SDR- 5K "Needler" (1x MLas, 4x MG, 6x JJ, XL285)
5/5,

1 rating

Thread in 'SDR-5K' started by Ixios, Oct 16, 2013.

  1. Ixios

    Ixios New Member

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    "Speed is the essence of war" - The Art of War , Sun Tzu.

    Speed is life, and with the increase to the max engine size for the SDR-5K to 285, this little mech can now push ~170kph. Max JJs for Superman flight.

    The trade for speed is swapping the Large laser for a ML, yet you still have those 4 MGs and a ML for Needling at those mechs backs and internals.

    Your job is to harass the weak and venerable.

    Cheers,
    Ix
     
    Last edited by a moderator: Oct 3, 2014
  2. Excalibaard

    Excalibaard 101 010 Staff Member

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    DHS is a waste of CBills if you can get 100% efficiency (more heat dissipation than maximum heat generation) without it
     
  3. Merciless Hunter

    Merciless Hunter Junior Member

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    Meh, I like xl 280 4 mgs erllas 1 jj
     
  4. Bront

    Bront New Member

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    I've been running this with 4 JJ, an XL280, and AMS. Helps it survive against streaks, doesn't lose much speed, and is still nearly as mobile. It's been quite effective. Need to shove DHS in there just for the hot maps (You can still overheat on TT with SHS and a single small laser, that's how bad the heat system is).

     
    Last edited by a moderator: Oct 3, 2014
  5. Motörhead

    Motörhead Benefactor

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    MPL for when it gets patched :)
     
    Last edited by a moderator: Oct 3, 2014
  6. Bentellius

    Bentellius New Member

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    Hey guys this is my variant of this build and I'm having an extremely difficult time pugging in it... is my build bad?
     
    Last edited by a moderator: Oct 3, 2014
  7. psiber

    psiber Junior Member

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    Honestly there is a lot of Spider hate still out there. I have tried to run exactly this but you will get way too much attention in a non-ECM spider to want to brawl in it. If you are in an organized group and act as a high speed finisher this build is insane. Outside of that my best performance was always with the ERLLas and only using the machine guns when you have to or can without dieing.

    http://www.mechspecs.com/forum/index.php?topic=4226.0
    Check Critical Blinking's build, the second one listed. I run it more armor 1/2 ton less ammo.
    http://mwo.smurfy-net.de/mechlab#i=53&l=b9d4ef2c1a980f28fa248edae5f37c67d696011f


    I think I have run most of the builds out there for the 5K, including AC builds, and at the end of all of it I just load the 5D and try to forget about the 5K. The extra speed just doesn't put it above the Ember any way you slice it. Any Ember worth a damn will wreck a 5K because the chassis is superior. I wish this wasn't true. I LOVE the spider. I am ok with accepting that PGI designs things this way though. It's not the 5K's fault!
     
  8. Sucitraf

    Sucitraf Well-Known Member

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    I love this build on the 5K. (5/5 from me!) The only thing to note is that Psiber is correct. An ember will likely rip you apart if they are a decent pilot. With that in mind, however, I just stay mindful of my surroundings and am airborne most of the time. I have had a lot of people spectating me ask how I don't get dizzy/confused running around in it, and my only response is either practice or Freelancer (sometimes in battle you would wind up WAY away from a trade lane, and be stuck navigating through the badlands for many a space mile).

    I run the MPL build, and stay fairly close when engaging. Remember that MGs do very little vs armor, but do pretty well vs internals, so don't waste MG ammo trying to burn through an atlas' front armor. Use that energy weapon to peel away layers of armor, and peck every now and then with the MGs for the psychological warfare. If you want to be fancy, you can put all 4 on chainfire and use very little ammo while still appearing to be firing nonstop. Just make sure to set them all to fire at once again when you mean business. Sometimes, it's best to use your speed/agility/jumping skillz to scout until the battle is well underway, then jump into the fray and hit the exposed sections of the enemy armor.

    As with all (most?) lights, don't stop moving when in combat. Change directions, use JJs, jump over atlases/Daishis do whatever you need to stay mobile, but do not stop!

    Good luck to all who want to play with the 5K, I love it, and actually PUG with it more than any mech (with the exception of the KTO-GB and the CPLT-A1 possibly). If I have time/a good enough match recorded, I may post one here to show some of the fun that can be had!
     
  9. Bentellius

    Bentellius New Member

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    Ok, I am NOT complaining anymore, I think I just needed to get used to it:
    [​IMG]
     
  10. Sucitraf

    Sucitraf Well-Known Member

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    Dude! Post that in the minimal effort thread!
     
  11. Flokoloko

    Flokoloko Advanced Member

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    5/5,
    Running this build with FX8320`s variant (slightly smaller Engine, 6JJs) and it really rocks!

    The only problem for this mech are Firestarters, Huggins and everything bigger than you that has armor left.
     
  12. RogueFalcon

    RogueFalcon New Member

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    In my opinion? not enought firepower and too much cooling efficiency (you don't use more than 100% unless you're under flamethrower threat)
    I run this mech on a 255 XL with one central torso (ER)LL (and 4 MGs), here you lack any long range ability (that's not what you wanted so it's ok) and you won't do a damn against armor (that's a problem).

    LL is great on this very mech variant cause it helps others peel down ennemies armour from a safe distance (well you can use it at close range too if you want to) at the beginning of the game, then allows you to shred ennemies to pieces when they're cored using the MGs

    What i like about this build though is that it has full armor and no chance to overheat at all, so it can equip the ammos in central torso and head (and not in the legs like this shitty "champion" version we could try from time to time nor in the side torso like on my own, wich is still risky given the XL engine)

    Not really, lights don't really need AMS, but your team mates running heavies and assaults will appreciate that if you stick with them at the beginning of the game (even if they don't say so, and if they realise you're even there, well LRMs boats mights still be grumpy about you not scouting for them, but if they can't get their own targets they shouldn't run LRMs boats anyway). You take unecessary risks though, AMS ammos could blow your side torso if it gets crit.
     
    Last edited: Mar 10, 2015
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