This isn't going to be the most helpful guide to new players, but then again, new players should probably start with a RVN-3L or CMD-2D to get accustomed to lights before trying a Spider. (Or JNR) All in all, the Spider takes a lot of concentration to pilot to its full potential, and is unforgiving to piloting errors.
Alrighty. Despite getting some incredibly bad rep, the spider is a useful tool when used correctly. While it does not have the stopping power or light killing ability of other lights, it is still a very useful and deadly tool. Keep in mind that the spider requires constant use of jumpjets, and can be very difficult to converge with in mid air. (Where you will have the best los against targets.)
First, a few of the viable builds, in order of my favorites. ERPPC builds should currently be avoided, at least until the coding for direct fire projectiles is fixed. (You will miss other lights even when you hit, most of the time.) All builds should use a mandatory XL255 and 6-8JJ. Speed and flight are everything to the spider. Armor is always maxed everywhere but the LA, which is mostly useless as a shield arm, or for any other purposes. Ferro can be used in many situations to free up half a ton for some armor or a JJ. All builds here use Endo-steel and a Guardian ECM.
3ML - 12DHS - 7JJ
2MPL - 11DHS - 8JJ
1LL + Tag - 10DHS - 6JJ (Or 8JJ without TAG.)
1ERPPC - 10DHS - 4JJ (Works well enough against large targets, but the lack of 4JJ really hurts this one. It is more for in-group support, and doesnt make very good use of the chassis.)
Flight/Survival
1: Jump intelligently. The 5D can easily out-survive a RVN-3L if you are cautious about when and where you jump. Jumps make you a hard target for anything but lasers as long as you don't land out in the open. If you must land in the open, never never NEVER land running in the same direction you were moving in air, or you will get a gauss round or two in the face. Never jump while moving directly towards an enemy, or when running below full speed.
2: F*ck Gravity. Seriously. F*ck it. When you are on the ground regaining fuel or covering distance, you are an easy target. When running, jink (sway back and forth) constantly, and use shortjumps (tap space briefly) to make sharp, sudden directional changes. This makes you a much harder target, especially at 137.7 (or 151.5 with elite).
3: Always Jump-Strike. When in air, you can see over many pieces of cover, allowing you to harass enemies who wont be able to fire back once you ease off the jets. You can also easily fire from cover of your own, landing in cover again after. Ideally, you should be grounded as little as possible during actual combat, but not use all your fuel for any one jump if possible.
4: Deadly Support. While the 5D can only swing about 10-15 FP, being the most agile chassis (and having an ECM) in the game has its perks. You can easily kill lone stragglers by coring their backside, using your speed, shorthops and the ability to jump directly over them to keep out of danger. Otherwise, the spider is deadly for what it lets your team do, not what it does itself. The spider is one of the best 'Mechs to partner with LRM support, as there isn't a 'Mech in the game that can outrun or outmaneuver them.
5: Run around like an (unpredictable) *****! The spider is the ultimate distraction. By harrying enemies, you can direct fire away from your team and keep your enemies distracted, reducing the damage your team takes substantially. On top of this, the ECM will get you targeted, making your job even easier. If the enemy ignores you, you can simply get behind them and strip off their rear armor.
I hope this guide helps some people dispel their frustration with with the 5D (IMHO the only viable SDR variant)
Edited by TheFlyingScotsman, 31 March 2013 - 09:32 AM.