Cicada Craft
#1
Posted 06 January 2015 - 03:31 PM
My general play style in lights is stick with the big boys and be a harasser. This seems like the logical style for these mechs as well. However, I find myself very often getting singled out and killed very quickly. The errors that I have found that I am trying to correct are, Cicadas are not as maneuverable as locusts so darting in and out of enemy LOS is tougher and reversing back to cover is a big no no (I have a new appreciation for how fast locusts stop and reverse). So, I think my problem is that the speed and maneuverability I use in my lighter mechs to dart around the outskirts and in between the enemies' feet is not there in a cicada. Which means I often find that I either get too far into the enemy ranks if I am playing aggressive, or by the time my fat friends I am sticking with get to within 270m where my ml/srms are most viable the match has already been decided. I am wondering if it is worth going anit-quirk for longer range weapons so I can hit from further away when I am with the assaults. . . should I run with bigger more threatening mediums? And, are the large laser quirks good for the 3m or do I jump to erllas or even erppc?
So teach me Cicada craft. . . I want to be good at it. Thanks!
#2
Posted 06 January 2015 - 03:37 PM
I also suggest not using more that 3 armor in the arms as they are useless. Unless its the X5 I suppose. Wish I could help more but its been quite a while since I piloted them last.
#3
Posted 07 January 2015 - 10:22 AM
Last thought: locusts are op and it makes downgrading to lesser mechs difficult for us unskilled pilots...
#4
Posted 07 January 2015 - 10:58 AM
I levelled my 3M pre-quirks with 2 PPC's, an XL 280, the ECM, and filling the rest of the space with DHS. With the ECM and pinpoint fire, it allowed me minimal detection while ridge-sniping, due to minimum exposure time and compulsive repositioning.
Not for everyone, for a wide variety of reasons. Still, optimizing for sniper work seems to be pretty common.
Alt.config: I know a guy who ran his 3M with the ECM, 4MPL's, and maybe an XL320 pre-quirkening. Like an oversized, ground-bound SDR-5D brawler.
I'm not a fan of standard LL's on the 3M. The range and damage at their tonnage, with the tonnage/speed/cooling trades on the engine size and DHS that's required to pack them, feels awkward for me.
Sniping/sneeking or brawl/strafing/sneaking seem to work best on CDA's. I've got plenty to learn myself, though
Edited by Virlutris, 07 January 2015 - 11:13 AM.
#5
Posted 07 January 2015 - 12:35 PM
This is the PPC 3M I used, if you dont have an XL295 lose 1 SL and take a XL300.
http://mwo.smurfy-ne...44385a8fb1d7870
Here the X-5 I use also Dual PPC, dual SLs. Fun fact if you use an XL300 in the cicada the speed is 133.7 kph... thats right 1337 speed!
As a side note I do much better with the X-5 in this way than the 3M maybe because I get to bold with the ECM , or maybe the PPCs in the arms make that much of a difference, probably for both reasons though.
#6
Posted 07 January 2015 - 12:53 PM
2A - 6MLs, max engine. from the sounds of it, this one's the closest to what you're used to playing. Just keep in mind you're a bit bigger than a Light and easier to hit. Still, keep your lasers in groups of three and you can just mow down little guys while chasing them down. While they can get away, they can't do it very quickly, and if you concentrate on a leg, you can pop it off before they can get away. A lot of people go to 0 or very low armor on the arms, but I try not to - more than just about any other mech, your arms are good shields - definitely torso twist in this mech.
CDA-2A
3M - 2ERLLs, 1ML, 1 TAG, ECM. this is probably the most universally useful, both in regular drops and CW. You can hill hump and those ERLLs have range for daaaaaaays. It's still fast, but not like the 2A. Moving at 133kph, with speedtweak, you'll be able to outpace Mediums, if need be, and hang relatively near Lights. Likewise, you can quickly move from one hotspot to the other (or one harassing spot to another). Same goes with the arms on this one - torso twist.
CDA-3M
Back when I was grinding CDAs, the only other options were the 3C and the X-5, but I'd take a look at 2B for your 3rd (the X-5 probably isn't worth it and the 3C can be fun with its quirks, but is real specific in function. You could change out the ERPPC for a LPL, though, but none of the quirks support that). For a 2B Light-hunter, I'd go with this:
CDA-2B
#7
Posted 09 January 2015 - 03:17 AM
I mod mine to have 1 ERLL and 4 MPL. The extra range allows me better battlefield diversity rather then always getting close.
Try and play without ECM as it teaches you a wider skill set as you need to keep moving around to a better position. Your just a heavy light and your CT is huge as you will be cored alot, so keep moving and twist your torso.
#8
Posted 09 January 2015 - 04:32 PM
#9
Posted 10 January 2015 - 07:19 PM
3xnihilo, on 09 January 2015 - 04:32 PM, said:
Well, I ride the heat curve closer than most people are comfortable with, and most folks will tell you to put less armor in the arms, but, and keep in mind, this is going off of memory right now, but this is off the top of my head, close to what I run in my CDA-2A(C) right now, and this is the mech that I finally broke the 1k mark in (granted, still only have done it that once ).
http://mwo.smurfy-ne...a7218c57d0f300b
I run the ML range and cooldown modules, Radar Dep, Siesmic 2, Arty and UAV. I have all skills unlocked, and Speed Tweak definitely gets you closer to an adequate Boom N' Zoom speed, ala your Locust style.
I play it similarly to how I play a Knife Fighter Locust. Try to run the flanks of your main group. Sneak in behind and engage already engaged enemies. You're heavy and fast enough, with a big enough punch, to deter some of the Lights who try to hit you, and fast enough that if you get into trouble, can make it back to your buddies. If you have cover, like buildings, to use, run up to the edge of the cover and halt to check Siesmic activity and see if anything shows up with your BAP, then sprint in, wreak a little havoc, and sprint out.
As far as moving, the same rules as Locusts apply. I also find that twisting and weaving like crazy helps your survival, as does the arm armor. You can actually use those shields to extend your life more than you'd expect.
Again, I'd never call myself "expert", but I've been having some pretty decent games in Cicadas, and above all of that, have been having a crap load of fun in them.
I'll get back to you with some follow up on my 3M and X-5 after I'm back from dinner.
#10
Posted 10 January 2015 - 07:27 PM
#11
Posted 10 January 2015 - 07:34 PM
Rip Snorgan, on 10 January 2015 - 07:19 PM, said:
. . .Stuff . . .
Ah ha, fitting the BAP in on the 2A is a good idea, I might not be disciplined enough to run the heat that tight though. . . but I then again I am still running shs on my locust 1e and 3m so. . . we will see
Inspector, Thanks for the vids
#12
Posted 10 January 2015 - 08:14 PM
I use the 'arms' to shield, not the best but it can work if you 'fishtail' backwards and turn(far)..if that makes sense?
The hardpoints are nice and high-ish and wide for ridgehumping and corner peeking.
With an XL300 it turns quickly. I dont know of any builds that need a max engine, unless you farm conquest or something?
B and A i play similar, basically: Hit and run/ peek and stab/backstab the lazy assaults/bully lone lights
M with ECM i support more but i was using it with just 2 LPL. Worked for me but i cant call it optimal. Post quirk i run 2 LL, 2ML- those LL have short beam duration, so...yeah.
I hang with the fat guys. Fire support from the shadows. literally and figuratively. You can also surprise a sneaky light that tries to backstab your assaults.
Ive yet to use a big AC in the M but, with the 2LPL, you trade PPFLD for a short burn time and no ammo worries with more range....Plus i (HEART) Wubs.
Im just getting back into the C with the ERPPC and had some decent but not great matches yesterday.
Tried vulturing with the MGs instead of brawling and it worked a lot better.
In a Canyon match i flanked far away from my team as the enemy took the center 'hill'.
Was humping and popping ERPPC from @800m away on their fat guys. Made them nervous. Someone would see me and take a swipe but i relocated and repeated. They pushed down into the big ramp and we took the hill and it was MG city from there. Decent win.
Tips from my meagre experience:
Use terrain, think of things that cover your front or sides. Hug them then peek and stab.
As with all my lights i keep a nervous eye on the map looking for balls of red doritos. I see a ball, i see a flank i can stab them from.
Cicadas have a nice view. Left CTRL(or whatever you map free look to) works well for quick peeks.
People underestimate you...KEEP IT THAT WAY. You dont have the armor for trades so you gotta be sneeky...or a chicken-sh**. Fight them on your terms.
As with any fast light, if you are the last man standing, you can usually run around the map to try to catch a gimped Assault all alone. The insults stop after you kill an opponent and they get serious.
Cockpit armor should prolly be the first you strip.
Get used to 'fire-twist...(or hide), fire-twist...'. Ive yeat to be headshot in a CDA.
Max armor legs...cuz you are a light mech.
I have a 2 button mouthbreather underhive mouse so...
A/B:1 is alpha, 2 is 1/2 (right side of A) and 3 of 5 on the B. 'E' is all in chain fire for tight situations.
C/M 1 is main weapon, 2 is backup.
If you have the tonnage, bring a BAP. Cuz i like money. And butthurting ECM carriers.
Dont stare down, twist like mad if you are forced into a 1 on1. Work your way to the door. You dont have the armor for trades vs Clan or quirked IS mechs.
if you must solo brawl, try to dictate range and really TRY to get some terrain between you and opponent. Aveverage non-light you should be able to beat in a game of 'Ring around the Rosy'.
Time their cooldown.
Aslo a 'Feint-peek' works for this:
you and opponent square off at mid+ distance(if beyond optimal range, relocate to a better spot)
Peek and shoot, he should miss. Do this in GROUPS OF 2, every 3rd peek stagger with a delay or move a bit.
Now if he is hip to the game and tries to get you, you sucker him.
Peek and pull back REALLY FAST but dont shoot.
His beams will do minimal, his SRM or Shells would miss. COUNT 1 one thousand, 2 one thousand, 3...
That is your window to hit him and not get hit back.
You should hit him between 1 and 2, 3 is too late.
Works better with a side peek and only exposing half your mech.
SEMI-BAIT.
If you are good fighting while moving backwards and have full armor...
ONLY DO THIS TO CHUMPS who are alone and chasing you.
Kite them back to your team, like piloting a light. But you have more armor so try moving backwards instead of turning and running. Use the map and is you have a good idea of exactly where terrain is, you can move backwards into cover while they push into you.
Dont venture far out to do this, i try it is i try to flank and get 'interrupted' by someone. He disengages, so do i.
He thinks he can take me but i think i have more armor, ill kite him.
If he is a badder mofo than i? Get out fast!
Law of the Jungle.
#13
Posted 11 January 2015 - 01:57 AM
#14
Posted 11 January 2015 - 05:20 AM
#15
Posted 11 January 2015 - 12:17 PM
3xnihilo, on 11 January 2015 - 05:20 AM, said:
Oh man, I've had to do that very thing more times than I care to admit to...
#16
Posted 11 January 2015 - 01:54 PM
#17
Posted 11 January 2015 - 03:29 PM
3xnihilo, on 11 January 2015 - 01:54 PM, said:
Yeah, you don't quite have that same "get-up-and-go" for sure, and you're definitely easier for many pilots to hit, but the best news is, you can actually take several of those hits and survive, especially if you spread the damage as you clear out by applying the same movement patterns as your Locusts, plus, twist like an M.Night Shyamalan movie and use those arms as shields.
This is the X-5 that I run, and again, I ride the heat curve much closer than many might prefer.
http://mwo.smurfy-ne...2eb6e141a39f20b
It's ALMOST the stock loadout really, just a few minor changes. For awhile I was running with a ton less ammo and an extra DHS, but it seemed like the difference 1 more DHS made was moderate, compared to the difference 100 more SRMs made, so I swapped it.
I group Streaks and arm mounted MLs in group 1, all 4 MLs in group 2, and then have the Streaks by themselves in group 3.
Mostly it's dash in and circle in and out, using the Streaks and arm lasers to zap a target, adding the torso lasers as I line them up. Streaks alone if I need to cool down a little bit. BAP helps with the Streaks, and as always, the beauty of the anti-ECM umbrella.
I use the same modules on this one as I do on the 2A actually, Seismic 2, Radar Dep, ML Range and Cooldown (though when I can afford the Streak cooldown, I may swap out the Range one), Arty and UAV.
#18
Posted 11 January 2015 - 05:09 PM
And Rip, I like the streaks grouped with the arm laser idea. . . I am not usually a big streak srm fan but I can see how that might work. And I salute your heat management skills, I took 1 heatsink off the 2a to max armor, but didn't take another one off to add BAP and it runs right about right for me if I am careful. . . 1 less heatsink and I would be that fried cicada standing out in the open
Edit: Speed tweak unlocked on the 3m yay!
Edited by 3xnihilo, 13 January 2015 - 04:54 PM.
#19
Posted 13 January 2015 - 06:19 PM
Maybe next paycheck?
3xnihilo, on 11 January 2015 - 05:09 PM, said:
Edit: Speed tweak unlocked on the 3m yay!
The Locust has the advantage of being 'Small'. CDA, not so much.
CDA will often be overlooked when you are in the crowd.
I do ok with the A, im saving for the ML modules for it. I think the extra range will help.
#20
Posted 14 January 2015 - 08:47 AM
InspectorG, on 13 January 2015 - 06:19 PM, said:
Maybe next paycheck?
The Locust has the advantage of being 'Small'. CDA, not so much.
CDA will often be overlooked when you are in the crowd.
I do ok with the A, im saving for the ML modules for it. I think the extra range will help.
You're right I find that when I stick with some big guys you don't draw as much fire, the thing I find tricky is sticking with the big boys but still getting in close enough soon enough to be helpful. That is probably why I should buy the ml modules too.
I like the idea of the x-5 but I am not very good at I yet. I am still running xl330, 4 ml, 2 srm2. (Ie stock). Srm2 reloads crazy fast but it doesn't have enough punch so I am going to upgrade at least to 2 srm4 maybe 6's once I have speed tweak and can drop the engine some..
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