I actually fell in love with the Spider, despite its rarity. I run a 5K with an XL 255, MPL, and 4 MGs with 3 1/2 tons of ammo. Full JJs for mobility. I wish to see you run the Anansi to see if it is a 'Mech that is worth me getting, as it is on my wishlist for heroes.
A 5-K with an XL280 2 machine guns and a snub nose, one of my old favorites. Like your jump capability, but speed tweaks put me at 162.5kph. Nothing outruns me on the battlefield.
Nice video as usual Baradul! In the second match you show, we fight in the same team, that day I was collecting footage for my new panther 10k video that Im uploading as I type this. Glad you show this match since it didnt make it for my own video.
I love the coincidence/karma/irony [Internet can choose correct grammar] that the only kill MM got in the second game was the Spider who stole his battery at the beginning of the game. And that they were both Spiders.
this was my first light mech. running a 5k with XL285 1 medL and 4 MG. not great for first half of the map so i put a lot of skills into senors to scout. at 165.4kph this little bug can go the places others cant, run faster then pretty much anything, and once they are open, u can just eat them up. Great distraction mech
quick question, do the laser duration quirks do anything to the snub ppc? also would it be worth taking a slightly slower engine to take the 6 JJ the spider has available?
no to laser quirks for ppcs. my 5d runs max engine. my 5k runs the even bigger max engine. i guess a smaller engine might work for heavier weapon loadouts but i got that need for speed. only reason i ever play it. 6 jumpjets is good times btw. i highly recommend.
Actually, all of the stats except the tonnage work in favor of the Large Pulse: it does the same damage at longer range for less heat with a shorter cooldown... It just weighs one ton more and doesn't sound as cool when you shoot it. :)
Don't do lasers on the Annihilator? The 1E only have energy hardpoints :P And sure out of my Annis the ones with AC's are better but I would say that my 5LL singleheatsinks (an old boardgame build just becaues I can) works damn well. :)
But on a fast light mech with great hit boxes such as the spider (that was known for a long time as being broken) you should really use HMG's you can afford to get close.
PPC4 i think main problem is not reach, but weight. HMG are 4t, plus ammo and this slows you down a lot if you want a decent energy weapon in the torso
For all your talk about a team working together you did not want to do what a light is supposed to do on incursion. You don't fight, you get the power cells back to base and protect the base from other lights. Support wins battles, and without it those on the front cannot fight to the best of their abilities. FYI, I too thing the radar is the most important to charge first.
the cells really aren't very important. if i'm playing a fast mech then i'll usually grab one at the beginning of the match, but beyond that it's rarely worth the time it takes to run them back to the base.
you can make the argument either way. Keeping the Radar/Jammer up can be very useful, and the lights are the best at it, but lights also make good scouts, or even bodyguards for the big slow mechs. Whichever way you choose to play has benefits and consequences. ie. You can continuously make battery runs, but this may leave the assaults vulnerable to a fast mover ganking them. You might also run into a light-pack and die immediately. It's a risk/reward balance. Personally I like to go for a battery pick up right away, and then move to protect my assaults/ scout around the edges of our formation. Whether I decide to go for more batteries later depends on how fast I am and where my teammates are.
i would say that they're situational. it may be worth going for a cell if there's a lull in the action, but it's not something you should prioritize. your team will benefit more from the additional firepower that you bring than an occasional 5 second radar sweep.
You usually wont be using JJs enough to warrant heat shielding nodes. In fact, I don't recommend any nodes in JJs but Id only take the first two lift speed nodes instead of what you chose. You could trim off the JJ nodes and some of the heat gen nodes on weapons to pick up 3 heat containment and two cool run for better effect in both areas I think. Also you should prioritize seismic sensors, they are so important for a light mech and youve ignored them completely when it would only cost 1more node in sensors for 100m and only 6 more for 200 which is totally worth it. Also air strikes are way better at causing damage than arty. You can make a good case for spending nodes in auxiliary for 2 airstrikes on a light mech, especially an ecm mech that can get in a good position to strike a choke point, but generally those 6 nodes would be more useful elsewhere...like for seismic sensors for example.
Seismic in a light is pointless. You should never be stationary long enough to need it. In assault and heavy Seismic is useful so you don't stumble around a corner into red charlie lance. JJ nodes are very useful for pop tarts like the Vindicator 1AA/ Panther 10K that's practically a gunship if you use most of the tree.
@ppc4 You're right I suppose that JJ nodes can be useful in a pop tart but its not really relevant to this discussion is it? As for seismic sensors in a light mech being pointless, well you couldn't be more wrong. A light mech needs to know where enemy mechs are and which direction they are moving/facing in order to survive.
I actually fell in love with the Spider, despite its rarity. I run a 5K with an XL 255, MPL, and 4 MGs with 3 1/2 tons of ammo. Full JJs for mobility. I wish to see you run the Anansi to see if it is a 'Mech that is worth me getting, as it is on my wishlist for heroes.
I really liked the incursion game play.
A 5-K with an XL280 2 machine guns and a snub nose, one of my old favorites. Like your jump capability, but speed tweaks put me at 162.5kph. Nothing outruns me on the battlefield.
Nice video as usual Baradul! In the second match you show, we fight in the same team, that day I was collecting footage for my new panther 10k video that Im uploading as I type this. Glad you show this match since it didnt make it for my own video.
"the heat management is ok" you got a 2/2 dude that's a bit better than ok
Well on warmer maps I can see a reason for having a HM of 2.
still got hot tho
I love the coincidence/karma/irony [Internet can choose correct grammar] that the only kill MM got in the second game was the Spider who stole his battery at the beginning of the game. And that they were both Spiders.
Really love your videos and how frequent they are! Hope you continue to do these for a long time.
this was my first light mech. running a 5k with XL285 1 medL and 4 MG. not great for first half of the map so i put a lot of skills into senors to scout. at 165.4kph this little bug can go the places others cant, run faster then pretty much anything, and once they are open, u can just eat them up. Great distraction mech
love how you went and saved your team mate from that Arctic Cheetah!
quick question, do the laser duration quirks do anything to the snub ppc?
also would it be worth taking a slightly slower engine to take the 6 JJ the spider has available?
no to laser quirks for ppcs. my 5d runs max engine. my 5k runs the even bigger max engine. i guess a smaller engine might work for heavier weapon loadouts but i got that need for speed. only reason i ever play it. 6 jumpjets is good times btw. i highly recommend.
Actually, all of the stats except the tonnage work in favor of the Large Pulse: it does the same damage at longer range for less heat with a shorter cooldown... It just weighs one ton more and doesn't sound as cool when you shoot it. :)
its like someone took the fans off of a GPU and mounted them in the cockpit
Don't do lasers on the Annihilator? The 1E only have energy hardpoints :P And sure out of my Annis the ones with AC's are better but I would say that my 5LL singleheatsinks (an old boardgame build just becaues I can) works damn well. :)
I have over 16 days of SDR-5D match time, I wish it was more viable these days. Now I run ACW-1 srm6 spam mostly...
You remembered to press "Q!" :D
Also, your kill in the second game was against a Mister "Selfish," or at least that is what his name means.
Hmm this looks like a fun build to try for my Firestorm. It has a CT energy hardpoint, 2 ballistic in each arm, and agility quirks.
It works mostly because of the cooldown quirk of the Spider here. But good luck with it :)
@@Baradul Yeah, I understand. But I'm having trouble finding any other build for it I like.
4MPL + 4 MG?
i personally still the LPL but i was surprised how well the Snub worked for me, since i allways sucked with other PPC
Get the Locust one snub build... so much fun!
you are a blast to watch, Good job...
i play the spider for a month with a snub ppc and i love it
The mechlab says snub noses does 10+5 damage. Can anyone explain to me what this means?
the 10 damage is to the location you hit, the 5 damage is splash damage to surrounding locations, like the Clan ERPPC.
I always put lasers on my Annihilator 1E. I never put Dakka on the 1E.
;D
I'd like to see a heavy machinegun build, for science. Just how bad are they?
check this out: ua-cam.com/video/4cNnNGaTU2w/v-deo.html
Waaaah !! I love this build !!! ...it was thanks to it and to this video that i m able playing MWO !!! My first mech... thanks a lot MoltenMetal !!
I was using this build before it was cool
@MoltenMetal are you gonna give in to Mu Legends hype aswell? because i'd not mind that
@5:00 dat stream snipe.
But on a fast light mech with great hit boxes such as the spider (that was known for a long time as being broken) you should really use HMG's you can afford to get close.
PPC4 i think main problem is not reach, but weight. HMG are 4t, plus ammo and this slows you down a lot if you want a decent energy weapon in the torso
pew pew GET REKT
not a snub locust
For all your talk about a team working together you did not want to do what a light is supposed to do on incursion. You don't fight, you get the power cells back to base and protect the base from other lights. Support wins battles, and without it those on the front cannot fight to the best of their abilities. FYI, I too thing the radar is the most important to charge first.
the cells really aren't very important. if i'm playing a fast mech then i'll usually grab one at the beginning of the match, but beyond that it's rarely worth the time it takes to run them back to the base.
If you say so. I figure it would be better to keep the radar up and running.
you can make the argument either way. Keeping the Radar/Jammer up can be very useful, and the lights are the best at it, but lights also make good scouts, or even bodyguards for the big slow mechs. Whichever way you choose to play has benefits and consequences. ie. You can continuously make battery runs, but this may leave the assaults vulnerable to a fast mover ganking them. You might also run into a light-pack and die immediately. It's a risk/reward balance.
Personally I like to go for a battery pick up right away, and then move to protect my assaults/ scout around the edges of our formation. Whether I decide to go for more batteries later depends on how fast I am and where my teammates are.
i would say that they're situational. it may be worth going for a cell if there's a lull in the action, but it's not something you should prioritize. your team will benefit more from the additional firepower that you bring than an occasional 5 second radar sweep.
Hep
You always make bad skill tree choices.
Enlighten us. What's bad about it and what would be better?
Raveena of Punjab enlighten us then, if you are so great. Otherwise shhhhhh.
You usually wont be using JJs enough to warrant heat shielding nodes. In fact, I don't recommend any nodes in JJs but Id only take the first two lift speed nodes instead of what you chose. You could trim off the JJ nodes and some of the heat gen nodes on weapons to pick up 3 heat containment and two cool run for better effect in both areas I think. Also you should prioritize seismic sensors, they are so important for a light mech and youve ignored them completely when it would only cost 1more node in sensors for 100m and only 6 more for 200 which is totally worth it. Also air strikes are way better at causing damage than arty. You can make a good case for spending nodes in auxiliary for 2 airstrikes on a light mech, especially an ecm mech that can get in a good position to strike a choke point, but generally those 6 nodes would be more useful elsewhere...like for seismic sensors for example.
Seismic in a light is pointless. You should never be stationary long enough to need it. In assault and heavy Seismic is useful so you don't stumble around a corner into red charlie lance. JJ nodes are very useful for pop tarts like the Vindicator 1AA/ Panther 10K that's practically a gunship if you use most of the tree.
@ppc4 You're right I suppose that JJ nodes can be useful in a pop tart but its not really relevant to this discussion is it? As for seismic sensors in a light mech being pointless, well you couldn't be more wrong. A light mech needs to know where enemy mechs are and which direction they are moving/facing in order to survive.