The "These aren't Jenners" point is extremely apt. I SUCK in Jenners, Cicadas are my best mech. Part of this is I try to play my Jenners like Cicadas and fail.
What you need to remember, like all mechs really, is your strengths. What do Cicadas have:
Speed, speed, speed. However, there is more to it, just because you have speed doesn't mean you use it like something else that has speed. More on this in a moment.
Armor relative to its speed. You are more heavily armored than a 35 tonner. Period. I do my best to have max armor. I might be down a few points in my arm plates, but those are -shields- (Or weapon mounts - in which case it's my legs that drop slightly). But I am always as close to maxed as possible. If it means dropping an engine grade so I don't need to drop 20 points of armor, so be it.
Good Hardpoint locations, located high on the mech. This naturally helps with using cover.
Firepower - Pretty much every Cicada except the poor 3C should have a great alpha strike. The 3M and X5 should also have great range. Though their full Alpha isn't on this. They're sort of a weird hybrid, honestly. Because they can fulfill a couple roles, but all 4 are best in the following:
You essentially have two things because of the above.
First: Ambush Predator. Hit, and run. You have the armor to take a couple hits while you get away. You're as fast as all but the fastest lights. So you should be able to get away and choose where you strike. But be careful if they chase you.
Second: "Reserves/Fast Response" - you don't dogfight like a Jenner or Firestarter. Instead, you support the push where they need it most. Hold back and then zip to the thickest fighting. Your roughly 30 point alphas can be a huge aid to your main line fighters. And allow you to get where you need to be. You'll also attract a lot less attention when Bigger, Scarier mechs are around. There's some real situational awareness needed in this sort of role, but done right you're a major asset to the team. Able to lend firepower where it's most needed.
The X5 and 3M also have a sniper role available. The 3M especially with the ECM. They're able to sit back and exchange fire. But should still keep the hit and run element in mind. Note the 3M ALSO excels at the support role since you can bring your ECM to the people in missile sights quickly. Might not score you points, but helps your team survive for the brawl and help you win.
Hunting lights? Dangerous. They often have the advantage. BUT... If your lights are there too, you have the speed to 'respond' to that situation too, and that's when you'll make the difference.
Edited by Dulahan, 06 May 2015 - 08:45 AM.