Casual CMD-1B "Harasser" (3xERML, 1xMRM10, TC1, XL225)

Thread in 'COM-1B' started by CarloArmato, Jun 11, 2018.

  1. CarloArmato

    CarloArmato Professional Potato Carrier

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    Simple harasser: play safe, keep your distance whenever possible and try to attract the attention of big threats and diverge them from your team mates. I would have said to not bother firing those MRM10 against any medium or light mechs, but you will have plenty of ammo with skills, so do whatever you like.

    Why this variant and not another commando? Because lasers are uber quirked (-20% laser duration and +10% range on ERML are really nice), ERML are your main "killing" weapon at range and can be used to "pinpoint" damage even when fleeing due to the fact they are arm mounted.

    MRM on CT is not an issue because you should only fight at range (400-450 meters) and if you ever happen to brawl, if it is a fast light MRM are nearly useless, while if it is a big threat (heavy or assault), you won't have issues to track and face him for the MRM duration.

    Mech is hotter than it looks due to -20% laser cooldown (but -5% energy heat gen and +7.5% cooling efficiency should help), so if you feel too hot, swap the TC1 for a DHS.

    Also, due to the fact MRM10s won't likely do much to kill an opponent but will likely attract attention, IMHO you could even choose to not skill into missiles at all and save those 6 nodes for something else... For example survivability to further exploit armor and structure quirks (you already run at 145 km/h, very few mechs can keep up with you or even reach you). A possible skill tree could be this one here. If you would like to spend nodes on missiles, simply remove some nodes from survivability like here (radar depravation is a must have and seismic sensors could be your "last resort" UAV)...
    GOTTA GO FAST version skill tree
    Everything that could be really useful (half speed tweak) skill tree
     
    Last edited: Jun 11, 2018
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