Notes On The Upcomming Executioner
#21
Posted 25 February 2015 - 09:39 AM
#22
Posted 25 February 2015 - 10:32 AM
Mcgral18, on 24 February 2015 - 08:46 PM, said:
Certainly not Tier 1 or God Tier, but it can mount a Gauss and 6 ERMLs with adequate heatsinks and ammo, all one one side. It actually has an advantage over the TimberGod! Still....don't let that Gauss blow, since it's in the ST.
Worth 95 tons? Probably not, so not an ideal CW mech. It should do alright in the PUG LIFE though.
Umm, actually the Gauss is in the arm, not the torso, so no worries about that.
Gyrok, on 25 February 2015 - 07:25 AM, said:
I want the extra variant with all the energy in the arm. I mean, if you are going to try it all, might as well have all the good hardpoints...right?
Totally! The EXE-D is the best variant out of all of 'em.
Edited by Repasy, 25 February 2015 - 10:35 AM.
#25
Posted 25 February 2015 - 10:57 AM
Edited by Alexander Steel, 25 February 2015 - 10:58 AM.
#26
Posted 25 February 2015 - 11:07 AM
Repasy, on 25 February 2015 - 10:32 AM, said:
Umm, actually the Gauss is in the arm, not the torso, so no worries about that.
Totally! The EXE-D is the best variant out of all of 'em.
I could not care less where it is "stock" I am putting that sucker in the RT.
Alexander Steel, on 25 February 2015 - 09:35 AM, said:
Either that or I imagine the guy driving the thing is going "OH YEAH!"
I always knew the Executioner moonlighted as the Kool-Aid man.
#27
Posted 25 February 2015 - 11:32 AM
#28
Posted 25 February 2015 - 01:22 PM
#29
Posted 17 June 2015 - 11:00 AM
1. the Devs decided to NOT use the old MW/Battletech rules going double speed, but simple adding some speed, from 64 to 76.
cruise: http://assets-cloud....nal/3276193.jpg
MASC: http://assets-cloud....nal/3276194.jpg
Sarna: http://www.sarna.net...ignal_Circuitry
2. during the use of MASC, you cannot aim. Maybe you do not loose lock for LRM/SSRM, but it's impossible aim with energy/ballistics using MASC. But on Sarna, MASC was not intended to have aiming penalities.
3. the Devs decided that for ClanMechs MASC cannot be removed, like JJs. So i have 8 tons JJ + 4 tons Masc i cannot remove, and once i have maximum armor i have only 25 tons to play with configs. Some examples:
- 80 ton Gargoyle: 20 tons available [/color]http://assets-cloud....nal/3276188.jpg
- 85 ton Warhawk: 32 tons available [/color]http://assets-cloud....nal/3276189.jpg
- 95 ton Executioner: 25 tons available [/color]http://assets-cloud....nal/3276190.jpg
- 100 ton Direwolf: 55 tons avaiable [/color]http://assets-cloud....nal/3276191.jpg
Note: i fear what they were doing to the ShadowCat......
Edited by Anavel Gato2, 17 June 2015 - 11:04 AM.
#30
Posted 19 June 2015 - 10:22 AM
Anavel Gato2, on 17 June 2015 - 11:00 AM, said:
2 tons to move 9 Kph faster for 7.5 seconds.
Typical start and stop speed boosts, with 25% turn speed.
I'd prefer 2 tons and take the stock loadout of Gauss (with 30 rounds, enough in MWO) and 2 ERMLs, with ECM instead of AP.
1 ton of extra ammo, 1 ton to max armour.
#31
Posted 14 July 2015 - 02:52 PM
Mcgral18, on 19 June 2015 - 10:22 AM, said:
2 tons to move 9 Kph faster for 7.5 seconds.
Typical start and stop speed boosts, with 25% turn speed.
I'd prefer 2 tons and take the stock loadout of Gauss (with 30 rounds, enough in MWO) and 2 ERMLs, with ECM instead of AP.
1 ton of extra ammo, 1 ton to max armour.
THe way they brought MASC into the game really isn't worth the tonnage.
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