To The Spider Pilots Who Post Crazy High Scores
#1
Posted 19 August 2014 - 04:48 PM
#2
Posted 22 August 2014 - 09:41 AM
1. Never stop moving (with a few rare exceptions, that will confuse you probably, so just ignore those for now)
2. Never run in a straight line towards or away from an enemy. (Even if you don't know they are there
3. Never waste heat on a bad shot
4. Always be doing damage to the enemy.
The last one is the trickiest of the four, I find. Doing damage whilse conserving your armor as much as possible can be extremely hard, and requires a bit of trickery and deception on your part. Popping out where they don't expect is essential, and hitting them in the back is also very effective. You also must know when to engage the enemy, and when to run away. That kind of thing can't be taught, you just have to experience it.
For the spider specifically, you also must make good use of the jump jet capabilities the mech has. I like to run as many as I can manage on mine, purely for the maneuvering advantage. If you need a quick escape, those 6 or 7 jump jets will be brilliant at getting you over that building on river city (that the enemy happened to back up onto to get that pesky spider off his back), or to get you over that rock wall on Tourmaline. My favorite use though is to jump over the enemy's head and hit them in the back.
My builds are as follows, but I want to preface them with one thing: never use medium pulse lasers on a mech unless you just dont have enough hard points to do anything else with it. (Like the spider)
SDR-5D: http://mwo.smurfy-ne...d6c7c36210816ad
SDR-5K: http://mwo.smurfy-ne...8f59296513151bb
SDR-5V: http://mwo.smurfy-ne...3c56ae7f230d607
#3
Posted 22 August 2014 - 03:33 PM
I'd like to add one more.
5. If you're running into an area with enemies, you want to be sure you're already leaving when you arrive. This means starting to turn your legs to run away before the enemy comes into view, or jumping into the area you want to go to but landing already at full acceleration towards an exit. (This is more of a general rule for fast Light 'mechs.)
#4
Posted 22 August 2014 - 05:59 PM
Move from cover to cover. Double this if you have no ECM.
If you can't get in cover while locked by missiles any big mech will do. Team game, team effort.
Pop in and out of cover unpredictably to shoot.
Shoot enemies who are distracted by your team.
Have a plan to fall back to friendlies when chased.
Dueling with other lights is seldom worthwhile unless you can reliably shoot out legs and cripple them.
#6
Posted 23 August 2014 - 06:21 AM
#7
Posted 23 August 2014 - 06:23 AM
#8
Posted 23 August 2014 - 07:07 AM
jump jets in lights are seriously overrated. As soon as you leave the ground you've given up your most effective defense because a: you're locked into a direction and speed and b: you're going to have a pause when you hit the ground. It should be used to cross rough terrain and in short bursts for faster turns.
open up your pov, the extra visibility through the side windows is incredibly important in avoiding bad situations
PAY ATTENTION to your paperdoll. Shoot the enemy anywhere that he is open. Removing an arm or a leg might not kill him but it can seriously reduce his effectiveness and you never know if he snuck ammo or heat sinks in those locations. ALWAYS XL check.
Dont get in extended fights with other lights. If you have to try to make it a 2 on 1 or more by dragging him to a buddy
you dont have time to chainfire or alternate so your build needs to be centered around fast firing weapons that can be alpha'd multiple times without penalty. Aim for 1.4 heat dispersion at the least
That being said maintain a firing group that is either chain or a single small weapon. This is incredibly useful against enemies that have open ct/st and are being stubborn about torso twist. Scratch him with one laser and feed him the other two when he thinks you're stuck in cooldown
This isint a spider but it's still good light tactics
#9
Posted 23 August 2014 - 09:22 AM
#10
Posted 23 August 2014 - 09:33 AM
#11
Posted 24 August 2014 - 12:46 AM
3xnihilo, on 19 August 2014 - 04:48 PM, said:
http://mwo.smurfy-ne...2cde418d1a5d1f9 only spider I've had break 1,200... but it sacrifices a lot of actual efficacy to carry a ridiculous amount of ammunition (entire purpose was to see how big of a game I could have with a spider).
http://mwo.smurfy-ne...d17b73917b904b3 a more sensible version. Hard to get crazy high damage with, but can snipe in the early game and clean up on kills in the late game.
http://mwo.smurfy-ne...0d90b6236c990b3 ECM, ERLarge. People won't like you, but it works.
#12
Posted 24 August 2014 - 02:58 AM
Also, I have to admit I totally overlooked Arty and Airstrike. So first thing I will do is load those on to my builds.
LyskTrevise, on 22 August 2014 - 09:41 AM, said:
For the spider specifically, you also must make good use of the jump jet capabilities the mech has. I like to run as many as I can manage on mine, purely for the maneuvering advantage. If you need a quick escape, those 6 or 7 jump jets will be brilliant at getting you over that building on river city (that the enemy happened to back up onto to get that pesky spider off his back), or to get you over that rock wall on Tourmaline. My favorite use though is to jump over the enemy's head and hit them in the back.
There is nothing quite like running 12 jj on a spider 5v
Now to save enough cbills for an xl280 and TIG.
Thanks again!
#13
Posted 25 August 2014 - 07:58 AM
My personal (and very biased) opinion is that Light mechs are absolutely hands down the most difficult chassis to pilot in MWO. You have so much to keep track of and can't rely at all on your armor or firepower to help save you if you slip up. It's a thrill, but it takes a lot of practice.
#14
Posted 25 August 2014 - 08:05 AM
Never strike (from) the same place twice.
#15
Posted 25 August 2014 - 10:32 AM
http://mwo.smurfy-ne...73b5d21fca9c876
And you know what? I can fly FOR EVEEEEEEEER!!!!
But i don't made high score, this mech is a piece of crap...
Sorry this post was a troll, but hey! I'm a Spider pilot now, so i need to troll =)
Edit : this is the real build that i use in combat :
http://mwo.smurfy-ne...c06e527ea5a06f7
Amazing speed and that BAP allow you to detect ennemy very far and detect ECM mech on close range. And that's all. I think i'm going to try it with an ER LL just to troll more... This is the purpose of that mech : try to make the mess on ennemy team, seeing big guys chasing me for nothing is the best experience ever!
Edited by Aleski, 25 August 2014 - 10:37 AM.
#16
Posted 30 August 2014 - 03:24 AM
John80sk, on 24 August 2014 - 12:46 AM, said:
Ran this one on the test server the other day. Only got to play it a little but did 296 damage, 2 kills, 3 assists in a match my team lost 6 to 12. I know it's not the incredibly high score some guys post but that is pretty good for me.
#17
Posted 30 August 2014 - 04:39 AM
SDR-5D
I sacrificed armor, speed and jump jets for fire power. It is a glass cannon but it is viable. Due to ECM I have still often been the last survivor.
2 LPL give you the fire power of an AC20, with better range, shorter cooldown and no need for ammunition.
You could also run 2 PPC but I found that I do better with LPL.
#18
Posted 30 August 2014 - 04:54 AM
Edited by Appogee, 30 August 2014 - 04:54 AM.
#19
Posted 30 August 2014 - 05:08 AM
Another tactic is when sniping or in my Spider I always go for the legs first. It's a great tactic when sniping because the enemy doesn't know exactly where you are hitting them from. Never snipe while the enemy may be looking in your direction.
Either way, a lot of non-lights shave armor from the legs. If you take out a leg that had ammo, the ammo will do additional damage which you will get credit for.
If you are good at aiming on the run, the 3 mplas is the way to go. 18 points of damage in an already cherry location is devastating. Always, always lock a target before firing on them unless they suddenly appear.
Happy hunting.
#20
Posted 31 August 2014 - 12:06 PM
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