Post Your Favorite Cyclops Builds
#21
Posted 30 December 2016 - 01:03 AM
#22
Posted 30 December 2016 - 07:00 AM
DavidStarr, on 30 December 2016 - 12:28 AM, said:
What does that accomplish compared to 2+2? Or 3+1?
Stagger fire: firing weapon groups as close to .51 seconds apart to avoid ghost heat.
What overlapping groups accomplish is the largest fire group possible without incurring ghost heat. You don't always fire one group then the other. Sometimes the situation will allow one shot, you can maximize that shot (where with 2&2 you'll be leaving damage in the table).
#23
Posted 30 December 2016 - 10:29 AM
TercieI, on 30 December 2016 - 07:00 AM, said:
Sorry, I still don't get it. Take 3+1: you can fire both groups for max. alpha (and take some GH); you can fire just one group of 3 for quick burst; and you can fire the 1st group and then the 2nd 0.51 seconds after. What advantage does the 3+3 split between 4 lasers provide?
#24
Posted 30 December 2016 - 10:35 AM
DavidStarr, on 30 December 2016 - 10:29 AM, said:
You can pick to be left-heavy or right-heavy while firing 3. If you're at a corner, that's good.
Also, on a snap shot, you can get max damage without ghost heat on one button (that's why I don't like 2&2).
#26
Posted 30 December 2016 - 05:13 PM
http://mwo.smurfy-ne...e7f7c66d5fe10aa
It should do good. You can probably drop a ton of ammo for another DHS.
#27
Posted 30 December 2016 - 05:53 PM
Keshav Murali, on 30 December 2016 - 05:13 PM, said:
http://mwo.smurfy-ne...e7f7c66d5fe10aa
It should do good. You can probably drop a ton of ammo for another DHS.
5 tons of 20 ammo...I think I'd drop 1 and bump the engine. Another option is to drop the 20 to a 10 and embrace the speed. I actually tried it and didn't love it, which is part of how I ended up with gauss vomit.
#28
Posted 30 December 2016 - 09:26 PM
TercieI, on 30 December 2016 - 05:53 PM, said:
5 tons of 20 ammo...I think I'd drop 1 and bump the engine. Another option is to drop the 20 to a 10 and embrace the speed. I actually tried it and didn't love it, which is part of how I ended up with gauss vomit.
Right now my kdr is 1.21 in the Z with that build.
#29
Posted 31 December 2016 - 04:35 AM
It's perfect...
#30
Posted 31 December 2016 - 06:45 AM
#31
Posted 31 December 2016 - 07:25 AM
WhiteTiger32109, on 30 December 2016 - 09:26 PM, said:
Right now my kdr is 1.21 in the Z with that build.
I don't mean to be mean, but I'm not sure what that means because I don't know your baselines. A KDR under 2 makes me reconsider a build when solo leveling (based on extenuating factors). My 10-Z had a 2.33.
Also, I don't think the build is awful, I was just presenting some options. Do you ever really use five tons of 20 ammo? When you're that short-range, every bit of speed you can find is helpful.
Edited by TercieI, 31 December 2016 - 07:26 AM.
#33
Posted 01 January 2017 - 11:53 AM
Keshav Murali, on 29 December 2016 - 08:02 AM, said:
Just as an example, your 7SRM4+A Splatclops has all of 30% heat efficiency. If you drop down to a 325 and ~7kph, you will gain 6SRM6+A and 50% cooling efficiency.
Or you could XL390 and go all out, 40SRMs.
Just my 2 cents.
I like staying alive when I'm that close to the enemy . Also I'm perpetually spending Cbills, but I have some XL350 and 300 engines laying around...but no XL400. I do wanna try some max (or near max) engine cyclopses someday, because they'll move at like 90KPH and pack a serious amount of firepower. The issue of staying alive still stands though. I feel like the cyclops isn't really XL save either because of how easy it is to hit your side torsos.
Edit: And for a brawler, I don't feel comfortable going slower than 60, and 65 is a nice speed at least for me. For long range builds sure I could be convinced to drop the engine down, this mech isn't really a good sniper though because of it's annoying weapon locations.
white0Fox, on 30 December 2016 - 01:03 AM, said:
DEF Mauler. Better hitboxes, more guns, tougher, (but slower) Just overall better at dakka. The Cyclops has a few things going for it, but it also doesn't have insane quirks like the Mauler does.
Edited by Starbomber109, 01 January 2017 - 11:58 AM.
#34
Posted 01 January 2017 - 04:10 PM
Cyclops is like the T'bolt in that aspect. Highly underrated tank.
#35
Posted 02 January 2017 - 04:36 PM
Keshav Murali, on 01 January 2017 - 04:10 PM, said:
Cyclops is like the T'bolt in that aspect. Highly underrated tank.
I feel like the Cyclops is hard to shield, it reminds me of the rifleman there's a big "nose" that sticks out. Though, I do run close with it most of the time. I feel like in the cyclops I also take a lot of CT damage. Can someone get me a graphic of where the hit-boxes actually are? Maybe I missed something.
back to dakka, there's a big difference between 3x hardpoints and 5-6. Slepnir is good at most of the things the mauler does, but it's the only cyclops that outshines the maulers and Slepnir is a hero. The 11-A is decent enough though, but UAC dakka in general has gotten a lot worse and without anything to help your cooldown/Jam chance/Velocity on those guns you might as well have a banshee.
Edited by Starbomber109, 02 January 2017 - 04:38 PM.
#36
Posted 05 January 2017 - 06:09 AM
#39
Posted 05 January 2017 - 06:48 AM
DavidStarr, on 05 January 2017 - 06:24 AM, said:
Just so
Well, it's basically a bigger Black Widow, so it has the same basic options. And, to be fair, I don't really look for clever solutions when the straightforward ones are effective.
#40
Posted 07 January 2017 - 09:54 PM
Keshav Murali, on 30 December 2016 - 05:13 PM, said:
http://mwo.smurfy-ne...e7f7c66d5fe10aa
It should do good. You can probably drop a ton of ammo for another DHS.
I'll have to try this out, but it looks a little slow for my tastes...I'll let you know what happens.
On the topic of Slepnir: It's one of the few IS assault mechs that can do Dual Gauss Rifles.
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