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I think this is the first time where I go out of my way to play a mech because I love its camo so much. The CP-11-A is certainly not the best variant but its aesthetics are just so disturbingly satisfying. I actually hardcore dig the look of the mech in general - particularly when you place the massive eyeball decal over the cockpit, but also in general I enjoy the simplistic camo pattern.

Thankfully, superficial allure isn't the only thing this mech has going for it. I actually have had quite a bit of fun in this grotesque beauty, with a few unique builds and a few meta-clones, many of which work well. I actually think that the Cyclops is in a pretty well-balanced place; strong enough to be a factor, but not strong enough to bring on p2w accusations. It is kind of a bummer that the most meta-friendly variant is the Hero mech and thus behind a (steeper) paywall, but it's not particularly special as long as the MAL-1P is in the game. And the most interesting variant is in the base pack, so I'm not mad.

The quirks have been lowballed, as is the pattern (one I don't particularly mind, but opinions differ). Generic weapon quirks are very limited, and most of the best builds really don't benefit much from them. There are some nice acceleration quirks, but in general the mech can feel a bit clumsy to me due to its limited torso twist on most variants. Structure quirks beat out the Mauler (its most direct competitor) by a bit, but they're not nearly enough to make the mech a tank...not that there's anything wrong with that.

Overall, I've just been having fun with it. No real glaring issues, and a few things to love.

Builds

CP-11-A

This is the base variant, meaning that it's the only one that can get the awesome-cool camo. It's also one of the less interesting variants from a build perspective, but there are a few options that run well on it. So far, I've had the most pleasant experience with this setup:



It's really not that great and it lacks in power (I really wanted 2 PPCs but it felt so sluggish), but so far it has brought me the most reliably good results and most fun. Alternatives include using SRM4s and switching to a double UAC setup, but both of those ended up underwhelming me.

CP-11-Q

This is the magic variant; the freshest of the bunch, with some hilariously enjoyable games already under its belt. And again, there are several ways to run it, but here's my favorite:



The XL is a definite risk, but I just can't stand "slow" brawlers - even the Spirit Bear is a bit sluggish for my taste. And so is this, but it's close enough for me to love it. But there are a few alternatives that use STD engines well enough, like the 7x6 (which can be done with artemis'd 4s as well) or 6x6A.

CP-10-Z

The last of the base variants, this one is a mini-Boar's Head, with almost identical hardpoints. And you can build it just like a traditional Boar's Head build, but I went with something a bit longer-ranged.



The XL with a Gauss Rifle is super risky, but I wasn't having much luck with it at lower speeds. If it's not suiting your style, more traditional options work well too.

CP-11-A-DC

It's not the best of these variants, but it definitely has a soft spot in my heart. And that's because it runs one of my favorite brawling builds in the game:



It gets hot and it's slow and it's squish and the ammo isn't great. But it is absolutely brutal in a brawl. I love this build because if you stick cooldown and range modules on the SRM4s, the cooldowns sync up almost perfectly, and the range on these weapons make it so that you can actually trade a bit outside of a brawl. It can be risky, but it's lovely to play (for me, at least).

CP-11-P

The ECM is definitely nice, but it's not a huge deal. Still, you get the occasional free poke off the back of it and there are a lot of LRMs going around these days.



It's a really simple build, used by many other mechs (usually heavies...), but it still works here. I really wish this variant had much better torso twist, though.

Sleipnir

This is the best variant, and it fits into the meta particularly well too. But its competition has better hardpoints and/or better quirks, so it ends up being sub-optimal in my book. Still great, though.



I waffle back and forth on the matter of the head laser. On the one hand, slapping a medium on there is cool and looks awesome. On the other hand...it's slightly slower or carries less ammo. I like to go fast, and your damage tends to be limited more by ammo and speed than anything else.

Verdict

It's a solid mech that will probably land somewhere in lower Tier 2. I've had some great games in it, but it's certainly no Kodiak, and I've had a couple bad games in it as well.

The Sleipnir is easily the best variant, but the CP-11-Q has that really special SRM niche that might keep it relevant in the future. All the rest are good, but none of them particularly stand out to me.

The most direct competition to the Cyclops is, of course, the Mauler. Not only is the best Cyclops variant a clone of a dakka Mauler build, many of the others have incredibly similar hardpoint layouts. In fact, the only particularly unique variant is the CP-11-Q, though to a lesser extent the CP-11-P and CP-11-A have some uniqueness going for them. On the whole, though, I do end up giving the edge to the Mauler for its quirks, and just because the MAL-MX90 is unrivaled by IS dakka.

That being said, the Cyclops does manage to feel substantially different to me, and I'm pretty pleased. It's a good mech, even if it's not great, and I like it.

Scores

Off: 8
Def: 7
Mob: 5
Fun: 7
OVR: 6.75

For what it's worth, I know these scores are silly, subjective, and just about irrelevant. Just kinda feels good to put abstract concepts into numerical form. Tickles part of my brain.



GMan129 is an officer of the Steel Jaguar competitive team, he is the owner of and writer for MetaMechs, and he does some writing for NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider checking out his Patreon!

Now that we already have the Kodiak to represent maximum breakage and the Highlander IIC to exemplify missed potential, it seems like a good time to introduce a reasonable Clan Assault nonmnimech (it's a fun word to say).

I've gotta be honest, I'm having a hard time getting all that excited about this particular mech. When theorycrafting the builds, I started out kind of pumped, but each build ended with me thinking "man...this works way better on the Kodiak". Which is not a good feeling, but it's one that I expect I'll have to get used to for future assault mechs. Though it's worth noting that this is the first jumpjet-capable 85-tonner in the game, so...yay!

It's also worth noting that we have a return of the "early adopter variant" thing. Which I'm hoping is just for this pack. But the version of it that we see here really doesn't bother me, because its hardpoints are just straight-up worse than those of the base variant. I'm actually not even gonna mention it while discussing builds. But knowing PGI, it will be quirked to all hell and be the best variant.

But it's not all doom and gloom. It seems like it should be balanced - maybe on the strong side but the Kodiak's existence prevents it from being OP, and it has enough else going for it to keep it from being weak. There are also plenty of Marauder-lovers out there (Russ cited 25,000 package owners), so I imagine at least some of those will be happy about the IIC. Personally, I was never big on the Marauder, but I'm not mad at it.

Builds

MAD-IIC

  • Endo, Standard Armor (65 per leg, max elsewhere), XL375 (76.8KPH)
  • 2x cLPL
  • 6x cERML
  • 28 DHS, TC2
Starting off super-simple, with a high-alpha high-speed laser vomit build. It's nothing new, but it is at least a powerful iteration of the build, with better speed than the Kodiak and more heatsinks than the Timber Wolf. The MAD-IIC-8 runs something very similar, but less impressive.

MAD-IIC-A

  • Endo, Ferro (68 per leg, max elsewhere), XL365 (74.8KPH)
  • 3x cUAC/5 with 8.5 tons of ammo
  • 4x cERML
  • 18 DHS, TC1
This variant in general is identical to the MAD-3R in terms of hardpoints, but clantech is a hell of a drug. Instead of only being able to fit 3 regular AC/5s with a STD engine, you can do 3 UAC/5s with an XL. Which is just insane. And I'm sure it'll be great. Though I'm already thinking of replacements for the lasers - PPCs maybe?

MAD-IIC-B

  • Endo, Ferro (59 per leg, 17 on head, max elsewhere), XL375 (76.8KPH), 2 JJs
  • 4x cLPL (in arms)
  • 24 DHS, TC1
Again, the hardpoints are full-on lifted from the MAD-5D, and it's the lamest variant by a mile (note: the MAD-IIC-8 does not count as a variant, at least not until quirks). The build's not bad, and there are other similarly not-bad builds, but there's nothing revelatory here eitther.

MAD-IIC-C

  • Endo, Ferro (59 per leg, 17 on head, max elsewhere), XL370 (75.8KPH), 1 JJ
  • 2x cUAC/10 with 6 tons of ammo
  • 5x cERML
  • 19 DHS, TC1
And this variant's a dupe of the MAD-5M, so I'm happy with it. It won't be wildly powerful, but UAC10s are still great and the lasers, while hot, will add a lot to it.

MAD-IIC-D

  • Endo, Ferro (68 per leg, max elsewhere), XL340 (69.7KPH), ECM
  • 2x Gauss with 5.5 tons of ammo
  • cERPPC
  • cMPL
  • 11 DHS, TC7
This is the first big departure from the original Marauder hardpoints, more resembling the Warhawk really. The ECM and hardpoints all give it a lot of potential, but that engine cap...man. It's just gross. So gross that I threw in a TC7, cuz why not. So much extra tonnage.

Scorch

  • Endo, Ferro (68 per leg, max elsewhere), XL360 (73.8KPH)
  • 2x Gauss with 4.5 tons of ammo
  • 2x cLPL
  • 12 DHS, TC1
I think the Hero's probably gonna be the best. It's not a certainty (the MAD-IIC-A looks pretty sweet) but this variant seems like it ticks enough boxes to be a bit too strong. And you can swap the lasers for PPCs (though I'd drop the engine down for heat sinks in that case). Or you can do some sweet missile builds...

Value Assessment

I think that you could get only the $20 pack without feeling like you missed out - the base variant can do some great laser vomit and the IIC-A looks pretty fun as well. But both of the variants in the reinforcement pack look really sweet, and the hero has so many builds available that make me really quite concerned about it being the strongest of the bunch. If there's anything you're really excited about, go for it, but don't feel obligated (and you can always upgrade later).

Predictions

It's going to be a slightly better Warhawk. The hitboxes will be better, the hardpoints will be better, the mount locations will be better. The only place where it will be worse is probably going to be quirks, which I expect to be minimal.

As such, I'm predicting that it'll land somewhere in Tier 2 - probably on the low side. The Kodiak'd obsolescence is just too strong.



GMan129 is an officer of the Steel Jaguar competitive team, he is the owner of and writer for MetaMechs, and he does some writing for NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider checking out his Patreon!

<a href="http://youtu.be/TCRU80-PrX0" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/TCRU80-PrX0</a>

It's not the most unique mech ever, with easy comparisons to the Cicada, Ice Ferret, and Phoenix Hawk, but there are also a few weird things about it that I want to talk about.

Let’s start with the positive weird things. It's a unique-looking mech. I love unique-looking mechs. There is absolutely some stuff in common with the Crab and a couple other mechs too, but there are more than enough distinguishing features that make it easy to tell what you're looking at. And I don't mind its aesthetics either - it's not the badass that we see in the Cyclops or Huntsman, but it's a funny lookin' mech and that's cool with me. Seriously, you take the actuators off this thing and it looks absolutely ridiculous. I love it.

And I like how many hardpoints it has. Not nearly enough tonnage to use them, sure, but there are some really wacky builds that you can do: 11 ER Smalls (or flamers if you're touched) can be a fun option, and I like options. And having a lot of hardpoints means that you have more options on how to use them – I can do 6 energy on either side without a problem. Beautiful.

But not all of the weird stuff is stuff that I like. Most of it, I have mixed feelings about. And the biggest "mixed feelings" thing I get is putting weapon quirks on the set-of-8 omnipod bonuses. Because I think I see what they were getting at, I can see a few reasons why this absolutely makes sense. First off, it takes a big tool away from min-maxing tryhards like me, forcing us to make a substantive decision between abusing the omnipod system for optimal hardpoints or for optimal quirks. Second, it appeases people that want stock mechs to be...if not good, at least realistic. Not a position I agree with, but some people have it, and PGI has supported it with quirks in the past, so whatever.

And...this might be a bit specific to my experience with this stuff, but have you ever gone to Smurfy to look at clan omnipod quirks and tried to figure out exactly the right combinations for optimal quirks? Have you then repeated the process 3 times that week because you didn't trust that you did it perfectly the first time, and then done the whole process again a month later when the quirks changed for a dozen clan mechs? And it's not like I'm complaining; the end result does feel good, like the feeling of a freshly dusted computer, but getting to that point means lots of tedium, discomfort, and sneezing. And if PGI wants to simplify that process, I can't complain.

Except I'm an internet commenter, so I'm going to complain anyways! Alright, remember how I said the set-of-8 weapon quirks would "force us to make a substantive decision"? Unfortunately, it doesn't quite work out that way. It ends up being a simple question of "can I run a good build on this variant without swapping out omnipods?" If it's a yes, and the set-of-8 quirks are good, you're set. Just run that, you'll have a good time. If it's a no...then you're just back to abusing the omnipod system for 11 energy hardpoints on a mech with 8.5 tons of pod space because the only time you don't feel cold inside is when you're overheating in game. Except now, you're doing this with gimped quirks, on a mech that started out gimped, so it doesn’t feel quite as good. It is worth noting, however, that the VPR-D actually has set-of-2 bonuses rather than set-of-8, so you can slap those legs on and get those sweet energy cooldown and XP quirks. This is getting patched out. Thanks jojoxy for the heads up.

I also don't like the idea of taking a tool away from tryhards like me, because I am a tryhard like me. I want my mech to be better than your mech, and I want that to be because I know more about building mechs.

And I think that another issue that really held it back is the complete lack of structure quirks, and the anemic nature of its agility and weapon quirks. If these set-of-8 bonuses were in addition to equivalent bonuses from just the CT and then like a 25% or 50% structure boost, it wouldn’t be a huge deal at all. Or maybe it would, but it would be more of a discussion than just a thing that I’m sad about.

That being said, I will never be disappointed about a mech being bad at release. Underquirked, undergunned, whatever, I don’t care. If a mech isn’t an outlier on the upper end of the spectrum, that means it does not threaten the game’s balance, which means that I (as a balance fetishist) am a happy camper. It is much healthier for these paywalled mechs to be weak on release and buffed later than it is for them to be strong on release and nerfed later. Obviously we all want them to be perfectly balanced always, but, come on. That’s not gonna happen.

But while we’re on the topic of pay-to-win-style-shenanigans, I’ve got to talk about the Medusa hero mech. The first Clan hero mech. The one that will set the tone for all other Clan hero mechs. And while the Viper chassis in general is not strong enough for any of its variants to be pay-to-win, this is one of the most egregious examples of pay-to-optimize that we’ve had, made worse by the fact that it is going to be a permanent paywall. And this is the precedent it sets – not only does it have the absolute best arm omnipods for the Viper in general, it has by far the best set-of-8 quirks. So it’s double pay-to-optimize, and we have these warning signs that the other Clan heroes will have similar pay-to-optimize issues. So what we have is Russ at a townhall saying “we were super hesitant about clan heroes because of the risk it poses to balance and pay-to-win issues” and then we get 4 clan heroes in a row, which all have potentially important unique omnipods.

And it seems like a really weird phenomenon to me. Like, is there another game where you can take a character which is weak…spend money…and it gets a bit better? But still not better than other characters? It’s just bizarre to me, but I don’t like it. I can’t quite articulate why, but it feels bad. Maybe part of it is because I know that there is going to be a mech to do this that isn’t the Viper, that’s actually good without those extra sweet omnipods. And I know it’s going to be a problem then. Like can you imagine if you could spend 15 bucks and upgrade one of the KDK-3’s side torsos to have 3 ballistics instead of 2? That would be insane.

I think that the set-of-8 quirks also is in part to try to check those issues, so you can't slap Hero omnipods on and get great quirks on omnipods without making sacrifices...but for some reason it still has the best set-of-8 quirks.

I think I’ve rambled long enough though, so let’s talk about those builds, baby!

Builds

Build 1: Laser Vomit



This is my favorite build for a few reasons. First of all, it's gotten me the best results. Just straight-up, I've felt more useful in this build than in any of the others.

It also is the best fit for the Viper, in my opinion. Ideally, I'd want the crazy small laser or small pulse builds to be the "best fits", but this thing's just too squishy to play those reliably. Sure you can do good in them, but you can also die really, really fast. But this has the range and firepower to do what it needs to do without dying.

And, perhaps my favorite reason, all you need to run this is the base pack. And that makes me very happy.

You can also do this Medium Pulse version, but I felt the range was still a bit too short to be good.

Build 2: Small Pulse



It feels gross to have 0.36 extra tons, but damnit, this is the best way to run the build. The 10% range and 5% heat gen are just too valuable, and it gets all these other great quirks on top of that. I don't like how arm-mounted it is, but...sometimes you just gotta make your peace with these things. Or do something weird like this, if you want.

Build 3: ER Smalls



This is absolutely my top pick for the silly factor. It's kind of like a laser version of the 6x6 JR7-IIC, but way less devastating. Still, it's an entertaining concept, even if it's not that great in practice.

Build 4: SRMs



I'm not a fan of this - there's a reason we boat energy weapons on mechs with minimal pod space - but I'm not mad at it either. Could be a nice change of pace.

Miscellaneous Musings

The jumpjets are crazy. Like, I would be happy if I could remove jumpjets without even getting the tonnage back (though that would be silly). For one thing, they will just completely prevent you from dissipating heat while being used, which I hate. But also, I've experienced many more of those glitchy things where you get thrown way up in the air if your feet just catch a ledge, and they can be particularly deadly in this mech. Maybe it's just going to take some getting used to, but the mech feels super floaty in a lack-of-control sort of way.

It also feels huge. Usually, lights and other mechs that go at similar speeds are very resistant to LRMs, and drag many of them into the ground, or the spread is so wide that many miss. This thing gets absolutely obliterated by them. Though it gets obliterated by pretty much everything, so maybe that's not entirely fair to specify.

Scores

Off: 4
Def: 2
Mob: 9
Fun: 6
OVR: 5.25

For what it's worth, I know these scores are silly, subjective, and just about irrelevant. Just kinda feels good to put abstract concepts into numerical form. Tickles part of my brain.



GMan129 is an officer of the Steel Jaguar competitive team, he is the owner of and writer for MetaMechs, and he does some writing for NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider checking out his Patreon!

The Linebacker

It's cool that PGI is trying alternative methods of stirring up hype, but man, I wish they'd saved it for something like the Mad Cat MK II - as far as I know, the Linebacker isn't particularly special in lore, TT, or previous MW games. That being said, I do love the way it looks - it looks to have a unique profile and I think that pixel skin looks sweet as hell.

I think a lot of people are concerned over how it's not gonna be a great mech, but that's not something that anyone should be disappointed in a pre-order mech for. We want these things to be close to average (AKA "balanced"), and we don't want another Kodiak (though I am a bit fearful of the Night Gyr). But it is true that it probably won't be great - it runs at the same speed as the Stormcrow with 2 less free tons despite being 10 tons heavier. You can strip both arms and drop the legs by 8 points of armor each to even up the free tonnage between the two, but there are very few builds that can be optimized for that.

But what's more important, and what I (and many others) remain disappointed in is the way the hardpoints/omnipods are distributed across the variants. Once again, in order to run the best builds possible on the mech, you will need to pick up both the reinforcement and hero add-on packs, which is just annoying. It's happened a few times in the past and I've always said "I hope this doesn't become a pattern", but I think it has. It's not like PGI plans it that way (I can easily see how it would develop organically), but there are ways to avoid this issue, which I implore PGI to look into.

The simplest thing to do is just to make it so that buying the base pack gives you the basic variant of the chassis (with or without the special status depending on if you spent $20 or $40), and then it allows you to choose two of the four remaining C-Bill variants. I know that this would require extra work, maybe a significant amount, but...it would be an improvement in the package system that you're so dedicated to. It doesn't solve the issue of Hero omnipods, but I feel like that's a whole other issue.

But enough of that, let's get on to the fun stuff!

Builds

Laser Vomit

  • Armor: 28 in one arm, 2 in the other, 56 per leg, max elsewhere
  • cLPL in either side torso
  • 5x cERML across the side torsos
  • 20 DHS, TC1
This is the most basic build I'm looking at for this mech, with some variations that use 2 cLPLs and a few cERMLs, or even smalls. It's not a very exciting build, and other heavies do this sort of thing way better, but it'll certainly be serviceable.

Unfortunately, in order to run it optimally, you need the Hero and Reinforcement add-ons. But you can run it almost as well with just one or the other, and it can still be done with the base pack, but with larger sacrifices (at least a heat sink).

Wubs

  • Armor: 24 in one arm, 2 in the other, 58 per leg, max elsewhere
  • 6x cMPL split across side torsos
  • 19 DHS, TC1
This is much more exciting, and a bit more appropriate for a mech whose redeeming trait is speed. I love this build for the Stormcrow, and while you actually lose a heatsink in the jump up to 65 tons (lol), I'm sure it'll still be good. You can also do 9 Small Pulses or ER Meds...I'll definitely be trying those.

As with the Laser Vomit build, it does require both add-ons to be run optimally, but can be done almost as well with just one or the other, and can be done with significant sacrifices on just the base 3 variants.

Brawler

  • Armor: 0 in RA, 16 in head, 52 per leg, max elsewhere
  • 4x SRM6 w/ Artemis (2 in LA, 1 per side torso), 5 tons ammo
  • 2x SPL (RT)
  • 15 DHS
Probably the most appropriate build I've come up with for the Linebacker, this one just slaps a brawler med build into it. I'm hoping that the extra hitpoints are enough to make this good, but it'll probably be pretty average for a brawler.

This build does require the Reinforcements add-on, but not the Hero, so that's nice. But you can't mount a facsimile with just the base 3 variants

Full Splat

  • Armor: 51 per leg, 17 in head, max elsewhere
  • 6x SRM4 w/ Artemis (across both arms and side torsos), 5 tons ammo
  • 14 DHS
It's...a bit light on ammo, but you probably won't live that long anyways. I'm not super-optimistic about this build because of all the other heavies that do similar things at a higher power level, but it is at least 15 KPH faster than all of those. And for once, it's a build that the Stormcrow can't already do!

This build also requires the Reinforcements add-on, but not the Hero. Definitely can't be done on the base pack, though.

Gauss Vomit

  • Armor: 0 in each arm, 52 per leg, max elsewhere
  • Gauss Rifle (RT), 3 tons ammo
  • 4x cERML (across side torsos)
  • 14 DHS
This build is so passé, but it's still decent enough. And it's pretty much the only way you're going to comfortably fit a Gauss Rifle on this thing. The more I think about it, the more I think it actually might be pretty decent on this chassis.

This also can be done with only the Reinforcements add-on, but not on the base 3.

Large Pulse

  • Armor: 0 in each arm, 52 per leg, max elsewhere
  • 3x cLPL (2 in RT, 1 in LT)
  • 15 DHS
Sure, it'll be decent enough, but the main reason I'm including this build is because it is the best build I can fit on just the three base variants, without any add-ons.

Value Assessment

If you want to be able to run all of the builds well (even if some of them aren't perfect), your highest-value pack selection will be the base $20 pack with the Reinforcements add-on. Some of the laser builds will require you to use 5 in the torsos and one in an arm instead of all 6 in the torsos, but it can run pretty much everything else without making significant sacrifices.

If you do want to run everything perfectly, though, you will want to go for the Hero add-on as well. Just getting the base pack with the Hero doesn't open up any important options versus just the base pack with the reinforcements, but if you have your own reasons for wanting it, by all means.

The trouble with only getting the base pack is that it really only enables the 3x cLPL build, and worse versions of the laser boat builds. But it is the cheapest option, so if you're a fan of the chassis or like the look or w/e, it's a solid choice.

Predictions

After things settle down from its release, we'll probably see this mech about as much as the Stormcrow. So, it'll be considered decent enough, but really nothing special. There are definitely some things about it that could be fun, but I imagine that (without significant quirkage) it will struggle to get over Tier 3. Which is juuust fine.

Also, the real reason PGI is hyping it up so much is because it signifies the return of true collision mechanics and tackling to MWO, a project they've been working on in secret for years. DON'T CRUSH MY DREAMS!




GMan129 is an officer of the Steel Jaguar competitive team, he is the owner of and writer for MetaMechs, and he does some writing for NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider checking out his Patreon!

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