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About The Executioner..


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#1 IlleLorem

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Posted 03 March 2015 - 11:31 AM

I've been considering buying this mech released with the clan collection, and had a few questions.

Is 518 the maximum armor it can equip? Considering it's a 95 ton mech, and a 100-tonner can use 614 armor, that seems a little low to me.

How do people think it's going to play? Seems better because of not having such a massive CT like other clan mechs, but I wanted to get a discussion going about this.

What playstyle would you guys say the hardpoint design is oriented towards?

A question that's mostly my own stupidity here-Do clan mechs die if they lose their left/right torsos? I know normal Inner Sphere XL engines will kill the mech if a side torso is lost, but I could swear I've lost side torsos in my dire wolf before.

Thanks guys!

#2 Nori Silverrage

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Posted 03 March 2015 - 11:44 AM

586 should be max armor.

I'm thinking it'll play like a fast manuverable assault. Probably a bit like a faster, JJ, Banshee with a STD350.
Firepower should be similar to the Timber (so much tonnage goes to JJs, engine and MASC).

Assuming they work MASC how we think they will, it should be able to keep up with Clan heavies for bursts at a time. Which can be useful in a push since it'll hopefully be a lot more tanky.

As for toros. You can lose one side torso. The second goes and you go down too.

Edited by Nori Silverrage, 03 March 2015 - 11:45 AM.


#3 RedEagle86

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Posted 03 March 2015 - 11:52 AM

1. 586 is the maximum amount of armour able to be mounted, same as the Banshee. Most 'Mechs do not come with full armour. To maximize armour values would take an additional 1.9 tons.

2/3. Very fast, very manoueverable assault. Might excel at long ranges, or in a brawl, depending on hardpoints. I could easily see a UAC/20 (3 tons ammo), and 7 tons of energy weapons, take your pick. Either that or a dedicated laser boat (up to 13 energy hardpoints!)

4. Clans can survive 1 torso loss with an XL engine, although there are now penalties upon destruction. Not sure off the top of my head what they are.

#4 IlleLorem

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Posted 03 March 2015 - 02:00 PM

Alright, thanks for the responses guys.

I'm thinking that a brawler build could work very well on this thing.

Does anyone know what MASC does/is supposed to do, or what the general community consensus on its effect is at the moment?

#5 Hawk819

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Posted 03 March 2015 - 02:21 PM

View PostIlleLorem, on 03 March 2015 - 02:00 PM, said:

Alright, thanks for the responses guys.

I'm thinking that a brawler build could work very well on this thing.

Does anyone know what MASC does/is supposed to do, or what the general community consensus on its effect is at the moment?


according to Canon, it allows the `Mech to move at a much faster rate of speed. However, there is one drawback: stress on the myomer wears down the muscles of the `Mechs legs, thereby, causing the legs to fail after too much use.

In short: it's falling damage just without falling off a building, etc.

Edited by Hawk819, 03 March 2015 - 02:22 PM.


#6 Dawnstealer

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Posted 03 March 2015 - 02:52 PM

I'm guessing they'll probably do the MASC like JJs - you turn it on, you use up the bar, you go back to normal speed, the bar slowly builds back up.

#7 IlleLorem

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Posted 05 March 2015 - 03:22 PM

So what are people thinking for builds? I'm thinking something laserboatish or banshee-esque, or a varied weapon brawler right now.

#8 Pezzer

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Posted 05 March 2015 - 03:42 PM

With stock omnipods, the PRIME could run 2 AC/5 1 AC/2 or 2 UAC/10 with some backup lasers. So it's probably going to be a med-long range setup, while the A and D are going to be short-med range for sure due to the number of hardpoints. I think the B will be seen with Gauss and 2 ERLL but the B will most likely be everyone's first candidate for Omnipod transplanting. I'll probably take the B and switch it to UAC/10 4 ERMPL or something like that.

It should be a versatile Mech like the Warhawk, so we will see it in various different capacities. The MASC assuming that it's really good or OP will make it one of the best Assaults out there until the IS field MASC units. The number one thing that will limit the Executioner are the jumpjets, and I think it will be a very good mech but most people will not use it due to the jumpjets taking up so much tonnage. I'm a huge fan of the Summoner so I'll probably love it!

Edited by Pezzer, 05 March 2015 - 03:44 PM.


#9 White Bear 84

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Posted 05 March 2015 - 04:09 PM

Im not sold on this one, might stop at cauldron born. sell it to me...

#10 IlleLorem

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Posted 05 March 2015 - 04:18 PM

View PostWhite Bear 84, on 05 March 2015 - 04:09 PM, said:

Im not sold on this one, might stop at cauldron born. sell it to me...


Right now, it seems to me like a more mobile Banshee. It's got a large concentration on energy hardpoints, meaning it'll probably boat them well. It's also got some SRM or ballistic hardpoints for cooler weaponry. The jumpjets and MASC seem like they're going to make it very annoying to kill, in my opinion.

#11 Koniving

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Posted 05 March 2015 - 04:37 PM

View PostIlleLorem, on 03 March 2015 - 11:31 AM, said:

Is 518 the maximum armor it can equip? Considering it's a 95 ton mech, and a 100-tonner can use 614 armor, that seems a little low to me.

Using a massive Heavy Force 380 XL Engine, the Executioner has a top speed of 64.8 km/h. A MASC system enhances the top speed to 86.4 km/h (albeit only in short bursts), and four permanently mounted Pryzhok WM10 jump jets give the 'Mech the ability to propel itself 120 meters into the air. This unusual emphasis on speed gives the Executioner unmatched speed for its weight class, as it is often capable of keeping up with 'Mechs twenty or thirty tons lighter than itself. The Executioner also carries thirteen and a half tons of Ferro-Fibrous armor, which is below average for its weight class, but generally adequate. Sixteen double heat sinks are mounted to cool the 'Mech down.

Quote

A question that's mostly my own stupidity here-Do clan mechs die if they lose their left/right torsos? I know normal Inner Sphere XL engines will kill the mech if a side torso is lost, but I could swear I've lost side torsos in my dire wolf before.

Thanks guys!


Engines are destroyed if 3 slots are damaged. IS XL engines stop functioning (player dies) after losing a side torso because in losing that side torso you've automatically lost 3 slots. Clan XL engines have only 2 slots per side torso... meaning it can survive losing one side torso.

You're welcome.

Far as hardpoint design:
Left arm. Ballistic option (up to 1). Missile option (up to 2). Energy options (up to 3).
Right arm. Only energy. Up to 7 energy weapons can be mounted on one arm.
Left torso. MASC is locked and mandatory. Max 1 energy, no other hardpoints.
Right torso. Ballistic option (up to 2). Energy option (up to 2). AMS (up to 1).
Jumpjets locked in legs (4).

Edited by Koniving, 05 March 2015 - 04:55 PM.


#12 IlleLorem

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Posted 05 March 2015 - 04:52 PM

Well, thankyou good sir Koniving for the detailed response.

I've seen the hardpoints, with the Omnipods it can use it seems like it's going to be very versatile.

#13 ProfessorD

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Posted 05 March 2015 - 04:53 PM

View PostKoniving, on 05 March 2015 - 04:37 PM, said:

Dire Wolf has a standard engine.


Seriously? I'm kind of amazed at such a table-topper and forum warrior getting this wrong. The Dire Wolf definitely has an XL 300.

#14 Koniving

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Posted 05 March 2015 - 04:55 PM

View PostProfessorD, on 05 March 2015 - 04:53 PM, said:


Seriously? I'm kind of amazed at such a table-topper and forum warrior getting this wrong. The Dire Wolf definitely has an XL 300.

You're right.
(I was thinking of the day I shoved a std in there).
Posted Image

After capturing one in a campaign, I had a number of issues. The engine broke down, a number of the weapons were destroyed, some actuators had to be replaced. I went through and replaced things with what I could get and it lost its omni status. So my Dire Wolf has been rockin' a standard ever since.

Edited by Koniving, 05 March 2015 - 05:15 PM.


#15 Nightshade24

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Posted 06 March 2015 - 04:01 AM

View PostIlleLorem, on 03 March 2015 - 11:31 AM, said:

Is 518 the maximum armor it can equip? Considering it's a 95 ton mech, and a 100-tonner can use 614 armor, that seems a little low to me.

586 is the max armour. HOWEVER it won't be a "clean" use of tonnage, you will have a little bit left over if you do max, so you need to reduce a little bit of armour to add a machine gun or even less armour and put in something of 0.5 tons

View PostIlleLorem, on 03 March 2015 - 11:31 AM, said:

How do people think it's going to play? Seems better because of not having such a massive CT like other clan mechs, but I wanted to get a discussion going about this.


We can't tell how the hitboxes will be yet. But it is smaller by far and more flat. BUT it is taller. I think it'll be played just like how it was in the older games but with a splash of how the highlander is played in this game.

View PostIlleLorem, on 03 March 2015 - 11:31 AM, said:

What playstyle would you guys say the hardpoint design is oriented towards?


It's quite fast due to it's MASC and can pack heavy amounts of firepower.

It could easily be a brawler if it wants, charging into the battlefield with a UAC 10, 2 SRM 6's, and maybe 6 medium lasers.

Or a UAC 20, and what ever you want extra.

I think it will have some love from old time players and will be used relatively stock. (I know I will <3)

Picture this mech as a gargoyle mixed with a highlander that dressed up as a banshee for Halloween.

View PostIlleLorem, on 03 March 2015 - 11:31 AM, said:

A question that's mostly my own stupidity here-Do clan mechs die if they lose their left/right torsos? I know normal Inner Sphere XL engines will kill the mech if a side torso is lost, but I could swear I've lost side torsos in my dire wolf before.


Clan XL engines can run with the side torso destroyed but if 2 side torsos are destroyed then you are dead.

Also if 1 st is gone you lose some heatsinks and work a bit slower in turning and stuff.

View PostIlleLorem, on 03 March 2015 - 11:31 AM, said:

Thanks guys!


Your welcome guy.

View PostKoniving, on 05 March 2015 - 04:55 PM, said:

You're right.
(I was thinking of the day I shoved a std in there).
Posted Image

After capturing one in a campaign, I had a number of issues. The engine broke down, a number of the weapons were destroyed, some actuators had to be replaced. I went through and replaced things with what I could get and it lost its omni status. So my Dire Wolf has been rockin' a standard ever since.

If only turning omni's to battlemechs is a thing in MW: O...

#16 Koniving

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Posted 06 March 2015 - 04:30 AM

View PostNightshade24, on 06 March 2015 - 04:01 AM, said:

If only turning omni's to battlemechs is a thing in MW: O...

Truth be told, you wouldn't want what was required to do it.

Several missions of use with broken parts that couldn't possibly be replaced with their appropriate goodness.
Going into a battle with a damaged engine producing an extra 0.5 heat per second (in lump sums of 5 every turn), knowing it'd stop functioning entirely if I lost the right side torso.

Losing the built-in CASE on every section I had to replace armor on.

Every maintenance cycle its performance would get worse and worse due to the technician -- despite being god-mode Star Trek Scotty the miracle worker good -- having to figure out how it works as he goes along.

Not being able to replace weapons as easily as the Clans could, because IS weapons are incompatible. So each one attached has performance issues [not reflected in the meklab] (extra heat, inaccurate, extra propensity to perma-jam, range-specific targeting [so accuracy penalties before and beyond certain ranges]).

After taking a through armor crit from a PPC, the engine started generating 10 heat per turn and I melted a huge chunk of heatsinks trying to keep the mech safe, sacrificing a few functioning mechs and losing two good pilots to keep that Dire Wolf from getting destroyed.

Months where it had to be left in a facility couldn't be used to replace the engine -- which was the expected time. The actual time was 13 months in total and even then the engine has poor acceleration, so every time I remain stationary for a turn, the next turn my 3 hex 'cruising speed' counts as 'running' with all the accuracy reductions associated with it.

It's a mechanical nightmare.

Edited by Koniving, 06 March 2015 - 04:34 AM.


#17 Tarogato

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Posted 06 March 2015 - 04:54 AM

View PostIlleLorem, on 03 March 2015 - 11:31 AM, said:

How do people think it's going to play? Seems better because of not having such a massive CT like other clan mechs, but I wanted to get a discussion going about this.
Go play the trial Gargoyle for little bit. That's what the Executioner will feel like with MASC enabled. Then go play the trial Banshee. That's what the Executioner will feel like most of the time. It's basically a bigger and slower Gargoyle with actual real weapons and armour. I expect it will turn out pretty well, unlike the how the Gargoyle turned out in MWO.

View PostKoniving, on 06 March 2015 - 04:30 AM, said:

Truth be told, you wouldn't want what was required to do it.

Several missions of use with broken parts that couldn't possibly be replaced with their appropriate goodness.
Going into a battle with a damaged engine producing an extra 0.5 heat per second (in lump sums of 5 every turn), knowing it'd stop functioning entirely if I lost the right side torso.

Losing the built-in CASE on every section I had to replace armor on.

Every maintenance cycle its performance would get worse and worse due to the technician -- despite being god-mode Star Trek Scotty the miracle worker good -- having to figure out how it works as he goes along.

Not being able to replace weapons as easily as the Clans could, because IS weapons are incompatible. So each one attached has performance issues [not reflected in the meklab] (extra heat, inaccurate, extra propensity to perma-jam, range-specific targeting [so accuracy penalties before and beyond certain ranges]).

After taking a through armor crit from a PPC, the engine started generating 10 heat per turn and I melted a huge chunk of heatsinks trying to keep the mech safe, sacrificing a few functioning mechs and losing two good pilots to keep that Dire Wolf from getting destroyed.

Months where it had to be left in a facility couldn't be used to replace the engine -- which was the expected time. The actual time was 13 months in total and even then the engine has poor acceleration, so every time I remain stationary for a turn, the next turn my 3 hex 'cruising speed' counts as 'running' with all the accuracy reductions associated with it.

It's a mechanical nightmare.

Yes, but unforunately MWO has none of that. It'd be as simple as "it's a battlemech now, have fun!" and it would be an unstoppable min-maxed money-printing machine.

#18 IlleLorem

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Posted 08 March 2015 - 12:41 PM

So, finally bought the Gladiator package. Can't wait til the Executioner is delivered!

#19 Hit the Deck

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Posted 08 March 2015 - 01:54 PM

View PostIlleLorem, on 08 March 2015 - 12:41 PM, said:

So, finally bought the Gladiator package. Can't wait til the Executioner is delivered!

Yeah so do I. It will be my Clan Highlander!

#20 charov

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Posted 10 March 2015 - 10:49 AM

The gargoyle is not a bad mech when you understand that is just a fat heavy. Run cool builds on it and will make you happy.. sort of.

Both the Exec and the Foyle must carry a GR in order to run cool - btw, it's the best brawling ballistic we have. The add some mid/long range energy (erml, ll, lpl, ppc) and boat a good number of short range energy (sl, spl). Done.
I currently run a gar-d with gr, 2x ml, 4x sl and it works well (for a goyle..) and piling up 500/600 dog is damn easy. I hope I can run an executioner with gr, 3x ml, 7x sl without suffering heat too much. I with I could run a Uac20 but, damn, that weapon is useless arm.





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