

Spider Pilots, Do You Think This Is A Viable Build?
#1
Posted 11 April 2013 - 10:37 AM
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
Posted 11 April 2013 - 10:47 AM
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
Posted 11 April 2013 - 10:53 AM
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)
Edited by Solomon Ward, 11 April 2013 - 10:57 AM.
#4
Posted 11 April 2013 - 10:58 AM
ArcDemon, on 11 April 2013 - 10:37 AM, said:
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.

#5
Posted 11 April 2013 - 11:04 AM
#6
Posted 11 April 2013 - 11:28 AM
#7
Posted 11 April 2013 - 11:29 AM
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
Posted 11 April 2013 - 12:28 PM
#9
Posted 11 April 2013 - 12:30 PM
ArcDemon, on 11 April 2013 - 10:37 AM, said:
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.)
It's a great anti-Raven 3-L.
Good luck!
#10
Posted 11 April 2013 - 02:58 PM
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
Posted 11 April 2013 - 03:10 PM
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
Posted 11 April 2013 - 03:10 PM
Im also awaiting the flea <3
Edited by MonkeyCheese, 11 April 2013 - 03:11 PM.
#13
Posted 11 April 2013 - 09:49 PM
Spider SDR-5D "Gaki"
#14
Posted 11 April 2013 - 10:15 PM
#15
Posted 12 April 2013 - 01:56 PM
#16
Posted 12 April 2013 - 02:06 PM
Solomon Ward, on 11 April 2013 - 10:53 AM, said:
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
Posted 12 April 2013 - 03:44 PM
ArcDemon, on 11 April 2013 - 10:37 AM, said:
ya don't sit still in a spider you jump!
ofcourse you can make this build work and you know that.

everytime i jump in one of my spiders i think "ok i'll be dead in a minute or so"
#18
Posted 12 April 2013 - 08:27 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users