The tactics commander (TC) role-type is the equivalent of military intelligence in this game. As the tactics commander, you are responsible for giving your squad-mates the ability to speak together outside of COMBAS range, notification of the enemy's locations, as well as the ability to avoid potential sabotages. Many squads feel as though the tactics commander is a liability due to the lack of one active combat members. There is no replacement for knowing what your enemy is doing before they do.
Mobility Bases [Chassis]:
Please note, tactics commanders are highly reliant on power supply. I would like to urge players to monitor your power supply levels, keeping your power requirements low will allow you to utilize a slightly larger NA maker than what you normally would.
Biped: I would not advise using bipeds on a TC due to how quickly these are popped, but the three with the least power requirements are the
M13TL Scott,
MSK-TL500, and the
RFZ-TL-1. Run these at your own risk.
Inverse: If you are running an inverse TC, you're probably running a combat hybrid TC. You can run a minimal NA maker on the
RJ-Naqa, midrange on the
RFZ-RJ-1, and you can run a lighter Morskovian NA maker on the
MSK-RJ401
Quads [Multi]: Probably one of the few times when this is actually a feasible platform. The only thing that will actually hurt you with quads is that quads require a lot of energy to use. The weight load capacity though does make it worth it depending on the map and how many of your squad-mates are grabbing COMBAS, don't expect to win the Indy 500 with these legs.
Treaded: These are in my opinion one of the higher use options for a tactics commander. These use extremely low amounts of power, have a reasonably high weight capacity, high durability, and the mobility to get around quickly and assist the scouts in getting COMBAS.
Hover and Wheeled: These are good options for a hybrid scout TC. You won't be able to run a very large NA maker, but you do have the ability to not only scout ahead, grab COMBAS to set up your own NA array, drop a base with light arms, dodge the enemy, but you also are light and fast as well.
Canopies [Cockpit]:
9 Slot: Tarakian canopies may now make their own entrance onto the list finally, Sal Kari canopies are also welcome. Both of these nation's 9 slot canopies create a large amount of energy, couple this with a decent generator and a chassis that uses minimal power and you should be able to fit a slightly larger NA maker on.
8 Slot: Sal Kari canopies produce the highest amount of electricity in this class. The lesser two of the canopies have the same armor as a
MSK-C20 but slightly higher power generation, the final one has extremely good power output and slightly higher armor than the other two Sal Kari variants.
7 Slot: Morskovian super-sized canopies are big targets...I don't know how many times I've stated this. I still see these behemoths on the battlefield in my most recent segues into free-battle, and I don't know why. Oh well, for those of you still insisting on using these, go with the
MSK-C1500. It's got the largest amount of power output for the 7 slotters. Just remember, all the other canopies listed above have a better internal power supply... Once again I must ask WHY?!?!?! WHY ARE YOU USING THESE CANOPIES STILL? Okay, rant over moving on.
Generators:
Small Size: There's only a build or two that you can potentially pull off with one
MSK-G10 or
G-Kala generator and a
M07CK Brooke canopy with
M16WL Meagher wheel mobility base and the smallest NA maker. Outside of this, you are looking at at least two generators to be able to run a halfway decent NA maker.
Medium Size: Go with the higher end Sal Kari or Tarakian generators here for the highest power output in this category. The Morskovian ones might have better armor, but unless you're running a hybrid, you're going to be shooting for the larger NA maker and these eat up power like no-one's business. Best ones in my opinion would be the
G-Zahara or the
M01G Papin. Reasonably good power output with small size on the
G-Zahara is especially useful and the
M01G Papin allows for an NA maker to be tucked in rather close if done correctly.
Large: The
G-Shajar should be the default go to generator, it's the lightest weight in this category and for the war, you won't be needing much more in the way of time than the 15 minutes that it gives you. Others might have more power output or more armor, but this is the all around go to guy. If you're needing maximum power within this category, then I'd advise you look to the
RFZ-GE-B2 from the single player campaign, if you don't want to trudge through the single player then I'd advise any of the Morskovian generators just due to size.
NA Makers:
The overall range of the NA makers is from the hound to the outer edge of the NA range. I'm going to sort these by number of grid range that these NA's give you on a 300 x 300 map. Numbers are nice, but on the battlefield, I've found that this is more of an accurate guess as to which you wish to use.
3 Grids or less: This is Sal Kari territory for NA maker range. No other nation is even close to coming within this field. These are extremely light and require for the most part the user to be able to "see" through COMBAS that have been captured. Useful on hybrids such as Scout/TC, Sniper/TC or Defender/TC, these are used to prevent the squad from being overly handicapped by one player. The smallest is the most commonplace one seen on the battlefield due to it's light weight. Personally though I'd advise the
NM-Alkawn due to it's slightly smaller profile than the
NM-Ashshams and allows for a 150+ meter range boost to the smaller two in the class. All around, the
NM-Ashshams is the best in it's class, but it is an extremely large target for snipers.
4 Grids or less: Things start to get a little more diversified now, each nation now has at least a single entry into this category, rather than describing each one, I'm going to focus on the NA makers of significance.
NM-Najm: The first one in this field, extremely good range for it's weight, doesn't use a lot of power but has a very easily hit side profile. One of my favorites for longer range due to it's weight.
M02NM Bell: The little NA maker that could. Slightly less range than the
NM-Najm, but unbelievably tiny, highly useful when dealing with a tight spot to work in or if you're just not wanting to get it taken off.
M03NM Hertz: Second largest in this field, durable, and not oversized, decent range with a distance of 1049 meters with 78:76 KE:CE defense. Not seen much outside of a Defender/TC or Sniper/TC hybrid. You're going to get an extremely good view of the battlefield with this.
RFZ-NM-2 &
MSK-NM1000: Another brother from a different mother. The statistics on these two almost completely balance each other out. Go with your own personal preference
5 grids (who needs COMBAS???): These Morskovian beasts (unlike their canopy counterparts) are extremely useful. Take your pick of the litter, you can't go wrong. The range that you're gaining within each of these three is minimal.
Now, ordinarily I'd go into weapons and whatnot here, but one of the many problems with tactics commanders is that there is currently no TC in this game when dealing with humans that is strictly a tactics commander. Everything that is out there role-type wise is a hybrid. So... In light of this, it's a case of, what role-type do you usually play when you're playing the game regularly? You'll have to sacrifice some firepower and armor for generator and NA maker weight, but your focus should be on using your squad as your weapon.
This is the part that's very difficult to word correctly. All of the other role-types focus more on the actual build. The tactics commander is required to focus on his mind and his squad. Decision making skills here are crucial along with making sure that your tactics commander has a good solid connection to all those in the match.
Yes, there are the d-pad instructions, but they aren't practical. It takes too long for the commands to be inputted. I'll use this method from time to time when everyone is repeating "where????" just to get the point across or I'll use it to back up what I've said.
Keep your wits about you, you have the highest responsibility and the most information out of everyone in the battlefield. Victories will win respect from your squad-mates and they'll be more willing to listen to you. There's just so much to go into with a Tactics Commander due to the mental nature of the role-type. Just make sure above all things that you speak calmly and clearly. You may not get a second chance to repeat those instructions.
If you are a TC and you are in combat, you're already fighting at a disadvantage, you have the intel that the enemy doesn't want you to have. All they have to do is take out that NA maker and your squad is blinded.
Make sure to acquire COMBAS along with your squad, if you are killed, then communications won't be killed as long as those COMBAS are intact.
I probably didn't share as much as I would have liked to on this, but so much of the tactics commander is in the person, not the build. The human element is something that cannot be personified into a post.
Your three things to focus on are:
- NA range;
- Power usage;
- Communication.
If any of these fail, you're out of the game. Good luck to you.