

Spider Variants
#1
Posted 15 January 2013 - 11:10 AM
With that said... I'm a bit confused by the variants they brought out.
SDR-5D
1 CT energy hard point, 2 RA energy hard points, 8 jump jets, 2 module slots and ECM capable. I guess this is the Spider everyone will be using untill they fix the ECM problem. Which really sucks, because I was hoping they wouldn't put ECM on any Spider variants.
SDR-5V
2 CT energy hard points, 3 module slots and 12 jump jets. I love this, this is really going to be a lot of fun. It'll be interesting to see how this one handles anything more than Medium Lasers.
SDR-5K
2 LA ballistic hard points, 1 CT energy hard point, 2 RA ballistic hard points, 2 module slots and 6 jump jets.
So.... why the hell would anyone get a SDR-5K, exactly?
Jump jets? It has half the jump jets of the 5V.
ECM? Nope.
Speed? Same as the other two.
Module slots? Only two.
Weapons? Well, unless Garth actually goes through with his plans of giving machine guns 500 damage per bullet, I don't see why anyone would want 4 arm mounted ballistics on a 30 ton mech. Maybe you can slap an AC/5 on there, but why would you want to?
Looks like the SDR-5K is going to be another variant that people have to grind in order to get Elite skills. Why not give it at least one positive attribute over the other variants, PGI?
#2
Posted 15 January 2013 - 12:03 PM
Alistair Winter, on 15 January 2013 - 11:10 AM, said:
SDR-5K
2 LA ballistic hard points, 1 CT energy hard point, 2 RA ballistic hard points, 2 module slots and 6 jump jets.
So.... why the hell would anyone get a SDR-5K, exactly?
Jump jets? It has half the jump jets of the 5V.
ECM? Nope.
Speed? Same as the other two.
Module slots? Only two.
Weapons? Well, unless Garth actually goes through with his plans of giving machine guns 500 damage per bullet, I don't see why anyone would want 4 arm mounted ballistics on a 30 ton mech. Maybe you can slap an AC/5 on there, but why would you want to?
Looks like the SDR-5K is going to be another variant that people have to grind in order to get Elite skills. Why not give it at least one positive attribute over the other variants, PGI?
I'm sure someone will figure out they can turn it into an Urbie.

#3
Posted 15 January 2013 - 12:08 PM
I Imagine once you the battle ensue's the 5K will be able to finish them off.
Believe it or not it was the design i was most looking forward to.
#4
Posted 15 January 2013 - 12:20 PM
Carrioncrows, on 15 January 2013 - 12:08 PM, said:
Agreed. 5K is the only one that intrigued me. JJ suck, unless they have been revamped. To top it off, it is now the worst ECM version.
Edited by StalaggtIKE, 15 January 2013 - 12:41 PM.
#5
Posted 15 January 2013 - 12:27 PM
#6
Posted 15 January 2013 - 12:53 PM
http://mwo.smurfy-ne...efdff25f54eed02
#7
Posted 15 January 2013 - 12:57 PM
#8
Posted 15 January 2013 - 01:01 PM
Trystar, on 15 January 2013 - 12:53 PM, said:
http://mwo.smurfy-ne...efdff25f54eed02
Seems like a good build. Indeed, one of the only real alternatives to the Raven 3L right now. Even with such an agile mech, only having CT-mounted weapons is proving to be a bit of a challenge.
#9
Posted 15 January 2013 - 01:06 PM
So far I've tried 2xMLAS, 2xMPLAS, 1xLLAS, 1xLPLAS (losing jets in the process) and none of them have impressed me. So far it seems like 1xLLAS might be the trick if only to get a bit more range.
Anyone have any bright ideas to get the Spider to perform?
#10
Posted 15 January 2013 - 01:09 PM
#11
Posted 15 January 2013 - 01:17 PM
I was...underwhelmed. Jumpjets do suck currently, and though you can go pretty high with 8 of them, they are highly situational.
You are basically a Commando with no missiles. COM-2D and Ravens destroy me in literally 15 seconds. You are not fast enough to avoid or outrun them. You can do anything but nick them up.
Your damage output is just not enough to do much with. I may try to build something around Large Lasers later but that's still pretty bad.
The only way I see this mech being useful is as a pure Scout in an 8 man team. By scout I mean someone with almost no combat engagement whatsoever. This mech could potentially get to some points on the map that will make it very hard to hit, and just spot from there.
#12
Posted 15 January 2013 - 01:28 PM
#13
Posted 15 January 2013 - 01:31 PM
The 5D, has 1 CT energy, 2 RA energy giving you the most firepower and the best hard point options with ECM, it's downright TRAGIC that all of the best loadouts come equipped with ECM as it leaves very little reason to take the 5K or 5V in any sort of serious engagement.
Still play'n around with all 3 but the one that is preforming the best is the one that is least spider like.
5K "Vicious"
Endo
170 XL
AC5 x2 tons of ammo
x2 Machine guns x1 ton of ammo
Medium laser
Edited by Carrioncrows, 15 January 2013 - 01:34 PM.
#14
Posted 15 January 2013 - 01:53 PM
#15
Posted 15 January 2013 - 02:57 PM
#16
Posted 15 January 2013 - 06:30 PM
Trystar, on 15 January 2013 - 12:53 PM, said:
http://mwo.smurfy-ne...efdff25f54eed02
I'd put some armor on that one... lol
#17
Posted 16 January 2013 - 08:05 AM
They fit many roles.
My favorite is a 5D
DHS / Endo
XL 200 / 108 speed w/o speed tweak
Dual PPC
ECM
1.25 heat eff
An excellent support mech. Of course vulnerable to others lights, but quite a funny build to play, you can sneak behind ennemy lines and hurt their back quite badly.
often end up with 300/400 dmg a game

Another 5D build
DHS / Endo
XL 250 / around 130 speed w/o speed tweak
ER PPC
Ecm
6 JJ
1.51 heat eff
A very good flanker plus a very fast long range support.
Also played a 5k with
12JJ
2 med pulse
250 xl
Dhs / Endo
Fun to play, but in my opinion it's the kind of build that get to fbe caught by other lights, which is definitely not the best role for a spider. But it can tease a lot assault and heavy mechs by playing hide and seek and stripping their back armor.
And for the 5V he's quite effective with a large pulse laser and 4 MG, juste waiting till they tweak MG damage to internal and.
#18
Posted 16 January 2013 - 08:18 AM
Favorite is the 5K with
255XL (DHS) <- found that one doesn't need DHS but was too cheap to convert it back. Mechlab has heat as a red 2.43 or some such.
Endo
1 MPL
4 MGs with 3 tons ammo
6 JJs, no clue why it can only use 6
Armor around 190 or so
But I went ahead and maxed out all 3 variants with JJs. ECM model I just use 3 MLs. The other with 12 JJs and 2 CT MLs not very interesting.
#19
Posted 16 January 2013 - 08:32 AM
Aqualo, on 16 January 2013 - 08:05 AM, said:
Another 5D build
DHS / Endo
XL 250 / around 130 speed w/o speed tweak
ER PPC
Ecm
6 JJ
1.51 heat eff
A very good flanker plus a very fast long range support.
Also played a 5k with
12JJ
2 med pulse
250 xl
Dhs / Endo
Fun to play, but in my opinion it's the kind of build that get to fbe caught by other lights, which is definitely not the best role for a spider. But it can tease a lot assault and heavy mechs by playing hide and seek and stripping their back armor.
And for the 5V he's quite effective with a large pulse laser and 4 MG, juste waiting till they tweak MG damage to internal and.
y not use xl255 they weight the same as xl250
Edited by spidercoup, 16 January 2013 - 09:43 AM.
#20
Posted 16 January 2013 - 08:59 AM
The only match I was even slightly successful was me putting out 62 damage the whole match, but being a good distraction and a hard to hit target while the other mechs cleaned up the rest of them.
I figured the 5V and the other non-ecm variant were going to be the hardest to play so I wanted to pick one of them up. The 5V would not be terribly bad if the hard points were in the arms instead of the torso, in my opinion.
I think there needs to be a lot more tools for scouts to use to really make the spider's effective.
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