Cyclops Splatter
#1
Posted 16 November 2016 - 08:31 AM
http://mwo.smurfy-ne...9998d3da80f0067
Fire and heat control would be necessary but sort of in the "more is better" category, if I liked 5 SRM6's, I might like 6 SRM6's even more.
I don't have any experience with the chassis though. Am I missing out on something huge here? Heat a more major issue than I might expect?
#2
Posted 16 November 2016 - 11:58 AM
I also feel like you're moving pretty slow, but as I don't pilot the Cyclops, I'm not sure if that's pretty standard, or not. You could drop the LL (which makes more ammo even more important), up the engine, and go with something like this. You'd be totally SOL once you're ammo is gone, but you've got 20+ volleys.
You may also want to split your volleys into two shots of three most of the time, too, for heat reasons. That said, I run a Stalker 5M too, and I don't split my volleys, so...
#3
Posted 16 November 2016 - 12:13 PM
Seriously, there's no reason to use the energy hard points and especially not for a large laser. That weapon synchs terribly with SRMs. All you'll get out of that is a temptation to take damage before you're in your optimal range.
I run mine like this and it wrecks face (averages 537 damage and 3.57 KDR). Don't fear the XL, it allows you to twist and shield better (I almost always die to CT after being open everywhere). If you must have a STD, I'd do something like this.
#4
Posted 16 November 2016 - 01:00 PM
Here, it's a side torso mount and yeah, if the side goes with the SRMs, then the LL goes as well.
As for the STD vs XL I think I'd have to play with it. I have some experience with Inner Sphere XL's in Black Knights (pre-upscaling) and it wasn't too bad, but it was always a concern to be aware of. It might be good to start with a basic STD build and then work into the XL.
Thanks for the thoughts!
#5
Posted 16 November 2016 - 02:02 PM
For the energy slots you can use small or med pulse lasers to add a little more damage on SRM range without the necessity of actual cooling.
Edited by Kuaron, 16 November 2016 - 02:02 PM.
#6
Posted 16 November 2016 - 03:05 PM
If you can get close enough things tend to disintegrate
#7
Posted 19 November 2016 - 08:32 PM
This build actually runs reasonably cool. An XL isn't necessary; you can have a relatively fast speed for an assault mech even without it, and this mech loses STs constantly. A major selling point of this build is that if you literally lose half your mech, you still have 4 SRM6 launchers.
#8
Posted 06 December 2016 - 12:36 PM
#9
Posted 06 December 2016 - 12:48 PM
#10
Posted 06 December 2016 - 12:57 PM
Remillard, on 16 November 2016 - 08:31 AM, said:
http://mwo.smurfy-ne...9998d3da80f0067
Fire and heat control would be necessary but sort of in the "more is better" category, if I liked 5 SRM6's, I might like 6 SRM6's even more.
I don't have any experience with the chassis though. Am I missing out on something huge here? Heat a more major issue than I might expect?
Large laser for what purpose? Don't be one of those T3/T4 players that "wants something to do while moving across the map.
Make a build for a purpose, the LL has none.
This is how you CYCLOPS SPLAT
1. It's faster
2. It's cooler
3. It can put out way more damage in a short space of time
4. No ghost heat
Edited by justcallme A S H, 06 December 2016 - 12:58 PM.
#11
Posted 06 December 2016 - 01:53 PM
justcallme A S H, on 06 December 2016 - 12:57 PM, said:
Large laser for what purpose? Don't be one of those T3/T4 players that "wants something to do while moving across the map.
Make a build for a purpose, the LL has none.
This is how you CYCLOPS SPLAT
1. It's faster
2. It's cooler
3. It can put out way more damage in a short space of time
4. No ghost heat
But there is a potential for Ghost heat the 4 and 6 are Linked according to Smurfy. But at same time SRM have such low GH penalties ehh
Edited by Mad Ox, 06 December 2016 - 02:05 PM.
#12
Posted 06 December 2016 - 09:50 PM
#13
Posted 06 December 2016 - 09:53 PM
Gonna get the 10-Q next for some of that SRM action.
#14
Posted 07 December 2016 - 12:24 AM
http://mwo.smurfy-ne...c10e0c6b6dd41fc
Good for guiding your shots also. Plus extra damage in the end. And you can alpha if you want but it will cost an extra 7.4 heat per alpha.
Edited by Arugela, 07 December 2016 - 12:58 AM.
#15
Posted 07 December 2016 - 12:59 AM
Remillard, on 16 November 2016 - 08:31 AM, said:
You're not utilizing your engine cap. The Cyclops' speed is what sets it apart from other mechs, and with SRMs, it can be critical to making sure you pop up where you're able to do maximum damage. On my close-range Cyclopses, I try to find the weight for an XL400, and on my mid-/long-range Cyclopses, I'll run an XL390 (or XL380, if I'm really desperate to find additional tonnage).
Dropping the large laser (which doesn't do a whole lot of good without at least one companion) and shaving armor can lead you to this build, which carries more ammo, more heat sinks, and the gigantic engine.
My own Splatplops runs ASRM4s instead of ASRM6s. That swap seems counter-intuitive, but since you can use the CT missile hardpoint, you're only down eight tubes, and some of that lost damage is made up for by the ASRM4s' higher rate of fire compared to the sixes. On top of that, the spread on the ASRM4s is so tight that, with steady aim, you can plant all of your missiles on a single component of the target mech, rather than having to tolerate a lot of splatter.
Because of that seventh missile hardpoint, the choice between 7ASRM4s and 6ASRM6s will kind of come down to a matter of preference, so test them out to see which you prefer.
Arugela, on 07 December 2016 - 12:24 AM, said:
http://mwo.smurfy-ne...c10e0c6b6dd41fc
Good for guiding your shots also. Plus extra damage in the end. And you can alpha if you want but it will cost an extra 7.4 heat per alpha.
No, sir/ma'am. SRM6s without Artemis have way too wide a spread to be worthwhile. Small lasers do nothing to guide your shots, since lasers are hitscan weapons, while SRMs have travel time. Command Console and BAP are wasted tonnage, particularly on a short-range mech, since their chief benefits apply mostly to long-range combat (improved zoom factor & sensor range) or in the case of BAP, countering ECM, which isn't necessary for non-Streak SRMs. For this particular build, it's better to drop the utility equipment in favor of smashing harder.
#16
Posted 07 December 2016 - 01:42 AM
Remillard, on 16 November 2016 - 08:31 AM, said:
http://mwo.smurfy-ne...9998d3da80f0067
Fire and heat control would be necessary but sort of in the "more is better" category, if I liked 5 SRM6's, I might like 6 SRM6's even more.
I don't have any experience with the chassis though. Am I missing out on something huge here? Heat a more major issue than I might expect?
Drop the ASRM6 for standart SRM4, upgrade the Llas to pulse and put some meds and additional sinks into the arms, also upgrade engine to 350standart.
like this.
And before some hurdur tryhard guy with football captain atitude comes along... the purpose of the lasers is to be at least remotely able to hurt faster, smaler mechs at ranges over point blank.
Also your alpha IS significantly higher and more concentrated without wasting tonnage for artemis.
In an overall asessment the Cyclops is a highly inefficient mech with lots of contradicting stats and properties.
Its extreme range sensors would help if there where ways to use this ranged surveilance ability for anything.
Even when stooping to use LRMs your high range sensors are of little use since your missiles will selfdestruct at max 1100m and safe the hero cyclops none of them has hardpoints to carry weapons for long range engagements that could be used against the flood of clan mechs roaming the battlefields atm.
Also your sensor enhancement "Aura" is of little use because mechs that want to benefit from it would have to stay within a certain area of your mech. So...your scouts won't realy benefit on maps that can require scouting like polar or turmaline.
Sometimes I have the impression you overal counter ECM strength is higher in a team with Cyclops due to the overall higher sensor range but I can't condense this into numbers.
Edited by The Basilisk, 07 December 2016 - 02:19 AM.
#17
Posted 07 December 2016 - 02:28 AM
TercieI, on 16 November 2016 - 12:13 PM, said:
Seriously, there's no reason to use the energy hard points and especially not for a large laser. That weapon synchs terribly with SRMs. All you'll get out of that is a temptation to take damage before you're in your optimal range.
I run mine like this and it wrecks face (averages 537 damage and 3.57 KDR). Don't fear the XL, it allows you to twist and shield better (I almost always die to CT after being open everywhere). If you must have a STD, I'd do something like this.
Hi Terciel, what do you think for this mech a mix between LRMS and SRMS? Is it better to focus on one thing (long range / short range) or it could work?
Edited by invernomuto, 07 December 2016 - 04:56 AM.
#18
Posted 07 December 2016 - 06:50 AM
invernomuto, on 07 December 2016 - 02:28 AM, said:
Hi Terciel, what do you think for this mech a mix between LRMS and SRMS? Is it better to focus on one thing (long range / short range) or it could work?
Give it a bias to either side (either more SRMs or more LRMS) and spin it ?
Interesting idea anyhow, Invernomuto .
#19
Posted 07 December 2016 - 09:08 AM
invernomuto, on 07 December 2016 - 02:28 AM, said:
Hi Terciel, what do you think for this mech a mix between LRMS and SRMS? Is it better to focus on one thing (long range / short range) or it could work?
4x SRM6 with 3x LRM10 with a big XL engine would be interesting, if ultimately less effective than Tercel's splat build.
If you want to go full troll, try 7x LRM10 with Tag, 10 tons of ammo, and an XL350. Chainfire results in a non-stop stream of LRM10's, at least until you inevitably overheat.
#20
Posted 07 December 2016 - 09:12 AM
Crotch RockIt, on 07 December 2016 - 09:08 AM, said:
If you want to go full troll, try 7x LRM10 with Tag, 10 tons of ammo, and an XL350. Chainfire results in a non-stop stream of LRM10's, at least until you inevitably overheat.
I will post my build. I tried a full SRMs build BUT usually I was shot down before I get in contact with enemies. I did not tried with a big XL engine but with a STD one thought...
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