Final choice is yours.

Because larger engine have more internal heatsinks you can drop chassis heatsinks to fit the larger engines. Strip the heatsinks and put in an engine of your choice, it'll tell you how many additional heat sinks you need to launch the mech.

Some engines to consider:
  • Std 150
4 additional heatsinks required. 97.2kph. Net tonnage 0 ton (this is the baseline) gain. The stock engine that came with the Commando. Don't mess with it if you're happy where you are with the speed.
  • Std 155
4 additional heatsinks required. 100.4kph. Net tonnage 0 ton gain. Easy engine swap and drop if you want to a very minor speed pump(3.2kph). Not really worth 950k for the engine, but its easy. Honestly I say skip it, but up to you.
  • XL 170
4 additional heatsinks required. 110.1kph. Net tonnage 2.5 tons gain. Same 4 heatsinks as the standard engine but you get more speed and an additional 2.5tons to play with. That's a full 10% of the chassis total weight. But I'm not sure if the tonnage gain is worth the risk of a side torso engine. The speed gain might be too minor to offset the difference.
  • XL 195
3 additional heatsinks required. 126.3kph. Net tonnage 1.5 tons gain. Solid choice. The 1.5 ton you gain from this engine can go towards an AMS to help offset the XL lower survivability. Otherwise you can use the 1.5 tons however you wish. That's a lot of tonnage for a 25 ton Light mech to suddenly have. Personally I think this is the best choice compared to the XL200 and XL210.
  • XL 200
2 additional heatsinks required. 129.6kph. Net tonnage 1 ton gain. This engine will tie it up with the stock Cicada 2B and 3M variants. One ton net gain gives you and additional ton of ammo, laser or heatsinks.
  • XL 210
2 additional heatsinks required. 136Kph. Net tonnage 0 ton gain. Requires 2 less heatsinks but weighs 2ton heavier than the stock engine. You have a net gain of 0 tons but you get an impressive 38.8kph gain. Overall the fastest you can make this little mech go.



Configurations and Loadouts:
Here are some configurations to use as a starting point. Most of these assumes stock engine or a configuration that has neutral weigh from your engine. If you went with an XL engine you'll have some extra tonnage to play with. If you bumped up the standard engine you'll have to find someway to shed some tonnage. None of these are perfect configurations by any means and I strongly encourage players to experiment on their own. Find something that suits your own style. That's usually half the fun of a MechWarrior games.

Commando Com-1B
Your laser platform. Most of these will run hot if you're not careful.
  • 3xML (3x SPL)
  • 15xHS (5 additional heatsinks)
  • Endo-Steel
  • Anything left to armor
A very common loadout to see on the 1B. Solid hit and run or striker build. Ammo independence and plentiful heat sinks let you fire your weapons at a much higher rate for longer. Basically you're trading instant burst damage for a more consistent damage over time. The lack of missiles makes this a relatively cheap build to run and maintain, even by the Commando standards. Heavy reliance lasers means you can fire more frequently and on the move without much worry.
  • 3xML (3x SPL)
  • 1xSSRM2, 1xAmmo
  • AMS, 1xAmmo
  • 11xHS (1 additional heatsink)
  • Endo-Steel
  • Anything left to armor
Same as the above build, but trades 4 heatsinks for an AMS and a SSRM2 plus a ton of ammo for each. Overall improves combat performance. Heat usually isn't an issue unless you're caught in a drawn out battle. I like this setup better than the one above because it leaves you a weapon in the center torso if you lose your arms.


Commando Com-1D
Since I don't own one these will mostly be ideas and theory-craft. Don't know how well they will perform on the field.
  • 2xSSRM2, 2xAmmo (store somewhere safe head or legs)
  • 2xML (SL, SPL)
  • Endo-Steel
  • Max armor where possible.
  • Anything left to heatsinks
Stay away from the XL engines and you have the Zombie Wang's mini-me. You might be able to shove in a larger standard engine depending on which weapons you chose to go with. Unfortunately you will still be ammo reliant so put the ammo somewhere safe like the head critical slot or leg. Fill the missile hardpoint with whichever launcher you like best. 2xSSRM2, 2xSRM4, or a SRM6 are your best bet. Maybe find a way to shove in a AMS to help survivability. Unfortunately a Commando won't have anywhere the survivability of a Yen Lo Wang. The idea is to stay alive as long as possible. Your primary weapon in your torso even if you lose both arm you will still be shooting.

Commando Com-2D
Missile platform. This variant is capable of more powerful instant burst, but heavily reliant on ammo.
  • 3xSRM6, 2xAmmo
  • XL195 Engine
  • Endo-Steel
  • Armor where you can.
This Commando has a terrifying alpha strike for a mech this size. It excels in the Striker or Escort role because larger slower targets can't dodge the devastating volley. I have no proof, but I do believe a point blank alpha will do more damage than a Gauss-cat. Unfortunately with 18 SRM volley the 2 ton of ammo wont last long, and that's all the weapons you carry. Remember to spread your armor over vitals since you're carrying a XL engine with this setup. Ammo storage is also important, put them somewhere they wont get hit, or if they do you're dead anyways. This is very much a all or nothing build. If you see another Light mech, run. The only way you're gonna hit a fast moving Light with this setup is if he screws up horribly.
  • 3xSSRM2, 3xAmmo
  • 1xML (SPL, MPL, TAG)
  • Endo-Steel
  • Rest into armor
A very very common Commando build. The streaks makes it a very real threat to other Light mechs. I usually switch out the ML for a TAG laser to help with missile hit rate. But it's also possible to drop a ton of ammo and and replace the ML with a MPL if you prefer a little more punch into the late game.


Commando Com-3A
The balanced variant. Same hard points as the 1D but they're laid out better. A very flexible platform.
  • 2xSRM6, 2xAmmo
  • 1xML (SPL)
  • Endo-Steel
  • Rest into armor
Pretty close to the stock loadout. It performs very well in the striker or escort role. Drop the flamer for another ton of ammo, the stock 1 ton isn't going to last long. Once you get Endo-Steel put the extra ton into armor. The stock only has three ton of armor. If you upgrade to an XL engine consider putting on a AMS or another laser.


Commando Generic Builds
These configurations works with every variant.
  • 1xLL (ER PPC, PPC, ER LL, LPL)
  • 11x heatsinks (more if possible)
  • Endo-Steel
  • More armor
The sniper build I mention above. Long range direct fire support. Stay at the edge of the battle and shoot at targets of opportunity. If you choose the PPCs as your primary weapon be sure to compensate for shot travel time. If you're running the LL you can use SRMs for close range fire (essentially the stock 1D) or AMS to protect you and your team.

I can't recommend the PPC for a serious loadout. You're way too reliant on a single weapon. If you lose the arm you're done for the match. The weapon travel time, the fact you're moving at high speed during a brawl and the fact your enemy isn't likely to stand still for you makes it a very difficult weapon to use.
  • 1xLRM10, 2xAmmo (36 salvos)
  • 2xML(SPL) (1xML on the 2D)
  • Endo-Steel
  • Rest into armor
Respectable missile platform for a Light. The ML lets you charge in after you expended your ammo or defend yourself when the enemy come for you.


Some general tips on mech building:
  • Ammo storage: C.A.S.E is an option for where ever you store your ammo. But to save weight you can store them in locations that are critical to your mech. The head, center torso, legs, or side torso if you have an XL engine are all options. These are critical locations, if you lose them you die anyways so ammo explosions are the least of your worries.
  • Armor: The stock Commando comes with with 3-4 ton of armor. Less than most other stock mechs except the Cicada(which it ties). It has the lowest max armor as well. Although speed is your primary defense more armor gives you wiggle room to screw up. I suggest finding another half ton at least(1 ton is better) to put onto your mech. Try to get at least an armor rating of 130. Its important to optimize your limited armor. Put armor over critical portions of your mech(center torso) and strip them from less important(ie. Left side of an 1D).
  • Armor on your head is less important than on slower moving mechs because its nearly impossible to hit when you're moving at 100kph. But be sure to leave a few points there, missile scatter, lb-10x, or a few lucky shots can still hit that area. You don't want to drop on the first volley from a lucky shot do you?
  • Hard points: You will always have your center torso missile mount. Try to fill it so you can be shooting until you die. SSRM2s are great here because you can shoot anything your laser can, defectively making your center reticule more cockpit decoration. You don't have to put anything there if you don't want, but if you can be disarmed pretty easily... (*Ducks behind cover*)
  • Your right arm is usually where you best weapons are packed. Protect it well. Other pilots might be familiar with this so you could spread out your weapons more equally or mount more powerful weapons elsewhere to mitigate this.
  • With enough tweaks you can open more than half your weight to weapons allowing for some pretty shocking builds(Can you say twin PPC?). A small rated XL engine, Endo-Steel, and some armor cutting will go a long way to this end.


Mech and Pilot Skills:
All of these perks are helpful. Some of them just takes a little bit to get. A average run with a Commando should net you around 100-200XP(maybe 300) on top of the win/lose match XP. The highest I've had was just a little over 1kXP with the victory.

Mech Tree:
Basic:
  • High Priority: Kinetic Burst, Hard Brake, Anchor turn
These skills should be gotten first. They all help with mobility, and thus, survivability. Especially helpful if you're fighting another fast mover or trying to get away from something big.
  • Mid Priority: Cool Run, Heat Containment
Cool Run is relatively cheap so you can get that earlier if you want. But both of these skills help you shoot longer and prevent overheating, which is a death sentence to a Light mech.
  • Low Priority: Twist X, Twist Speed, Arm Reflex
These skills effect your ability to target. Usually a well piloted mech should be able to bring their target in range without these so they get a lower priority. They're less important on a Commando because most of your primary weapons are arm mounted., which are pretty fast to begin with. You still have to master them if you want to go on to Elite tier.

Elite:
  • High Priority: Speed Tweak
Same as previous tier. For Light mech mobility is your best friend. A bonus top speed of 10% is amazing for any Light mech. Even the “slower” Ravens and Commandos see good performance boost from this skill. With this and a good engine you have speeds that will rival the Jenners.
  • Mid Priority: Fast Fire, Pinpoint
Fast fire is useful for some configuration, so you might consider bumping it up. But both of these are always useful(just not as much as speed).
  • Low Priority:Quick Ignition
You shouldn't be shut down to begin with so this has a low priority. A smart pilot will limit their shots when heat gets high or disengage to cool off.

Master:
Module Slot
Get this if you run out of the two slots the chassis comes with. Very late game buy.


Pilot Tree(and Modules by extension):
Vision
  • Advance Zoom
Unless you're configured to be a direct fire support its not very useful on a Commando.

Targeting:
None yet

Support:
  • Capture
Good for the sneaky pilot who wants to cap win.

Sensor:
  • Target Info
Good choice(considering the other options). Could make the difference of jumping a LRM-Cat or a Streak-Cat, two very different fights. Also helps if you want to know where to shoot for maximum effect.



Your Roles as a Commando (applies to most other Lights too):
The Scout:
This is the primary role every Commando pilot must be ready to play. Right at the start of the match if you are one of the only Lights on your team you have to play scout. Even in a game with a lot of other Light mechs more scouts in the early phase of the battle is important, and the sooner you start the better. If you're in front pick a route and run, if you started slow watch where the other Lights ran to and try to plug any intelligence hole that they are missing.

As a Light mech you're not likely to get very many kills in most battle's so a good chunk of your Exp and CB will come from spotting. Try to give line of sight to for your bigger teammates to lob LRMs at enemy position. But don't stick around to guide a wave of missiles in if you're taking returning LRMs, you're more useful to the team later on alive than dead. Your boats can afford one missed volley. If no one notice you and you happen to be carrying a TAG light up the mech that your team singled out for bombardment. Otherwise be ready to transition into one of the other role once the team begins the brawl.

If you encounter scouts from the other team feel free to give them a volley. If you're confident in the situation by all means engage them. Sometimes an enemy scout will try to bypass you. Check your radar, if there's another mech behind you might consider continue on scouting what you recon could be worth the risk. If you are the trailing mech try to engage that scout. Don't let him get to your missile line; your spotters won't be much use when your missiles are busy trying to stomp a harassing Light. Also don't commit to a fight if you're out in the open. If you get caught in a turning battle with another Light there's a good chance you'll both going to be eating a hail of missiles. Since the Commando has the lightest armor of any of the mechs you will likely die before the other mech(unless it's another Commando).

If you picked a larger target on your tail consider running out into the open. A very risky move if you're not used to dodging missiles. It will expose both of you the fire support from both sides. But if you manage to get him into the open, and back into cover quick enough, your team can lay some serious hurt the guy. If both of you die in the stunt they lose a Medium or Heavy and your team loses a Light.

After the scouting phase look at where your team is at and transition into one of the other role.

The Striker:
If you're deep behind the enemy line after the scouting phase it's most piratical for you to become a striker. I think the Commando excel at this role better than most of the other scout mechs because most configuration relies heavily on missiles as the primary punch. The 2D or 3A (with SRM loadout) is best suited for is role. If you've been undetected so far,or the enemy chose to ignore you, then you should make them regret this.

Move to their missile line and find an isolated target, get behind him an begin to unload everything. If there isn't an isolated target find the mech furthest to the back. Any sane pilot will turn to fight after losing tons of of rear armor to a couple of volleys of SRM6's. Check the enemies weapon loadout, if the pilot skimped on his short range weapons stick to him and keep harassing them, you've just taken an LRM boat out of the fight in exchange for tying up a Light(you). If the enemy has a decent short range weapon you can circle and fight him for awhile, but keep an eye on your armor. Be ready to split and find easier targets when you lose the advantage.

Another option is to run through their entire missile line popping everyone once with your weapons(set to chain fire). Get as many of them to chase you as you can and lead them around on a merry chase. You might not last long depending on who you **** off, but without enemy missile support your team has a distinct advantage. Remember that you have arms, unlike the other Lights, so you can turn and shoot while you're running away and swerving to fire.

The Escort:
If during the scouting phase you were forced back to your lines or you took heavy damage from enemy fire, consider transitioning into the escort role. This is when you run with your brawlers and the main force of your team. It gives more targets for enemy to shoot at so it should take some heat off you, especially good if you took some damage before. Just remember to keep your speed up even if everyone else on the field stop to do a toe-to-toe slug fest. As a Light your only real armor is your speed.

While doing this role it's important to chose your targets wisely. If you're a build that relies on smaller weapons, like a 1B or SSRM reliant build, you should pick at the Medium brawlers or the Lights ankle biting your Heavies and Assault. Your lighter weapons will be less effective against heavily armored targets. If you noticed Heavy or assault with it's armor stripped in a section take a pot shot at it, you might get lucky and hit something important. But don't waste more time than you have to.

If you're in a 2D or 3A using heavy SRMs you should aim at the Heavies and Assault mechs. When you're running around your picked target proceed to hound them until you get someone's attention. When they start hitting back(and connecting) run behind cover or switch targets. Usually they'll give up if they're taking heavier fire from another mech. If you're in the open you can always use another enemy (Assault)mech as cover. Between you and Jenner(and a raven to a degree) most enemies will view the Jenner as the bigger threat. This allows you to be a little more aggressive about your attack because you're often underestimated. If you pick up a a Light try to run back to your lines, SRMs are unreliable against a fast mobile target. If the Light pilot is careless or legged, you can put a volley of SRM into them, a solid hit can convince them to back off(or finish them if you're lucky).

During the team fight if you notice multiple mech pounding on one of yours try to get the attention of one of the heavier fighters. Take the heat off of your bigger teammate for a bit. The slower Assault mech or a Guass-cat is usually a good choice. Find the weakest armored section, or the back, and unload a couple of alphas into him. If that doesn't work run across his front and rake his cockpit with your lasers, make sure he knows you're the one shooting. That will usually get his attention, if it doesn't make him regret ignoring you. After that weave in and out of the enemy formation and cover while shooting him as opportunity arises. Focus more on your piloting than your shots. If you hit a wall or if you get tripped (once the mechanic is back in) you can kiss your thinly armored *** goodbye.

When you notice your team ganging up on one target its best to join in and take it down as fast as possible. But if you carelessly slow down in the wrong spot to get a shot you're exposed to counter attack from him or his teammates. Best to keep on the move even if ruins your aim.

The Hunter:
This is a tricky role to play as a Commando since you don't always have the speed or armor advantage. It becomes easier after getting a decent engine into your mech. What you do have is missiles in every variant. If you plan on fighting Lights be sure to pack SSRMs in every missile hardpoint available. The SSRM paired with your arms makes you very dangerous to Lights. The 1B and 2D are best suited for this job with their specialized weapon loadouts.

Your main job is to track down the strikers that try for your missile mechs or capture point. If there's more than one enemy try to isolate one if you can. If they're already harassing your missiles do what you can to keep them off. In a team fight try to work with your other Lights and missiles (if they're smart they brought some ML) to take down the enemy as quickly as possible.

If you get in a fight with a Jenner or Cicada you have to use the terrain to your advantage since they're faster. If you bite off more than you can chew don't be afraid to retreat to some friendlies. Being isolated by yourself in an enemy pack of Lights is a death sentence for a Commando. Retreat while evading and using cover whenever you can, even if it means you have to take a slightly longer route.



Combat against other mechs:
Lights:
As a Commando you should be well acquainted with the other Light mechs on the field. They're likely the only ones that can catch you, and thus the ones you will be fighting most often. You can try going toe-to-toe with another Light but the victor will come out crippled. It's all about maneuvering when dealing with other Lights. All Light mechs can be killed by legging them. After they lose a leg, killing a Light is pretty trivial.
  • Commando
Try to get the jump on the other Commando. If he's chasing someone or not paying attention to you sneak up on him. In a Commando vs Commando duel, assuming similar skill and loadout, it's about who gets the better position. Remember his best weapons are probably in the same spot as yours. If you cant kill him take his right arm. You rarely encounter many Commandos because of their light weight. Favored my new players for their low prices, as a result most of the pilots you see are less experienced. Most people upgrade as soon as they can or skip the Commando altogether.
  • Jenner
Probably the most dangerous opponents you can fight. They're usually faster than you, and their numerous laser weapons chew through your thin armor in short order. Try to use terrain to your advantage. Fighting in caves, city, or ravines negates some of their speed advantage. The narrow spaces prevent them from pulling you into a circle battle that they will likely win. In tighter spaces it becomes less about who is faster, but who aim better. Your arms give you a distinct advantage when aiming. If possible lead them into a group of friendlies. Taking a Jenner 1-on-1 is no easy task.
  • Raven
Usually pack the heaviest armor of the light mech. Like the Jenner they lack arms, but they don't have the speed to back it up. But they will usually have a better weapon balance. Like most Lights a lot of Ravens pack SSRM and lasers, but some crazy pilots shove some pretty big guns into the little mech. Watch out for ravens packing LB-10X or something similar. Stock Ravens have more armor than your max, fully armored ones can almost have double yours so don't fight toe-to-toe. Since they're usually slower than you try getting behind them and staying there.


Mediums:
Except for the Cicada the other two (stock)Mediums in the game are relatively slow for their weight class. But a decent engine upgrade can give them an unsuspecting Light a sudden shock.
  • Centurion
Most Centurion have similar speeds to a Heavy. But the D model has a XL300 engine. This gives it speeds equal to a stock Commando. Be very wary of these they can actually chase down some light mechs and have the weapons to do some serious damage wen they catch us. If you find yourself dueling one try to stay out of reach of it's right arm. Like the Commando a Centurions best weapons are in the right arm, so if you take it out they're relying on peashooters. Keep in mind all Centurions have no weapons in their left arm. Smart pilots will turn their torso to protect critical areas. This is actually a good thing for a light mech. If he's not looking at you he's not shooting you.Most light should be able to move around this with relative ease or take this chance to disengage. Another option is to try and leg him while he's turned. As a Commando you don't have the ammo to shoot through the arm so don't bother, save those shots for an exposed component or a core shot.
  • Cicada
The fastest Medium mech in the game. The rival Jenner in speed and are just as dangerous if they get behind you. Two weakness that you should be aware of. 1: They have similar armor level as a light. Their stock armor is about the same as a stock Commando. 2: They're a much bigger target than any of the lights. Don't bother aiming for the “arms”, their best weapons are in the torso. Be wary of pilots who build for single heavy weapons. The extra weight on a Cicada means they can pack some larger ballistic weapons. For the most part use the same strategies you would use against a Jenner.
  • Hunchback
Like the Centurions, Hunchbacks have the speed of Heavies. Probably the most popular of the Medium class, although you do see a fair numbers of the other chassis. They're design to be brawlers so heavy armor and big guns are their main loadout. Almost all Hunchback pack big weapons in their torso. Stay away from their front as much as possible. An AC20 round will make short work of you and your paper armor. A lot of Hunch pilots try to shove some heavier laser weapons into their arms to help cover their blind spots. SP an J pilots also use SSRM to help deal with lights. Be aware of this. Be careful of the P models, a single alpha strike can be more dangerous than a AC20 if they can get you decent bead on you.
  • Yen-Lo-Wang
Fight them the same way you would fight a Centurion. Their slightly broader configuration makes it easier to hit. But the weapons placement is largely the same. A Zombie build is popular with this mech, but they're usually not a threat to light mechs. Stay away from the front and the Zombie is essentially unarmed.


Heavies:
These are the mechs you should be wary about. They have the weapons to cripple you in one or two volleys and the ability to actually connect the shots unlike the Assault class. The current Heavies available are actually quite dangerous to a Light mech. So be careful when challenging one.
  • Catapult
For a Light the Catapult can be anything from a harmless kitten to a freaking tiger. The K2 models are usually direct fire support with PPC or Gauss setup. Since their weapons can only point straight forward try to stay to their sides. Full speed circle strafing them makes it difficult for the weapons to hit because of the travel time and your tiny profile. Be careful when approaching the other Cats. Let your computer tell you whether its an LRM boat or a Streak-Cat. I've seen Streakers pack LRM10s to act as fire support until an unsuspecting light comes up to it. Try to avoid fighting them at all costs. The LRM boats are usually a cake walk. As long as you're inside 180m their primary weapons are useless. But as a Light 4xML can still be pretty dangerous so stay to their sides or back when possible.
  • Dragon
The Dragon is the Heavy that wanted to be a Medium. It moves faster than the Centurion and Hunchback, but weighs 60tons tipping it into the Heavy class. The stock speeds match most of the stock Ravens. Given the performance of the Catapult, you don't see very many dragons out there. Most people prefer spending their CB on the Catapults, so the Dragon becomes a rarer sight. But that doesn't mean it should be underestimated. Unlike the specialized Cat the Dragon is a balanced all rounder platform. Like the Commando it's best weapons are in its arms, usually the right ballistic arm. So you can expect a quick tracking and powerful alpha, they can fire on Lights in front of them with little difficulty. An engine upgrade can potentially let the dragon keep up with Light mechs, at least for a short distance. Think of them as a bigger, meaner, and slower Commando. When battling one aim for the center torso. That huge nose makes a very easy target, even from the side. They have enough armor to repel your attacks if you just fire everywhere. Save your ammo for center torso shots, and of course stay to their back when possible.


Assault:
Such broad powerful backs... more for you to shoot at. The Assault mechs are the most powerful and most dangerous mechs on the field... except to you. Light mechs can literally run circles around them and are damn hard to kill for an Assault. A pack of Lights can make short work of a lone Assault mech. But don't underestimate them, you screw up once and you're finished. When in a fur ball be aware if you slow down, any Assault may take that chance to blow you away when you're not looking.
  • Atlas
The Atlas field the most weapons and armor of anything on the field. And is also the biggest and easiest to hit target. Just aim at their general direction when shooting and you're bound to hit something(probably armor). A lot of Atlas' runs LRM and/or Gauss for long range fire, leaving their laser for close range. This means after awhile of circling them they're going to overheat trying to kill you. That doesn't stop and shoot though, if they have Quick Ignition they can pop up an alpha your face. Even if an Atlas packs SSRM they're not particularly dangerous to a circling Light. You move too fast for them to lock on with the missiles anyways. Try to stay behind them and pick away at their armor when possible. Save your missiles for any the back and shoot only lasers to their front(unless they have no armor in front). If you are working with another Light circle in opposing directions, even if he switches target he has to react pretty fast to hit you. If you both circle the same way the one behind is easy picking if he suddenly switches. If there are more than one enemy firing at you try hiding behind one of these, preferably one on the other team. Large mobile cover.
  • Awesome
Awesome,like the Dragon, are less common on the field because most people favor buying the Atlas. Like the Commando, carries an energy and missile loadout. Most Awesomes are configure to be missile boats or short range brawlers. Most players ditch their PPCs in favor of LL or ML and more HS. All of the strategies you use against he Atlas can be used against an Awesome. Their loadouts usually run hotter so they will overheat more often. Be careful of certain variants that can carry up to 4xSSRM2. If they get lock on you you can lose something. For a Light mech the Awesome might be slightly more dangerous than an Atlas because their weapons usually have a higher rate of fire.



Maps:
Know the maps so you can stick to terrain favorable to your play style. Here are some areas you should keep in mind when piloting a Commando.

Caustic Valley:
This map is a death trap for energy heavy configuration. Watch your heat carefully and don't be afraid to disengage and cool down.
  • The Volcano in the center provides good cover on its rim, but stay out of its center. The center bowl is usually a shooting gallery if both teams decide to go up the volcano.
  • A common strategy for both side is for the team to flank down Grid Line 3. The ridge gives the team some amount of cover as they move in closer. When scouting make sure someone heads that way to peak over the ridge, even if your team doesn't advance there. If no one does, step up and do it yourself. It's better than them getting the drop on your team.
  • The big hills are favored nesting spots for the LRM boats and snipers. Flanking hard around the edge of the map can get you there pretty quick. Strikers can get the jump on them and do some decent damage pretty easily.
  • Most of the cover are on the edges. Try to stay there until the battle commences. Usually this happens on the slope or inside the volcano. Running out into the open without other targets for the enemy to shoot at is pretty risky.
  • Most of the map is wide open with few tight spots or walls. Jenners and Cicada's can run the Commando down pretty easily if you don't have support.
  • The Facilities in the C4 and C5 regions of the map provide good mini city for the Commando to fight other lights in. Same with the rocks in the G4 region.
  • If the battle gets dragged to the lake region you can try to cool down there. But the map runs too hot anyways, so the effect won't even bring you to normal levels on other maps.
Forest Colony:
  • Unless you're escorting your Heavies and Assaults, stay out of the water. That area is pretty exposed. Larger mechs like fighting hear for the heat dissipation, which will apply for you as well, just be aware that it lets enemies fire at you more often too.
  • The wrecked ship in the middle of the water provides some nice cover for Lights to dance around when in a firefight with larger mechs.
  • Parts of the water can be pretty deep, so a short Commando can hide most of its hit boxes underwater. Any missile shots that hit water will explode and do no damage to you. Lasers and ballistic shots will do less damage the deeper into the water it goes. For most mechs this is not a major factor. But all lights can protect their legs this way.
  • Best scouting vantages are on the northern side. Find a big hill and spot. If you see incoming fire drop behind a hill or cliff for cover.
  • The ravines and cliffs on the northern side are good places for a Commando. Tighter and spaces negates some of the speed advantage from faster Light mechs while giving you decent cover from heavier mechs
  • The Cave at C5 and C6 have some excellent tight spaces relatively straight route with little cover. Keep in mind that while it gives you the slight advantage on Jenner, it gives the same to anything heavier than you...which is everything!
  • The mini city at the end of the cave system at C4 is a good place for you to fight in. A Commando's small profile lets it stay behind those buildings with ease. Most mechs can barely see you while Heavies and Assault sticks out over the roofs.
Forest Colony Snow:
  • Almost exactly like Forest Colony. Mechs runs cooler thanks to the lower ambient temperature.
  • If you start on the east side beware of the wall of ice on grid C5. It's impassable from your direction, but the team spawning on the west can climb it to get a fairly defensible position.
  • The wreck in the middle of the water is gone, be warned there is no cover out there.
Frozen City:
  • Best heat efficiency of any map right now. Lets more fire be put out with less worry of overheat. Mechs like Jenner with heavy reliance on laser becomes that much more dangerous.
  • The caves to the west at grid E3,E4, and F4 gives good cover to advancing scout. If the entire enemy force advance that way try to use the exit at E4 or double back to escape. Running through them is also and options because they risk friendly fire. But whatever you do do not stay in there.
  • Fast mechs have the option of running along the eastern edge of the map to go for a capture. Because it is so far out of the way most pilots avoid it. But even the fastest Jenner will take some time to make it from one base to the other using this route.
  • The ridge at E5 separates the two side. Be warned when peaking over the ridge. If the entire enemy team is pointing their guns that way you can lose your head.
  • The cities near both drop points provide excellent cover and playground for Lights. If you're ever in trouble duck into them to try to regain the upper hand, or buy time for your team.
River City:
  • Like in Forest Colony. Some of the water can be pretty deep. Use it to protect your legs as you run from cover to cover. The area around the docks are especially deep, just don't accidentally run onto the nearby lagoon if you're relying on it for protection.
  • The whole map is littered with tall buildings and rocky spots. Good cover for light mechs. Running through the city is your best defense if you're taking a lot of fire from larger targets.
  • The Citadel on the west side and the Upper City on the east gives good vantage points for spotting as you scout. Also gives decent cover if you are caught while scouting. Be aware that you're most likely to encounter other lights in this area.
  • Both start location gives decent cover and a relatively defensible position. Some teams like to camp their drop point and fire at incoming enemies.
  • The highway under the spaceport is a pretty straight and narrow shooting gallery. Stay out of there unless you drop down there to use as an escape route. Even then anyone following you will have a pretty straight shot at you until you exit or hit the bend.



Piloting tips and hints:
  • When the team says “Stick together” at the beginning, don't. You're likely the teams scout, and you won't get much information sniffing your Atlas' butt. Go out to the likely routes enemies will take when approaching your base and gather information.
  • Commando's don't have much tonnage for ammo so save your shots for exposed torso and center shots. Aim at limbs and other parts only if you have a decent chance of destroying them.
  • If a pilot turns to protect their unarmored front/rare center torso aim BETWEEN THE LEGS. That section is still considered center torso. So watch were the legs are pointed and get to the side you want to shoot. If you miss you damage the legs if you hit you can potentially finish them. This is a tactic that only smaller Light mechs can employ effectively. Most of the larger mechs don't have a low enough angle for these shots.
  • When stationary while spotting be sure to torso twist to look around your environment, and listen for sounds of mechs in your area. Helps prevent another mech from getting jump on you and into your kill zone.
  • Stay in cover and move at high speeds until you're ready to strike. Indestructible armor is the best kind.
  • Watch your heat at all times. One shutdown can(and usually will) be the end of you.
  • If you make it to enemy base without encountering anyone step into the box only if you want to alert them that you are there. This will draw off some of the enemies rear mechs and disrupt their strategies(if any). Otherwise move behind those rear mechs without going near the base to get the element of surprise.
  • If you're being pursued by persistent mech find tight corner and turn hard into it. As soon as you clear it throw your mech into reverse and counter turn. If he enemy was too close to you they will overshoot and possibly put themselves in front of you. If they were a bit further back you'll be face to face. Either way it lets you shoot them. Otherwise go full throttle in the opposite direction, it'll take some time for them to recover. Most effective if you have a decent engine and the mech skills unlocked.
  • You can power down to avoid missile lock, but there's still the chance that they will connect when you're shutdown. As a Light its best to just make a mad break for cover. You will dodge a portion of the missile volley simply by moving at full speed.
  • You are even smaller than a Jenner(in weight and profile) so you have more options when when looking for cover behind objects.
  • Also because you are smaller, when hiding in some water sections only your head is exposed to direct fire. You did remember to bring cockpit armor and a helmet right?



The Fine Print (*Disclaimers*):
  • Piloting a Commando is a exercise in frustration if you're not patient. It takes a lot of practice and experience to pilot one effectively, and even then you die very, very often.
  • A lot of what I put in this guide rules of thumbs, insight, and general advise. You don't have to follow of them if it doesn't match your play style. Hell I know I don't always follow them myself.
  • Any CB/MC you spend on trying out builds is at your own risk. No refunds.
  • Formatting looks like hell. I'll fix this as I go.



The FREAKING INSANE:
I'll be adding some crazy builds to the Commando here. Not all of them (if any at all) will be truly viable.

Edited by CannonFodder86, 13 November 2012 - 03:27 PM.


#2 Vechs

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Posted 13 November 2012 - 03:34 PM

Wow, excellent write up.

*stamps seal of approval*

#3 CannonFodder86

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Posted 13 November 2012 - 07:27 PM

Thank you. Hoping the Flea launches soon. That one should be interesting to work with.

#4 Jaynen

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Posted 13 November 2012 - 07:28 PM

Epic post!

#5 Dmoose

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Posted 14 November 2012 - 09:00 AM

Thank you! Guides like this make me excited to stick with my Commandos.

#6 Mylar

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Posted 14 November 2012 - 09:12 AM

FYI, if you want to get the 210XL engine for your commando, do not buy it directly. Get the Raven RVN-3L instead.
Then you can rip out the engine to use in your commandos. Seems like a better deal to get another chassis, all that electronic warfare goodness, and other assorted equipment when buying the engine. If you ever want to pilot the raven you will end up spending it anyway, and this way you are not paying for that expensive engine twice.

Edited by Mylar, 14 November 2012 - 09:12 AM.


#7 CannonFodder86

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Posted 14 November 2012 - 11:08 AM

Good call on the raven. that's the raven model that interest me most. i might buy it to try and pull the engine while i'm at it.

#8 Davvol

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Posted 15 November 2012 - 04:46 AM

Thanks for the post!
Playing Commando myself, but learned a lot of new information!

#9 Ewigan

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Posted 15 November 2012 - 05:06 AM

Nice read. Finally some love for my (right now) favourite mech!

#10 Jaynestown

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Posted 15 November 2012 - 07:52 AM

View PostCannonFodder86, on 13 November 2012 - 03:12 PM, said:

The FREAKING INSANE:
I'll be adding some crazy builds to the Commando here. Not all of them (if any at all) will be truly viable.


2x SRM-6, 1x SRM-4, 2 tons ammo, ARTEMIS, 195-XL, Endo-steel, Ferro-Fibrous

#11 Rooikat

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Posted 15 November 2012 - 02:13 PM

Fantastic post! Excellent advise and thanks for the Raven tip Mylar

#12 CannonFodder86

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Posted 16 November 2012 - 03:31 PM

View PostJaynestown, on 15 November 2012 - 07:52 AM, said:


2x SRM-6, 1x SRM-4, 2 tons ammo, ARTEMIS, 195-XL, Endo-steel, Ferro-Fibrous

haven't tried the ARTEMIS on the Commandos. you see any major improvement?

#13 Terran123rd

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Posted 16 November 2012 - 10:55 PM

Good guide. The -1B build looks like fun.

#14 stjobe

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Posted 17 November 2012 - 05:51 AM

Very good and thorough guide, should put new Commando pilots on the right track without having to make all the mistakes themselves. Well done!

#15 Relkathi

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Posted 18 November 2012 - 10:35 AM

Great post and some solid advice. Kudos to the Raven engine idea! All in all, great tihread!

#16 Budor

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Posted 18 November 2012 - 04:17 PM

Such a good guide. Should get stickied.

#17 JudgeDeathCZ

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Posted 18 November 2012 - 09:45 PM

Great guide.Stick it up.
I would like to say AMS is a must have imho...not for your commando but for your teammates.

#18 Ewigan

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Posted 19 November 2012 - 01:07 AM

AMS on a Commando is definitely wasted space. You should be able to either outrun them, out-pilot them or hide in cover.
So i finally Elited all 3 of my Commandos :D
They all are kinda different but the same...

My 3A with 2 SSRM, 2 Med Pulse Lasers, an 195XL, Endo, FF.
My 1B with 3 SSRM, 1 Med Pulse Laser, 150 Standard, Endo, FF
My 2D with 1 SSRM, 3 Med Pulse Lasers, 170 Standard, Endo, FF, DHS.

Right now i am finally saving up for an 210 XL, then some engine swapping and everything will run smoother then ever.
The Problem with my builds are the crit slots. Because of the DHS i had to take my XL out of the 2D, it just doesn't have enough HS in the engine itself. the 210XL has enough :(
Then i will see how i will get my 1B as fast as possible :D

#19 stjobe

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Posted 19 November 2012 - 02:28 AM

View PostEwigan, on 19 November 2012 - 01:07 AM, said:

The Problem with my builds are the crit slots. Because of the DHS i had to take my XL out of the 2D, it just doesn't have enough HS in the engine itself. the 210XL has enough ;)

Drop the FF and you'll have enough crit slots. FF saves you at most 0.67 tons, it is not quite useless but pretty close.

Speed is your armour, speed is life. I'd rather take a higher speed and/or the weight savings that go with an XL engine over the minor weight saving from FF.

Edited by stjobe, 19 November 2012 - 02:30 AM.


#20 Ewigan

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Posted 19 November 2012 - 02:35 AM

0.67 tons sounds not that much, but it really IS much. and i will have my new shiny XL soon, should be only ~4 more matches ( i have 3.1 M in my bank account).

And for speed is life/your armor: OF COURSE it is. but even the slowest of my commies, the 1B with the meanest punch of 'em all, has a speed of 97kph. that outruns most mechs.
AND of course i am going to get XLs for all of them. I love me my commies! The only problem will be, that if i try to master a 2nd chassis at some point i will have to get more mechbays.... ^^

btw: i LOVE your sig!





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