Elite Dangerous - Total Cockup Guide to Cyclops Murder

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Published on ● Video Link: https://www.youtube.com/watch?v=S9UrHNRxWUU



Elite: Dangerous
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Duration: 9:09
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I forgot to change the OBS back to 2K mode 30fps, so the footage is choppy during the ships turning. Thankfully there isnt much turning in the vid, mostly head-on combat, and its worst at the start.

0:27 secs - I activate the 'T' targetting scanner at the start of the vid to scan it. At this point, normally a readout appears in the left panel giving away the % of health of the ship. As it turns out, you need a Xeno scanner fitted, even if you dont use it to scan the ship, to get this heads up display. Otherwise it prints a load of random numbers there as you see in the video, and I had to guess at the damage: See my results chart below.

0:30 seconds - I get 10 volleys off during the Cyclops scanning phase, which is normal, but the Cyclops will only go down to 40% health, and then back up to 100% straight after, so the opening attack (whilst it is scanning you) doesnt do much, unless you can break off a leg during that time. In my case it was pointless, but it looked impressive.

1.55, I activate the Shutdown Field Neutraliser. You might wonder why I did that. Ive noticed that once the Field Neutraliser is activated once, it will automatically activate after that - and defeats any fields the Cyclops might use. In the fight directly before this one, it triggered all by itself a few times, but of course when I started recording, it didnt use them once. I put this on the same fire group as my shard cannons, although no idea if thats a good idea.

2:40 - I forgot to fit a heat sink launcher to my ship, even though I had one before, and spent half of the time against the Cyclops looking at the firegroups wondering where the fuck it was. As it turned out, I had inadvertently dumped the heat sink launcher at the station while fitting another shield booster, just prior to the video - leaving an empty slot. I might as well have fitted an extra booster! Against the Cyclops it didnt really matter, and with two module reinforcements, this didnt affect anything by overheating. Just as well the ship can handle up to 500 degrees..

A Cyclops has a few different attacks: -First, a red laser, which doesnt do a thing - but it has this all the time.
Major attacks include: the Caustic Missile, a particle Shield, the yellow Lightning shield draining attack I mentioned before, and the Shutdown Field. The trailing tail also wipes shields out quickly, so avoid it at all costs. The Cyclops will always zoom off back to its invisibility cloak to heal itself, up to the % health listed below, so its best to use that time to fix up the shields. I had to pump the shields up to over 5,000Mj to stand a chance against these things, but the shield generator is only engineered up to level 4, so some improvement there, if I had Improvised Components that is.

Test Results:
- Undamaged Cyclops - 100% health on repair, - Caustic Missile
- One Leg Off - 80% health on repair, - Shield Drain, Protection Shield (you have to shoot the shield down)
- Two Legs Off - 60% health on repair, - Shutdown Field, Protection Shield
- Three Legs Off - 40% health on repair - Caustic Missile, Shield Drain
- Blows Up at 0%

6:00 - I got to a point where it was him or me, and I didnt notice my shield was down until it was too late. I was very lucky he gave me all those shield drain attacks. This makes it a lot easier as he's not moving much during this time.

6:40 - When I got 3 legs off, it only takes one complete set of 5 shots to kill it, if you aim right at the hub. Never got all 4 legs/hearts before, but I imagine it puts the thing down to 20% health.

There were a few things to collect after the battle, but I didnt have a cargo rack for the heart, and didnt fancy going into the caustic cloud for those bits anyway. My ship health was down to 22%, and I just wanted the toxic stuff off the ship. I know I should have deactivated the shield boosters, but I didnt think of that.







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