I don't think you need those 12 DHS, 11 are imho enough. And the BAP is really helpful when you encounter ECM.
TDK will super easily take down a locust... Aiming the legs should do the trick and this becomes easy since you have arms accurators. With love, Muta
BAP is pretty much useless for a TDK. Instead, an extra DHS contributes directly to your damage. Nevermind the unused 0.5T, there's nothing to be done about it.
Well, BAP would allow for counter ECM, wwhich means more cbills, and I do use this little guy as the secondary cbill farmer from time to time.
Money is always the wrong reason to do things. Anyway, BAP is not useless, mostly in order to counter other lights ECM, and get some backup from your team (there's nothing more frustrating than dying off the radar, without anyone to help you). One of the problem of pugs are those annoying ECM lights no one sees until they're the last remaining; with BAP you can flag them. Occasionally you even got some LRM support. I sure would not mounted one if the build wasn't already extremely heat-efficient (trust me I love cool builds), 52% is more than enough.
I've had better luck with SPL. Less DPS but takes half the time to get a shot off which means more damage in one location and less time staring at the, inevitably, bigger mech.
Welcome on the forum. It's a variant of the "classic TDK", it should have been post in the thread. Anyway, two thoughts about your build. The second is matter of personal taste, but the first is a no-brainer: 1/ XL220 is a very bad engine! If you count the additional DHS, the 225 weight exactly the same, while giving you better speed and heat efficiency (the embedded DHS dissipate twice as a single HS, the external DHS only x1.4). Actually you can go for a bigger engine because since I also frees some space it allows you to upgrade the armor in order to gain some more tonnage. => without any disadvantage you can trade your XL220 for an XL 335: http://mwo.smurfy-net.de/mechlab#i=57&l=02fe17fc8f601064e3551b09d1952395e97e0785 (same armor, better speed, better heat efficiency) You even can go for a 240 by shaving 0.5t of armor (mostly from the head, your almost never headshot in a COM). 2/ I hate the AMS on commando, it flashes all in your eyes.
This is how i use my TDK http://mwo.smurfy-net.de/mechlab#i=57&l=999bb0125ae56229d350f6c83bfc70a1fc5a2728 maximum speed, maximum armor and an AMS
Only the case at some angles, hardly noticable compared to an AC2 Shadowhawk. I'd take AMS over BAP as my 2-slot, 1.5-ton package. Especially with how many lock jocks you'll encounter in 4's, and how little this is called for in 12's ;p.
The original posters build is the one I use currently, and I love it. Another thing, commandos are very good at baiting mechs to shoot. I was 2nd to last left and killed a phract this way
A great build with some posible variants as long as you keep the speed high. This is the ultimate light mech experience. For me it is the best brawler light mech in the game even over Firestarters and Jenners.
With the BAP, the hero bonus, and Rewards 2.0, it all but prints c-bills. More importantly, the reason BAP makes more c-bills is that BAP's counter-ECM is twice as effective now, and makes it a great speedy ECM hunter/counter/harrasser.
5/5, It is just the best loudout for this commando. With quirks and weapon moduls a beast on the battlefield and a thread for every assault back I just cannot decide if I take ams or bap. both have its situations
Just took it out for a ride after nearly one week non-stop firestarter (a.k.a submarine) adventures. Holy moly, it's so agile and fast.. and it has much more durability than the locusts imho. The arm mounted lasers are incredibly precise and everyone ignores you until they are dead, which doesn't take too long usually. I love this thing. With BAP.