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The new Cyclops is pretty bad. At max armor it has only 12t-13t for weapons. Unless you build something very specialised (like 3x Inferno), it will have pretty pathetic firepower (for an assault mech).
I didn't try, if the Marauder + Cyclops buffs stack or not, but at least for my taste it seems not worth it.
 
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In all honesty, these are pretty good Hardpoints. The problem is really just the extremely limited tonnage on that mech.
 
Last edited:
Find the new Cyclops already very strong in combination with a Marauder.
Replaces values technically Bulwark for most pilots.
And Bulwark pilots take only 1 point dmg of LSR in woods.

I added my with an ECM, as well as 2 ER M-Laser, 3 ML Laser and one TAG. Doesn't make much dmg, but it is the center of my lance.

With a Marauder, Black Knight 6b and a Warhammer 7a you have an extremely powerful and fast late game lance, that can take and do a lot of dmg.

I like it.
 
Find the new Cyclops already very strong in combination with a Marauder.
Replaces values technically Bulwark for most pilots.
And Bulwark pilots take only 1 point dmg of LSR in woods.

I added my with an ECM, as well as 2 ER M-Laser, 3 ML Laser and one TAG. Doesn't make much dmg, but it is the center of my lance.

With a Marauder, Black Knight 6b and a Warhammer 7a you have an extremely powerful and fast late game lance, that can take and do a lot of dmg.

I like it.
It doesn't replace Bulwark, the damage reduction is not additive like cover/bulwark/brace but stack multiplicatively. A bulwarked mech in cover having + Marauder + C-HQ quirks will take 1.94 dmg from a LRM missile, not 1.

Pairing the HQ with a heavy already having damage reduction I think is not only not very strong but a particularly bad combination. Because the Marauder doesn't benefit as much from the improved init as an assault and also doesn't benefit as much from the damage reduction as other mechs.

A dependable support mech like a BSK LRM boat would be a much better fit. Now you can have a mech which can deal with vehicles (any vehicle) on its own without PS and it is very durable, vehicles for which you'd need to use PS with your Marauder to secure the kill.
 
The new Cyclops is pretty bad. At max armor it has only 12t-13t for weapons. Unless you build something very specialised (like 3x Inferno), it will have pretty pathetic firepower (for an assault mech).
I didn't try, if the Marauder + Cyclops buffs stack or not, but at least for my taste it seems not worth it.

While I agree that the Cyclops HQ doesn't seem worth it to field, a few thoughts.

a. It is a tremendous mistake to try and max the armor on the HQ.

b. it's aura buffs look really good, a boost to initiative, accuracy *and* DR - but is that significantly better than the Cyclops that only provided the initiative bump?

c. The Cyclops in general has always been better vs opposition of many lighter and faster mechs and the HQ really doubles down on that with the accuracy boost.

d. The Marauder already has a DR buff, and in general is an all round better mech, in a world where you don't have a Marauder available, I would take at least a second look at the Cyclops HQ.

e. I can see this mech being far better for the opposition with 8-12 mechs on the field instead of being a staple in our single lance.

f. If you snagged this really early on, the accuracy boost and other buffs have far more value than late game where the lack of firepower & armor becomes more of an issue. To put it differently - if this somehow showed up in your opening lance, it would be the best mech in the game.

g. Lance construction. It is possible that a world exists where your 4th mech doesn't get to do too much because your other 3 are decimating the opposition and your positioning tactics are on point - it might be worth considering adding one of the Cyclops mechs (HQ or just the battle computer one)

h. Hardpoints, I would lean towards running 20-30 LRM tubes with some Medium Lasers as backup.
 
It doesn't replace Bulwark, the damage reduction is not additive like cover/bulwark/brace but stack multiplicatively. A bulwarked mech in cover having + Marauder + C-HQ quirks will take 1.94 dmg from a LRM missile, not 1.

Wait, so paring a Marauder with a Cyclops HQ means your lance takes almost twice as much damage than normal? That can't be right can it? If that is how it works that has to be a bug.
 
Wait, so paring a Marauder with a Cyclops HQ means your lance takes almost twice as much damage than normal? That can't be right can it? If that is how it works that has to be a bug.
LRM damage against a bulwarked mech in cover (40% DR) is 4 x 0.6 = 2.4 dmg. With M3R+HQ quirks is 4 x 0.6 x 0.9 x 0.9 = 1.94 dmg. And it is in the UI but internally damage is not rounded down, so in the last case you're not taking 1 dmg but 1.94 dmg.
 
I've tried both versions of the Cyclops, and I still hate them both. I just can not find a build that makes them useful, they just have too much engine.

The only build I have found usable is to load it with MLs and SRMs an use it as a close range brawler, since its speed will let it close the range. Trouble is, you either have to give up firepower or armor, or just have it run too hot.

Granted I'm biased. I did not like the Cyclops in TT either, so its probably natural that I wouldn't like it in this game.
 
I have once tried the HQ version of the Cyclops. I mean, the idea is nice, giving a +1 bonus to hit to all lancemates, combined with +1 initiative and 10% damage reduction, that's pretty strong. But it's use is somewhat limited by the massive reduction in firepower you have to take. Maybe for the training day missions it could be useful, but I think you are better off just putting your most powerful assault or a MAD on the line with a bulwark pilot, and effectively solo these.
Does the 10% DR stack with the MAD? Haven't tried this, but maybe that would give the HQ some use for TA missions, where you can utilize mobility and DR over firepower.

Before I modded my game heavily, the Cyclops 10Z with it's initiative boost had an almost fixed slot in my lance setup, with maxed armor and JJs, almost no firepower, just some MLs and SRMs. I used it as a jump-brace spotter and damage-sponge. Can't do that with the HQ version, because 8 tons for the advanced command mod is almost all the tonnage the 10Z has left for weapons ;D
 
Does the 10% DR stack with the MAD? Haven't tried this, but maybe that would give the HQ some use for TA missions, where you can utilize mobility and DR over firepower.
I already answered that before. It stacks but it is multiplicative. A 10% DR from the M3R/HQ has not the same quality as if it worked like cover/BW/brace. If it was, in the example above, instead of 1.94 dmg you'd take 4 x (1 - 0.4 - 0.1 - 0.1) = 4 x 0.4 = 1.6 dmg, instead of the actual 1.94 dmg. Still, that's not to say it is negligible (compared to 2.4 without M3R/HQ) but imo doesn't worth the sacrifice. Like a said before, I proper LRM boat can kill one vehicle per turn without PS. And also with a relatively mobile mech such as a Marauder, Warhammer or Grasshopper you already act before most assaults and (heavier) vehicles by default. What the Cyclops benefit more are not the faster mechs but the slower ones with very high firepower and without Bulwark.
 
I already answered that before. It stacks but it is multiplicative. A 10% DR from the M3R/HQ has not the same quality as if it worked like cover/BW/brace. If it was, in the example above, instead of 1.94 dmg you'd take 4 x (1 - 0.4 - 0.1 - 0.1) = 4 x 0.4 = 1.6 dmg, instead of the actual 1.94 dmg. Still, that's not to say it is negligible (compared to 2.4 without M3R/HQ) but imo doesn't worth the sacrifice. Like a said before, I proper LRM boat can kill one vehicle per turn without PS. And also with a relatively mobile mech such as a Marauder, Warhammer or Grasshopper you already act before most assaults and (heavier) vehicles by default. What the Cyclops benefit more are not the faster mechs but the slower ones with very high firepower and without Bulwark.
Actually the two bonus from CP-HQ and MAD seem to stack additive. Tried it out with both Mechs out - got hit by a regular AC20 and took 80 dmg, instead of 81 if the bonus were multiplicative. Not that it would make a huge difference.