Cyclops Preview Some Thoughts (Video)
#1
Posted 20 April 2016 - 02:06 PM
I do like the new command mondule that is included called "Tacticon B-2000 Battle Computer" that from what I understand
-Boosts the standard sensor range of the Cyclops
-Boosts the standard sensor range of any ally mechs within the radius of the cyclops
If anyone has any information on the range of the command computer let me know...
Enjoy the preview of the Cyclops "Iron Magic"
#2
Posted 20 April 2016 - 07:30 PM
All the variants look fun, they all look decently strong (there's one that basically has the D-DC load out, another with the stalker 3M loadout. The issues I can forsee is its probably not going to be more durable than the Atlas, with similar mounts and weapons. It does seem to be focused on Gauss rifles though, that might make it unique enough to consider. I just really wanna know how ECM and BAP factor into this. If it also applies its sensor boosts to allies it might be worth it to take the command module to spread your bonus out even more.
#3
Posted 20 April 2016 - 07:42 PM
#4
Posted 21 April 2016 - 12:50 AM
Personally, I'm torn - the art looks fantastic and the hardpoint selection on even the three standard variants all look like fun, but most builds I can think of for them are ones I'm already doing on other mechs. That command computer looks like an interesting spin but I'm really not sure
#5
Posted 21 April 2016 - 01:03 AM
#6
Posted 21 April 2016 - 01:23 AM
As if somebody would give a sh...
(Previously happened with the Highlander, Kingcrab, Black Knight and minor details of several other Mechs, previously those where extinct from inner sphere because of beeing out of production for next to 300 years, or so rare they seldomly would be seen outside of Comstar facilitys)
The most prominent Feature of the original Battletech Cyclops was its Torso mounted Cockpit.
So the head department was just a sensor boom/ turret for the ancient oversized holographic battlecomputer.
That also meant the pilot had no direct view onto the battlefield.
Instead he had a full 360° holovid view of the outsides.
But again...who gives a damn about lore anymore.
For MWO this things may be the ideal command vehicles with CC, BAP, SRMod and TDMod or SSMod those Mechs will be able to able to see half way acros the map without risking to be damaged.
The ultimate successor of the LURM D-DC
Edited by The Basilisk, 21 April 2016 - 01:36 AM.
#7
Posted 21 April 2016 - 01:44 AM
The Basilisk, on 21 April 2016 - 01:23 AM, said:
As if somebody would give a sh...
(Previously happened with the Highlander, Kingcrab, Black Knight and minor details of several other Mechs, previously those where extinct from inner sphere because of beeing out of production for next to 300 years, or so rare they seldomly would be seen outside of Comstar facilitys)
The most prominent Feature of the original Battletech Cyclops was its Torso mounted Cockpit.
So the head department was just a sensor boom/ turret for the ancient oversized holographic battlecomputer.
That also meant the pilot had no direct view onto the battlefield.
Instead he had a full 360° holovid view of the outsides.
But again...who gives a damn about lore anymore.
For MWO this things may be the ideal command vehicles with CC, BAP, SRMod and TDMod or SSMod those Mechs will be able to able to see half way acros the map without risking to be damaged.
The ultimate successor of the LURM D-DC
So, its actually Burning Gundam?
Also, at least for this mech the sarna article mentions that around the time of the clan invasion (and especially after) the Cyclops saw a resurgence, but it's true the old battle computers broke often and were hard to come by.
I just really wanna know how this mech's unique buff will affect 2ndary sensor equipment. Both yours and your opponent's (stuff like, increase the range you can see ECM mechs?)
#8
Posted 21 April 2016 - 01:50 AM
The Basilisk, on 21 April 2016 - 01:23 AM, said:
As if somebody would give a sh...
(Previously happened with the Highlander, Kingcrab, Black Knight and minor details of several other Mechs, previously those where extinct from inner sphere because of beeing out of production for next to 300 years, or so rare they seldomly would be seen outside of Comstar facilitys)
The most prominent Feature of the original Battletech Cyclops was its Torso mounted Cockpit.
So the head department was just a sensor boom/ turret for the ancient oversized holographic battlecomputer.
That also meant the pilot had no direct view onto the battlefield.
Instead he had a full 360° holovid view of the outsides.
But again...who gives a damn about lore anymore.
For MWO this things may be the ideal command vehicles with CC, BAP, SRMod and TDMod or SSMod those Mechs will be able to able to see half way acros the map without risking to be damaged.
The ultimate successor of the LURM D-DC
Someone make a request to PGI about making a change to allow the cockpit be in the torso...
#9
Posted 21 April 2016 - 11:07 AM
11-A: Seems kinda underwhelming... 3xBallistic, 3xEnergy, 3xMissile makes for a weird mix.
10-Q: This could be an interesting missile boat, should have the tonnage for a pair of LLs or LPLs as backups.
10-Z: This can do some energy boating with 6xEnergy, with ballistics and Missiles as backup.
11-A-DC: This seems again to not have a clear idea of what it's doing. It's like half a missile boat and half a ballistics platform mated to each other.
11-P: This is a better A-DC with ECM. With 4xEnergy it can do 4xLL builds or focus on dual AC/UAC-5s and back that up with missiles and lasers.
S: This can do a solid 4xAC-5 or UAC-5 build, with 4xEnergy as backup and you can toss the missile hardpoint.
If we were to pick 3 Cyclops variants to have the Q, Z, P, & S are the best choices. With the P being better than the Q for most purposes, but it's also a hero and will remain MC only even after launch. The A & A-DC we could do without. PGI did a good job tossing the better options into upgrades for the Cyclops pack, leaving 1 'dud' per 'tier' in the pack.
The sensor boost may be interesting... Especially for CW. Put 3 Cyclops' variants in a line and you could likely boost sensor range across the entire formation. It's more interesting if they boost BAP and ECM ranges (even marginally). One of the few advantages of the IS in the original TT were things like C3 and some of their sensor options. It made their combined forces tactics much more effective.
#10
Posted 21 April 2016 - 02:46 PM
Shadey99, on 21 April 2016 - 11:07 AM, said:
11-A: Seems kinda underwhelming... 3xBallistic, 3xEnergy, 3xMissile makes for a weird mix.
10-Q: This could be an interesting missile boat, should have the tonnage for a pair of LLs or LPLs as backups.
10-Z: This can do some energy boating with 6xEnergy, with ballistics and Missiles as backup.
11-A-DC: This seems again to not have a clear idea of what it's doing. It's like half a missile boat and half a ballistics platform mated to each other.
11-P: This is a better A-DC with ECM. With 4xEnergy it can do 4xLL builds or focus on dual AC/UAC-5s and back that up with missiles and lasers.
S: This can do a solid 4xAC-5 or UAC-5 build, with 4xEnergy as backup and you can toss the missile hardpoint.
If we were to pick 3 Cyclops variants to have the Q, Z, P, & S are the best choices. With the P being better than the Q for most purposes, but it's also a hero and will remain MC only even after launch. The A & A-DC we could do without. PGI did a good job tossing the better options into upgrades for the Cyclops pack, leaving 1 'dud' per 'tier' in the pack.
The sensor boost may be interesting... Especially for CW. Put 3 Cyclops' variants in a line and you could likely boost sensor range across the entire formation. It's more interesting if they boost BAP and ECM ranges (even marginally). One of the few advantages of the IS in the original TT were things like C3 and some of their sensor options. It made their combined forces tactics much more effective.
If they do I hope that they revamp the sensor system. As its stands its a mess that needs ALOT of fixing
#11
Posted 29 April 2016 - 03:36 PM
As seen with real world military vehicles, most all of the long whip antennas are tied down to the back of the vehicles vice up straight. Crews only release them when in the rear away from front line threats.
#12
Posted 29 April 2016 - 11:07 PM
FireDog, on 29 April 2016 - 03:36 PM, said:
I doubt they'll get rid of it. The antennas on the back of the Highlander IIC extend out of the screen in the mechlab, and it has four of them.
#13
Posted 30 April 2016 - 01:45 PM
#14
Posted 01 May 2016 - 10:16 AM
I've done the math for not only the Kodiak but also for the Cyclops pack and the only difference is the extra C-bill bonus for that one variant and a different paint scheme.
#15
Posted 01 May 2016 - 10:47 AM
Goldhawk, on 01 May 2016 - 10:16 AM, said:
I've done the math for not only the Kodiak but also for the Cyclops pack and the only difference is the extra C-bill bonus for that one variant and a different paint scheme.
The extra $20 gives you 30 more days of premium, an extra mech bay, an extra mech (with special paint scheme and cbill bonus), 2 more sets of cockpit items, and an extra titles and badge. That extra premium time alone is worth about $12. The extra cockpit items are about $22 more (assuming each is worth about 750 MC). This is to say nothing about the value of an extra assault mech and mechbay. So is it worth $20 more? Yes, but only if you use everything it comes with.
#16
Posted 01 May 2016 - 11:29 PM
DrRedCoat, on 01 May 2016 - 10:47 AM, said:
The extra $20 gives you 30 more days of premium, an extra mech bay, an extra mech (with special paint scheme and cbill bonus), 2 more sets of cockpit items, and an extra titles and badge. That extra premium time alone is worth about $12. The extra cockpit items are about $22 more (assuming each is worth about 750 MC). This is to say nothing about the value of an extra assault mech and mechbay. So is it worth $20 more? Yes, but only if you use everything it comes with.
As I stated its well worth the $20 bucks if you spend $40 you get an one more mech plus 30 more days premium time... If funds are tight then I would recomend just to get the $20 package...
#17
Posted 04 May 2016 - 07:17 AM
#18
Posted 04 May 2016 - 08:01 AM
Whats holding me back? The Night Gyr, it also looks good and something interesting about it, not in the form of unique equipment though, its because of the reason its a 75 tonner clan mech that can compete with the Timber Wolf. Slower yes, but packs more punch.
#19
Posted 06 May 2016 - 04:21 AM
"Tacticon B-2000 Battle Computer: Capable to lock on up to 3 Targets"
Without the sensor range.
Oh, well still still a nice peace of biped metal.
#20
Posted 17 May 2016 - 12:00 PM
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