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Spider 5V: What Can You Do?


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#1 J I N

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Posted 02 May 2013 - 05:22 AM

I wanted to play a fast light Mech, so i chose the Spider... the 5D and 5K are quite useful.
I started with the 5V today (first Spider to get the crappy part done...) and i simply have no idea, how i should be able to kill anything except for AFK or Disconnects...
No typical light mech is much slower than me and everybody has got 2 to 3 times the weapons I can mount.
CT weapons are nice for zombies... but I simply can't follow other lights with these weapons or focus my Lasers at one part of an assault: I'm too fast to twist the torso as fast...
Also i have never lost anything except my CT in 10+ games...

I'm using the basic variant with raised armor right now and i don't have any chance to survive against any light Mech... even if i throw money at it, there wouldn't be any Slots for additional weapons.
I simply don't wanna spend millions for such a bad mech, to make it only a little bit less bad... :-/

Does anybody have any useful suggestions?

Edited by JIN1987, 03 May 2013 - 04:00 AM.


#2 M X Striker

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Posted 02 May 2013 - 05:27 AM

Lead them back to your friends.

#3 Cubivorre

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Posted 02 May 2013 - 05:28 AM

Disagree. But close to it, points for trying. <_<

The 5K is actually the worst imo. However, it's counterpart the 5D is one of the best! Again, imo. Which is usually right. ;)

#4 Kilroy

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Posted 02 May 2013 - 05:29 AM

You might have better luck playing with the other spiders and then using the general experience from that to level up the 5V.


I ran my 5V with a single ER LLas in the chest and picked away at enemies from a distance, but even that was only a tiny bit more effective than two MLAS or PMLAS.

#5 Vincian

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Posted 02 May 2013 - 05:31 AM

Same here.

I use a Large Pulse Laser and do it around 200 dmg per game. That leads to 400Xp in the best case, so its a long nightmare to master the 5D.

#6 shellashock

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Posted 02 May 2013 - 05:35 AM

I don't have that much experience with spiders, but probably the best thing to do with the 5V is to load up on jump jets, armor and max engines, put on a few small self defence weapons while keeping all of the above mentioned three, and then aim more for capping and assists rather then the kills. The spider is near unrivaled when it comes to the scout and capping role, with the 5V being the most suited for this role in my opinion. you are also one of the smallest mechs n the game so it is hard to hit you. Use those jumpjets and perform erratic movements and you will survive for much longer. With the exception of a single ER PPC 5D, I have not really seen any spider builds that are meant for killing mechs. There are reasons for this.

#7 Curccu

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Posted 02 May 2013 - 05:46 AM

I would use SDR-5V with these:
http://mwo.smurfy-ne...a4a5b6e5378b4c7
http://mwo.smurfy-ne...d769135153625d6
http://mwo.smurfy-ne...a047613788cf9cd

View Postshellashock, on 02 May 2013 - 05:35 AM, said:

With the exception of a single ER PPC 5D, I have not really seen any spider builds that are meant for killing mechs. There are reasons for this.


5D with LL and two mediums is pretty damn dangerous. My kill and win ratio with that mech is around 3, with more than 1 kill/game. only mechs that I'm afraid or I don't dare to challenge are mechs with ECM/Streak combo.

#8 J I N

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Posted 02 May 2013 - 05:51 AM

I'm capping everything i can... faced 7 enemys in capping and got the last 300pts all by myself ;-P

But the main issue is, that meating one other fast light means my death... I can't outrun them and I can't kill them... this sucks :-(
I thought about using a LPLS, but it's too much money for such a crappy mech -,-

A basic Raven 2x with 81kph is more fun than the 5V O_o

#9 Wrenchfarm

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Posted 02 May 2013 - 05:56 AM

View Postshellashock, on 02 May 2013 - 05:35 AM, said:

I don't have that much experience with spiders, but probably the best thing to do with the 5V is to load up on jump jets, armor and max engines, put on a few small self defence weapons while keeping all of the above mentioned three, and then aim more for capping and assists rather then the kills. The spider is near unrivaled when it comes to the scout and capping role, with the 5V being the most suited for this role in my opinion. you are also one of the smallest mechs n the game so it is hard to hit you. Use those jumpjets and perform erratic movements and you will survive for much longer. With the exception of a single ER PPC 5D, I have not really seen any spider builds that are meant for killing mechs. There are reasons for this.

I'm sorry, but that is a really bad train of logic to follow.

The Jenner and Raven can most just as fast and with much of the same mobility while still retaining the ability to harm and kill other mechs. The Spider has no significant advantage as a "scout or capper" than any other light (except maybe on Tormaline, the only map where the extra jump jets come into play).

The 5V and 5K are simply broken mechs. I know, I've slogged through both of their basic trees so I could enjoy the sweetness that is the 5D with speedtweak.

It's noble to try and find a place for an unorthodox mech, but there comes a point where "unique role" is simply a polite way of saying broken. The sooner we admit that the 5V and 5K are inferior mechs, the sooner (?) we can get PGI to buff them in a meaningful way (Read: Not a "quirk" that nerfs the 5D's turning radius or something to make the others seem better by comparison)

#10 Wrenchfarm

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Posted 02 May 2013 - 05:59 AM

View PostJIN1987, on 02 May 2013 - 05:22 AM, said:

I wanted to play a fast light Mech, so i chose the Spider... the 5D and 5K are quite useful.
I started with the 5V today (first Spider to get the crappy part done...) and i simply have no idea, how i should be able to kill anything except for AFK or Disconnects...
No typical light mech is much slower than me and everybody has got 2 to 3 times the weapons I can mount.
CT weapons are nice for zombies... but I simply can't follow other lights with these weapons or focus my Lasers at one part of an assault: I'm too fast to twist the torso as fast...
Also i have never lost anything except my CT in 10+ games...

I'm using the basic variant with raised armor right now and i don't have any chance to survive against any light Mech... even if i throw money at it, there wouldn't be any Slots for additional weapons.
I simply don't wanna spend millions for such a bad mech, to make it only a little bit less bad... :-/

Does anybody have any useful suggestions?

Its a terrible mech and I'm sorry you have to suffer it to unlock the rest of the spider XP trees. If you are not looking to upgrade to the 5D, I say dump the mech entirely.

If you want to stick with it, I highly recommend an ERLLAS. You'll never overheat with just one, and the insane range will let you contribute damage from a safe(-ish) distance and pump up your damage stat as much as possible.

Try playing a lot of conquest. Not only will your speed and capping ability mean more in that context, but as the unfavoured gamemode you're less likely to run into super competitive 4-man teams of PPC boats and RVN-3Ls. Less being the key word there.

#11 Gevurah

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Posted 02 May 2013 - 06:05 AM

The 5v is really *ONLY* appreciable if you keep a standard engine in it. It makes a fairly decent 'light zombie' mech. In fact, the stock config is about as good as you'll get. The traditional "XL + MPL" setup works about as well as bus pretending it's a boat. It lacks everything the 5D has.

Whereas in the case of a 'purely survivable, fight till the bitter end' mech build, the 5v is at least not a TOTAL piece of crap.

http://mwo.smurfy-ne...80da19f5485d444

Endo, FF, DHS, standard 240, near max armor, 7 JJ's. You can zombie with this for days.

#12 shellashock

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Posted 02 May 2013 - 07:43 AM

View PostWrenchfarm, on 02 May 2013 - 05:56 AM, said:

I'm sorry, but that is a really bad train of logic to follow.

The Jenner and Raven can most just as fast and with much of the same mobility while still retaining the ability to harm and kill other mechs. The Spider has no significant advantage as a "scout or capper" than any other light (except maybe on Tormaline, the only map where the extra jump jets come into play).

The 5V and 5K are simply broken mechs. I know, I've slogged through both of their basic trees so I could enjoy the sweetness that is the 5D with speedtweak.

It's noble to try and find a place for an unorthodox mech, but there comes a point where "unique role" is simply a polite way of saying broken. The sooner we admit that the 5V and 5K are inferior mechs, the sooner (?) we can get PGI to buff them in a meaningful way (Read: Not a "quirk" that nerfs the 5D's turning radius or something to make the others seem better by comparison)


Yeah your right. As i said I don't have much experience with the spider, but I have met some Spider pilots that are almost impossible to hit because of their size and speed plus jumpjets combined with amazing piloting skills. Obviously not everyone has these skills, so the spider is a tough mech to pilot. I am much more likely to see a spider capping then a jenner or raven capping though, as the jenner and raven variants usually have enough firepower to bring them through a brawl and can scout without much fear of meeting another mech close range. The spider is definitely inferior here though. But for capping, spiders i find usually get ignored for jenners or ravens, so they can usually slip past the defence net easier. The size definitely helps them here. Also, the spider is known universally for its really tiny layout, so it is not considered a threat the majority of the time making it again second priority compared to a jenner or raven. This theory will probably not hold up when it actually comes to playing the game in a 5v or 5k, but this is just what I seem to notice during my games. Of course, ELO scores might be what is the difference to how spiders play at your level or mine. does this help clarify things?

PS: Thanks for pointing out the glaring flaw in that original post.

Also, the spider 5v and 5k do need balancing to make them more viable. There are very few people i know who deliberately pilot a spider 5v or 5k that are not just getting the basics done or are trolling.

Edited by shellashock, 02 May 2013 - 07:47 AM.


#13 Deathlike

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Posted 02 May 2013 - 07:50 AM

I already wrote a thread about Spiders getting the shaft. I've heard less about the 5V being a problem (although, technically, it should be) than the 5K. Spiders were never balanced properly.. so meh.

http://mwomercs.com/...__fromsearch__1

Edited by Deathlike, 02 May 2013 - 07:54 AM.


#14 Cato Phoenix

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Posted 02 May 2013 - 07:57 AM

The spider's strength is speed and maneuverability. I use 2 MPLAS, XL255, 12 JJ's, and I do well enough. I've made stalkers disconnect in frustration before. You can't produce a ton of damage, but its very, very difficult to kill a spider if it's piloted decently. It can escape almost any mech/situation.

#15 Kommisar

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Posted 02 May 2013 - 08:23 AM

SHHHHH!!!! Shut it guys!!!!

If the devs here complaints about the 5V and 5K, they are bound to quirk-nerf the 5D and ruin my new favorite mech!

I have no real animosity for the 5V. I rather enjoy the full JJ load you can pack; and I do actually use them on most maps to some degree. The ERLarge is also your best bet. Play as a fast, flanking sniper and avoid 3Ls like the nightmare monster it is.

The 5K... The 5K was the least amount of fun I have had in this game so far. Best bet is the ERLarge laser in the chest like the 5V; but with less jump. I have heard of guys tweaking this guy out to carry big ballistic weapons; even gauss rifles! But I just had no interest in investing the CBills into making that build work. The MG boat just meant I had to get in real, real close on a target and then stay there for a long time. Not good tactically for a Spider.

#16 WarRats

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Posted 02 May 2013 - 08:48 AM

I kept the medium lasers instead of upgrading the weapons. Your never going to overwhelm anything in this mech with firepower. Armor and jumpjets are much more important. Even an Anti-mistle system doesnt hurt.

Your going to have to focus on a useful role that does not involve getting kills.

I use my 5V to harrass and try to get as many enemy mechs to chase me as I can. If they are waisting their shots on me then the rest of my team is taking less damage. Hopefully I can give them a numbers edge by drawing 2 to 4 mechs away from the my team. They get divided and get smashed by the rest of the good guys.

But this only works if your ok with not being a damage dealer on the team. It is suprisinly fun to dive into the middle of the enemy team draw a bunch of them after ya and end up surviving through the match.

#17 LordDante

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Posted 02 May 2013 - 10:16 PM

the 5 V is not THAT bad i chewed em trough like the 5K ( that one was such a pain in the *** that i used mc to get trough the Horror of mastering it faster ) but the result is worth the pain! once u masterd the 5D u are the ultimate Scout ! http://mwo.smurfy-ne...2bbbf1f2891a239

i pulled off the most amazing stuff with this Little hairy Monster and Boy do they hate me!

#18 J I N

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Posted 03 May 2013 - 02:41 AM

A mech that no one wants to play.. really crazy that nothing has been changed.
2500XP left for me to end the horror and move to the 5K: yay -,-

Any advice for the 5K?

PS: I really miss my 2x ER PPC Raven ;-D

#19 Sixart

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Posted 03 May 2013 - 10:41 AM

If you can't find the love in your heart to appreciate the 5V and 5K, then don't call yourself a spider pilot.

For mech's sake, I got basics on these while missile damage was bugged. You guys need to think creatively about how you use the variants.

#20 Phoenix Gray

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Posted 03 May 2013 - 11:12 AM

Awright, crunchie, here's what ya do:

http://mwo.smurfy-ne...ca7960380c2a2ea

First, swap yer standard engine for the same size XL. This immediately solves your problem of dying from CT hits because as soon as they figure out you're running an XL they'll try to shoot the Liao out of your ST's.

Second, ditch your medium lasers for a large or ER large and a couple of heatsinks if you feel the need. Yes, you're losing firepower but guess what? YOU DON'T HAVE ANY ANYWAY. The bigger laser lets you stand off at longer range and will make it easier to track your targets while not having to worry about a faceful of SRM's back.

Oh, and use whatever tonnage you have left to thicken up your tinfoil armor. You can sacrifice one or both of the additional heatsinks to free up the weight if you feel the need.

The idea is stay alive by staying away, and survive long enough to level up your Spider by assists and damage, not kills.

Edited by Phoenix Gray, 03 May 2013 - 11:13 AM.






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