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Having Trouble With Weapons On Zeus 'mech


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#1 Timicon

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Posted 07 June 2016 - 01:28 PM

My load out is 2xer large lasers, coupled with 2x LrM 10 (artemis) plus the fastest engine I can get with upgrading to an XL, as well as 3 DHS (double heat sinks) and while the load out is perfect suitable for some maps, when it comes to Crimson straight and a few other maps (namely Forest Colony and Veridian Bog, I have found that those weapons loadouts are not much help, given how much terrain there is in Forest Colony and the platform under Crimson Strait, so can anyone suggest a different layout of weapons for my Zeus - 5S? I am primarily a long rance support 'Mech, but I really want to getnin melee from time to time and while the ER large lasers are perfect for thwt sort of engagement, I find that if ai am oarticipatimng in a melee, I have only have half my weaplons that I can use, especially on Crimson Straight.

I am not a fan of the SRMs and have not really tried the ulse lasers yet, but would they be a better alternative to the normal lasers?

#2 Koniving

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Posted 07 June 2016 - 01:52 PM

Zeus 5s.
+3 Dhs is 13. Engine requires ten minimum.
Pulse lasers are always the superior choice for close in combat, higher damage and shorter beamtime, leading to recharging sooner and thus firing again quicker.

The quirks for energy suck on this Zeus. Great for lrms, missiles in general and ballistic weaponry.
Consider some autocannons?

Edited by Koniving, 07 June 2016 - 01:59 PM.


#3 SnagaDance

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Posted 07 June 2016 - 11:50 PM

(He said he was using the 5S)

I found it rather hard to find a good load-out for any of the Zeus' I own, that said I finally landed on a combination of Large Pulse Lasers + either SRMs for the 6T, 5S and 9S2.

Like this: http://mwo.smurfy-ne...bc58ff7f5c09c2b

Front/back armor points are not how I run them btw. You see I've removed the Artemis because I find it too heavy, rather have the bigger engine and better cooling. Use the Pulse lasers at intermediate range or to finish a critical enemy off and use the SRM fist when brawling. Fire, twist away, twist back, repeat.
Switching the SRM6's for SRM4's is also an option if you'd like to be able to fire them more accurately over longer ranges, that could also give you an additional 3 DHS so you can use those LPL more during a brawl.

#4 StumbleBee

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Posted 08 June 2016 - 06:49 AM

A loadout of two ERLLs and two LRM10s is anemic at 80 tons, and leaves a lot to be desired at brawling range. Unfortunately, the Zeus doesn't have many hardpoints and without a less heavy engine there aren't a lot of options, especially if you're committed to "long range support." For short-range engagements, LPLs and SRMs would be big improvements. You might try autocannon, but I suspect they're really not what you're looking for.

#5 Metus regem

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Posted 08 June 2016 - 07:09 AM

Well since you are comfortable with an XL engine in your Zeus, might I offer this as a suggestion:

ZEU-5S

Now I know you said that you were not a fan of SRM's, but the triple Artemis SRM4's one you get the aiming of them down, will be a good close in support hit with near pin-point accuracy. This coupled with the AC/10 and triple Medium Pulse Lasers with give you good strong close in punch, the 375xl engine will also give you a closing speed of around 80km/h, a very respectable on an 80t chassis, as you should be able to keep up with the bulk of the Heavy Mechs out there.

As an alternative this ZEU-5S runs a little cooler, by trading the Medium Pulse Lasers for regular Medium Lasers and gaining two extra DHS as well as an extra ton of SRM ammo.

#6 Timicon

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Posted 08 June 2016 - 06:11 PM

What about pulse lasers? Are they better to use than conventional lasers, not just for close-range fighting, but also for medium attacks or is that best left to conventional lasers?
I haven't really used pulse lasers except for trial 'Mechs a way back, and while I know they are useful to targeting and damaging specific 'Mech parts, are they worth trading in the conventional lasers for close-range (melee) attacks?

#7 Metus regem

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Posted 08 June 2016 - 07:09 PM

View PostTimicon, on 08 June 2016 - 06:11 PM, said:

What about pulse lasers? Are they better to use than conventional lasers, not just for close-range fighting, but also for medium attacks or is that best left to conventional lasers?
I haven't really used pulse lasers except for trial 'Mechs a way back, and while I know they are useful to targeting and damaging specific 'Mech parts, are they worth trading in the conventional lasers for close-range (melee) attacks?


Pulse lasers trade range for damage, as well as trade burn time for heat.

This means pulse lasers do more damage over a shorter time than normal lasers do, but at a cost of increased heat and weight as well as a shorter range.

Edited by Metus regem, 08 June 2016 - 07:09 PM.


#8 Rhavin

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Posted 08 June 2016 - 07:11 PM

Metus's build is what many people call a mini atlas. This because a lot of atlas ddcs carry srms, medium lasers and an ac 20 with ecm, allowing them to get up close and destroy the opposition. Generally when a mech carries 3 or 4 missile points, 1 ballistic slot and 2 to 3 energy it becomes a common way the mech will be built. Your ac provides a big punch, your lasers provide a good burn and your srms strip armor and cause screen shake. When your heat starts topping out you lay off the lasers and fire your AC and chainfire the SRMs. It's a high dps build, not an alpha striker laser vomit meta build, and has been effective since the early days of the game and it works Well on a couple of mechs includeing Orion's and Kodiak Spirit Bears and Centurions.

A Zeus built in the same manner is just as effective, but it relies on its speed instead of ecm, and the greater range of its AC 10. I found it to be the best build when I lvled this mech before I put it in the garage. I never had a really spectacular 1k+ game in one, I think 700 damage was my top, I found the Zeus a little too squishy despite loving the way it looks and handles.

#9 ImperialKnight

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Posted 09 June 2016 - 12:23 AM

Zeus SMASH!!
http://mwo.smurfy-ne...348eee050777bf9
http://mwo.smurfy-ne...3d399ce0baca124

sword and board builds, meaning your left arm is for shielding. and it should always get blown off first if doing it right

#10 DrRedCoat

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Posted 09 June 2016 - 01:37 AM

This is my Zeus. There are many like it but this one is mine.

But seriously, this thing is responsible for many good matches. I know you said SRMs weren't your thing but the Zeus' missile fist is just made for it. There's just so much I love about this build. It has respectable firepower. It can poke with the LL while closing. It can shred with the missiles. It's quick at 70 kph. And it's durable with a std engine. Downside is that it can get alittle toasty in a brawl but manage your shots, make each one count, and you'll be fine. I had a game last week in this guy with 800 damage and 6 kills. It's honestly my best performing assault right now.

EDIT- for the record I didn't bother changing the front to back armor ratio to match what mine has. I usually only put about 12 or so back there and the rest up front.

Edited by DrRedCoat, 09 June 2016 - 01:41 AM.


#11 Timicon

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Posted 09 June 2016 - 02:52 AM

View PostDrRedCoat, on 09 June 2016 - 01:37 AM, said:

This is my Zeus. There are many like it but this one is mine.

But seriously, this thing is responsible for many good matches. I know you said SRMs weren't your thing but the Zeus' missile fist is just made for it. There's just so much I love about this build. It has respectable firepower. It can poke with the LL while closing. It can shred with the missiles. It's quick at 70 kph. And it's durable with a std engine. Downside is that it can get alittle toasty in a brawl but manage your shots, make each one count, and you'll be fine. I had a game last week in this guy with 800 damage and 6 kills. It's honestly my best performing assault right now.

EDIT- for the record I didn't bother changing the front to back armour ratio to match what mine has. I usually only put about 12 or so back there and the rest up front.


Yeah,I can see how SRMs and SSRMs are very useful,especially in close range,but being a long-range and medium fighter, SZRMs and SSRMs are not much use to me, ad given that fact,I have had little experience in using them, so they would d more harm than good,not just for myself but the team I drop with in a match.
I am more used to LRMs,ER Large lasers, large lasers and medium weapons,since i get more kills using those weapon configuration, but I suppose at one point,I might have the the SRMs, just to test them out and if they work better in close-range engagements (especially for the Crimson Strait map).

#12 Metus regem

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Posted 09 June 2016 - 06:59 AM

View PostTimicon, on 09 June 2016 - 02:52 AM, said:


Yeah,I can see how SRMs and SSRMs are very useful,especially in close range,but being a long-range and medium fighter, SZRMs and SSRMs are not much use to me, ad given that fact,I have had little experience in using them, so they would d more harm than good,not just for myself but the team I drop with in a match.
I am more used to LRMs,ER Large lasers, large lasers and medium weapons,since i get more kills using those weapon configuration, but I suppose at one point,I might have the the SRMs, just to test them out and if they work better in close-range engagements (especially for the Crimson Strait map).



Big thing to remember about IS LRM's is that they are useless under 180m, so it is always good to have weapons that strong between 0 and 300m to cover the weakness of LRM's. Despite the 180m minimum range on LRM's, one doesn't really want to engage targets below 300m with them anyways, as it is too easy to cover 120m to render them useless.

Based on your preferences, perhaps this build might be more to your liking:

ZEU-5S


This build is centered around a Long and Short set up, the ALRM 10's+Gauss Rifle will give you decent punch at around 600m with line of sight, while the three medium lasers will give you point defense when someone gets under that 180m range. I also added the often overlooked and undervalued AMS, as it is like active armour against missiles, even SRM's. I also kept it with a 325 series engine, this should be enough to keep pace with most IS heavies, as well as allow you to put three extra (13 total) DHS in the engine.

#13 DrRedCoat

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Posted 09 June 2016 - 12:15 PM

View PostTimicon, on 09 June 2016 - 02:52 AM, said:


Yeah,I can see how SRMs and SSRMs are very useful,especially in close range,but being a long-range and medium fighter, SZRMs and SSRMs are not much use to me, ad given that fact,I have had little experience in using them, so they would d more harm than good,not just for myself but the team I drop with in a match.
I am more used to LRMs,ER Large lasers, large lasers and medium weapons,since i get more kills using those weapon configuration, but I suppose at one point,I might have the the SRMs, just to test them out and if they work better in close-range engagements (especially for the Crimson Strait map).

Yeah, Crimson Strait was actually the one I did super well on last week. I did end up building my (L) Zeus similar to what Metus suggested above: three LRM 10s, two AC5s (or a gauss rifle), and some medium lasers based on your ammo preferences. You'll need an XL for this type of build.

#14 SnagaDance

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Posted 09 June 2016 - 11:58 PM

Back when they were released I actually tried out the 3 missile slot Zeus with LRMs. All those missiles in the fist just looked so incredibly cool!!!

But that fist also hangs incredibly low, often making those missiles fly into the ground when there's just a minimal rise, in contrast to many torso launchers which already seem to launch LRMs at an upward angle.

I've found the Zeus to be the worst long range missile mech I know.

#15 The Basilisk

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Posted 10 June 2016 - 01:12 AM

I'll try to comment acording to what you wrote, but generally said the Zeuss has big issues with the meta of this game.
The 5S Zeus not so much but...well you used it the wrong way.

>>My load out is 2xer large lasers, coupled with 2x LrM 10 (artemis) plus the fastest engine I can get with upgrading to an XL

Thats an pretty annemic loadout for longrange on an dedicated quirked brawling Mech.

>>, as well as 3 DHS (double heat sinks) and while the load out is perfect suitable for some maps, when it comes to Crimson straight and a few other maps (namely Forest Colony and Veridian Bog, I have found that those weapons loadouts are not much help, given how much terrain there is in Forest Colony and the platform under Crimson Strait, so can anyone suggest a different layout of weapons for my Zeus - 5S?

For a twisting, frontload, brawler try this. Most engagements happen around 300m anyway so be patient stay with the pack and do not hold you have to fire move twist fire and again.
For more flexibility try this. You also got a shieldside. Fire Ac, aim lasers, Ac, twist to shieldside.
And this is a nobrainer....sadly it works. Still remember to distribute damage and use your shieldside.

>>I am primarily a long rance support 'Mech, but I really want to getnin melee from time to time and while the ER large lasers are perfect for that sort of engagement, I find that if I am participatimng in a melee, I have only have half my weaplons that I can use, especially on Crimson Straight.

You can't brawl with ERLLasers cause have too long burntimes and for you too much face time.
A brawler needs to actively use his armor by beeing mobile and keep his torso moving. (Infact a... sniper....[I prefer longrange support, there are no snipers in MWO] too but thats a different storry) You can't move your torso while keeping lazors on target.
Thats why you don't see many IS ERLLas in PuG beeing REALY successfully used. (There are some experts though..but their playstyle are often toxic to teamplay)

>> I am not a fan of the SRMs and have not really tried the pulse lasers yet, but would they be a better alternative to the normal lasers?

Pulse Lasers are the spot where things are at.
They are the meta.
The Large Pulse Laser is the the most over all efficent and easy to use weapon in MWO.
Good weight, heat pike, and burntime.
While that guy from metamechs often utilizes LLas, thats more a personal thing of him. (weight / heat efficency infact)
SRMs represent an other part of the long lasting frontload/ alphastrike meta.
You can aim, fire and get away in split seconds. Your facetime is minimal.

Edited by The Basilisk, 10 June 2016 - 01:13 AM.






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