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Whats My Job As A Spider 5V?


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#41 Wrenchfarm

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Posted 16 January 2013 - 06:13 PM

View PostKmeljora Sintaro, on 16 January 2013 - 06:02 PM, said:

To all those people who are constantly totting that SSRMs are too powerful and that it's impossible to be a light mech pilot without both ECM and SSRMs => Ever notice that none of the mechs that can equip both ECM AND SSRMs have any jump Jets?

I haven't tried the Spider yet, I'm working on my 3 Jenners at the moment because until just recently Jenners had the best Jump Jet capabilities as well as speed. I have been LOVING all the things I can do with Jump Jets EVEN THOUGH I still really miss the directional JJs of the old games; and I keep learning new and more fun uses for Jump Jets that give me that little extra edge in battle too! I can only imagine how much better it would work with the Spider.

Well you be sure to buy a SPD-5V and let us know how you do.

#42 sarkun

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Posted 17 January 2013 - 01:22 AM

Your role is to jump high into the air, get smacked by streaks and fall to the ground dead. So... comic relief?

#43 Cordy Ceps

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Posted 17 January 2013 - 01:35 AM

View PostAgent 0 Fortune, on 16 January 2013 - 12:59 PM, said:

The sole purpose of taking any light mech in MWO (not just the spider) is to ensure that the enemy brings and RVN-3L with ECM. This may seem like a pointless role, but welcome to role-warfare in ecMWO.


This. Exactly.
Tried the spiders 5V and 5D, sold both. Sticking with my CDA-3M for the reason stated above.

#44 Alilua

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Posted 17 January 2013 - 01:42 AM

it's severely gimped compared to other light mechs, but your best bet is to strip out some of the jump jets, and add 1 or two heat sinks. Its not too expensive but the mech really needs more than one to shine and its not too expensive of an overhaul. Next put the remaining jumpjets in your legs. It will increase your survival rate by a small amount.

On the battle field go after stalkers and catapults with lrms. Use half turns + jump jets to make quick 180s. Sometimes you can go after an awesome or atlas. If you focus on trial mechs you might make it out alive. Oh you can also cap the enemy base. The variant really isn't worth the cbills to upgrade it to fit better weapons and jump jets are a tad wimpy atm. Just use the lag shield and hope for the best when fighting someone.

#45 The Basilisk

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Posted 17 January 2013 - 01:52 AM

View Postdyehard, on 16 January 2013 - 12:08 PM, said:

So I bought the spider 5V but im not sure how to play it. What is my job with this variant of the spider?
I could use some suggestions for builds too.


- report enemy positions to your lance mates ( Voip comes handy )

- use tag don't do dmg

- use beagle probe and modules ( you got 3 slots initialy )

- USE TAG you are the ECM counter ! (means you must stay above 180m and point the tag on them, be sure to chat and communicate to your friends you are doing that. Tagged ECM carriers are viable LRM and SSRM targets.)

- If you can't realy do some of the things above return to your assaults after the initial spotting and do some back guarding.
Install some med pulse lasers, endosteel and additional armor and heatsinks. Fend of lights circling your heavys. Make sure they cant get behind your heavys, throttle down and blast off into their rear armor, disrupt their aiming. A raven can't afford beeing hit too often by 2 med pulse lasers. Use your jumpjets to TURN not especialy to fly. You are by far the most manouverable mech on the field use this ability. Even SSRMs cant track a mech that is turning at 137 kph nearly instantly on the spot.
( yea bla bla undergunned blub blub only two energy bla)

#46 Adrienne Vorton

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Posted 17 January 2013 - 01:57 AM

View PostCordy Ceps, on 17 January 2013 - 01:35 AM, said:


This. Exactly.
Tried the spiders 5V and 5D, sold both. Sticking with my CDA-3M for the reason stated above.

so you bring an ECM chica just for the reason the enemy doesn´t get an ecm raven... i like that logic :D

#47 Aqualo

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Posted 17 January 2013 - 04:28 AM

Spider are not useless.

People use them like they use other lights. Which is terribly wrong their are the weakest light to fight against light.

That's a big con for the spider if you look at him as a light vs light fighter.

On the other hand, he's often ignored, considered as a very little threat. This is a big Pro for it.
Add the fact you can load on 2 ppc on the right arm of the 5D, with still around 120 km/h with speed tweak and with ecm, w/o JJ (DHS/ENDO, 1.25 heat eff). You get a mid/long range sniper with 20 firepower that can tear to shred heavies and assault armor. Can other light do the same ? no because they spred their damage, or they hit hit center torso (ssrm), the strongest part of any mech. At the end of the game i end up with damage around 300 to 400, 1 or 2 kills, 6/7 assists

If you want to be faster, you pick an ERPPC with a TAG, an XL 255 (around 145 km/h with Speed tweak), ECM and 6JJ (ENdo / DHS) and you end up with a mech that jumps (can escape to ssrm lights by going where they can't), can support team with TAG, and becomes a fast sniper.

That's for the 5D.

You can do similar balistic builds on the 5K.
You can load on it (speed tweak bonus included) :
Ac/2 with JJ 145 km/h 300 ammo
AC/5 With JJ 120 km/h 90 ammo
Lb10 w/o JJ 120 km/h 30 ammo
Ac/10 w/o JJ 120 km/h (haven't tried yet)

With the 5K, most efficient buils are with AC/5/2 in my opinion when you can play it as a rooftop sniper. Immune to other lights due to the fact you are out of their sight, immune to lrm since u just need a few step to use the environment.

#48 OGFAMINE

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Posted 17 January 2013 - 11:51 AM

I posted an ERLL spec earlier in the thread but have changed the spider 5V to better suit it's role now. 1 MPL and 1 TAG w/ Capture assist, Target info and Adv. Sensors w/ BAP!

Complete TAG role with extreme mobility - strangely did not have a problem with streaks. I would just outmaneuver and lead the raven back to my team. He was pretty bad tho.

#49 Loc Nar

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Posted 17 January 2013 - 12:19 PM

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Pulll!

Edited by Loc Nar, 17 January 2013 - 12:25 PM.


#50 kapinga

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Posted 17 January 2013 - 12:35 PM

as a fast mech pilot ( jenners rule ) i tried one of them thar spidrs, blah left a nasty taste in my mouth. they are hyped up, my jenner is just as good on the jump ,fly and better at dammage .They are NOT more manurverable than a jenner and there jets are just as sluggish with little verticle lift at max speed. othere than that all advice above is good plus this. sniper the spider one large laser heat sinks and as fast of an engine you can do . than run like hell to a snipe spot shoot once and run like hell to next spot . rinse repeat, until you die. or run with cap eccelerator and cap cap cap. just my opinion.

#51 buhatkj

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Posted 17 January 2013 - 01:02 PM

a 5v? i have no idea what you do with that. MWO has become go ECM or go home. I have a 5d, and with ECM, DHS, endo, and 3 ML with just the stock engine, its still fast and agile enough to be a decent harasser. You tie up the attention of bigger mechs by making strafing runs and circles on them, while your team's LRM boat blows the bejesus outta them.
Also, even stock, it's maneuverable enough to brawl other lights, jenners, ravens, commandos.. with just the 3ML you probably wont kill them, but you will keep them off your larger teammates who will rake them with lasers until they die.

Basically, your job is to be a buzzing distraction from the imminent death dealt by your teammates. Least that's how i've been playing it and it's fun so far.

#52 Stingz

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Posted 17 January 2013 - 08:49 PM

The Spider is really hard to track, tiny limbs, high speed, and Jump Jets. Oh boy can this mech distract a team, not very sure about the -5V, but the -5D is extremely hard to hit. ECM and Jump Jets makes Streaks extremely hard to lock.

SDR-5V? I'll probably put on 12 JJ and BAP for "Aerial Recon". A mech about the size of a Commando, but with Jump Jets, the Spider. The limbs of this mech feel like sticks, I can't really hit them.

#53 TVMA Doc

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Posted 18 January 2013 - 09:27 AM

View PostRoadkill, on 16 January 2013 - 12:14 PM, said:

Your role is to die to an enemy light that's equipped with ECM and streaks.

I thought that the role was to be the LAST surviving mech for your team, running around frantically and aimlessly for the last 3 minutes of a match before finally falling in a hail of laser and missile fire?

#54 HimseIf

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Posted 24 November 2013 - 06:50 PM

2 flamers & lots of heat sinks. Almost fun to grind. Anything else it can do the 5D & 5K can do better.

#55 Jon Gotham

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Posted 30 November 2013 - 11:19 AM

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There is hope.
I run mine with an ER large laser and bap+6JJ.
In this game I started by using my JJ to get up high on the map, high enough to have a clear view of two possible approach routes from the enemy. The JJ are key to this mech I feel, they give you mobility that can prove extremely useful in a spotting role. They can get you places where most people don't even think to look.
This then leads to sniping. The ER laser has excellent range, use it! With your BAp and JJ ability, you can make for an extremely mobile, extremely annoying harrasser. You can needle away at weak points on large mechs quite nicely, using your JJ to position yourself in hard to be hit spots.
Towards the end of the game I used my overall speed and good JJ lift to perform hit and runs on the remaining weakened mechs. Of the four kills one was an atlas, which I did manage solo-but yes it took awhile.....one was a weakened jaeger which was fairly easy meat if you use the JJ smartly.Mainly on these two as they were slow, I semi circled cut back into them and jetted over their heads, switching direction mid jump to rake rear ct armour. Two were mediums who had no JJ.

So to sum up, I'd say:
1st, try to scout use and abuse the near flight level JJ you can mount.
2nd, after contact use and abuse those JJ to get opportunistic long range snipes in, go for stripped arms/legs etc.
3rd, if enemy is weakened you can move closer and use your speed and fantastic mobility to pick apart weakened enemy mechs. I really feel the key to this variant is those JJ. The height and lift you can gain, and the speed/distance you can travel is highly underrated.

#56 barnmaddo

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Posted 24 December 2013 - 02:23 PM

MG are great for getting crits, so after a few minutes and some of the heavies are all running around with a stripped armor location you can hunt them down and finish them off.

#57 Quinton

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Posted 24 December 2013 - 02:55 PM

3 things you can do well in that spider, though it is much easier and done better in other mechs.

1: cap monster, run like crazy pick up the control points, dont ever stop lest streaks, or the occasional gauss be your untimely end.

2: The Distraction, if you work in a team, and work well, your team can easily wipe the map by having you run through the enemy team, and when they turn to chase you, your team shows up to core them from behind. Good distractions live to do it again.... sometimes. Bad distractions can look like intentional suicides.

3: Ambiguosly Gay Spider: hang around your team brawlers mostly staring at their *****. When the big fight starts pick an assault or jaeger heavy and flame all over them. Causing them to shut down and die horribly from your brawlers. Its a thankless job, your dmg score will suck, your ktd will suck, but it can be immensely helpful to your team.

#58 ShadowbaneX

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Posted 24 December 2013 - 05:24 PM

View PostIrvine, on 16 January 2013 - 12:17 PM, said:

Jump really friggin high with the 12(!?) JJs!


And while you're up there call in some arty.

Sometimes do something stupid like running through an enemy formation and throwing up a UAV also works, but that's more the scouting side and usually works best with an LRM heavy team.

#59 Skyfaller

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Posted 24 December 2013 - 05:41 PM

The 5V is useless.

5D is the only spider you should run. Though sadly you have to suffer the 5V to master the 5D.

a 5D with ecm, BAP, ERLL, Med Laser, Tag , sensorx2, info x2 and UAV with 7JJ's and an XL195 is the absolute best scout in the game.

There are two things that ruin the 'scout' role however:

Today very few people use LRMs (which you are the KING of spotting/Tag for them) and even fewer have the brains to use them. Add to that the constantly low IQ of pub matches where you spotting the entire enemy team from the first minute lets you see your team doesnt look at the minimap and just noobrushes towards any enemy contacts there are....

...so your excellent scouting results in half or more of the team just rushing into a gaggle of their guns one by one.

Second thing that ruins scouting is the horrible rewards for it. A UAV that spots and assists in kills of the entire enemy team will not pay itself. At all. Spotting targets is insignificant reward compared to hitting them and getting 'assist kills'. So you end up gaming the game just to get xp and cash... scout, spot them all and when an enemy is near death plink it with your ER LL to get assist kill cash & xp.

#60 Evil Ed

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Posted 25 December 2013 - 11:51 PM

I run my 5V with ERLL, arty, airstrike, UAV and cap.acc. and tries to be a pain in the butt. Always a couple of big red ones that goes after the spider...





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