

Spider Practice
#41
Posted 08 January 2013 - 05:52 PM
What I did expect is an extra hardpoint or two as 2 CT mounted Energy hard points limites your options to 2 light weapons or 1 medium weapon.
I.E.
2 small
2 med
2 flamers
2 sm pulse lasers
2 med pulse lasers
or any combination of the above
or
1 Large laser
1 ER Large Laser
1 Pulse laser.
That's it.
Though the on the 5K you could fit a AC2/ AC5 or if you wanted to be really crazy a LB10X, AC10 or x2 AC2's on it.
#42
Posted 08 January 2013 - 06:02 PM
Carrioncrows, on 08 January 2013 - 05:52 PM, said:
What I did expect is an extra hardpoint or two as 2 CT mounted Energy hard points limites your options to 2 light weapons or 1 medium weapon.
I.E.
2 small
2 med
2 flamers
2 sm pulse lasers
2 med pulse lasers
or any combination of the above
or
1 Large laser
1 ER Large Laser
1 Pulse laser.
That's it.
Though the on the 5K you could fit a AC2/ AC5 or if you wanted to be really crazy a LB10X, AC10 or x2 AC2's on it.
Eeek, that is a skint load out. Are any of these variants known to mount ECM in the old tabletop rules? Or are the jumpjets supposed to be really so good that 2xMLAS is all you need to be a pest?
Not sure what kind of ballistic a fly-weight like this could effectively mount. I try not to cry doom and gloom before I try something, but I'm having a difficult time envisioning how the Spider is going to play. I mean, I love jumpjets, but I love being able to damage the enemy more.
#43
Posted 08 January 2013 - 07:57 PM
Previously stated game info says lights get normally get an engine cap of 1.4x stock engine. (bar hero mechs)
With a 240 as stock it has access to 335 or 340 at max.
With a 340 engine a 30 ton spider whould be moving at 183.6kph without speed tweak
Granted a 340xl takes 20.5 tons of your available 30 but with endosteel (1.5 tons) 2 medium lasers (2 tons) double heat sinks (10 standard in engine) 8 jump jets (4 tons but i doubt it would need the max number and could halve that for double the armor) it leaves 2 tons of ferro fibrous armour (71pts?)
Not too shabby
#44
Posted 08 January 2013 - 08:03 PM
Fiest, on 08 January 2013 - 07:57 PM, said:
Previously stated game info says lights get normally get an engine cap of 1.4x stock engine. (bar hero mechs)
With a 240 as stock it has access to 335 or 340 at max.
With a 340 engine a 30 ton spider whould be moving at 183.6kph without speed tweak
Granted a 340xl takes 20.5 tons of your available 30 but with endosteel (1.5 tons) 2 medium lasers (2 tons) double heat sinks (10 standard in engine) 8 jump jets (4 tons but i doubt it would need the max number and could halve that for double the armor) it leaves 2 tons of ferro fibrous armour (71pts?)
Not too shabby
Current limit is 136, 150+/- with speed tweak. Any more and the netcode kills itself trying to keep tack of the mech.
Edited by Stingz, 08 January 2013 - 08:10 PM.
#45
Posted 08 January 2013 - 08:03 PM
#46
Posted 08 January 2013 - 08:12 PM
Fiest, on 08 January 2013 - 07:57 PM, said:
Previously stated game info says lights get normally get an engine cap of 1.4x stock engine. (bar hero mechs)
With a 240 as stock it has access to 335 or 340 at max.
With a 340 engine a 30 ton spider whould be moving at 183.6kph without speed tweak
Granted a 340xl takes 20.5 tons of your available 30 but with endosteel (1.5 tons) 2 medium lasers (2 tons) double heat sinks (10 standard in engine) 8 jump jets (4 tons but i doubt it would need the max number and could halve that for double the armor) it leaves 2 tons of ferro fibrous armour (71pts?)
Not too shabby
You can't exceed 150kph in the game right now. Even if your speedometer tells you the mech is moving faster, it isn't really.
Again, I'm the biggest fan of utility in my builds. I like things like speed, jumpjets, TAG, and such. But at a certain point, you have to be able to hurt the enemy. If the Spider really can't run anything beefier than a pair of MLAS, I think people will have a real hard time with it.
Hopefully I'll be proven wrong.
#47
Posted 08 January 2013 - 08:20 PM
Wrenchfarm, on 08 January 2013 - 08:12 PM, said:
Hopefully I'll be proven wrong.
Med Pulse Lasers, and if Clan-tech x2 ERLLas. They somehow managed to generate more damage/range and squeeze it into a 1 slot weapon.
Edited by Stingz, 08 January 2013 - 08:20 PM.
#48
Posted 08 January 2013 - 08:25 PM
#50
Posted 09 January 2013 - 12:13 AM
At least it`s going to use standard engines so it will be a decent Zombie mech, like Centurion. So it will be useful for preventing a base cap, because a Raven with XL engine almost always dies to a side torso breach.
Edited by Kmieciu, 09 January 2013 - 12:13 AM.
#51
Posted 09 January 2013 - 12:35 AM
#52
Posted 09 January 2013 - 12:47 AM
Carrioncrows, on 04 January 2013 - 05:34 PM, said:
No i am not.
The spider goes 129.6 kph
My commando goes 129.2 kph there.
Spider has 112 armor my Commando actually has 176 armor - More than makes up for whatever excess of Internal structure the Spider would gain.
The only thing that's missing of course is the jump jets. But with the current build, Jump jets are a "DETRIMENT" to playing. The weight and the lack of "Thrust" make using jump jets accomplish nothing more than making your mech go in a straight line, a death sentence for a light mech.
If Jump jets ever change so that they have twice the power and 1/2 the fuel so they can navigate obstructions faster then sure it might be a different story. But as it is, jump jets just make you a sitting duck.
Whatever observations that can be gleamed from the video can be applies directly towards the Spider as a direct parallel.
If the observations are off, then they are only off by the most tiniest of margins.
You are only accounting for the default factory specs on a spider.You may increase the engine and armor values to caps.
Doing this will make a spider the fastest light mech available with armor superior to the commando.
As for jets you are partially correct.Using 8 jump jets to soar gracefully through the air in a nice highly visable and predictable arc is idiotic so I agree with you.
However using a couple of jets to feather thrust down steep inclines avoids leg damage as you run at full speed.Using a quick jet burst to execute a pivot turn increases manuverability and using a well timed jet jump over impassible terrain leaves a non jump capable pursuer in the dust.
Unfortunatley you are 100% correct about the ECM+ Streaks = victory in light mech vs light mech fights.
As long as this situation stands I do fear this is little to no reason to bother with a spider.
#53
Posted 10 January 2013 - 01:35 PM
I've lured two Atlas's out of a firefight (allowing my allies to chew up the remaining enemies). You can also do quite a bit of damage because most enemies will ignore a mech doing 9 dmg if there is anything higher priority to shoot at.
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