General role: I see the Cicada as a very dynamic mech. Most of the time you will be a scout, striker, or harasser , and many builds can freely switch between these. You can also make a great wingman for an assault mech (a Stalker or Atlas would surely appreciate having you around). You can be as fast as any light, and you can take enough punishment to forgive (small) pilot errors. You will have to be more focused on teamwork than some other mechs need to be. Cicadas really shouldn’t go toe-to-toe with anything. Lights can out maneuver you because the Cicada is heavier, and takes longer to speed up, slow down, and turn. Heavier mechs have more weapons and armor than you do (obviously). Stay with a friend to deal with lights, and run to your friends when dealing with bigger mechs.
Shadey99 said:
They make great flankers and rear strikers as well as base runners. They also can peek above a rise as their torso weapons are high up on their chest like a stalker.
Speed/Engine: With a maxed engine (340), they can move 137 kph (151 kph with speed tweak). That’s faster than a Commando, faster than a Raven, the same as a Spider, and slightly slower than a Jenner. In an actual game, the 3 kph spread between you and a light is not really noticeable, and as I mentioned you are heavier, so a little slower in maneuvering. The 340 can also hold 3 additional heatsinks, which is always a good thing. I always go with the XL engine as well. For one thing, the 340 STD weighs 34 tons (you do the math there), but another thing is that you are not a brawler. Speed is your best survival tool. The 340 XL is expensive (about 5.5 mil), which is why I currently only have one that I swap between mechs, but worth every cbill. I will admit that I die to side torso kills about as often as center torso kills, but the speed is worth it in my opinion. If you chose, the STD 270 has the same weight, and costs about 1.6 mil. You will run 109 kph (120 with speed tweak, but you have no room for extra heat sinks.
The thing about big engines is that they have a much lower speed to weight ratio than smaller ones. What that means for you is that if you shave a little bit of speed you gain a lot of weight. If you go with the full 340XL, ferro-fibrous armor (close to maximum), and endo-steel structure you will have about 10 tons to work with. Swapping the engine to a 325XL will give you 11.5 tons to work with and still run at 144.8 kph. Finally, if you go for a 300XL you hit a big jump in efficiency. With ES and near max FF you get 15 tons to work with while still moving 133.7 kph. This is the sweet spot for the Cicada. No other mech can move 15 tons of firepower that fast. At 4.9 million cbills it's still pricey, but it's really worth it. This is the stock engine from the AS7-K, DRG-5N ©, TBT-3C, CN9-D, JR7-F ©, and JR7-D (S) so they are relatively common.
Garth Erlam, on 17 July 2013 - 08:37 AM, said:
With the new movement speed changes the Cicada finds itself in the small mech category with the Raven. Your slowdown angle of 35 degrees means that Commandos, Jenners, and Spiders will be a little better on terrain than you, but everything bigger will have a herder time chasing you over hills. Use this to your advantage when trying to lose a pursuer.
Armor:For most of my mechs I use as close to full armor as I can get. On the 2A, 3C, and 3M you can free up a full ton (or more) by removing armor from the arms. I usually take off half a ton so they don't get blown off too easily, but that's up to you. I also move most of the torso armor to the front (usually keeping 10/12/10 in back) as I find it pretty easy to keep my front and side pointed at the enemy. Finally, keep your legs well protected. I usually don't get legged, but it happens often enough that I never have less than 36 armor on my legs.
Upgrades: I use endo-steel on all of my cicadas, without even a second thought. It gives you 2 more tons to play with, and you will never use enough critical slots for it to matter. I also use double heatsinks on all of my builds. I will share a few that don’t need them, but (as is the case for basically all mechs) all of them will be better with DHS. Ferro-fibrous armor is good for almost every build. I've run into a few cases where I don't have enough critical space, but it's rare.
AMS: I don’t personally use it, since you have the speed to avoid LRMs. If you want to be more of a team player it's nice to help cover your bigger and slower buddies, but you can find better uses for the weight.
Modules: I thought I'd give a brief list of the modules and how they fit in with the roles you can play. I don't own all of them, so these are just my thoughts.
-Advanced Zoom: Probably not useful for most builds. Anything with a sniper weapon (PPCs or Gauss) might find it helpful.
-Target Decay: Without missile hardpoints, you can't get the full use of this module. It could still be useful if you are spotting for an LRM boat, but it's better for the boat to have their own. The X-5 can make good use of this one with streak missiles.
-360 Target Retention: This is nice to have for light hunting, and dueling. You will find your target behind you quite often. Like the Target Decay module, this works best with streaks, but you can still get good use out of it without them.
-Capture Accelerator: I like this one for Conquest a lot. You will often be in a position to be taking the points for your team, so the extra little edge helps keep you moving.
-Sensor Range: This is a scout's best friend. Spot and ID targets from farther away, and give you more time to retreat if you are spotted.
-Target Info Gathering: Also great for scouts to bring. Let your team know which mechs are the most dangerous, so you can get to focus firing on them. Also helps to find weak spots during a fight.
-Seismic Sensor: With it's current implementation there is not a single mech that doesn't benefit from this module. It helps to avoid running into a group of enemies, and to chase down a light mech that is trying to shake you. Keep in mind that your enemies will also have this available.
-Consumables: It's really up to you. Most of the variants have a lot of energy weapons, so the cool shot can keep you fighting longer. The artillery and airstrikes are really a matter of personal preference. UAVs are great for scouts, especially when paired with an LRM boat.
Cons: I don’t want to discourage anyone from running a Cicada, but you need to know the good and bad of a mech before you buy it. The biggest thing that people will mention is that none of the cbill variants have missile hardpoints (the X-5 does, but it will cost you real money). If you want missiles, then the Cicada is probably not for you. The size of the mech makes hiding a little more difficult, since it’s simply taller than most light mechs. It has large legs that are probably the easiest thing on the mech to hit. None of the variants have jump jets, which is a bummer. Cicadas are flying insects after all. Finally, the arms are only useful as shields in everything except the 2B and X-5 variants.
Now for the builds:
CDA-2A
CDA-2B
CDA-3C
CDA-3M
X-5
For the lulz:
This is my first attempt at writing a guide, so I welcome any suggestions or constructive criticism. Please feel free to critique my builds, and add your own. Let’s make this the place to go for current and future pilots of "the Bug".
Also please keep this on topic. I would like to avoid discussions about whether mediums are worth taking, or ECM, or streak SRMs. There are plenty of other places for that.
Thanks to: 1453 R, BoPop, Garth Erlam, Johnny Reb, Kaemon, khorazy, knnniggett, Phoenix Gray, Sable Dove, Shade4x, Shadey99, StalaggtIKE, Tahribator, and Warrax the Chaos Warrior for their contributions. Lets keep the ideas coming!
Special thanks to Shadey 99 for starting this thread and giving me the motivation to dust off and update my own guide.
Edited by Darwins Dog, 24 August 2013 - 03:19 PM.