

Which Cicada Model?
#1
Posted 19 November 2012 - 08:19 PM
#2
Posted 19 November 2012 - 09:11 PM
That is just MY build for the 2A. The Cicada can be outfitted quite nicely, even the 3C. They can be a hunter-killer / Assassin like my 2A to a full on skirmisher with good armor (200 or so out of 274 max) with 3mlasers and an AC2/AC5 on a 3M.
Edited by Xjin, 19 November 2012 - 09:13 PM.
#3
Posted 19 November 2012 - 09:17 PM
Is the 2A with 5ML better than, say, the 2B with 4ML and 2 SPL or some such? (Until I buy something I can't actually see most of the customization interface.)
#4
Posted 19 November 2012 - 09:33 PM
I recommend the 2A
#5
Posted 19 November 2012 - 09:35 PM
MacAddict4Life, on 19 November 2012 - 09:17 PM, said:
Is the 2A with 5ML better than, say, the 2B with 4ML and 2 SPL or some such? (Until I buy something I can't actually see most of the customization interface.)
Depends on your play style, honestly. I would skip on SPL as the 90m range is bad for you. MPL would be better but they are 2 tons+higher heat to Mlasers 1 ton and less heat. The range of MPL are not that much of a problem, as the speed you can run at helps you get into and out of a fight.
The 2A has 6 energy hard points, two on each part of the torso. The 2B only has 5 hard points for energy, and they can both mount AMS. The 3C has only 1 energy hard point, but four for ballistics. The 3M has 4 energy and one ballistic hard point/s. The 3M comes stocked with an XL and DHS, so it costs 7mill. Also the 3M will have less armor do to the tonnage of good ballistic guns and there ammo + case. a good 3C will have low armor as well, making the 3C and 3M better suited for hit and run/ force recon with other heavier scouts.
#6
Posted 20 November 2012 - 02:06 AM
#7
Posted 20 November 2012 - 03:20 AM
#8
Posted 20 November 2012 - 05:30 AM
I also had a 2B with 2 LL and 2 ML, it was funny to melt standing commando's heads at 500m with the large lasers.
#9
Posted 20 November 2012 - 06:38 AM
- The 2A has 6 energy points, which are ALL on the torso, putting you at a disadvantage in hilly terrain. It also has only 1 module slot. This may be a problem in the future when there are more modules to choose from that are actually good.
- The 2B has 5 energy points, 4 of which are in the arms, giving you an advantage on hilly terrain. It has 2 module slots.
- The 3M has 4 energy points and 1 ballistic, all in the torso, so again you are at a disadvantage in hilly terrain. It has two module slots. It comes with a 320XL and Double Heat Sinks as stock.
One build that has served me well on all of these variants is to go with a 280XL, 17 DHS, ES, 4MPL, TAG and nearly full armor (-18 from max with this build). Medium Pulse Lasers are very good on high speed mechs and against high speed targets. TAG makes LRMs actually hit enemy light mechs, but you can leave it off on the 3M due to it's lower number of energy hardpoints.
With 17 DHS and 4 MPL, you can fire quite a bit before you start overheating. Going to 5 MPL (by dropping the TAG or going to the 2A) will make you overheat a lot faster and I found it a lot harder to avoid shutdown due to an itchy trigger finger. 4MPL will take the head off an enemy mech if they stand still long enough for 2 full volleys.
If you feel the need, you can put on an AMS with 1 ton of ammo and add 16 points more armor in exchange for 2 DHS pretty easily.
With all the efficiencies you'll go about 113kph with the 280XL. It's not the fastest any mech can go, but if you need that, you are better off with a Jenner. The Jenner has more tonnage free for weapons at those higher speeds and can mount Jump Jets. Practically speaking, you will probably spend some time with a 320XL and lesser numbers of heat sinks and/or normal medium lasers as you work up the cash to buy everything you need. I'm talking about the final build with all efficiencies here.
#10
Posted 20 November 2012 - 09:00 AM
I go with an unconventional load on my 2a. 4SL + 2ML SHS 300XL AMS ES
Prefer to knife fight (4SL) but need a moderate punch at distance for pot shots (2ML). Going with more ML might provide higher alpha, but the low heat from the SL give me more damage over time and are easier to handle against faster mechs.
#11
Posted 21 November 2012 - 06:59 AM
#12
Posted 27 November 2012 - 12:49 AM
My current loadout:
6 Medium Lasers
BAP
XL 315
FF, ES and DH upgrades
Full Armor
2 additional HS in Engine Slots
With this setup you have no heat problems, fare at ~120 kph (137 kph when Elite) and do hell of a lot of damage. It can be used as a scout. I prefer using it's speed to sneak past the enemy lines and then see what they do. If I find singled out LRM boats that stood behind they are my first target. Stay away from Streakheavy builds though.
#13
Posted 27 November 2012 - 02:31 AM
Jason Parker, on 27 November 2012 - 12:49 AM, said:
2 additional HS in Engine Slots
With this setup you have no heat problems
The words "no" and "heat problems" don't go together when talking about 12 double heat sinks and 6 medium lasers. 6 medium lasers = 60 heat in 10 seconds at max firing rate. 12 double heat sinks reduce your heat by 22.8 heat per 10 seconds. Your heat cap with 12 DHS is 44. You will shut down after 4 consecutive volleys. That is 13 seconds of firing which costs 78 heat, while removing only 29.64 heat, putting you on 48.36 heat.
I can't call any mech that overheats in 13 seconds a "no heat problems" mech!
Edit: You'll probably last 17 seconds with all the heat related efficiencies maxed out.
Edited by Tuhalu, 27 November 2012 - 02:33 AM.
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