For the Zeus, I took a note out of the Battletech Technical Readouts. It's a light-assault that combines primarily long-range firepower with just enough speed to keep up with an attacking heavy lance, or to support the flanks of an assault lance (ie. this mech makes the best bodyguard for an Atlas imo - most people will try to focus the Atlas to strip off those heavy slabs of armor, which is why the Zeus can sacrifice some armor to give it the mobility and firepower it needs to keep a steady output on the Atlas's main target).
Many of the above loadouts work great to this degree, with the close-range SRM builds a viable alternative as well. I offer up my own option for a long-range brawler hybrid:
ZEU-5S MOD1 (Long-Range Brawler). Some will not like the LRMs on this build and that's fine, but I find that having a varied arsenal improves consistency on the battlefield, plus with the armor sacrifices having some indirect firepower helps you continue the attack, even when you're pushing in line formation or cutting across terrain cover. A recommendation might be to switch to Artemis to take further advantage of missile spread perks, but I enjoy having more ammo for this build. I actually use this loadout on the ZEU-9S2(L), but I provide the build here for the 5S as not everyone has access to the limited chassis.
Being a Long-Range Brawler takes practice, but it can be a viable strategy in many situations. It calls for a mix of sniping expertise while remaining highly mobile, always ranging your opponents. Choosing close-range focused opponents is the key to success, albeit quite frustrating for the enemy. It takes some practice with arm unlock, as consistent Gauss aim at long range can be tough unless stationary. This focus on mobility is also why the LRMs are so important - in between Gauss shots, you can fire the LRMs without having to focus on the accuracy of your reticle.
The ER Large Laser placement is best in the side torso I believe. The only time you really need your big lasers in center torso is if you plan on fighting as a zombie, and that's not possible without a STD Engine, which wrecks this build entirely. It also helps with peeking, since the Gauss and Laser are both on the left side of the mech.
Early game you want to focus on getting as many LRM shots in as possible, as in the later game you will use the right side of the mech like a Centurion's shield arm to protect the fragile Gauss Rifle. This is another reason why some people would rather equip Artemis LRMs. You can also just cut down on the LRM ammo in place of an auxiliary Medium Laser / Pulse Laser. I avoid this as I find having mid-short range weaponry on this build just gives me less of a reason to focus on ranging my target. In any case, you can still downgrade LRM reliance for a second ER Large Laser, a la
ZEU-5S MOD2 (0.5 Tons Leftover), and it would still work well. I just like having that low heat output though, makes the build's performance on hot maps stellar. Particularly the wide open areas of Caustic Valley & Tourmaline Desert. Maybe even Sulfurous Rift, though I have not played this build in CW so I can't honestly back that up.
Edited by Repasy Cooper, 21 March 2016 - 01:49 AM.