Speed-124.2 Weapons
Tons-30 MLx1(torso)
Firepower-25 MGx4(2per arm)
Heat Efficiency-1.93 Equipment
Armor(standard)-192 HSx1(head)
Endo-Steel JJx2(leg)
Jump Distance-12 STD230
MGammox2(leg)
Armor
Head-14
Center Torso-20
Center Torso Rear-20
Right Torso-20
Right Rear Torso-6
Left Torso-20
Left Rear Torso-6
Right Arm-20
Left Arm-20
Right Leg-23
Left Leg-23
Review
This build loses 5kph from the typical Spider but that's not really noticable. However, the ability to have more armor and a full weapon loadout at the same time is very noticable. The torsos are left empty for this buildas they are the biggest target. No c.a.s.e is used in this build either because the Spider is so fast it's highly unlikly anyone will blast my leg off anyway, unless I am being chased down by a persistent Jenner who rox at hitting tiny targets.
I never go in with the first wave unless it's for the far flank CP. Otherwise, it's best to wait for the major fighting to begin. During the first half of the match I usually help run off other lights but always avoid combat if possible. During the second half is when I dive in and start joining the fun. Isolated mechs are good to harass. However, I don't stay on one target but for a few drive-bys then I move on to the next. Jumping into small groups of big guys and doing a quick drive-by is a good distaction but I don't unsually do any more than 1 or 2 passes as it draws too much attention; the whole point in these drive-bys is to create confusion and alarm. Doing quick drive-bys is very psychological and is effective for turning the enemy flank and/or causing disruption. Generally, I try not to catch the attention of fast heavies and mediums, for obvious reasons. The fast heavies and mediums can't chase be down too far but they can put a hurting on me sometimes, especially if they have ACs or PPcs.
I have 3 drive-by tactics:
1-The "dive and dip" is for turning flanks and disruption. I don't ever aim for anything specific except to help focus fire or target their biggest assault to cause confusion. This kind of dive is all about confusion.
2-I call this one the, "wasp attack"; find an isolated mech and dakadakadaka all over it's back or arm.
3-For this one I around in circles, targetting a mechs legs or arms. One key technique that's helps this to work well is to JJ and while airborn, turn another direction. Right when you land, you'll sprint in another direction throwing the enemy off.
1
Spider Sdr-5K Build(Fullstats) & Tactics
Started by Ecclesian, Aug 16 2013 01:48 PM
2 replies to this topic
#1
Posted 16 August 2013 - 01:48 PM
#2
Posted 16 August 2013 - 01:56 PM
I find your lack of smurfy disturbing.
Also, there's at least two existing threads you could have out this in instead of making your own, and both of them have 4MG Spider builds with more firepower than yours - MPL and (ER)LL respectively.
Also, there's at least two existing threads you could have out this in instead of making your own, and both of them have 4MG Spider builds with more firepower than yours - MPL and (ER)LL respectively.
Edited by stjobe, 16 August 2013 - 01:58 PM.
#3
Posted 19 August 2013 - 08:43 PM
With the current bugs with hit reg on the spider and jenner you can skimp on the armour and as siad by poster above have MPL or ERLL while running at the full 151 kph. But PGI are looking to fix this bug... so enjoy it while it lasts
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