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Then just load up on ML+++,
I am using it ATM, see how it goes.
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.
It's the opposite. The Q is the one with the 7 missile hardpoints and the Z has the battlecomputer.
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.
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)
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'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.
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.
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.