The Executioner is a fantastic Mech when played a certain subset of ways. It isn't a cookie-cutter Mech like the Timberwolf or Hellbringer, it's purpose-built for the most part, and that makes it great to pilot if eccentric in design.
Some basic pointers:
Use MASC at the beginning of the match to jet out of spawn, then use it in 15%-30% bursts of speed from there on out if you can help it. During emergencies, it's worth it to go over 75% MASC and take leg damage if it means saving your life. With some builds, it's great to peek using MASC. With others, you don't want to peek much, instead you want to spend that "peek" time flanking the enemy or covering a flank of your own. Torso twisting is a great tactic, but I've taken mostly arm hits anyways as a result of the mech being on the wide side, it's hard to keep the arms in cover when the cockpit doesn't communicate how far out your arms go so to speak. People like to aim for them as well, which is very helpful, especially when one of your Mech builds has a dummy arm shield!
I mostly stare down enemies at close range with some between-alpha wobbling (jerking the torso left and right for brief moments before aiming back on target) to spread the damage. At long ranges it seems to be better to rely on MASC for dodging as opposed to full torso-twisting. In other words, use typical peeking tactics with a slight torso twist and MASC burst after taking your shots off. The lack of torso twist benefiting the user reminds me of the King Crab, except you don't have big meaty claws to arm shield with during the initial push. The mech has low torso twist anyways, so it only helps so much. It's much better to just jet(MASC) outta sight.
Keep in mind that I'm out of torso twisting practice, but early on I tried to do the correct shoot-and-twist method and it simply doesn't work with this mech. So if you think you're up to it, go ahead and try. The traditional Mechwarrioring mechod doesn't work well in my experience but YMMV.
EDIT: I've played around a little more since writing this review up and it seems that jerking the torso around between shots and twisting away while cooling down works best if you want to incorporate torso twist in your playstyle.
Okay, after playing and playing nothing but the Executioner I think I have some well-tweaked builds that are worth trying. All of these builds have hit at least 400 damage, with several 500-600 damage matches as well for all of the builds. You'll see why one of these reaches only 400 damage more often than the others.
The builds:
EXE-A "Cool Run"
4 MPL, UAC/20, 2MG works very well as it is high-alpha low-heat for the most part. Plus you have those MGs to pile it on when internals open up. This one plays like a Victor that face-stares a little more and torso twists a little less thanks to those MGs and the high alpha scaring the begeezus out of people. I use the MASC to get into position slightly faster while keeping the timer low, then take advantage of the faster turn speed and forward-backward movement to keep my guns on target. Works decently on Mediums and very well on fast heavies.
NOTE: The Executioner is a hot mech to run in my experience. This is the coolest build I've come up with thus far. There may be other cooler builds to run that are just as effective, but they lack range. My builds are high-alpha while maintaining as much heat efficiency as is physically possible.
EXE-D "Hot Potato!"
6ERSL, 2LPL, 2SRM6+A. This is a very effective build, but it's also the hottest one. LPLs are there to give the mech some range and extra oomph while the ERSLs and SRMs are literally all you're going to fire within 270m. At 300m-400m I use the ERSLs+LPLs to get off alphas reminiscent of the NOVA-PRIME. And did you check the firepower on this thing? 80 POINT ALPHA! If you really hate someone you can fire all weapons at once on the same component and core their ST out, then get away with MASC!
With this build my strategy is the play the flanker of the frontliner. Peek with LPLs and MASC back into cover, then brawl when the match gets to that stage. Otherwise, this build seems to work best but hitting the enemy from the side, then MASCing away if possible. Otherwise, the SRMs and ERSLs typically scare anything under 60 tons away. If you're being hit by more than 2 enemies you made a mistake.
EXE-PRIME "Dakka Dakka"
This is my conservative build, and I greatly enjoy it. The ERSLs may seem wonky, like they were an afterthought, but when this mech is played right they will get a lot of use.
2UAC/5, 4ERML, 3ERSL. The build is telling you to cornerpeek off of the right side of things, and rightly so. With this build I try to get 2-4 UAC/5 bursts off along with an alpha from those medium lasers, then go back into cover. Out, low-heat alpha or 2, back in. When the enemy is trying to push up, this build is perfect for medium-range denial. People are scared of those UAC/5s to the point that I can get Warhawks to back down. Dire Wolves are tricky as always, but if you can use this build to peek out and take off thier side torso while they lay into someone else, it's incredibly satisfying.
This build isn't the flanker, it's the defender that can quickly reposition to do its' job: crossfire. Play like a Heavy, avoid taking hits, fire from indirect angles. Then when the enemy tries to move in, lay on them. If they successfully break through, defend your self-proclaimed camping spot with several full alphas from both sets of lasers while continuing with the UAC/5s. When the Mech gets kinda hot, continue to dakka then throw in the ERSLs when possible.
EXE-B "Sniper"
This build is something completely different, going with a more tabletop-esque role. 2LPL and 2ERPPC are simple to use but hot to run. With this build, simply use the MASC to get into position and peek, then retreat or turn the mech into a close-range shot with the ERPPCs. I primarily use the ERPPCs out to long range and then combine 1ERPPC with both LPLs within 600m. The 1 ERPPC+2LPL is relatively low heat and can be fired 3 times or so within a short period of time assuming basic skills are in effect. Note of caution: this build is the opposite of the other builds in playstyle and heat efficiency. The other are high-alpha high-dissipation for the most part, while this mech is low-alpha low dissipation. This build doesn't always do high damage as a result, but it racks up kills and tears off components which is very helpful for your team.
My overall review of the Executioner: it sucks without basics and sucks without a fine-tuned build, but once you have the mech, MASC, and weapons dialed in it can be quite powerful. Huh, I guess it is pretty similar to the Banshee! It seems to suffer from ultra-specific buildism as well.
I hope this guide helps at least a few people out. Feel free to use my builds and tactics or to completely ignore them, whatever works for you.
EDIT: Refined the intro, it reads more like an actual guide now!
Edited by Pezzer, 09 July 2015 - 07:38 AM.