Id say downgrade the SRM 6 to a 4, drop a ton of ammo. Trade the weight in for a medium laser and a ton of armor. Better heat, more splash and enough bite to be troublesome.
I actually am liking this build better than the one I suggested in the video and will probably test it in MegaMek if I get the chance. Do you often build mechs?
@@nerdyOveranalyzed TBH I have only played the 2018 HBO game. It just seemed that doubling up the SRM 4s would be the simplest shift. Also it fixes the the complaints you had about the problems of the two different SRMs. I suppose an alternative design would have two tons of ammo, one standard and one inferno for torching things/infantry/tanks up.
This is what I would have done as well. Hits hard, a bit splattery, but you don't need to last long since you don't have the armor for it. Unless you can juice up the engine, which would be costly in tonnage, I believe this is the best refit choice. Edit: Though for a merc unit, who needs to pay for its own missiles, more medium lasers is always better. It's a balance.
What I love most about these videos is that I do not play the tabletop, at all. But, as someone who's sunk HOURS of my life into MWO, and MW5, and played competitive MWO a few times, I can actually put the lessons into practice. Our commando pilot was only able to do so well because his ability to make on the spot decisions on if he was going to engage or not and being able to preserve armor with good maneuvering and use of cover. It's a tricky mech to use Realtime, but rewarding to those who are skilled enough to do so.
4:19 hey, that's Discount Dan; an upstanding citizen and pillar of the community 🙂. The only reason he was wearing the red suit is because all his white suits and white shoes were at the dry cleaners 😎.
Well, as you say, you aren't thinking about it like a Lyran. As a scout, it's ok. As a flanker or striker, it's a punch in a small package. It's the LYRANS. While the other elements move forward laying down fire, taking the focus, the Commando is able to strike vulnerable targets. This is true for other light mechs as well. You strike first and they are scrap. Great sucker puncher.
Very true, as long as you have some bigger threat (Charger lol) that they can't ignore then it will kind of work. But some fire may eventually be diverted to the thin armored Commando mid-battle which don't like. First strike does help alot!
On Mechwarrior Online, the Commando 1B can be a good scout if you max the sensor spec and do max armor IS targeting computer 3 M lasers and a beagle active probe.. gotta do a slightly smaller engine though..
I turned the tables with my 2D in MWO by mounting a single Heavy PPC on it's arm, making it a good lil left side peeker, combined with its energy cooldown quirk and some nodes, the HPPC is down to a 3 sec cooldown cycle. It still has major flaws up close, but it is good for a chuckle when a mech 600 yards distant ignores my commando, only to get honked in the nose a couple times for 15 dmg each before disappearing around a corner.
Ah the commando the death of many a pilot, because they were in it. As much as people love it I definitely agree it's bellow average and unlikely to actually survive to close with the enemy. Things always pop to an ammo explosion and draw a lot of fire because of thier loadout. Being easy to take out and good a crit seeker later in the battle is just a perfect recipe for an early grave. Going to be interesting to see where one of my favorite mechs, the Panther end up rating. Certainly not fast but always loved the punchy and crit seeking weapon combo, easy mech to slide into any lance and I have a weakness for the flexibility of jumpjets.
I have two variants I'd make; either one with two pulse medium lasers + armour, or one where all weapons are traded for an ac2, ammo and armour. Basically both versions are direct fire, but the first is essentially scout/calvary, the second is a direct fire/sniper
@@nerdyOveranalyzed it helps with its run and gun nature. I think the ac2 works better for the name intent. Commando, as in (typically) small units for harassment and disruption. A couple scout mechs with the mech equivalent of a carbine? Just have them hidden and sniping at an enemy base
@@nerdyOveranalyzed inner sphere pulse lasers are useless. Too short ranged. Even with the bonus to hit, its a poor trade off u less you are playing alternative rules.
About time some references to the OG Commando himself ARNOLD. Ok I’m coming back after many years Battletech. Great videos. How does your Arnold variant transfer into a Alpha Strike card??
Thanks lol I'm glad you enjoyed it! Not too sure honestly. The big secret is that I'm studying these things to ramp up for a big MegaMek Mercenary campaign.
Personally, the COM4H seems like the best version; 2 medium lasers is pretty standard for a light mech... and 6 RL15s means that whilst a strong hit with a follow up is still likely to kill it, it can annihilate most challengers before it goes down as your pilot yells "witness me"
What are your thoughts about the Lyran Mechit-Lube's "Blazing Inferno" variant? Swap out the SRMs for 1 more ton of armor, 3 medium lasers, and 6 small lasers?
Yeah! That sounds quite terrifying actually! Seems like a refit that would work quite well and not take too much time (actually probably faster than than the one I thought of). The trade off being that it can no longer do anti-infantry role. I do think the extra half ton of armor would come in a bunch of handy though. If I didn't need to mount a 6th machine gun for reliable infantry duty I would for sure could have used it.
Another lovely piece and I'd love to learn more on these classes of refits and the ranges of these weapons. Im guessing the tabletop? Either way it's quite a warm welcome to get proper, thorough explanations
@@nerdyOveranalyzed I'm looking it up and it's pretty interesting. Sadly for rn I'm only on my phone so i dont think i can make much use of it now but both sound like a much needed wealth of knowledge for me!
The 2d works better in dense forests and urban areas where weak armor can be compensated for and easier to get the needed angle on target. The varent that I prefer is the 1D. The main armament of a large laser allows for engagements at longer range and removing ammo bins, this increasing survivability. Though, 1D has reduced alpha strike.
Bringing a large laser to a light mech fight is really quite good. I'm not certain about only having 3 tons of armor tho. Running just six armor points on the center torso sounds like a really easy way to lose 1.8 million C-Bills lol. But I've actually never run the variant. Do they come back home alot in your games?
@@nerdyOveranalyzed the longer range does seem to help them survive. I prefer to run locus 1M, Panthers, wolfhounds, and valkyries in my mixed lances. The longer range helps keep them from getting hit much, but that LCT-1M has paper for armor. I do not use the commandos much.
Hello Nerdy. Surprisingly, your refit is the same as I came up with back in 1984-1985. There are a few errors in your video I should point out. First, 120-360 meters is NOT 2-6 hexes. Instead, it is 4-12 hexes (30 meters per hex). Medium Lasers only have a maximum range of 9 hexes (270 meters). Ditto for the SRMs. The 'sweet spot' for this Mech, and it's weaponry, is between 4 and 6 hexes... 120-180 meters. Secondly, the refit will not overheat firing all three Medium Lasers and running... unless it also fires the SRM-4 as well. (3+3+3+2=11 heat). Like most Light Mechs, the Commando (any variant), should always be piloted at full 'flank' speed (up to 270 meters per 10 seconds, or 97.2 km/h). I think, for some reason, you mistook the damage output of 5 points as the weapon's heat burden. Instead of the actual 3 heat generated per laser. Finally... and I think this is just a matter of Mercenary Commander's choice... Instead of armoring the Center Torso with 14 points of armor, 2 points could be shaved off to add to the Head location, bringing its protection up to 8 points of armor, allowing the full survival of a PPC shot to the head without internal damage, and increasing Pilot Morale, and perhaps, the Pilot's loyalty to the Mercenary Unit overall. Master Tech, F Smedley, Star Lions Corps Mercenary Unit.
Yeah sorry I think a few typos on the ranges video as it was one of the first I did. For this I used MWO stats. As for CT and Head I prefer going for the more commonly hit CT and risking a PPC headshot.
Just for ammo commonality I often run 5 SRM 2 racks and link them so they still fire as a 6 and 4 rack. You get a spare ammo ton for other missiles or whatever else you need with no weight penalty.
Hmm, while that works within the rules and is strictly better than the COM-2D but it jostles me a bit too much out of my head lore. Would take a ton of refit time too no?
The installation is about 10 hours for the new SRMs, basic workshop level mod in a bay. To be perfectly honest I never understood why missiles couldn't feed from the same bin regardless. We do that as a house rule if you are willing to keep track of your individual ammo as a ton of SRMs is 100 so 10 shots from the 6+4 racks or 25 from a 4 rack should be irrelevant. I get what you are saying about feeling right but thats the great thing about the game, if you dont like it dont do it. My experience battletech is far better community wise than a few others Iv played.
@@Colonel_Overkill I have used the x number of rounds per ton instead of x number of shots per ton house rule since day 1. The SRM6 never made sense with it's 10 less missiles for no good reason.
If rocket pods are an option, take a look at the COM-4H. 2 Medium Lasers 90 Rockets "But rockets can only be used once!" Realistically speaking, you're in a Commando. You're going to get maybe one shot at glory before someone creams you. Better to go out in a giant spray of glory.
I have pretty much no experience with tabletop so it's interesting to see how mechs stack up in TT vs MWO/MW5 vs HBS Battletech. Commando has definitely been a favourite of mine in MWO, TDK in particular, but here in TT it seems like its concept is limited by the mode of gameplay much more so it ends up being mediocre.
Yep! There are for sure different metas according to the different games. I hear the Commando was quite the terror in the day until they made the overall model larger.
The real death knell for it is that it isn't fast enough to stay safe. In MWO / MW5, it's saved by the damage-over-time lasers and projectile weapons being really hard to nail light mechs with. When a large laser is guaranteed to deal all it's damage in one place... you need the enemy to have *extremely* bad hit chances to stay alive, considering how many guns they're shooting at you. The Commando isn't fast enough for that on open ground, especially since it needs to get close. Basically you need to abuse initiative to make sure it only moves after your opponent does, so you stay out of their firing arc.
Hail from the Aurigan Coalition. Great first two videos, I am binging them now. You are better than Tex from BPL, but not as good as Big Red 40K, & about equal to the Grimdark Narrator.
@@nerdyOveranalyzed Could be because I enjoyed them? You show a great love for BT & it comes through. Though I cannot wait for you to do the Centurian & Highlander BattleMecha.
@@trippsmythoftheaurigancoal8155 Ahh, okay. I was sort of curious if you would be willing to share the specific reasons why you enjoyed/did not enjoy the content from each? I'm always looking to improve! There were a few comments from other users that ended up resulting in new segments!
Ich kann diese Kritik nicht nachvollziehen. In einer Aufklärungslanze ist es die Aufgabe des Atlas, das Feuer auf sich zu ziehen. Der Kommando benötigt daher nicht mehr Schutz als er ohnehin schon hat. Doch ich muss zugeben, dass mir die alternative "Arnold" Variante gefällt. Gute Arbeit!
You are correct! One possible solution is to bring a bigger mech to attract the fire. Maybe not an Atlas, but a Charger would do the job. :^) I'm happy you like the "Arnold"!
This is such a Steiner trope 'mech, a bug class light whose firepower weighs more than its armor. You know the disparate SRM launchers were political pork, which gives terrifying realism to the game. If you're playing in the Federated Commonwealth era then some Commandos could end up in Davion hands, or maybe get hijacked and end up in Marik or Bandit King hands. I note that you didn't bother with the -2S mod, which upgrades the armament to a Flamethrower and *two* SRM-6 at the cost of armor. I would take the -2S and scale down to SRM-4s and use the spared weight for *armor*.
@@nerdyOveranalyzed Well, a -2S with SRM 4 x2 and jump jets becomes a Super Wasp, which isn't bad! 😃 I support your love of jump jets, as 7 of my original company's 'mechs could jump.
The slime keeps winking at me so much it makes me wonder if it is flirting or having a seizure. Also I love Commandos. They are great for target practice.
From my experience the Commando is a walking death trap. It is too slow, too thinly armored and doesn´t have enough reach to fill any useful role on the battlefield. It is only good for finishing off opponents that have already been crippled. I have a special dislike for 6/9/0 speed Mechs, because they tend to get into trouble fast but are usually unable to get out of trouble. IMO a light Mechs must have a minimum movement of 7/11/0 or 6/9/6. Below this speed it better should be a medium Mech.
Id say downgrade the SRM 6 to a 4, drop a ton of ammo. Trade the weight in for a medium laser and a ton of armor. Better heat, more splash and enough bite to be troublesome.
I actually am liking this build better than the one I suggested in the video and will probably test it in MegaMek if I get the chance. Do you often build mechs?
@@nerdyOveranalyzed TBH I have only played the 2018 HBO game.
It just seemed that doubling up the SRM 4s would be the simplest shift. Also it fixes the the complaints you had about the problems of the two different SRMs.
I suppose an alternative design would have two tons of ammo, one standard and one inferno for torching things/infantry/tanks up.
There is a Hero mech Commando added in BTA3062 that is a little fucking beast with 4 SRM4's and I love it.
This is what I would have done as well. Hits hard, a bit splattery, but you don't need to last long since you don't have the armor for it. Unless you can juice up the engine, which would be costly in tonnage, I believe this is the best refit choice.
Edit: Though for a merc unit, who needs to pay for its own missiles, more medium lasers is always better. It's a balance.
This is how I run mine. Great loadout.
What I love most about these videos is that I do not play the tabletop, at all. But, as someone who's sunk HOURS of my life into MWO, and MW5, and played competitive MWO a few times, I can actually put the lessons into practice. Our commando pilot was only able to do so well because his ability to make on the spot decisions on if he was going to engage or not and being able to preserve armor with good maneuvering and use of cover. It's a tricky mech to use Realtime, but rewarding to those who are skilled enough to do so.
Yeah! I played MWO as well a few years back as a light or medium SRM user. I enjoyed the speed and the challenge.
4:19 hey, that's Discount Dan; an upstanding citizen and pillar of the community 🙂. The only reason he was wearing the red suit is because all his white suits and white shoes were at the dry cleaners 😎.
That was A LOT of Schwarzenegger lines you worked in there, good job
Lol, thanks!
Well, as you say, you aren't thinking about it like a Lyran. As a scout, it's ok.
As a flanker or striker, it's a punch in a small package.
It's the LYRANS. While the other elements move forward laying down fire, taking the focus, the Commando is able to strike vulnerable targets.
This is true for other light mechs as well. You strike first and they are scrap.
Great sucker puncher.
Very true, as long as you have some bigger threat (Charger lol) that they can't ignore then it will kind of work. But some fire may eventually be diverted to the thin armored Commando mid-battle which don't like. First strike does help alot!
On Mechwarrior Online, the Commando 1B can be a good scout if you max the sensor spec and do max armor IS targeting computer 3 M lasers and a beagle active probe.. gotta do a slightly smaller engine though..
Mebe~ I usually run the 12 MG Pirahna tho :3
might as well go for the blazing inferno
lol
@@nerdyOveranalyzed one from cresent hawk ga.e
I turned the tables with my 2D in MWO by mounting a single Heavy PPC on it's arm, making it a good lil left side peeker, combined with its energy cooldown quirk and some nodes, the HPPC is down to a 3 sec cooldown cycle. It still has major flaws up close, but it is good for a chuckle when a mech 600 yards distant ignores my commando, only to get honked in the nose a couple times for 15 dmg each before disappearing around a corner.
lol nice! I used mostly light mechs in that game!
Hmm.. using 3025 tech in the board game. One could replace the SRMs and ammo with a PPC...
Ah the commando the death of many a pilot, because they were in it. As much as people love it I definitely agree it's bellow average and unlikely to actually survive to close with the enemy. Things always pop to an ammo explosion and draw a lot of fire because of thier loadout. Being easy to take out and good a crit seeker later in the battle is just a perfect recipe for an early grave.
Going to be interesting to see where one of my favorite mechs, the Panther end up rating. Certainly not fast but always loved the punchy and crit seeking weapon combo, easy mech to slide into any lance and I have a weakness for the flexibility of jumpjets.
The Panther is one of my favorites for sure!
Lyrans build a light mech; shocker, its not great XD
I have two variants I'd make; either one with two pulse medium lasers + armour, or one where all weapons are traded for an ac2, ammo and armour. Basically both versions are direct fire, but the first is essentially scout/calvary, the second is a direct fire/sniper
Pulse lasers certainly seem like an upgrade!
@@nerdyOveranalyzed it helps with its run and gun nature. I think the ac2 works better for the name intent. Commando, as in (typically) small units for harassment and disruption. A couple scout mechs with the mech equivalent of a carbine? Just have them hidden and sniping at an enemy base
@@nerdyOveranalyzed inner sphere pulse lasers are useless. Too short ranged. Even with the bonus to hit, its a poor trade off u less you are playing alternative rules.
About time some references to the OG Commando himself ARNOLD. Ok I’m coming back after many years Battletech. Great videos. How does your Arnold variant transfer into a Alpha Strike card??
Thanks lol I'm glad you enjoyed it! Not too sure honestly. The big secret is that I'm studying these things to ramp up for a big MegaMek Mercenary campaign.
So much Arnold in the video, love it!
arggghh nold
Personally, the COM4H seems like the best version; 2 medium lasers is pretty standard for a light mech... and 6 RL15s means that whilst a strong hit with a follow up is still likely to kill it, it can annihilate most challengers before it goes down as your pilot yells "witness me"
Just a little guy who packs a punch!!
What are your thoughts about the Lyran Mechit-Lube's "Blazing Inferno" variant? Swap out the SRMs for 1 more ton of armor, 3 medium lasers, and 6 small lasers?
Yeah! That sounds quite terrifying actually! Seems like a refit that would work quite well and not take too much time (actually probably faster than than the one I thought of). The trade off being that it can no longer do anti-infantry role. I do think the extra half ton of armor would come in a bunch of handy though. If I didn't need to mount a 6th machine gun for reliable infantry duty I would for sure could have used it.
Another lovely piece and I'd love to learn more on these classes of refits and the ranges of these weapons. Im guessing the tabletop? Either way it's quite a warm welcome to get proper, thorough explanations
MegaMek will let you tinker a bit and even run a campaign. Best of all it's free!
@@nerdyOveranalyzed I'm looking it up and it's pretty interesting. Sadly for rn I'm only on my phone so i dont think i can make much use of it now but both sound like a much needed wealth of knowledge for me!
I would have downgraded the SRM-6 to another SRM-4 (drawing from the same ammo bin as the other SRM-4) and added a heat sink and medium laser.
You can fit a PPC or a LL on this thing for long range engagement.
Now im trying to remember where i heard the Commando referred to as House Steiner heavy infantry
The 2d works better in dense forests and urban areas where weak armor can be compensated for and easier to get the needed angle on target. The varent that I prefer is the 1D. The main armament of a large laser allows for engagements at longer range and removing ammo bins, this increasing survivability. Though, 1D has reduced alpha strike.
Bringing a large laser to a light mech fight is really quite good. I'm not certain about only having 3 tons of armor tho. Running just six armor points on the center torso sounds like a really easy way to lose 1.8 million C-Bills lol. But I've actually never run the variant. Do they come back home alot in your games?
@@nerdyOveranalyzed the longer range does seem to help them survive. I prefer to run locus 1M, Panthers, wolfhounds, and valkyries in my mixed lances. The longer range helps keep them from getting hit much, but that LCT-1M has paper for armor. I do not use the commandos much.
Hello Nerdy.
Surprisingly, your refit is the same as I came up with back in 1984-1985.
There are a few errors in your video I should point out.
First, 120-360 meters is NOT 2-6 hexes. Instead, it is 4-12 hexes (30 meters per hex).
Medium Lasers only have a maximum range of 9 hexes (270 meters). Ditto for the SRMs.
The 'sweet spot' for this Mech, and it's weaponry, is between 4 and 6 hexes... 120-180 meters.
Secondly, the refit will not overheat firing all three Medium Lasers and running... unless it also fires the SRM-4 as well. (3+3+3+2=11 heat).
Like most Light Mechs, the Commando (any variant), should always be piloted at full 'flank' speed (up to 270 meters per 10 seconds, or 97.2 km/h).
I think, for some reason, you mistook the damage output of 5 points as the weapon's heat burden. Instead of the actual 3 heat generated per laser.
Finally... and I think this is just a matter of Mercenary Commander's choice... Instead of armoring the Center Torso with 14 points of armor, 2 points could be shaved off to add to the Head location, bringing its protection up to 8 points of armor, allowing the full survival of a PPC shot to the head without internal damage, and increasing Pilot Morale, and perhaps, the Pilot's loyalty to the Mercenary Unit overall.
Master Tech, F Smedley, Star Lions Corps Mercenary Unit.
Yeah sorry I think a few typos on the ranges video as it was one of the first I did. For this I used MWO stats. As for CT and Head I prefer going for the more commonly hit CT and risking a PPC headshot.
really like your videos! More like this please
Of course! More coming your way soon!
Made a varient with an ER Large Laser and an LRM 5.
Dannnggg, sounds nice. I can't wait to get to Renaissance and Clan Era
And double heat sinks obviously.
Just for ammo commonality I often run 5 SRM 2 racks and link them so they still fire as a 6 and 4 rack. You get a spare ammo ton for other missiles or whatever else you need with no weight penalty.
Hmm, while that works within the rules and is strictly better than the COM-2D but it jostles me a bit too much out of my head lore. Would take a ton of refit time too no?
The installation is about 10 hours for the new SRMs, basic workshop level mod in a bay. To be perfectly honest I never understood why missiles couldn't feed from the same bin regardless. We do that as a house rule if you are willing to keep track of your individual ammo as a ton of SRMs is 100 so 10 shots from the 6+4 racks or 25 from a 4 rack should be irrelevant.
I get what you are saying about feeling right but thats the great thing about the game, if you dont like it dont do it. My experience battletech is far better community wise than a few others Iv played.
@@Colonel_Overkill I have used the x number of rounds per ton instead of x number of shots per ton house rule since day 1. The SRM6 never made sense with it's 10 less missiles for no good reason.
If rocket pods are an option, take a look at the COM-4H.
2 Medium Lasers
90 Rockets
"But rockets can only be used once!"
Realistically speaking, you're in a Commando. You're going to get maybe one shot at glory before someone creams you. Better to go out in a giant spray of glory.
So you swap out the SRM 6 and slot in 2 medium lasers in its place. So you've essentially given the commando laser nipples.
Almost as cool as the laser placement of the Mackie!
Very fun and informative vid, bet ya a lot of fun with the puns tho! :P
Hahaha, that I did! I was particularly amused at the ending.
You say this is about a light mech but all I'm seeing is Lyran battle armor
hue
@@nerdyOveranalyzed Someone had to mention the meme.
I have pretty much no experience with tabletop so it's interesting to see how mechs stack up in TT vs MWO/MW5 vs HBS Battletech. Commando has definitely been a favourite of mine in MWO, TDK in particular, but here in TT it seems like its concept is limited by the mode of gameplay much more so it ends up being mediocre.
Yep! There are for sure different metas according to the different games. I hear the Commando was quite the terror in the day until they made the overall model larger.
The real death knell for it is that it isn't fast enough to stay safe. In MWO / MW5, it's saved by the damage-over-time lasers and projectile weapons being really hard to nail light mechs with. When a large laser is guaranteed to deal all it's damage in one place... you need the enemy to have *extremely* bad hit chances to stay alive, considering how many guns they're shooting at you. The Commando isn't fast enough for that on open ground, especially since it needs to get close. Basically you need to abuse initiative to make sure it only moves after your opponent does, so you stay out of their firing arc.
I love the commando. When my enemy has them I know they are idiots who will die easily.
Yeyeyeye
Just stick a pair of atlas arms on it, commander. Trust me, you'll like it.
D:
Hail from the Aurigan Coalition. Great first two videos, I am binging them now. You are better than Tex from BPL, but not as good as Big Red 40K, & about equal to the Grimdark Narrator.
Hello there! What makes you say that?
@@nerdyOveranalyzed Could be because I enjoyed them? You show a great love for BT & it comes through. Though I cannot wait for you to do the Centurian & Highlander BattleMecha.
@@trippsmythoftheaurigancoal8155 Ahh, okay. I was sort of curious if you would be willing to share the specific reasons why you enjoyed/did not enjoy the content from each? I'm always looking to improve! There were a few comments from other users that ended up resulting in new segments!
@@nerdyOveranalyzed I cannot find anything wrong with your videos. They are near perfect.
Tex is a writer, here it's just very valuable Mech analysis.
Ich kann diese Kritik nicht nachvollziehen. In einer Aufklärungslanze ist es die Aufgabe des Atlas, das Feuer auf sich zu ziehen. Der Kommando benötigt daher nicht mehr Schutz als er ohnehin schon hat.
Doch ich muss zugeben, dass mir die alternative "Arnold" Variante gefällt. Gute Arbeit!
You are correct! One possible solution is to bring a bigger mech to attract the fire. Maybe not an Atlas, but a Charger would do the job. :^) I'm happy you like the "Arnold"!
This is such a Steiner trope 'mech, a bug class light whose firepower weighs more than its armor. You know the disparate SRM launchers were political pork, which gives terrifying realism to the game. If you're playing in the Federated Commonwealth era then some Commandos could end up in Davion hands, or maybe get hijacked and end up in Marik or Bandit King hands. I note that you didn't bother with the -2S mod, which upgrades the armament to a Flamethrower and *two* SRM-6 at the cost of armor. I would take the -2S and scale down to SRM-4s and use the spared weight for *armor*.
Not a terrible idea! I do like my jump jets though!
@@nerdyOveranalyzed Well, a -2S with SRM 4 x2 and jump jets becomes a Super Wasp, which isn't bad! 😃 I support your love of jump jets, as 7 of my original company's 'mechs could jump.
Your refit, you removed 4 tones, but only added 3 back to the mech?
Did it? D:
ah the comando
played with it a little in MW5, it dies alot :(
Heh heh, I'm sorry for your loss. Too low armor
Appericated the Conan reference
Heh heh, thanks!
Leave it to the Lyrans to mismatch their missile systems and cause their techs a hassle. At least they pay well.
Hue hue hue, that they do~
It has just enough armor to hold the paint on.
yeppp
Solid mech when used right. Good clean up crew. Not fan a refit. Looses to much of its identity.
No need to buy them all Commander! Just the ones that you like.
They're cute lil guys with thier bucket heads. Looking like U.S. football players
The Commando... Or how I call it, the Slow Glas Shotgun
I still say it looks like something from VOTOMS.
I always wanted to try and do one of those japanese mecha kits!
Now that you mention it, it does seem like a VOTOMs unit without the shoulder rocket launcher and wheel feet.
Commando WB>
The slime keeps winking at me so much it makes me wonder if it is flirting or having a seizure.
Also I love Commandos. They are great for target practice.
Very first mech I played, loved it till a Jenner showed up and gave me a whoopin😅
Heh heh heh, it's a little under armored but a neat little machine!
From my experience the Commando is a walking death trap. It is too slow, too thinly armored and doesn´t have enough reach to fill any useful role on the battlefield.
It is only good for finishing off opponents that have already been crippled.
I have a special dislike for 6/9/0 speed Mechs, because they tend to get into trouble fast but are usually unable to get out of trouble.
IMO a light Mechs must have a minimum movement of 7/11/0 or 6/9/6. Below this speed it better should be a medium Mech.
You sound much less hyperactive than usual, what’s happened?!
early content