If there is builds set up around ECM why there shouldn't be one around disabling them So here it's COM-2D: 210XL allows you to chase almost any ECM carrier (Spiders are faster but missiles allows you to lend them enough damage before 1.8 kph difference will bring results) besides speed and manoeuvrability is a key to survival here =) ECM allows you to counter and maintain your lock, silently bite off wondering wounded and helps with non-ECMed lights\meds. While TAG allows fast targeting and good missile tracking (it's mounted on a hand thus allowing you to light up and target almost any light running around you fast and easy) AND reveals groups of ECM covered enemy's providing vital scout support AND gives TAG\NARC points for every mech taken SSRM\LRM damage while you just hold button you need for your self. 200 Streak missiles always supported by tag allows to chew through lots of lights and still lend some support for your main group before you run out of ammo. Now he can bare his COMMANDO name proudly.
Am about to get the commando 2d, and I will run this build for my guild. It's a great scout mech, very nice build