Spider Sdr-5K: Any Viable Ac Builds?
#1
Posted 31 March 2013 - 03:36 AM
I produced some builds that retain maximum mobility while sporting an AC/2 - I feel that otherwise this Spider will be easy prey for other light mechs without any chance to get away. But I need an advice on how many ammo and how much mobility do I need. Engine size is the key factor, because its price is prohibitive for trial and error method of tuning the build.
Slowest build is XL235 with 5 jump jets. 4 tons can be spent on ammo and TAG to make this build more team-friendly.
XL235 - 5Jets - 3Ammo - TAG
There can also be XL245 build with full jump jets complement. It drops either TAG (shown below) or a ton of ammo (not shown). I wonder if two tons of AC ammo could be enough
XL245 - 6Jets - 3Ammo
Fastest possible build is XL255. I have to either to reduce jump jets back to five or drop a half ton of armor if I want to save my 3 tons of ammo. Another possibility is to drop a ton of ammo and raise armor by half a ton.
XL255 - 5 Jets - 3Ammo
XL255 - 6Jets - 3Ammo - Less armor
XL255 - 6Jets - 2Ammo - More armor.
Which of those builds do you think is the best? Currently I think it's XL255 with 5 jets. 2 tons of ammo is a bit restrictive IMO and even if I'll find two tons enough, I can always exchange one for TAG.
#2
Posted 31 March 2013 - 04:02 AM
#3
Posted 31 March 2013 - 06:13 AM
#4
Posted 31 March 2013 - 06:38 AM
#5
Posted 31 March 2013 - 06:52 AM
Infuriating to level that variant, truly infuriating.
#6
Posted 31 March 2013 - 07:28 AM
#7
Posted 31 March 2013 - 07:55 AM
#8
Posted 31 March 2013 - 09:22 AM
#9
Posted 31 March 2013 - 09:28 AM
For my 5D I use this build.
XL255
3ML
12DHS
Endo
Guardian ECM
Check this article out, it might help too.
http://mwomercs.com/...gybuilds-guide/
And here is a smurfy I threw together of a technically viable SDR-5K
http://mwo.smurfy-ne...9a9b23b0f8fc525
Edited by TheFlyingScotsman, 31 March 2013 - 09:42 AM.
#10
Posted 31 March 2013 - 11:30 AM
TheFlyingScotsman, on 31 March 2013 - 09:28 AM, said:
For my 5D I use this build.
XL255
3ML
12DHS
Endo
Guardian ECM
Check this article out, it might help too.
http://mwomercs.com/...gybuilds-guide/
And here is a smurfy I threw together of a technically viable SDR-5K
http://mwo.smurfy-ne...9a9b23b0f8fc525
Thanks, I know that 5D is the best Spider here. I asked about 5K
Also thanks, I know that I can use 5K with MGs. I asked about AC builds.
Also your 5K build is underusing heat sinks. Large Laser should be ER here.
#11
Posted 31 March 2013 - 11:35 AM
Training Instructor, on 31 March 2013 - 06:52 AM, said:
Infuriating to level that variant, truly infuriating.
I'm a big fan of the Large Pulse on it- you can chew a mech's rear armor pretty quickly with it. ER Large with machine guns is fun to run, too. However, the 5V can do everything the 5k can if you're lasering, and has the option to roll 2 medium pulse, and more JJ's.
If you are going to run an AC spider, I would cut speed (speed hurts aiming with ballistics), JJ's and armor and go for an AC5. I tried a UAC5 and got two kills, but I ran out of ammo -real- quick.
Lolzy build: LBX10, 1 ton ammo and 1 small laser.
#12
Posted 31 March 2013 - 11:59 AM
I played Cicada 3M with 4ML + AC2. The AC2 had 2T ammo which allowed for a bit over 75s of continuous fire.
That was plenty because I mostly spend the AC pounding onto back armor of assault mechs (while standing still!) and lasers for shooting while on the run. Hitting with the AC on the run was kinda useless because you could put about one shot into the enemy and then your stream would stray. A 10 point running PPC shot is useful. A 2 point AC is useless until you can get a bead on something.
The standing still was risky in 35T mech... pretty suicidal in a Spider.
Also, I saw very tangible evidence that the AC2 has a firing rate of 0.5sec + double your ping. For me that was a 33% drop in DPS. (People would measure the time to use up a ton of ammo in training grounds and then on a live server... the ammo would last way too long on a live server... i.e. the fire rate is less than advertised)
Edited by ElLocoMarko, 31 March 2013 - 12:00 PM.
#13
Posted 10 June 2013 - 08:05 PM
and a standard 110 engine. I maxed out the armor except arms and legs, each arm got 17, each leg 23.
I was reeeeeeaally bored....
#14
Posted 11 June 2013 - 02:47 AM
#15
Posted 11 June 2013 - 02:56 AM
My build has speed and dakadaka for scouting and sniping
MonkeyCheese, on 18 May 2013 - 04:41 PM, said:
http://mwo.smurfy-ne...633a659fed98b8a
Basically 1 ac2 with 4 tons ammo, 1ml, 2 jj, 139kph. Mastered with 3 modules- adv zoom, capture, adv sensor range.
Playstyle
-I run only conquest
-Cap when I can
-Try to keep at range for the first half of matches
-If I see a target in the distance I go rambo with my ac2
-Almost impossible to overheat.
Its got commando level armor, its ammo dependent, aim dependent, low jump height, most of the firepower in a easy to blow off arm, But it still runs at 139kph and its Very suicidal but I LOVE it.
Only been running it for a day, been having a blast. Best match so far was an alpine conquest, 2 kills 4 assists 272 damage. But im sure I can have better random luck.
If you know how to aim that ac2 from far and up close you can do well. Nowdays I would drop the adv sensor range for the new adv seismic sensor.
Edited by MonkeyCheese, 11 June 2013 - 02:57 AM.
#16
Posted 20 June 2013 - 11:41 AM
http://mwo.smurfy-ne...d577ee5cf8a68f5
Got me through my 5K, and made me hold onto it for quite a while. You could even substitute the AC/5 with a AC/2 and add on more armor, jump jets, etc.
#17
Posted 20 June 2013 - 11:46 AM
#18
Posted 25 June 2013 - 09:22 PM
I average about 150 damage with it, although I haven't mastered it yet.
I've been getting better piloting it anyway.
It's as close as possible to an urbanmech, and holds a special place in my heart because of it.
#19
Posted 26 June 2013 - 09:19 AM
I average about 200 damage per match in my 5k, have a .61 kdr (it's bad I know, but not terrible for a mech where I'm not focused on getting kills and using it to troll), and a 1.45 w/l ratio. Best match I killed 2 undamaged atlases (one while legged, headshots ftw).
Base build I use includes 4 mgs and a large laser. Only one ton of mg ammo, but it's enough to get people's attention.
Basically I scout, harass, and try and annoy stragglers till they turn and face me. Stupid players aren't much of a threat on their own, but they still contribute when they're grouped up with good players. By pulling them out of the pack I'm giving my team an advantage in the main scrum. I can keep a couple stupids occupied trying to turn around in their big ole boats while I dance in between them doing damage to their backs. Capping or threatening caps is another way to **** off the stupids. That atlas will get back to their home base someday I'm sure, keep runnin buddy.
I've tried the same thing with the 5d and it just doesn't bother the stupids as much. Machine guns drive them nuts. Maybe it's the sound, I dunno. But for what I'm using my spider for it's machine guns or go home.
And god bless the stupids, they make me love the 5k.
#20
Posted 28 June 2013 - 02:21 AM
1ER Large Laser, 3MGS, 1 ton MG Ammo, 1 AMS, 1 ton Ammo
Main thought here is to snipe until a targets gets red. Then go blow a component off with MGS. I can,t stress enough to have AMS on this mech or LRM Boats will eat you. If you fight a battle and you have MG ammo left then you are playing it wrong.
Against lights especially the Jenners you will have problems, but you will do well against raven 3Ls and commandos with streaks. Main thing is to unlock arms so you can hit more targets as you run by them.
Personally, I found the 5V worst to get to Elite. It has best move ability but crap for weapons. There is some psychological problem most pilots can't stand MGs buzzing around them . With component damage and capping and savior kills you can do rather well in this Mech.
Something about playing this Mech with hardly no Armour just to have a AC 2 that will run out of ammo very fast is not appealing to me. Try this variant you grow to like it, but good luck with the 5V.
Morang, I too was disappointed with the 5k spider. After some tweaking, I came up with this version. Xl 255 engine, FF, ES, 2JJ, 10 DHS, max armour
1ER Large Laser, 3MGS, 1 ton MG Ammo, 1 AMS, 1 ton Ammo
Main thought here is to snipe until a targets gets red. Then go blow a component off with MGS. I can,t stress enough to have AMS on this mech or LRM Boats will eat you. If you fight a battle and you have MG ammo left then you are playing it wrong.
Against lights especially the Jenners you will have problems, but you will do well against raven 3Ls and commandos with streaks. Main thing is to unlock arms so you can hit more targets as you run by them.
Personally, I found the 5V worst to get to Elite. It has best move ability but crap for weapons. There is some psychological problem most pilots can't stand MGs buzzing around them . With component damage and capping and savior kills you can do rather well in this Mech.
Something about playing this Mech with hardly no Armour just to have a AC 2 that will run out of ammo very fast is not appealing to me. Try this variant you grow to like it, but good luck with the 5V.
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