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Sdr-5K Spider - To Scout Or Not To Scout


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#1 WarRats

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Posted 07 June 2013 - 10:47 AM

Which build do you think would work the best?

Im willing to try some different strategies to make this mech be effective.

The Spider is a scout mech. The 5K is the weakest of the scout mechs. Its one unique feature is that it can hold four balistic weapons.

This varient in no way holds to any current meta builds for a light mech. Since this mech has no chance at being anything other then worst as a full speed scout or strike mech wouldnt it be wise to use it for some other purpose.

I am searching for something this mech can do well and effect my team in a postive way.

Max Speed Versions
The 5k can not take on anything one on one. Since it can't outrun and outfight any other scout it just doesn't make since to build this thing for pure speed. Here are some fast loadouts for spiders that I might try out.

Zombie Runner
http://mwo.smurfy-ne...=d082963f5f9e14



Super Stock with XL
http://mwo.smurfy-ne...21df41799b4c87b



Designed Around a Weapon System
Here are a buch of different loadouts that are built around one weapon system. The problem with this is in most cases you end up with a slow Spider.
Most of these would force this mech out of the recon role of the spider thus blowing up your teamates minds in the process.
The Guass Rifle
http://mwo.smurfy-ne...29462ef2d32979c


LB-10x
http://mwo.smurfy-ne...2b8efce42e29482
AC/10
http://mwo.smurfy-ne...6fa8e7a4bb330ab

Ultra AC/5 4 tons of ammo
http://mwo.smurfy-ne...54db3d49e5393d3
AC/5
http://mwo.smurfy-ne...4897fd916c8821d
AC/2
http://mwo.smurfy-ne...c16c32d1910f743
Large Pulse laser
http://mwo.smurfy-ne...8698fe5e17a67c3


Max Fire Support
I acctually think the 5K might be better as a light support mech. These loudouts give it some speed and firepower. Why cant this mech be a good 30 ton light support mech?

AC/2, ER LARGE
http://mwo.smurfy-ne...481a0066ca82b71

AC/5, ER LARGE
http://mwo.smurfy-ne...e54f5ee929598cc

Max Recon/Support
If your going to be a full speed scout with this thing you might as well give up on the fighting part. Here are two varients of the speedy Spider that just give up on the whole dealing damage part.

Beagle Active Probe/Tag
http://mwo.smurfy-ne...2add7a3adf3bc64



Anti-Missle/Supporthttp://mwo.smurfy-ne...f929e02446a043e


I am currently trying to get XP for all the Spiders. Do you think its possible to use a spider effectively that is not fast?

#2 Deathlike

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Posted 07 June 2013 - 11:02 AM

View PostWarRats, on 07 June 2013 - 10:47 AM, said:

I am currently trying to get XP for all the Spiders. Do you think its possible to use a spider effectively that is not fast?


Outside of the 5K, no.

#3 Kenyon Burguess

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Posted 07 June 2013 - 11:15 AM

my time in the 5K was spent with an ER large laser and a whole lot of time hiding behind hills and buildings, just get to cover and hold the lock for the LRM boats best you can. the only time I tried to brawl was against other spiders or large mechs with cherry torsos.

#4 Stokes52

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Posted 07 June 2013 - 11:19 AM

Why are you using STD engines in any of those builds? Spiders should always run XLs, their side torsos are tiny. You can get over 100kph with just an XL200 and still have plenty of room for stuff.

#5 WarRats

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Posted 07 June 2013 - 11:30 AM

Most of them do not have XL engines to extend the surviability or because there is just nothing else worth adding that could use that extra weight that an XL would provide.

#6 Deathlike

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Posted 07 June 2013 - 11:31 AM

Spiders secretly zombie well.

BEWARE OF ZOMBIE SPIDERS!

Edited by Deathlike, 07 June 2013 - 11:32 AM.


#7 MonkeyCheese

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Posted 07 June 2013 - 02:59 PM

My build has speed and dakadaka for scouting and sniping

View PostMonkeyCheese, on 18 May 2013 - 04:41 PM, said:

I have a 5k build that I think works, well for me at least. Others may think I am crazy but whatever

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.

#8 kilgor

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Posted 08 June 2013 - 07:44 AM

Against other light's I've found the AC/5 and a laser work well provided you can keep hitting their Center Torso. You need 2 tons of ammo minimum. Otherwise, I switched to the 4 MGs w 4 tons ammo in the arms, and a Med Laser or Med Pulse Laser, depending if I'm playing my 3025 variant or not. My heat efficiency is 2, so I have 0 problems with heat. This loadout sucks against other light 'Mechs, but you can pick apart a heavier 'Mech or effectively back up one of your larger teammates. Just remember to keep the MGs trained on the cockpit area, so you obscure their vision and potentially destroy the cockpit.

#9 Tahribator

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Posted 08 June 2013 - 08:08 AM

I don't think you need much firepower in this thing. Spiders exist purely for being an annoyance, and I think 5K does a great job at that. I really enjoyed mine with an ER Large and 4 machine guns.

Use jumpjets to constantly harass with ERLL at max range at round start. That laser hit sound really ****** people off. When there's a brawl get in and annoy bigger mechs, somehow everybody shoots the MG spider even though there's an Atlas ripping them apart.

#10 heleqin

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Posted 08 June 2013 - 01:39 PM

View PostWarRats, on 07 June 2013 - 10:47 AM, said:

The Spider is a scout mech. The 5K is the weakest of the scout mechs. Its one unique feature is that it can hold four balistic weapons


as far as spiders go, the V with nothing but 2 CT energy mounts is dramatically worse than the K. 2nd, run an XL, there's zero reason not to. and yes, scouting is the best role for the spider, if you can snipe a little or brawl on a cap point, then bonus.

#11 LordDante

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Posted 09 June 2013 - 11:24 PM

u want scout ?? there u go http://mwo.smurfy-ne...d47d258cfb1a63f keep moving, tell ur friends where the baddys are and stuff it full with up to 4 ( four ! ) modules . only engage enemys that are out of amor and try to be anoying as hell ! i cant count the times a stalker or ( enter random assault mech herer )was distractet by me just to get a full load of my ac/40 buddy in the back. and if ur in a premade take one m laser out ( jeah even less fire power ) and strap on a tag. and if u say it takes to long to level up that baby ??? get a job -> buy MC -> exchang xp to gxp -> and there u go.

#12 aniviron

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Posted 09 June 2013 - 11:33 PM

Scouting does nothing in this game. Don't bother.

#13 kilgor

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Posted 21 June 2013 - 09:19 PM

Played a bit on the 5K tonight and took on a Misery Stalker by myself and killed it in one match and in another, killed a Cicada while a Spider 5D was attacking me too, then I finished it off after a long battle. I ended the fight with the Spider 5K with 180 rounds of MG ammo left. I run a Standard 170 engine, 4 MG, 3 tons MG ammo, Large Laser, DBL Heat Sinks, and 2 Jump Jets to help with turning. The main trick on big mechs is to keep the MG firing on the cockpit area and on lights, do the Center Torso. I have a heat efficiency of 2, so I have no heat problems either.

Edited by kilgor, 21 June 2013 - 09:20 PM.


#14 Sewer Gator

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Posted 18 October 2014 - 03:40 PM

Never thought of burning mg on the cockpit. Gonna try that. Noobs like myself will try ANYTHING to improve.

#15 3xnihilo

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Posted 18 October 2014 - 03:59 PM

The problem wih trying to take out the cockpit with mg's is that you have to stay in front of a large mech trying to kill you for a long time. If you are piloting a 5k you need to learn to lock your target, read the paper doll, and pick targets with holes in their armor and use the machine guns and a medium pulse laser to knock components off. If you are using the trial try to think of the erllas as the secondary weapon for opening holes in mechs or poking at them from a distance. You lose a lot of damage potential if you try to stay a long range sniper through the whole match (use erppc or 2 erllas 5d if that's your style). Don't stay in one place very long and attack targets from the sides or rear as much as possible.

Edited by 3xnihilo, 18 October 2014 - 04:01 PM.


#16 3xnihilo

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Posted 18 October 2014 - 04:24 PM

Also, Sewer Gator, here is a more up-to-date thread on spider piloting that might be useful. The game has changed quite a bit since June 2013.

http://mwomercs.com/...zy-high-scores/

#17 K0M3D14N

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Posted 18 October 2014 - 04:28 PM

These are my stats with the Trial Spider 5K:Posted Image

Not every 'mech needs to follow the meta or whatnot. It's 99% about the skill of the pilot, not the machine he's in. ERLL, 4x MG. Snipe and poke until you've got an opening, then swoop in for some tasty component destruction and some kills. EZ PZ.

#18 Brizna

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Posted 27 October 2014 - 03:58 PM

The ultimate guide to spider 5V:

#19 3xnihilo

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Posted 27 October 2014 - 04:56 PM

View PostBrizna, on 27 October 2014 - 03:58 PM, said:

The ultimate guide to spider 5V:


Quoted for truth!





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