Spider Build
#1
Posted 15 April 2013 - 10:50 AM
#2
Posted 15 April 2013 - 11:22 AM
You can try ERLL + 4xMG, or AC/2 + ML, or even AC/2 + ERLL, but basically the K is gimp until the devs get their thumb out and buffs the MG.
Note: The two first builds can be tweaked by adding Endo-steel for 1.5 tons to play with.
Edited by stjobe, 15 April 2013 - 11:27 AM.
#3
Posted 15 April 2013 - 12:01 PM
#4
Posted 15 April 2013 - 12:41 PM
Tahribator, on 15 April 2013 - 12:01 PM, said:
That's the problem; it's never necessary. One could easily argue that the 3 tons needed for 4MG+ammo could be put to better use as e.g. AMS+ammo+0.5 tons armour, or three heat sinks, or just about anything else than the MGs.
#5
Posted 15 April 2013 - 01:07 PM
#6
Posted 15 April 2013 - 01:17 PM
#7
Posted 15 April 2013 - 01:23 PM
Tahribator, on 15 April 2013 - 01:07 PM, said:
The only thing the MG will do is to get them to notice you - something a lightly-armoured, under-gunned light 'mech should avoid at all costs.
#8
Posted 15 April 2013 - 01:54 PM
#9
Posted 15 April 2013 - 04:04 PM
I used the MGs on my 5K because "gotta troll sumthin'." They were generally most fondly recognized for the awesome dakka sound. Was sometimes useful for critting out an exposed gun, but as always you would probably be better off with a weapon that just killed them.
The 5V also got the ERLLAS treatment. With nothing else to put in there I got almost max jump jets. Wheeee!
#11
Posted 15 April 2013 - 11:38 PM
stjobe, on 15 April 2013 - 01:23 PM, said:
When I'm in a Spider, I want to be noticed. It's role is to be a harasser, a distractor. Not a damage dealer. That's why I have my Spiders in worst camo colors possible(lime green ftw). You have JJ's to avoid getting hit, use them efficiently and you'll be impossible to hit. If you stay on the ground with less JJ's usage, you won't last long.
#12
Posted 16 April 2013 - 12:02 AM
http://mwo.smurfy-ne...1465429f4faa7f6
#13
Posted 16 April 2013 - 12:09 AM
stjobe, on 15 April 2013 - 01:23 PM, said:
QFT.
As a hit and run-mech, a weapon you have to aim & keep on an enemy for minutes to get any effect isnt realy viable.
#14
Posted 16 April 2013 - 12:26 AM
UAC5+med. las. XL210 which was in stock Raven 3L. Single heat sinks, just because i don't want to waste money on 5K.
http://mwo.smurfy-ne...cb3152c1e057fd6
One could exchange 2 JJ to one more ton of UAC5.
UAC5 in a rear armor is quite painful and getting behind is easy with spider.
Alternatively it could be AC5+2 tons ammo.
Edited by Delchev, 16 April 2013 - 12:36 AM.
#15
Posted 16 April 2013 - 01:29 AM
Tahribator, on 15 April 2013 - 11:38 PM, said:
When I'm in a Spider, I want to be noticed. It's role is to be a harasser, a distractor. Not a damage dealer. That's why I have my Spiders in worst camo colors possible(lime green ftw). You have JJ's to avoid getting hit, use them efficiently and you'll be impossible to hit. If you stay on the ground with less JJ's usage, you won't last long.
That's certainly one way of playing (and I do so myself from time to time when the situation warrants), but it sure doesn't pay well. The current reward mechanics are severely skewed towards doing damage and killing stuff - so if you're looking to minimize the grind, this is not the way to go about it.
And the 5K, with its ballistic slots, is the worst spider to get noticed in. You basically then *have* to evade, doing nothing to increase your XP/CB balance.
Edited by stjobe, 16 April 2013 - 01:29 AM.
#16
Posted 16 April 2013 - 03:34 AM
spdr-5d 3 med pulse
spdr-5v 2 med pulse
spdr-5k 1 lrg pulse
pulse seemed to work so much better than regular either because i have really poor aim or it offset the high speed and ridiculous amount of jumping i do in a spider
Edited by Milt, 16 April 2013 - 03:35 AM.
#17
Posted 16 April 2013 - 07:21 AM
2 large lasers, ecm, dhs, endo, ferro, done. I leave off the JJs, since the predictability on landing tends to get more parts blown off than the flight time ever helps.
Most games, if they go longer than 3 minutes, will see the spider as 1st or 2nd in damage well above the other assault and heavy lancemates. You just bob and weave and constantly apply those large lasers to everything you can see. Some games, if you are the last man standing, can become very interesting:
#18
Posted 16 April 2013 - 08:42 AM
MourningZero, on 16 April 2013 - 07:21 AM, said:
2 large lasers, ecm, dhs, endo, ferro, done. I leave off the JJs, since the predictability on landing tends to get more parts blown off than the flight time ever helps.
Interesting. I'll just note that the more standard ERLL+2ML gives you a 1 point higher alpha while retaining all of the eight JJs.
#19
Posted 16 April 2013 - 08:47 AM
Asheron Storm, on 15 April 2013 - 10:50 AM, said:
You should try the 6 MG spider. I heard it really murders atlases from behind.
#20
Posted 16 April 2013 - 11:30 AM
Loler skates, on 16 April 2013 - 08:47 AM, said:
You should try the 6 MG spider. I heard it really murders atlases from behind.
To be fair, he said we should imagine that it could have a devastating effect to the back of AN Atlas. (or something like that). Nobody ever suggested that any spider we can actually use in game might actually be able to "murder" anything, let alone multiple.. uhmm.. Atlasi? Atlasees? uhmm you know.
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