Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The pride of the Lyran Commonwealth and one of its premier assault mechs, the Zeus was so enamored by all the attention that it forgot the "assault" part of its job. It takes on the fire support role, a really big Shadow Hawk that can't jump.
Not that it's bad at the role. The LRM-15, AC/5, and Large Laser can do a respectable amount of damage at good ranges. It is is slow, but not overly, and is fairly well-armored, though not for an assault mech.
In PC Battletech, the Zeus suffers from a bit of an identity crisis with its hardpoints. Not quite enough missiles to be an LRM boat, not quite enough free tonnage to be a real sniper like the Awesome. It actually works better in the opposite of its canon role, beefing up armor and short range firepower to turn it into a brawler.
Ironically, despite being named the Zeus, it cannot hurl lightning. The original protoypes mounted a PPC, but design problems forced the Commonwealth to substitute it with an AC/5. In stock configuration, it's an almost poetic complement to the Battlemaster, mostly produced in Davion space, foreshadowing the marriage of the two great houses.
Despite the minor problems it suffers from, the Zeus is still a mech House Steiner can be proud of. Especially during orbital drops. There are two ways to do them - the wrong way, and the Steiner way, which is just the wrong way with lots of assault mechs.
For the record, I field a Banshee 3M regularly.
The Grave Robbing story mission.
But you're probably better off taking one of the other mechs from that mission.
Of the assault mechs with 120 base movement, Zeus and Victor have the most usable tonage with full armor. The Zeus's arm-mounted missle hardpoint is always nice to have for a sniper, if you load it out that way.
But: Battlmaster is all around better with more versitile hardpoints, more total armor capacity, and more raw usable tonnage so if you armored it identically to the Zeus it would go the same speed and have more space left.
Zeus is a great mech, though. undervalued, I think.
https://steamcommunity.com/sharedfiles/filedetails/?id=1395999221
If you wanted to go long range, you could try this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1396006357
I'm not enamored with either configuration, but it should be good enough until you find something better.
I'd go sniper, but thats just my playstyle. Long range weapons, mix of LRM/AC/PPC. Use the speed to keep in a good range band.
On the other hand, it could easily go the other way. Use the speed to close, and load up on armor. max out the medium lasers and put a SRM six-pack on the arm. With any remaining space, stick the biggest AC you can on the other arm. Get in close and cut it up.
I tend not to like compromise designs that do a little bit of everything. That is why you have four mechs, you can have four specialized designs. But that's just me. Other people I think do really well with mixed-role designs.
As for 2-3-2 mechs, none existed during the time period that the game is set. Actually, I don't know any mechs that move that slow.
LRM10
Med Laser x3
AC/10
And I made up the extra tonnage with more armor.