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Spider Pilots, Do You Think This Is A Viable Build?


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#1 ArcDemon

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Posted 11 April 2013 - 10:37 AM

http://mwo.smurfy-ne...38d19cc4d460120

I'm a Commando pilot getting a bit impatient for the Flea to arrive so I'm reconsidering a set of Spiders. I like piloting very small, hard to hit mechs but I initially found the Spider's hardpoints to be lacking and the cockpit had way too many support beams blocking the window. With the more then month long wait for the Flea I'm reconsidering that.

The build I've made could be adapted for all 3 spider chasis, so I don't have to 'grind' one or two poor variants just to unlock speed tweak on one. To work on the other 2 variants I'd replace the ECM with an AMS system and ammo.

The general idea is that it's a very fast, jump supported mech for playing Conquest. It will have a Capture Assist module for quickly getting bases and an Advanced Sensor Range module to support it's combat role as a long range stand off mech. I'm hoping the extremely small target size of the Spider (I consider it the smallest in the game, the Commando may be shorter but his limbs are fatter) will make it extremely difficult for enemy mechs to return fire when it's sitting 600m away taking shots with it's ER Large Laser.

So for those who have made the Spider work (I've seen you in action), do you think this is a viable build or is a short range loadout and grinding of the 5K the only option?

#2 Geistmd

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Posted 11 April 2013 - 10:47 AM

sounds good to me.

When u done lvling (Speetweak, etc.) here a nice midrange-sniper. most nmes look pretty estonished when hit by the alpha of this little beast. Stay in the back or keep on midrange moving... and watch our heat.

Alpha Spider

Edited by Geistmd, 11 April 2013 - 10:52 AM.


#3 Solomon Ward

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Posted 11 April 2013 - 10:53 AM

Weired build.

You have 14 free critslots, no ferro (which costs 14 critslots) and 176/210 armor.

edit. My advice is to skip the 5K with GXP :rolleyes:
5V is some jumping fun
5D is a blast and has the highest KDR out of all my mechs (even topping my Yen-Lo and my DDC)

Edited by Solomon Ward, 11 April 2013 - 10:57 AM.


#4 Iseul

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Posted 11 April 2013 - 10:58 AM

View PostArcDemon, on 11 April 2013 - 10:37 AM, said:

http://mwo.smurfy-ne...38d19cc4d460120

I'm a Commando pilot getting a bit impatient for the Flea to arrive so I'm reconsidering a set of Spiders. I like piloting very small, hard to hit mechs but I initially found the Spider's hardpoints to be lacking and the cockpit had way too many support beams blocking the window. With the more then month long wait for the Flea I'm reconsidering that.

The build I've made could be adapted for all 3 spider chasis, so I don't have to 'grind' one or two poor variants just to unlock speed tweak on one. To work on the other 2 variants I'd replace the ECM with an AMS system and ammo.

The general idea is that it's a very fast, jump supported mech for playing Conquest. It will have a Capture Assist module for quickly getting bases and an Advanced Sensor Range module to support it's combat role as a long range stand off mech. I'm hoping the extremely small target size of the Spider (I consider it the smallest in the game, the Commando may be shorter but his limbs are fatter) will make it extremely difficult for enemy mechs to return fire when it's sitting 600m away taking shots with it's ER Large Laser.

So for those who have made the Spider work (I've seen you in action), do you think this is a viable build or is a short range loadout and grinding of the 5K the only option?


That will work fine. I've seen people opt for a Large Pulse Laser, or an ERPPC.

In the end I believe the 3 Medium Lasers, or 3 Medium Pulse Lasers work best.

Posted Image

#5 Cifrer

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Posted 11 April 2013 - 11:04 AM

You're really not making the most of the mech. Try something like this instead: http://mwo.smurfy-ne...95fd98ad8c1bc27

#6 Puppeteerxerxes

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Posted 11 April 2013 - 11:28 AM

You won't need the extra DHS for starters. I've never gotten close to overheating my spiders with a single large laser of any type with the base 10 DHS. I'd also advocate putting the laser in the arm - my primary weakness fighting any other mech is the vertical traverse of the torso - can't get torso hits on large mechs that are close by etc. You can add a medium for a bit more punch also.

#7 Daggett

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Posted 11 April 2013 - 11:29 AM

I've tried to level up the Spider by using it as a conquest runner as well but with only little success.

The reason is that you NEED the speed tweak to escape opposing lights. Sure you have jump jets, but they help you far less often than you would imagine. Many light mechs can catch up quite fast and with your lower speed you are a better target for the slower mechs.

But what made quite some fun was running the spider as a flanking poptard. An ER-Large Laser is quite a force to be reckoned with when they can't shoot back. And your speed ensures that you can switch positions easily so no one is able to predict your position and shoot you out of the air.

Your build almost allows for that, but i would add the FF armor and move the Laser to the arm so you can aim better.
With an XL engine you are unable to zombie around so there is no need to have the laser in the torso.

Then it's up to you if you want to add 2 small lasers or more jump jets for the remaining tonnage.
Or you can try squeeze an ER-PPC into it which would make poptarding much easier and has a higher dps. :)

Such a build could look like this:
http://mwo.smurfy-ne...e9148b7b871583a
(Have not tested it, you can downgrade the engine a bit if 4 JJ are not enough to poptard)

Edited by Daggett, 11 April 2013 - 11:30 AM.


#8 DevilJade

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Posted 11 April 2013 - 12:28 PM

I love my 5D with an ER PPC in the arm. It's a challenge to play and is lots of fun.



#9 Koniving

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Posted 11 April 2013 - 12:30 PM

View PostArcDemon, on 11 April 2013 - 10:37 AM, said:

So for those who have made the Spider work (I've seen you in action), do you think this is a viable build or is a short range loadout and grinding of the 5K the only option?


My spider 5k builds include
  • a Gauss rifle
  • UAC-5
  • UAC-5 + AC-2
  • Twin AC-2
  • AC-10
  • LB-10 (kill stealer)
  • AC-5 (lasts a long time)
  • LPL + 4 MGs (go for body parts with weapons, in 3 seconds you'll destroy at least one weapon inside once the armor is gone. Make sure to only engage enemies already engaged with someone else.)
Your Spider build is good. I recommend the weapon in the arm, however, in order to allow for better fire control. Personally I use an ER PPC in mine.

It's a great anti-Raven 3-L.


Good luck!

#10 Durant Carlyle

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Posted 11 April 2013 - 02:58 PM

Unfortunately, I had worse luck with a Large Laser build than any other. I seemed to always be caught by enemy lights and destroyed fairly easily. I actually had better luck with a single Medium Pulse Laser and two Machine Gun build.

I did MUCH better with a three Medium Laser build of the 5D and a two Medium Pulse Laser build of the 5V. The 5K is the only Spider I have less than 1.0 K/D ratio on -- it's 0.30 (8/27). I have a 2.18 (48/22) with the 5D and 1.53 (26/17) with the 5V.

#11 Koniving

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Posted 11 April 2013 - 03:10 PM

Whatever lasers you do use, it must be pulse lasers. Less time necessary to focus damage. More damage potential. The issue with small mechs is that most people force them to be super fast and then arm them with standard lasers.

Pulse lasers require less time to keep the aim concentrated, deal slightly more damage, and are ideal for hit and run mechs.

Any fight you have against enemy lights should be focused entirely on their legs. A shot to the torso is a wasted effort and will cost you your life. Go for the legs. If you're hurt, once you leg it run. If you're in good shape, go for the other leg.

#12 MonkeyCheese

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Posted 11 April 2013 - 03:10 PM

Currently running a 5D with 2ML 1 ERLL at 145kph, for the 5D I would recommend using all 3 hardpoints even if you just drop the engine/JJs a ton and stick 2 small lasers in the arm and that DHS in your build isnt really required for your build to function.

Im also awaiting the flea <3

Edited by MonkeyCheese, 11 April 2013 - 03:11 PM.


#13 Straylight

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Posted 11 April 2013 - 09:49 PM

Here's my 5D, similar to the other ERPPC builds but that I've got a TAG instead of secondary weapons. This allows me to still make meaningful contributions to the fight even if the right arm gets knocked out or if I can't risk revealing my location (PPCs kind of stand out).

Spider SDR-5D "Gaki"

#14 Kenyon Burguess

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Posted 11 April 2013 - 10:15 PM

I mastered all 3 variants and settled on the D because of the ecm. I tossed in the largest Xl engine, 3med lasers, ecm and endo DHS. I use advanced sensors, decay, and im currently farming up a third module (god so slow..) I locked the arms to the torso with the 3 medium lasers and can fire all 3 without heat issues on most maps. mostly I just hide behind hills and buildings and when I find a proper target I keep it locked till the heavies and assaults are done with it. use the jumpjets just enough to put you back level as you fly between enemies so the worst players shoot each other in the rear armor. its a fun build and if I can hold the lasers on target its a 15 damage hit.

#15 Ceesa

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Posted 12 April 2013 - 01:56 PM

I tried the one LL spider and found that most of my engagements ended up being at close range anyway, even when I tried to stay back. I dropped it and went back to 3 ML and had a lot more success.

#16 Noob Weapons

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Posted 12 April 2013 - 02:06 PM

View PostSolomon Ward, on 11 April 2013 - 10:53 AM, said:

Weired build.

You have 14 free critslots, no ferro (which costs 14 critslots) and 176/210 armor.

edit. My advice is to skip the 5K with GXP :)
5V is some jumping fun
5D is a blast and has the highest KDR out of all my mechs (even topping my Yen-Lo and my DDC)



This.

If it were me, I would put on ferro, max armor on the right arm and move the LL there for extra versatility in shooting.

One of the best things about the spider is the ability to JJ over someone's head while simultaneously aiming the arm down and shooting them in the face.

Otherwise, still put on ferro if you like it in the CT better (14% additional armor is nothing to pass up on) and it is still a pretty solid build.

#17 BoPop

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Posted 12 April 2013 - 03:44 PM

View PostArcDemon, on 11 April 2013 - 10:37 AM, said:

when it's sitting 600m away taking shots with it's ER Large Laser.


ya don't sit still in a spider you jump!

ofcourse you can make this build work and you know that. :) and to me spiders are really fun in conquest, not very fun at all in assault because you either have to "be that guy" or "be that guy"

everytime i jump in one of my spiders i think "ok i'll be dead in a minute or so"

#18 Thomas Covenant

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Posted 12 April 2013 - 08:27 PM

[img]http://www.google.com/url?source=imgres&ct=img&q=http://i452.photobucket.com/albums/qq247/mwhighlander/JumpSnipers_zpsd1a1b898.jpg&sa=X&ei=UdJoUdm0DILLywHpkoHgDw&ved=0CAQQ8wc&usg=AFQjCNGYwLD_9nc3mjXsm1YLyT9KaBtM8g[/img]





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