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Member Review - Rudel Gurken : 04-Apr-2019 16:52 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.00 |
| Comment: |
Though still not really equipped with heavy firepower this Cyclops carries some serious armor while still using a standard engine. But it has a really big flaw. When getting an ammo hit it will survive due to its CASE but if the RT is destroyed because of that it will loose all its weapons. All the ammo is stored there and the only energy weapons are placed in its right arm. I never understand why both of the Cyclops lasers were put into one arm since 3050 but in this model they just had to be placed into the left arm. |
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Member Review - House Calderon 1 : 13-Jul-2006 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
2.50 |
| Comment: |
Now this is a really nice Assault mech. It has lots of firepower, great armor, and excellent heat dissipation capability. If you manage to get to and remain at the magic range of 7 hexes, based upon the LRM's and minimum ranges, and then were able to hit with all weapons (assume the average die roll of a 7 for the LRM) you could do a whopping 39 points of damage in a single salvo! It can only be maintained for a maximum of 12 rounds due to the LRM ammo limits, and it trails off the longer you go into a battle so that if, IF, you fired (STreak locks acquired) every consecutive round after 25 you would be down to the ERML's and 10 pooipnts of damage max. Realistically no battle will last that long, but campaigns can. Still this is one of the BEST of the Cyclops designs that I have seen.
OK, now for the biggest strike against it. If, again I say iIF, your opponent is fortunate enough to breach your armor and hit the ammo bin....
YOU ARE OUT OF WEAPONS ENTIRELY!
This is a monter, but even using CASE to help protect you, the right side of the machine drops off leaving you with a ammo-less LRM and Streak 4 rack. This mech is then down to one fist or one kick each turn at the best. Not that you can ignore that damage, it will hurt in short order, but it can't catch or evade faster mechs and is unlikely to bring down equal or slower ones either.
If the Missile weapons ammo bay was on the left torso, and the ERML's were on the left arm, CT or even Head mounted, taking out only the missiles or the Gauss by taking off a side it would be better and rate a 4.0 or higher in my book. The loss of ALL weapons is what drags it down to 50% for me. But, that's just me.
Remember this though....
IT is a stock canon design! It therefore was intentionally built with flaws! This is it! |
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Member Review - bladewind : 19-Jun-2005 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
4.00 |
| Comment: |
Much better than the 12k. This mech actually has some armor to speak of as opposed to being almost naked.
If i had a choice though, i would lose the LRM-10 for an ERPPC. This makes the mech much less ammo dependent and stops it from being helpless at range once the gauss rifle is out of ammo. An added bonus would be less chance of an ammo explosion of course.
The extra free ton then can be used for more DHS (not really needed if you bracket fire) or more gauss ammo, another laser or more armor ??? Its your call. |
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Member Review - DarkAdder : 03-Apr-2004 00:00 |
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0 out of 0 users (0.00%) have found this review useful
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| Rating: |
3.50 |
| Comment: |
Now heres a mod I can sink my teeth into. The gauss rifle and LRMs make a nice one-two ranged punch, while the Streaks and ER mediums compliment each other nicely.
The speed is alright for its weight, and the armor is superb. The DHS are alright for the weapons load, as the gauss rifle runs cool and the Streaks wont fire without a lock.
All in all, a good mech. |
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