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The Upcoming Cyclops Against Some Mechs


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#1 Hit the Deck

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Posted 13 July 2016 - 04:05 PM

I mainly want to talk about:
  • CP-10-Z (1B, 6E, 2M) - "Boar's Head"
  • CP-11A-DC (2B, 4M, 2E)
  • CP-S(leipnir) (4B, 4E, 1M) - "Mauler"
...because they seem to be the most interesting. All Cyclops variants can mount 400 rated engines.

How can PGI make these variants unique/different compared to the already existing 'Mechs which can do similar loadout (yeah, I know about the integrated computer)? The exception is number 2 which can do 2LB-10X+4ASRM6. The MAL-1R and KGC-0000 (or just D-DC with only 3M) can replicate the loadout but with different weapon placement (the Mauler is pretty close though - it can mount 2x AC/10 if you remove the
Artemis!).


EDIT: they couldn't give the Hero good offensive quirks because of potential P2W complaints. So the MAL-MX90 will retain its place as the king of IS Dakka 'Mech for a foreseeable future.

Edited by Hit the Deck, 13 July 2016 - 04:16 PM.


#2 Nostromodamus

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Posted 13 July 2016 - 04:08 PM

Sensor perks.

#3 cazidin

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Posted 13 July 2016 - 04:28 PM

Agility quirks to further compliment its high engine cap and its reputation for being a fast assault on TT or durability quirks to compensate for having to equip an XL engine?

#4 Hit the Deck

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Posted 13 July 2016 - 05:18 PM

View Postcazidin, on 13 July 2016 - 04:28 PM, said:

Agility quirks to further compliment its high engine cap and its reputation for being a fast assault on TT or durability quirks to compensate for having to equip an XL engine?

So, it's the usual + accel-deccel and some structure buffs?

#5 Jackal Noble

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Posted 13 July 2016 - 05:22 PM

Eye laser.

Chin laser.

Butt laser.

Edited by JackalBeast, 13 July 2016 - 05:22 PM.


#6 Jackal Noble

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Posted 13 July 2016 - 05:27 PM

K but seriously?

Maybe make the command console not worthless.

#7 Davers

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Posted 13 July 2016 - 05:28 PM

View PostNostromodamus, on 13 July 2016 - 04:08 PM, said:

Sensor perks.

Because the Sensor Range module is so OP and everyone equips it right? Oh...wait...

#8 El Bandito

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Posted 13 July 2016 - 05:36 PM

View PostDavers, on 13 July 2016 - 05:28 PM, said:

Because the Sensor Range module is so OP and everyone equips it right? Oh...wait...


Which can include target info gathering, on top of sensor range. TIG is very useful.

#9 Jackal Noble

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Posted 13 July 2016 - 05:37 PM

View PostDavers, on 13 July 2016 - 05:28 PM, said:

Because the Sensor Range module is so OP and everyone equips it right? Oh...wait...


Well only if your a missile boat and even then. PGI could introduce an improved command console with the cyclops. Not to beat a dead horse but for three tons, maybe it could allow for a n additional module slot. That or give enhanced crits or range bonus to any equipped module. Idk

#10 Narcissistic Martyr

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Posted 13 July 2016 - 05:38 PM

View Postcazidin, on 13 July 2016 - 04:28 PM, said:

Agility quirks to further compliment its high engine cap and its reputation for being a fast assault on TT or durability quirks to compensate for having to equip an XL engine?


Durabilty quirks are against lore. it's supposed to be a fragile POS.

#11 Impyrium

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Posted 13 July 2016 - 05:40 PM

View PostDavers, on 13 July 2016 - 05:28 PM, said:

Because the Sensor Range module is so OP and everyone equips it right? Oh...wait...


Perhaps not, but then again at least they're thinking outside the box a little more.

I for one am fed up with not only the way PGI are relying on generic movement and health quirks, but also the way the community has become to dependent on them. Maybe that's the game's fault, maybe it's the mentality born from having them in the game so long. I suspect most players in MWO would be incapable of playing with proper mech stats devoid of both quirks and mech skills. :P

#12 Hit the Deck

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Posted 13 July 2016 - 05:51 PM

View PostNarcissistic Martyr, on 13 July 2016 - 05:38 PM, said:

Durabilty quirks are against lore. it's supposed to be a fragile POS.

Posted Image

Yeah, sensor quirks and/or making the integrated computer something special and useful is the best way to do it IMO.

#13 cazidin

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Posted 13 July 2016 - 06:06 PM

View PostHit the Deck, on 13 July 2016 - 05:18 PM, said:

So, it's the usual + accel-deccel and some structure buffs?


Yeah. Why change it now?

View PostJackalBeast, on 13 July 2016 - 05:27 PM, said:

K but seriously?

Maybe make the command console not worthless.


Russ is 4 months late on that promise. I think he forgot.

View PostNarcissistic Martyr, on 13 July 2016 - 05:38 PM, said:


Durabilty quirks are against lore. it's supposed to be a fragile POS.


It's an assault. It'll be fragile by virtue of its large hitboxes and slow twisting. Posted Image

#14 Elizander

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Posted 13 July 2016 - 09:33 PM

Cyclops is my bae on my alt account :3

#15 Aleksandr Sergeyevich Kerensky

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Posted 13 July 2016 - 09:42 PM



Please quirk the mech so that head mounted Energy weapons do their damage 100 fold!!!

Edited by Aleksandr Sergeyevich Kerensky, 13 July 2016 - 09:42 PM.


#16 Requiemking

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Posted 13 July 2016 - 09:43 PM

View PostNarcissistic Martyr, on 13 July 2016 - 05:38 PM, said:


Durabilty quirks are against lore. it's supposed to be a fragile POS.

And the reason for that is because its wasn't a front line mech. Once again, the attitude of the community mirrors the lore. In the lore, commanders would pilot the Cyclops the same way one would pilot an Atlas. But that is not what the Cyclops is meant for. It's a command mech, designed to work with a unit and launch coordinated attacks on enemies, not brawl your face in like an Atlas.

#17 Hit the Deck

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Posted 13 July 2016 - 09:44 PM

View PostAleksandr Sergeyevich Kerensky, on 13 July 2016 - 09:42 PM, said:

...
Please quirk the mech so that head mounted Energy weapons do their damage 100 fold!!!

There would be cries of P2W since that means only the Hero which gets the quirk!

#18 Ghostrider0067

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Posted 13 July 2016 - 09:59 PM

I'm just waiting for it to drop. The lag time from when it became available for pre-order to the actual release date is ridiculous.

#19 DovisKhan

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Posted 13 July 2016 - 10:41 PM

View PostHit the Deck, on 13 July 2016 - 04:05 PM, said:

I mainly want to talk about:
  • CP-10-Z (1B, 6E, 2M) - "Boar's Head"
  • CP-11A-DC (2B, 4M, 2E)
  • CP-S(leipnir) (4B, 4E, 1M) - "Mauler"
...because they seem to be the most interesting. All Cyclops variants can mount 400 rated engines.


How can PGI make these variants unique/different compared to the already existing 'Mechs which can do similar loadout (yeah, I know about the integrated computer)? The exception is number 2 which can do 2LB-10X+4ASRM6. The MAL-1R and KGC-0000 (or just D-DC with only 3M) can replicate the loadout but with different weapon placement (the Mauler is pretty close though - it can mount 2x AC/10 if you remove the
Artemis!).


EDIT: they couldn't give the Hero good offensive quirks because of potential P2W complaints. So the MAL-MX90 will retain its place as the king of IS Dakka 'Mech for a foreseeable future.


They sure don't worry about p2w cries, because even KDK-3 has good quirks

I mean come on, a 64 kph 100 ton mech with superior firepower, best hardpoint placement and decent hitboxes, did it really need structure quirks to be competitive, no, no it didn't, but it got them.

That's power creep in the most classic form



I'll get the Linebacker/Night Gyr, they look pretty unique, but will not touch the KDK, it's really cheesy, don't want to get my fingers dirty

View PostHit the Deck, on 13 July 2016 - 09:44 PM, said:

There would be cries of P2W since that means only the Hero which gets the quirk!


They already took this strategy, look at Butterbee, it's the only Cat with 8 hardpoints, making it the best choice, so naturally other heroes will be superior as well

#20 Juodas Varnas

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Posted 13 July 2016 - 10:49 PM

View PostDovisKhan, on 13 July 2016 - 10:41 PM, said:

They already took this strategy, look at Butterbee, it's the only Cat with 8 hardpoints, making it the best choice, so naturally other heroes will be superior as well

I'm not a big fan of they handled the BB's release with the Cat's rework.

They should've used that as an opportunity to give ALL of the Catapults extra hardpoints.
-A1 should've gotten 2 extra missile hardpoints in the arms, bringing it to 8 missile hardpoints.
-C1 should've gotten 2 extra energy hardpoints in the torsos, bringing it to 2 missile hardpoints and 6 energy.
-C4 should've gotten 2 extra missile hardpoints in the arms, bringing it to 6 missile hardpoints and 2 energy.

The BB would've had an equal spread of hardpoints between missiles and energy to differentiate it, instead of just being C1+2 missile hardpoints

Edited by Juodas Varnas, 13 July 2016 - 10:49 PM.






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