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Spider 5K - Pretty ... ?


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#1 no1337

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Posted 11 February 2013 - 03:30 PM

Hi Guys...

I just finished my last setup for my new Spider 5K. And with every setup, i notice this mech is crap^^ I tried with AC10, LBX10, AC5, MG + LPL.... Nothing works well in comparison with the 5D...

isn't it`?

i mean, the 5D is so much superior... i can mount a PPC or LPL with ECM-cover.

well...

no1337

Edited by no1337, 11 February 2013 - 03:37 PM.


#2 One Medic Army

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Posted 11 February 2013 - 03:33 PM

What do you expect? Ballistics are heavy low-heat weapons that should be combined with high-heat weapons for full effect.
The Spider only has 1 energy slot, with 2 crits available and is 30 tons.

Edited by One Medic Army, 11 February 2013 - 03:33 PM.


#3 Slabinsky

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Posted 11 February 2013 - 03:49 PM

This varient will continue to be underpowered until the MG get a buff IMHO.

#4 Arpacolas

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Posted 11 February 2013 - 04:14 PM

The way I see it is that on paper:

5D is utility (ECM+JJ)
5V is mobility (Max JJ)

So that leaves 5K (no ECM, least JJ) with firepower. So yeah, until MGs get buffed the variant is pointless, though I did enjoy its playstyle. Perhaps it can serve as a testbed for MG buffs, Add damage until the 5K is the best combat Spider.

Edited by Arpacolas, 11 February 2013 - 04:38 PM.


#5 stjobe

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Posted 11 February 2013 - 04:20 PM

The solution is really simple. Triple MG damage and the 5K (as well as any other lights with lots of ballistic hardpoints) is instantly viable.

Sadly, that doesn't seem to be the direction PGI is taking. Instead they want to make the MG useless for the first 3/4ths of the match and have it do extra crit damage to exposed internals - meaning the 5K will still be useless, since it has no way to get through the armour to get to those internals.

#6 One Medic Army

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Posted 11 February 2013 - 04:32 PM

View Poststjobe, on 11 February 2013 - 04:20 PM, said:

The solution is really simple. Triple MG damage and the 5K (as well as any other lights with lots of ballistic hardpoints) is instantly viable.

Sadly, that doesn't seem to be the direction PGI is taking. Instead they want to make the MG useless for the first 3/4ths of the match and have it do extra crit damage to exposed internals - meaning the 5K will still be useless, since it has no way to get through the armour to get to those internals.

Not to mention that in MWO, unlike tabletop, all crits can do is set off ammo and destroy weapons/hestsinks.
In TT engine/gyro/life support/sensors/actuator crits can kill or severely impair a mech.

#7 Corvus Antaka

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Posted 11 February 2013 - 04:37 PM

maybe once MG and flamers are fixed this mech wont look so bad





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