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nzguzzi Nov 28, 2018 @ 5:41pm
Cyclops, who is using in end game lance?
I am curious , is the group buff worth it on 100T mech lance?
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Showing 1-15 of 29 comments
Lack of Stuff Nov 28, 2018 @ 7:45pm 
Me and yes.
nzguzzi Nov 28, 2018 @ 8:59pm 
Originally posted by Lack of Stuff:
Me and yes.
I found it hard to kit it out, you have to spend a %$^& load of tonnage to get its armor up.
Then just load up on ML+++,
I am using it ATM, see how it goes.
It's my Gauss sniper..... so beautiful.... Decent movement, good armor... jumps... plus lance buff... pure awesome (no offense to the AWQ-8Q) goodness
Last edited by Mysterious Stranger; Nov 30, 2018 @ 9:01pm
nzguzzi Nov 30, 2018 @ 11:04pm 
Originally posted by Mysterious Stranger:
It's my Gauss sniper..... so beautiful.... Decent movement, good armor... jumps... plus lance buff... pure awesome (no offense to the AWQ-8Q) goodness
Yes, I am using it in my end game lance, I will try the gauss rifle.
Argonias Dec 1, 2018 @ 12:59am 
What buff does the Cyclops give?
Kereminde Dec 1, 2018 @ 1:11am 
+1 Initiative to all units on your side. It also stacks with Master Tactician and Vigilance. It's so unfair to OpFors who are all Assaults, as you can often reduce one or more targets' battle effectiveness before they get an action on the second battle turn. (First turn is still positioning and getting into target contact, for me.)

I use one, still tinkering with a good loadout though. It's a little difficult since you really don't want to use a 10Q on the frontline. Right now I swapped in a PPC and AC/10 with the existing LRM 10; it's not a lot of arsenal but the unit can now support from the back and the lack of significant armor doesn't quite hurt it.

Edit: This is only, reportedly, the CP-10-Q model. The CP-10-Z model does not have the computer but also has 7 missile hardpoints (!!) to play around with. A few people have said they load it with SRM 6s and go bowling.
Last edited by Kereminde; Dec 1, 2018 @ 1:12am
Lack of Stuff Dec 1, 2018 @ 1:16am 
Originally posted by Kereminde:

Edit: This is only, reportedly, the CP-10-Q model. The CP-10-Z model does not have the computer but also has 7 missile hardpoints (!!) to play around with. A few people have said they load it with SRM 6s and go bowling.

It's the opposite. The Q is the one with the 7 missile hardpoints and the Z has the battlecomputer.
nzguzzi Dec 1, 2018 @ 5:18am 
Originally posted by Kereminde:
+1 Initiative to all units on your side. It also stacks with Master Tactician and Vigilance. It's so unfair to OpFors who are all Assaults, as you can often reduce one or more targets' battle effectiveness before they get an action on the second battle turn. (First turn is still positioning and getting into target contact, for me.)

I use one, still tinkering with a good loadout though. It's a little difficult since you really don't want to use a 10Q on the frontline. Right now I swapped in a PPC and AC/10 with the existing LRM 10; it's not a lot of arsenal but the unit can now support from the back and the lack of significant armor doesn't quite hurt it.

Edit: This is only, reportedly, the CP-10-Q model. The CP-10-Z model does not have the computer but also has 7 missile hardpoints (!!) to play around with. A few people have said they load it with SRM 6s and go bowling.

I used all ML+++ and SRM to blow faces off, just dont send it out scouting or it draws aggro, have it jump Jet or sprint to flank then melt faces on called morale shots to the head.
Last edited by nzguzzi; Dec 1, 2018 @ 5:19am
Kenshi Wolf Dec 1, 2018 @ 5:30am 
The 10-Z which has the battle computer is definitely worth it to bring to an end game lance and is probably an ideal mech for your personal character as they are the commander.

the 10-Q which lacks this hardware, is probably not as useful, as all of your pilots should have personal assault mechs or just a general build you prefer with the mechs you gain (such as highlander 732b and the atlas 2, king crabs nad stalkers ect) But could be good if you're starting from scratch in career mode. My biggest issue with the 10-Q is it doesn't really stand out compared to other assault mech hard points like the banshee or the awesomes all energy and high support respectively, the stalkers LRM capacity or the King crabs default of two ac-20s.

Similarly i would recommend droping the AC 20 from the 10-Z and either building it around large laser/PPC long range direct fire support, or LRM 20+5 or higher in yrou missil points with ML for long range Indrect fire support, and max out the armor and just sheer the off weight from the legs. as the initiative bonus is a big help but you obviously need to keep the Cyclops from falling in order to maximize use. (I've got assault mechs moving on initivive phase 3 due to master tactition pilots + the cyclops battle computer so yes i would say without a doubt the 10-Z is worth it)
camerondegrey Jan 29, 2019 @ 2:41pm 
So the Cyclops 10-Z doesn't stack? thats crap. If I want to have four Cyclops that go round 5, but have crap for weapons that should be an option. It would be a bad decision, but it should be possible.

I ran two cyclops and only one battle computer is in effect. All mechs are turn 2. Thats not what the Battle Computer says it does... it says +1 initiative.
:WTF: Grendel Jan 29, 2019 @ 5:24pm 
Originally posted by camerondegrey:
So the Cyclops 10-Z doesn't stack? thats crap. If I want to have four Cyclops that go round 5, but have crap for weapons that should be an option. It would be a bad decision, but it should be possible.

I ran two cyclops and only one battle computer is in effect. All mechs are turn 2. Thats not what the Battle Computer says it does... it says +1 initiative.
there is such a thing as something called "game balancing" and I am sure this is one of those reasons among others in this, and other games.
wesnef Jan 29, 2019 @ 6:06pm 
I used it in my late-career lance. Equipped with an LRM20(+2dmg) and two LLas(+10dmg), and a multishot/breach pilot.

It's got no space in the head for a +Injury mod, so there's no way I'd equip it with short-range weapons and charge it forward. It hangs back and snipes.
Twelvefield Jan 29, 2019 @ 6:08pm 
I have six months left in my Career and I have yet to see Cyclops One. EDIT: I have the DLC installed. Just lousy luck.
Last edited by Twelvefield; Jan 29, 2019 @ 8:20pm
danko9696 Jan 29, 2019 @ 6:57pm 
Originally posted by camerondegrey:
So the Cyclops 10-Z doesn't stack? thats crap. If I want to have four Cyclops that go round 5, but have crap for weapons that should be an option. It would be a bad decision, but it should be possible.

I ran two cyclops and only one battle computer is in effect. All mechs are turn 2. Thats not what the Battle Computer says it does... it says +1 initiative.
It stacks with Master Tactician, which is exactly what I do. With that setup I'm at phase 3, same as meds. And even without it another extra -1 would be still nice but not at the cost of a lot of firepower.

And for the Cyclops-Q, IMO is garbage. It's like a Dragon/Quickdraw 2.0, too big of an engine for that weight that hinders a lot its firepower and the usage of its highly valued numerous missile hardpoints. Any other assault (besides perhaps the Banshee) would be a real beast with those 7 missile + 3 laser HP.
MortVent Jan 29, 2019 @ 6:59pm 
Flashpoint only mech, have to have the dlc

But I use them as my lrm mechs in back with either the + moral boost or the battle computer versions. They may not be stalker lrm boats, but with +++ lrm packs and their other bonuses they serve well enough.
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Date Posted: Nov 28, 2018 @ 5:41pm
Posts: 29