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Post Your Favorite Cyclops Builds


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#41 Starbomber109

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Posted 08 January 2017 - 12:23 PM

Remember how I said I wanted to experiment with Max Engine cyclopses?

CP-10-Q <-this looks fun, but I'm not sure if it's actually good. The armor can be messed with I just tapped the 'max armor' button so modify to taste. I could probably drop the cases for artemis and more amo. That's honestly the biggest gripe I have with the 10-Q is that to supply all those launchers you have to take several tons of amo (literally like 12 tons or more) and it limits the space for other things. It's not as fast as the wubmaster, but it's certainly quick on it's feet.

#42 SlightlyMobileTurret

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Posted 08 January 2017 - 03:56 PM

1400 ammo? You're carrying close to twice as much as you need to.

#43 TercieI

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Posted 08 January 2017 - 03:57 PM

View PostStarbomber109, on 08 January 2017 - 12:23 PM, said:

Remember how I said I wanted to experiment with Max Engine cyclopses?

CP-10-Q <-this looks fun, but I'm not sure if it's actually good. The armor can be messed with I just tapped the 'max armor' button so modify to taste. I could probably drop the cases for artemis and more amo. That's honestly the biggest gripe I have with the 10-Q is that to supply all those launchers you have to take several tons of amo (literally like 12 tons or more) and it limits the space for other things. It's not as fast as the wubmaster, but it's certainly quick on it's feet.

View PostKeshav Murali, on 08 January 2017 - 03:56 PM, said:

1400 ammo? You're carrying close to twice as much as you need to.


Yeah. The rule of thumb is one ton per SRM 4 or 6, plus 1 more if you can fit it. That's just way too much ammo.

Edited by TercieI, 08 January 2017 - 07:08 PM.


#44 Starbomber109

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Posted 08 January 2017 - 10:57 PM

View PostTercieI, on 08 January 2017 - 03:57 PM, said:


Yeah. The rule of thumb is one ton per SRM 4 or 6, plus 1 more if you can fit it. That's just way too much ammo.

CP-10-Q<-Is this better? I found that gave me room for lasers and heat sinks, not sure if either one is worth it.

Edited by Starbomber109, 08 January 2017 - 10:58 PM.


#45 Spheroid

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Posted 09 January 2017 - 12:31 AM

The flamer and CASE are useless. Remove them for something more useful. Also you need not use all the missile hardpoints. A 400XL would allow you 6x ASRM4.

Just theory crafting. I only ran the LRM5 spam build on my 10Q. I didn't see the point as I already have the Archer-5W for splat.

#46 Starbomber109

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Posted 09 January 2017 - 10:10 PM

View PostSpheroid, on 09 January 2017 - 12:31 AM, said:

6x ASRM4.

Hmmm, I wonder what I would have to remove to upgrade them to 6's....but then I basically end up with one of the builds I already highlighted.

#47 TercieI

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Posted 10 January 2017 - 05:58 AM

View PostSpheroid, on 09 January 2017 - 12:31 AM, said:

The flamer and CASE are useless. Remove them for something more useful. Also you need not use all the missile hardpoints. A 400XL would allow you 6x ASRM4.

Just theory crafting. I only ran the LRM5 spam build on my 10Q. I didn't see the point as I already have the Archer-5W for splat.


Yeah, why trade out a mech with terrible hitboxes for one with good ones? That'd be silly. ;)

#48 oldradagast

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Posted 11 January 2017 - 04:23 AM

What would you folks consider the role of the Cyclops vs. the Mauler?

The Maulers generally are heavy dakka boats, though their side torsos are huge and tend to get blown off. They also lack any zombie capability, but their main weapon mounts (non-energy) are high-mounted.

Where does the Cyclops fit in? Better hitboxes? Better brawling? Something else?

Just curious - thanks!

#49 SlightlyMobileTurret

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Posted 11 January 2017 - 04:17 PM

The Cyclops is way faster, and less of a traditional assault. Better hitboxes and better brawling, yep. It kinda plays like a fat heavy with assault armour, and it works out well.

#50 NRP

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Posted 12 January 2017 - 08:26 AM

I think right now the Cyclops is better (i.e. more durable) than the Maulers. And the Cyclops can go faster if necessary.

#51 rook

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Posted 13 January 2017 - 08:12 AM

SLEIPNIR

I've done well with this.

#52 stalima

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Posted 17 January 2017 - 07:39 PM

I quite like this one:

CP-10-Q

#53 Boomer Harrison

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Posted 17 January 2017 - 09:54 PM

Hey all,

I'm addressing this message to the really hardcore tech/tactical gurus...

I seem to be seeing practically no interest at all from the community regarding the Cyclops CP-11-P...
Simply because I find Cyclopses to be GORGEOUS ********, I've mastered it, painted it, patterned it and badged mine and I've never done that before for any mech (even after my long-standing polygamous relationship with the quad UAC5 King crab and various Jager concubines)

Why the resentment over the CP-11-P? Isn't this ECM version simply awesome?? I'm a semi-casual player, so there might be some technical aspect I dont yet see about my 90-ton monster.

Loadout:
1x Gauss rifle, effective range 872 meters, 30 rounds
3x ERPPCs, effective range 972 meters
AMS w 1000 rounds
Command console
ECM
XL 340 engine, maxed out at 65kph

Only thing I'm dearly missing is a PPC velocity quirk, but I'm getting the hang of it...

So, in your opinion, what gives? So far, a truly horrible game in this build nets around 250-300 points of damage, average is 450-550, and all time high 1016pts on Grim Plexus...

#54 Starbomber109

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Posted 18 January 2017 - 04:51 AM

The 11-p drivers that I've seen are usually copying the Atlas DDC (less armor but faster) and it tends to work out. Your build reminds me of one I did on the 10-Z, for MAXIMUM SENSOR RANGE. (You can lock targets something like 1300m away.)

#55 TercieI

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Posted 18 January 2017 - 05:05 AM

View PostHelenoire, on 17 January 2017 - 09:54 PM, said:

Hey all,

I'm addressing this message to the really hardcore tech/tactical gurus...

I seem to be seeing practically no interest at all from the community regarding the Cyclops CP-11-P...
Simply because I find Cyclopses to be GORGEOUS ********, I've mastered it, painted it, patterned it and badged mine and I've never done that before for any mech (even after my long-standing polygamous relationship with the quad UAC5 King crab and various Jager concubines)

Why the resentment over the CP-11-P? Isn't this ECM version simply awesome?? I'm a semi-casual player, so there might be some technical aspect I dont yet see about my 90-ton monster.

Loadout:
1x Gauss rifle, effective range 872 meters, 30 rounds
3x ERPPCs, effective range 972 meters
AMS w 1000 rounds
Command console
ECM
XL 340 engine, maxed out at 65kph

Only thing I'm dearly missing is a PPC velocity quirk, but I'm getting the hang of it...

So, in your opinion, what gives? So far, a truly horrible game in this build nets around 250-300 points of damage, average is 450-550, and all time high 1016pts on Grim Plexus...


3ERPPCs is really awkward because of ghost heat. A couple PPCs and a couple 5s is probably the best build. As GMan noted, that's a decent heavy build. And that's it: Due to the ECM, the guns just don't add up to what they need to be for a 90-tonner. And ECM is just not that big of a deal against good players, so it's not worth being under armed for.

#56 SlightlyMobileTurret

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Posted 19 January 2017 - 05:37 AM

2UAC5 2PPC is also a really old HGN-733C build that used to be the terror of MWO. Hah. The days where an AC5 and 2PPC on a CTF with a kinda big STD engine was considered to be good.

And it's still decent on the HGN right now, but a MAD does it with far less weight, I'd suppose.

Edited by Keshav Murali, 19 January 2017 - 05:38 AM.


#57 DavidStarr

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Posted 24 January 2017 - 01:59 PM

CP-10-Z. I didn't expect to like this build, but so far I like it a lot. Does better than Sleipnir (or at least on par), and better than SRM CP-10-Q. Thoughts? Improvements?

#58 Starbomber109

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Posted 29 January 2017 - 02:36 PM

View PostDavidStarr, on 24 January 2017 - 01:59 PM, said:

CP-10-Z. I didn't expect to like this build, but so far I like it a lot. Does better than Sleipnir (or at least on par), and better than SRM CP-10-Q. Thoughts? Improvements?

That's just....strange. If it were me I'd probably use an SRM launcher SOMEWHERE, How does it play? I'm really curious as to how this build is effective because it doesn't look like it would be. LRMs don't usually play well with an AC20.

#59 VitriolicViolet

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Posted 29 January 2017 - 05:05 PM

CP-11-P 'Monocle' http://mwo.smurfy-ne...71f6c6fbe3aac56
4x MPL, 2x LBX10, 2x SRM4, ECM, BAP, STD 285. Only downside is its a little hot otherwise good up close

CP-10-Z 'Photon Mary' http://mwo.smurfy-ne...b9056c402c40db8
6x ML, 1x AC20, STD 360. Moves really fast (69) , hits quite hard and isnt too hot.

CP-11-A-DC 'Cavalier' http://mwo.smurfy-ne...7d0ed47ac7eaef2
2x AMS, 2x MPL, 1x MG, 1x AC10, 4x SRM4, STD 325. Good all rounder, fairly fast and cool and twin AMS. 4 SRM4s hit hard too.

They are the three i use the most, i have the CP-10-Q and CP-11-A but dont use them as much

#60 DavidStarr

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Posted 01 February 2017 - 01:16 PM

View PostStarbomber109, on 29 January 2017 - 02:36 PM, said:

LRMs don't usually play well with an AC20.

Not usually, no.
Stick with the team, with your assault lance. preferably be on the second line but not too far out. Use LRMs whenever possible (preferably on the designated team focus target), put the AC/20 to use whenever possible but don't rush to the first line just to take that shot. That's about it.

I've also tried this build, recommended by Snuggles, I think. This is the build I bought 10-Z for, but it's terrible. Just awfully hot, fragile, and not very powerful in terms of offensive capabilities. Meh.

P. S. Tried SRM 10-Q, too. While it's fun to splat someone in the face, getting there in one piece and putting out enough damage throughout the game is challenging at best. It's a weak build. Unlike 6xALRM10, that one is a beast.

Edited by DavidStarr, 01 February 2017 - 01:17 PM.






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