Mark Yore, on 29 June 2021 - 04:03 PM, said:
So I'm going to pick up two new Assaults while the sale is on.
I've found I don't like slow mechs and since my other three Assaults are all Clan I would like at least one IS.
I've been testing some of the recommended builds but I've ended up with one odd one - a Zeus 9S2.
I've loaded it with two ERMLs on one button and two MRM10s and two RAC2s on the other button. The lasers are mostly for poking and if I run out of ammo. The MRMs give me an early shot while the RACs are warming up and also fill the gap while they're in cooldown.
Is this a stupid build?
And what would you suggest for the better Assaults - already have a Direwolf and two Madcat IIBs (bought one and then got the freebie a week later).
Thanks!
The Build is not stupid at all but it is more a
BATTLETECH build than a Mechwarrior build.
See the basic concept of Battlemechs in
BATTLETECH is either that of a multipurpose one man Army or of an one in all solution for a certain branch of weaponsystems.
There are few Battlemechs that are completely singleminded as in beeing a one purpose integrated Weaponsystem.
Sadly this concept of Battlemechs does not work in the setting of MWO PGI gave us.
The way Battlemechs work in MWO calls for thinking of them as a speciallized weaponsystem with a distinct role and purpose. Like a Gun with primary and secondary firing modus.
Like the heavy weapons guy in TeamFortress or what ever specialized character you might think of.
So you have to think of a single strat that you have to make work on your mech.
Your build is too complicated along this lines of thinking.
Try something like this:
ZEU-9S2 burst and twist
The idea behind it is to have a medium range support mech with a shieldside and or redundancies if you meet a super cocky enemy thinking you meight be neutralized when he takes of your primary wpns array.
So again, move as much as you can a Zeuss can not stare down enemys but it is good at torsotwisting... the most important aspect of this mech is shoot and twist. Use your MRM 60 for high density blasts at medium to short ranges around corners and twist away when the last rocket is out the tubes. Use the lasers as backup and to take out damaged parts of other Mechs or for ranged points of intrests and target tagging.(assists farming)
The empty arm is your shield draw it in front your boddy when ever you can and use the laser side to soak up damage when possible. If your MRM side gets shot of early just do it vice versa. Just poke around friendlys and corners and use the lasers to support your friends and keep enemys irritated.
Edited by The Basilisk, 30 June 2021 - 02:02 AM.