+1 Initiative to all units, stacking with MT, actually sounds overpowered to me, although I haven't had a chance to see once in action yet.
This! Everybody who doesn't know how powerful this is, hasn't a clue or is playing on story-mode.
+1 Initiative to all units, stacking with MT, actually sounds overpowered to me, although I haven't had a chance to see once in action yet.
This! Everybody who doesn't know how powerful this is, hasn't a clue or is playing on story-mode.
What about the CP-10-Q?
I'm not sure i get this version. Same tonnage as Highander 733p with 7 missle slots. The 773P i can load up with 2x 20LRM, 1x15LRM, ammo, heatskins and 2x MLs. The Q can't fit half of that with the same armour? Been a while since i played, may be i'm overlooking something?
It's not that bad. The bonus is a nice feature but if you know they have it you can work around it. Only one or two of my mechwarriors in the barracks even spec master tactician. I usually spec piloting more often than master tactician. (I do like to have it on my LRM unit, for early round cleanup of enemy mech that barely survived the last round)One thing I do want to say about the Cyclops is that while I love it in my lance, and it ended up being my first career mode assault, I'm not a fan of the enemy having 1-2 of them in endgame fights. Fortunately I've always had my own Cyclops to offset the advantage of theirs, but I can't imagine going up against some end-game missions without one right now. The idea of conceding absolute initiative control to the opfor is just too much.
With 6 SRM-6++'s (or 7x4's), the 10-Q is absolutely brutal.What about the CP-10-Q?
Its a permanent part of the unit, you cant lose it except temporarily. Just repair in the mechbay.Got one and it got absolutely wrecked in its first combat mission. To add insult to injury, it almost took my commander with it. Well , at least the battlecomputer seemed to be salvagable and was in my inventory afterwards..
Its a permanent part of the unit, you cant lose it except temporarily. Just repair in the mechbay.
Ah. I don't think thats intended behavior.The Cyclops was lost permanently. Cored. The battlecomputer showed up in my inventory afterwards. I was able to put it in a Kintaro instead.
ac5, srm6 and 2x medium lasers = 143 damage. Yeah that's very low, but how is that the "only thing you can put in it"? First off, even at maximum armor that still leaves a minimum of 4-5 tons of unallocated tonnage; and secondly when tonnage is an issue you should never bring an autocannon, that's a tonnage dump when you have spare, which is the opposite of the scenario faced by this 'Mech. If you want a close-range brawler with those medium lasers and SRMs, try 2x SRM6s and 6x medium lasers = 246 damage. Personally I think this 'Mech is best as an LRM20x2 boat, just chilling in the back while improving the initiative of the front-liners.if you want to max its armor the only thing you can put in it is a ac5, srm6 and 2 medium lasers, making it as powerful as your average shadow hawk
Personally I think this 'Mech is best as an LRM20x2 boat, just chilling in the back while improving the initiative of the front-liners.
the CP-10-Z is, in my opinion, useless, yes, i get +1 initiative but what good is it when im entering missions with 3 mechs? if you want to max its armor the only thing you can put in it is a ac5, srm6 and 2 medium lasers, making it as powerful as your average shadow hawk, if you want to have guns you better put expendable mechwarriors in it because it has 0 chance of actually finishing a mission